Deadmanwalking |
6 people marked this as a favorite. |
Is Barkskin still the terrible spell it was in the Playtest??
This has been mentioned. It now gives slightly higher Resistance (2 as a 2nd level spell, +1 per level...Fire Vulnerability is one higher than that) and can be ended for free after the first time you take Fire damage (meaning it will never cost you more than Level +1 HP).
I actually did some math indicating that amount of Resistance as very relevant.
Rysky |
1 person marked this as a favorite. |
Rysky wrote:Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thingHandy Haversack of Hillarity wrote:Just the Bag of Holding so far.mrspaghetti wrote:Is there a Handy Haversack or equivalent in PF2?Well I certainly hope so.
Ah no, that sounds cool. Bag of Holding was the only bag related item I saw.
nick1wasd |
5 people marked this as a favorite. |
nick1wasd wrote:Ah no, that sounds cool. Bag of Holding was the only bag related item I saw.Rysky wrote:Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thingHandy Haversack of Hillarity wrote:Just the Bag of Holding so far.mrspaghetti wrote:Is there a Handy Haversack or equivalent in PF2?Well I certainly hope so.
"Knapsack of Halfling Kind" 9th level item in the playtest. 50 Bulk (Type II bag) in one pouch; Master-tier cookware in the second; 4 free cookies that give 2d8+4 HP in the last pouch. It was a very flavorful item that felt hilariously fitting for the typical halfling to use. Best fluff tool ever!
Rysky |
3 people marked this as a favorite. |
Rysky wrote:"Knapsack of Halfling Kind" 9th level item in the playtest. 50 Bulk (Type II bag) in one pouch; Master-tier cookware in the second; 4 free cookies that give 2d8+4 HP in the last pouch. It was a very flavorful item that felt hilariously fitting for the typical halfling to use. Best fluff tool ever!nick1wasd wrote:Ah no, that sounds cool. Bag of Holding was the only bag related item I saw.Rysky wrote:Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thingHandy Haversack of Hillarity wrote:Just the Bag of Holding so far.mrspaghetti wrote:Is there a Handy Haversack or equivalent in PF2?Well I certainly hope so.
Ah, there it is! And it has art too!
(Bag of Holding is a "Held" magic item while the Knapsack is "Worn", so in two completely different sections)
There's a greater version that you can climb into to dimension door.
Xenocrat |
Rysky wrote:Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thingHandy Haversack of Hillarity wrote:Just the Bag of Holding so far.mrspaghetti wrote:Is there a Handy Haversack or equivalent in PF2?Well I certainly hope so.
There's a level 17 backpack that lets you plane shift. I can't remember what sort of magical storage and other goodies come with it.
Rysky |
4 people marked this as a favorite. |
nick1wasd wrote:There's a level 17 backpack that lets you plane shift. I can't remember what sort of magical storage and other goodies come with it.Rysky wrote:Is the Halfling backpack thing that gives you free cookies still in the magic item section? I LOVED that thingHandy Haversack of Hillarity wrote:Just the Bag of Holding so far.mrspaghetti wrote:Is there a Handy Haversack or equivalent in PF2?Well I certainly hope so.
Voyager's Sack, which also functions as a Bag of Holding, gives bonuses to Survival, and let you track teleportations.
But instead of tarts you get a climber's kit, so therefore inferior.
nick1wasd |
Did they ever fix "Mithral Chain Shirt" costing more than a "Chain Shirt made of Mithral"? How does Oricalcum work now? Did they add any special materials on top of what was in the playtest? Also, how have weapon Specializations changed, because I've heard they're better? While I'm at it with ALL OF THE WEAPON QUESTION!!! any new toys to stab with, and/or traits?
Rysky |
Did they ever fix "Mithral Chain Shirt" costing more than a "Chain Shirt made of Mithral"? How does Oricalcum work now? Did they add any special materials on top of what was in the playtest? Also, how have weapon Specializations changed, because I've heard they're better? While I'm at it with ALL OF THE WEAPON QUESTION!!! any new toys to stab with, and/or traits?
Special Materials and items made out of Special Materials are each in their own section so looking at the basic "trade good" pricing for Mithril won't let you do anything armorwise, need to look at the Mithril Armor in the armor section to get all the pricing and effects, it's not templated like 1e was.
Orichalcum Armor can have 4 runes and grants a bonus to initiative. All Orichalcum items if damaged but not destroyed repair themselves after 24 hours.
I don't think we got any new ones, just tweaked effects for what the materials do depending on item, armor, or weapon.
Depending on your class and Proficiency Weapon Specialization gives you a flat damage boost and other abilities/bonuses.
