The All-Seeing Orb |
Can Alchemists throw healing bombs? or are the purely offensive. I have a player that would like to throw healing potions at people but not sure if it's supported
The All-Seeing Orb |
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With all the discussion in the other thread, can you say exactly what the war priest gets?
Normally the Orb doesn't like to be this specific, but in the interest of correcting misinformation, an exception can be made.
At 3rd they become trained in martial weapons.
At 7th, they gain expert proficiency with their deitiy's favored weapon, as well as the critical specialization effect for the weapon.
At 11th level their proficiency in divine spells increases to expert.
At 15th, they become master in Fortitude saves.
At 19th, their divine spell proficiency increases to master.
Edge93 |
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I think my question might have gotten lost, so I'll try again:
Is there any way for a fighter to bring a simple weapon (or many simple weapons) up to martial weapon "standards", similar to what Champions and Clerics (maybe only Warpriests) get if their deity's favored weapon is a simple weapon?
In other words, can I play Oberyn Martell and kick ass with a spear, or will the rules tell me I am dumb and should have gone for a sword or an axe like a real fighter?
Although there doesn't look to be anything like this, on the upside a one handed Simple Spear is only 1 damage per die behind a Longsword or Greataxe. And that Thrown 20 is nifty if you grab Returning (yeah Hatchets have the same damage with sweep and agile but score them ;P)
TL;DR even though they're straight weaker I think simple weapons are at least still viable.
citricking |
citricking wrote:With all the discussion in the other thread, can you say exactly what the war priest gets?Normally the Orb doesn't like to be this specific, but in the interest of correcting misinformation, an exception can be made.
** spoiler omitted **
Thank you!
That's really interesting that they only ever get expert with their deities favored weapon, that means deity is really important for making a war priest.
I see iomedae, Torag, and gozreh good for one handed and shelyn and gorum good for two handed. Everyone else seems a bit worse off.
Edge93 |
Yeah, I'm bummed that they don't get expert with martial. Kinda makes the training in them pointless after 7th level hits...
Wish they could get expert in heavy armor without Champion MC too, but I guess that holds for anyone who doesn't naturally get it. XP
Having weapon proficiencies gained from General feats, racial feats, or MC automatically scale to ypur class proficiencies is likely going to be a Houserule for groups I run.
PossibleCabbage |
I get the sense that they are being very careful to limit how much expert and higher combat proficiency you can get on full casting classes.
Like the only ways to get expert weapon proficiency if you're not getting it in class is via ancestry feats and fighter multiclassing, right? And the only way to get expert armor proficiency is with champion multiclassing?
Gaulin |
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I watched the Glass Canon podcast and they can draw a weapon as a free action as part of a stride. Is it really a new rule?
Not that I know the answer (though I think the answer is they're doing it wrong) I wouldn't listen to gcp if you wanna be big on rules! I love them but a lot of the stuff they just don't want to big things down and look things up too much.
Edit - not to be a turd but I'm hoping my last question was missed in this fast moving thread; can anyone detail the familiar ability that was mentioned that allows them to spend two actions to give their master focus? Is it a once a day thing or...?
QuidEst |
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can anyone detail the familiar ability that was mentioned that allows them to spend two actions to give their master focus? Is it a once a day thing or...?
Master spends an action directing the familiar. Familiar spends both actions. Master regains a point of focus. It's once per day. (I don't have the book, this was just from a one of the convention pictures.)
Gaulin |
Gaulin wrote:can anyone detail the familiar ability that was mentioned that allows them to spend two actions to give their master focus? Is it a once a day thing or...?Master spends an action directing the familiar. Familiar spends both actions. Master regains a point of focus. It's once per day. (I don't have the book, this was just from a one of the convention pictures.)
Ah, must have missed that one. Figured there must be something like that. Thank you
The All-Seeing Orb |
2 people marked this as a favorite. |
Yeah, I'm bummed that they don't get expert with martial. Kinda makes the training in them pointless after 7th level hits...
