Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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How many feats do Monks have that grant a reaction?


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


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Secret Wizard wrote:
How many feats do Monks have that grant a reaction?

Spoiler:
Five.

The All-Seeing Orb wrote:
Secret Wizard wrote:
How many feats do Monks have that grant a reaction?
** spoiler omitted **

So that's 2 more than the playtest... here's hoping there's one that's good enough to make Shield Block less attractive!


Vlorax wrote:
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

Spoiler:
There doesn't seem to be any way to do that. Might be something for a future book, as PF1 had a few options to enable healing bombs

With all the discussion in the other thread, can you say exactly what the war priest gets?


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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:
The Warpriest Doctrine starts with trained proficiency in light and medium armor, and expert proficiency in Fortitude saves, along with Shield Block and Deadly Simplicity for free. At 13th, their armor proficiency increases to expert (as does the unarmored proficiency of Cleric's of any doctrine).

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.


Pathfinder Lost Omens, Rulebook Subscriber

Could I get the Occult cantrip list? Also, were any new backgrounds added or are they still the same as the Playtest?


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Have books, can't find answer lol.

If you miss with a touch attack spell, does it stay charged?


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Staffan Johansson wrote:

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.


The All-Seeing Orb wrote:
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.


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.


Pathfinder Rulebook Subscriber

Watching Silent Tide - what are the rules for drowning / holding your breath? Thanks.


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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?


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?


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TheMaxi wrote:
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...?


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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.)


QuidEst wrote:
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


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Edge93 wrote:

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.


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)


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Voss wrote:

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)

Spoiler:
Warpriest's of deities who don't have simple favored weapons don't even get the feat (as of course it would be useless). The purpose of Deadly Simplicity seems to be to let martially inclined Clerics keep pace in damage while using a lackluster favored weapon. The damage boost puts a simple weapon about on par with a martial weapon, but martial weapons still have superior special abilities.

Are there any fun 'mundane' magic items like magic tents or other everyday objects?


Does the flame blade spell exist in PF2? And if so, how has it changed from PF1?


Paradozen wrote:
Does the flame blade spell exist in PF2? And if so, how has it changed from PF1?

This was answered elsewhere but short answer is no, though the melee version of Produce Flame might give a similar-ish vibe.


Does the enlarge person spell still exist? If so, which classes get access to it, and how does it work? Is there a focus spell available that makes you large?


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?


Matthew Downie wrote:

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


Vlorax wrote:

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

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!


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?


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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:
Full Plate Armor is 6 AC with a +0 Dex cap. Its only trait is Bulwark, which gives you a +3 reflex save vs damaging effects (replacing Dex modifier) like Fireball.

Lucas Yew wrote:
Vlorax wrote:

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

I thought PF rules hit when equal or higher than the target DC, am I wrong? You did get the crit chances right, though...

The mistake was that "hit on a 10+" is actually a 55% hit chance, and "hit on a 7+" is a 70% hit chance.


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 ?


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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)?


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Matthew Downie wrote:
Lucas Yew wrote:
Vlorax wrote:

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

I thought PF rules hit when equal or higher than the target DC, am I wrong? You did get the crit chances right, though...
The mistake was that "hit on a 10+" is actually a 55% hit chance, and "hit on a 7+" is a 70% hit chance.

Damnit, in my defense it was midnight when I posted


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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.


Erk Ander wrote:

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?


Glimturen Runekeeper wrote:
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)


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Iron_Matt17 wrote:
Glimturen Runekeeper wrote:
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)

SPOILER:
Penalty is -3, Str. 18
Liberty's Edge

What's the Bastard Sword like?
Can you give a list of all racial weapons?


Paladinosaur wrote:

What's the Bastard Sword like?

Can you give a list of all racial weapons?

The bastard word seems to be the same as in the playtest (d8, s, dual wield d12) (correct me if I am wrong)

dunno about the racial weapons thoug


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


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Paladinosaur wrote:

What's the Bastard Sword like?

Can you give a list of all racial weapons?

Bastard sword answer is top of Page 6

I don't know how to link it


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?


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Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Darkwynters wrote:
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.


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Pathfinder Rulebook Subscriber
Lanathar wrote:
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.


Man this wait feels so long. Chomping at the bit here! Does anyone feel like talking about new spells? Just whatever you feel like posting about. Number of new spells, your favourite new spells, some sort of spell-y spoiler.

Liberty's Edge

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Lanathar wrote:
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.

Sovereign Court

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.


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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?

Sovereign Court

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Lanathar wrote:
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

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