Wish they could get expert in heavy armor without Champion MC too, but I guess that holds for anyone who doesn't naturally get it. XP
Having weapon proficiencies gained from General feats, racial feats, or MC automatically scale to ypur class proficiencies is likely going to be a Houserule for groups I run.
A number of feats that grant or improve your weapon proficiency already scale with your class's proficiency increases. You may not have to do as much house-ruling as you think.
Voss |
re: Deadly Simplicity, does that do anything for more than a handful of gods?
The playtest version really only affected Abadar, Asmodeus, Irori, Nethys, and Pharasma. I assume that list will expand later, but is it effectively a dead feat for War Priests of the actual war gods (who have martial favored weapons)
The All-Seeing Orb |
2 people marked this as a favorite. |
re: Deadly Simplicity, does that do anything for more than a handful of gods?
The playtest version really only affected Abadar, Asmodeus, Irori, Nethys, and Pharasma. I assume that list will expand later, but is it effectively a dead feat for War Priests of the actual war gods (who have martial favored weapons)
Matthew Downie |
What are the expected success rates for actions?
It was suggested that in the playtest, no matter how much you invested, you could never get much more than a 50% chance of succeeding at a level-appropriate challenge. Has this changed?
And what are the chances of an unbuffed but optimized martial hitting a typical enemy on the first attack?
Vlorax |
What are the expected success rates for actions?
It was suggested that in the playtest, no matter how much you invested, you could never get much more than a 50% chance of succeeding at a level-appropriate challenge. Has this changed?
And what are the chances of an unbuffed but optimized martial hitting a typical enemy on the first attack?
I can actually answer this i think as I have the bestiary already. AC isn't consistent so it depends on the creature. and equal level creatures are meant to be a challenge for a party of 4.
lvl 10 Graveknight AC 31.
Fighter lvl 10 attack bonus 21 = 10 + 6 + 5 (lvl + prof + str)
31-21=10
So unbuffed no magic wep they hit on 10+ crit on 20 50% hit chance 5%crit
Lvl 10 Troll King AC 28
28-21= 7
Unbuffed they hit on a 7+ crit on 17+ 65% hit chance 20% crit
Lucas Yew |
I can actually answer this i think as I have the bestiary already. AC isn't consistent so it depends on the creature. and equal level creatures are meant to be a challenge for a party of 4.
lvl 10 Graveknight AC 31.
Fighter lvl 10 attack bonus 21 = 10 + 6 + 5 (lvl + prof + str)
31-21=10So unbuffed no magic wep they hit on 10+ crit on 20 50% hit chance 5%crit
Lvl 10 Troll King AC 28
28-21= 7Unbuffed they hit on a 7+ crit on 17+ 65% hit chance 20% crit
I thought PF rules hit when equal or higher than the target DC, am I wrong? You did get the crit chances right, though...
----
Anyway, here's my next curiosity: a quick rundown of "passive (always-on type)" capstone options (like the "permanently Quickened" ones) for each classes, please!
Glimturen Runekeeper |
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Has the Full Plate armour bonus changed since the Playtest? Is the dex cap still 1 with the clumsy trait? Granting a total of 7 AC?
Matthew Downie |
Vlorax wrote:I thought PF rules hit when equal or higher than the target DC, am I wrong? You did get the crit chances right, though...lvl 10 Graveknight AC 31.
Fighter lvl 10 attack bonus 21 = 10 + 6 + 5 (lvl + prof + str)
31-21=10So unbuffed no magic wep they hit on 10+ crit on 20 50% hit chance 5%crit
Lvl 10 Troll King AC 28
28-21= 7Unbuffed they hit on a 7+ crit on 17+ 65% hit chance 20% crit
The mistake was that "hit on a 10+" is actually a 55% hit chance, and "hit on a 7+" is a 70% hit chance.
Lanathar |
Couple of random questions:
Much earlier on someone mentioned an elemental bloodline focus power as “elemental throw”. What does that do? Does it have a degree of success? When can it be accessed
Someone else was talking about gnomes and badgers. Is there any way to have a badger mount for a small creature or are they too small ?
Some Kind of Chymist |
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This is a weird question but; when I buy my 2e books as PDFs (shipping sucks when it has to involve an actual ship or plane so I'm just buying PDFs until later down the road) I will likely end up reading them on my phone page by page so; are there any things that I should experience in their two page spread glory (I can pull them up on a big screen with pages side by aide I just usually don't when reading PDFs)?
Vlorax |
1 person marked this as a favorite. |
Lucas Yew wrote:The mistake was that "hit on a 10+" is actually a 55% hit chance, and "hit on a 7+" is a 70% hit chance.Vlorax wrote:I thought PF rules hit when equal or higher than the target DC, am I wrong? You did get the crit chances right, though...lvl 10 Graveknight AC 31.
Fighter lvl 10 attack bonus 21 = 10 + 6 + 5 (lvl + prof + str)
31-21=10So unbuffed no magic wep they hit on 10+ crit on 20 50% hit chance 5%crit
Lvl 10 Troll King AC 28
28-21= 7Unbuffed they hit on a 7+ crit on 17+ 65% hit chance 20% crit
Damnit, in my defense it was midnight when I posted
Erk Ander |
2 people marked this as a favorite. |
Ok, some Paladin/champion questions. Is Aura of courage, Divine GRACE, Sense Evil still feats. I saw these as iconic abilities (class features) yet they were feats in the playtest. So what are they about now ? The fighter got Bravery as class feature and it was way more useful than Aura of Courage (a feat ) was. Divine Grace was a feat that used your reaction to gain a bonus to saves (as such competed with AoO and Paladins Action reaction). Sense Evil was just plain weak in the playtest, what does it do now ? Also What happened to Instrument of Zeal feat as well as the lvl 12 Smite evil (power attack on evil foes basically) ? Instrument of Zeal was highly situational in the playtest how is it now ?
Thanks and btw you can only describe in vague terms if it feels better.
Lanathar |
Ok, some Paladin/champion questions. Is Aura of courage, Divine GRACE, Sense Evil still feats. I saw these as iconic abilities yet not they are feats. So what are they about now ? The fighter got Bravery as class feature and it was way more useful than Aura of Courage (a feat ) was. Divine Grace as feat that used your reaction to gain a bonus to saves (as such competed with AoO and Paladins reaction). Sense Evil was just plain weak in the playtest, what does it do now ? Also What happened to Instrument of Zeal feat as well as the lvl 12 Smite evil (power attack on evil foes basically) ? Instrument of Zeal was highly situational in the playtest how is it now ?
Thanks and btw you can only describe in vague terms if it feels better.
Is the “grace” in divine grace in all caps for a reason? Is it supposed to be emphasised ?
Your comment suggests you were unhappy with how it worked in the playtest. What would you have liked it to have done?
Iron_Matt17 |
Iron_Matt17 wrote:Has the Full Plate armour bonus changed since the Playtest? Is the dex cap still 1 with the clumsy trait? Granting a total of 7 AC?** spoiler omitted **
Thanks a lot for the answer! So, what is the armour check penalty on Full Plate, and what strength score do you need to negate it? (I'm guessing it's pretty high)
Glimturen Runekeeper |
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Glimturen Runekeeper wrote:Thanks a lot for the answer! So, what is the armour check penalty on Full Plate, and what strength score do you need to negate it? (I'm guessing it's pretty high)Iron_Matt17 wrote:Has the Full Plate armour bonus changed since the Playtest? Is the dex cap still 1 with the clumsy trait? Granting a total of 7 AC?** spoiler omitted **
Lanathar |
It is interesting how (presumably for balance purposes) full plate always has the dex really limited when most experts suggest that well made full plate is the most maneuverable of all old armours. I guess it is supposed to represent that if you end up on your back in full plate you probably aren't getting up? At least in the middle of battle
nightpanda2810 |
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While watching Oblivion Oath, Jason did not have the party roll anything the identify magic items. They just stated whether or not they had the required skill, such as Arcana, and took 10 minutes. Is this the same in the official rules?
It does take 10 minutes by default, and there is a skill check that can fail. It's possible that player had assurance for the skill.
lordcirth |
2 people marked this as a favorite. |
It is interesting how (presumably for balance purposes) full plate always has the dex really limited when most experts suggest that well made full plate is the most maneuverable of all old armours. I guess it is supposed to represent that if you end up on your back in full plate you probably aren't getting up? At least in the middle of battle
Most fantasy depictions of full plate are based on glancing at a picture of full plate. They overestimate the thickness/mass of steel. Very similarly, the falchion, which is a light slashing weapon, is often portrayed as being a very heavy weapon, simply because people see pictures of the side and don't realize how thin it is.
Deadmanwalking |
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It is interesting how (presumably for balance purposes) full plate always has the dex really limited when most experts suggest that well made full plate is the most maneuverable of all old armours. I guess it is supposed to represent that if you end up on your back in full plate you probably aren't getting up? At least in the middle of battle
It's a pure balance thing, really. Real full plate is utterly superior to every other form of medieval/renaissance armor in terms of protectiveness with no real down side, which results in everyone who can afford it wearing it (and all Pathfinder PCs will eventually be able to afford it).
That's not super fun for the guy who wants to play a lightly armored swashbuckler, so RPG full plate has significant limitations that real full plate did not.
At one point it probably arose from a misunderstanding, but it's remained that way because the game is better when there are reasons to wear different armor and use different equipment.
Samurai |
Here is a different kind of question: My group are PF1E diehards, but they said they might be willing to give 2E a 1-session try. Which do you think would be a better adventure to run: Fall of Plaguestone or Hellknight Hill, or just create my own scenario? It says Plaguestone is made for new characters and GM's, but how so? Does it have more advice than Hellknight Hill? The thing that turns me off a little bit is the mention of "mutant animals" in the adventure, I don't want the players to think it is a Gamma World game or that such things are now common in Golarion… I ordered the Core rules and Bestiary but neither adventure, so do you recommend one over the other and can you tell me more about what the first session of each is like? Thanks.
Lanathar |
3 people marked this as a favorite. |
Here is a different kind of question: My group are PF1E diehards, but they said they might be willing to give 2E a 1-session try. Which do you think would be a better adventure to run: Fall of Plaguestone or Hellknight Hill, or just create my own scenario? It says Plaguestone is made for new characters and GM's, but how so? Does it have more advice than Hellknight Hill? The thing that turns me off a little bit is the mention of "mutant animals" in the adventure, I don't want the players to think it is a Gamma World game or that such things are now common in Golarion… I ordered the Core rules and Bestiary but neither adventure, so do you recommend one over the other and can you tell me more about what the first session of each is like? Thanks.
Probably neither as there is only so much that can be covered in one session. Both are meant to cover level 1-4 so you will only be a fraction
Apparently plaguestone has loads of RP elements so you could potentially have a large amount of the session with no real test of the new system
Surely best to wait for one of the PFS scenarios that will actually fit in one session?
Samurai |
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Samurai wrote:Here is a different kind of question: My group are PF1E diehards, but they said they might be willing to give 2E a 1-session try. Which do you think would be a better adventure to run: Fall of Plaguestone or Hellknight Hill, or just create my own scenario? It says Plaguestone is made for new characters and GM's, but how so? Does it have more advice than Hellknight Hill? The thing that turns me off a little bit is the mention of "mutant animals" in the adventure, I don't want the players to think it is a Gamma World game or that such things are now common in Golarion… I ordered the Core rules and Bestiary but neither adventure, so do you recommend one over the other and can you tell me more about what the first session of each is like? Thanks.Probably neither as there is only so much that can be covered in one session. Both are meant to cover level 1-4 so you will only be a fraction
Apparently plaguestone has loads of RP elements so you could potentially have a large amount of the session with no real test of the new system
Surely best to wait for one of the PFS scenarios that will actually fit in one session?
Thanks. Or I might just create my own scenario