David knott 242 |
3 people marked this as a favorite. |
I guess a clarification question, the deities list alignments, are those for champ/cleric or are those supposed to be for any follower? I would assume just for the priestly sorts
I would assume that it is for anyone receiving any mechanical benefits from being a worshiper of that deity. At the moment, that would just be champions and clerics, but I am sure that it won't be limited to them for long.
lordcirth |
3 people marked this as a favorite. |
I guess a clarification question, the deities list alignments, are those for champ/cleric or are those supposed to be for any follower? I would assume just for the priestly sorts
Only *required* for that deity to grant you power. But it's a good guideline for followers too.
nick1wasd |
nick1wasd wrote:Did they ever fix "Mithral Chain Shirt" costing more than a "Chain Shirt made of Mithral"? How does Oricalcum work now? Did they add any special materials on top of what was in the playtest? Also, how have weapon Specializations changed, because I've heard they're better? While I'm at it with ALL OF THE WEAPON QUESTION!!! any new toys to stab with, and/or traits?Special Materials and items made out of Special Materials are each in their own section so looking at the basic "trade good" pricing for Mithril won't let you do anything armorwise, need to look at the Mithril Armor in the armor section to get all the pricing and effects, it's not templated like 1e was.
Orichalcum Armor can have 4 runes and grants a bonus to initiative. All Orichalcum items if damaged but not destroyed repair themselves after 24 hours.
I don't think we got any new ones, just tweaked effects for what the materials do depending on item, armor, or weapon.
Depending on your class and Proficiency Weapon Specialization gives you a flat damage boost and other abilities/bonuses.
What I was asking with the chain shirt thing was that the unique non-magical "Mithral chain shirt" item costed more than making a chain shirt item with mithral's "crafting with" price. Does orichalcum do anything fancy for weapons, or just armor? Glad to see flat bonuses returning here and there, extra dice is nice, but it's also a bit too swingy at times for my tastes.
Rysky |
2 people marked this as a favorite. |
Arrendis Lionheart wrote:I guess a clarification question, the deities list alignments, are those for champ/cleric or are those supposed to be for any follower? I would assume just for the priestly sortsI would assume that it is for anyone receiving any mechanical benefits from being a worshiper of that deity. At the moment, that would just be champions and clerics, but I am sure that it won't be limited to them for long.
Yep, you can have a CG Fighter who "worships" Asmodeus but it does absolutely nothing and they're probably being a total SNAFU about the whole situation.
Ventnor |
So, something a little more specific from me.
It looks like Arcane Sorcerers can nab a feat to get a spellbook via the Arcane Evolution feat to become a little more prepared. If that same Sorcerer then decides to multiclass into Wizard, could he use the same spellbook he got via Arcane Evolution to prep any Wizard spell slots he gains via multiclassing?
Rysky |
Rysky wrote:What I was asking with the chain shirt thing was that the unique non-magical "Mithral chain shirt" item costed more than making a chain shirt item with mithral's "crafting with" price. Does orichalcum do anything fancy for weapons, or just armor? Glad to see flat bonuses returning here and there, extra dice is nice, but it's also a bit too swingy at times for my tastes.nick1wasd wrote:Did they ever fix "Mithral Chain Shirt" costing more than a "Chain Shirt made of Mithral"? How does Oricalcum work now? Did they add any special materials on top of what was in the playtest? Also, how have weapon Specializations changed, because I've heard they're better? While I'm at it with ALL OF THE WEAPON QUESTION!!! any new toys to stab with, and/or traits?Special Materials and items made out of Special Materials are each in their own section so looking at the basic "trade good" pricing for Mithril won't let you do anything armorwise, need to look at the Mithril Armor in the armor section to get all the pricing and effects, it's not templated like 1e was.
Orichalcum Armor can have 4 runes and grants a bonus to initiative. All Orichalcum items if damaged but not destroyed repair themselves after 24 hours.
I don't think we got any new ones, just tweaked effects for what the materials do depending on item, armor, or weapon.
Depending on your class and Proficiency Weapon Specialization gives you a flat damage boost and other abilities/bonuses.
From my reading you can't use the "craft a mithral item" to make a cheaper item that just happens to be armor, you have to actually use the "craft mithril armor" way.
No orichalcum weapons mentioned.
Rysky |
4 people marked this as a favorite. |
So, something a little more specific from me.
It looks like Arcane Sorcerers can nab a feat to get a spellbook via the Arcane Evolution feat to become a little more prepared. If that same Sorcerer then decides to multiclass into Wizard, could he use the same spellbook he got via Arcane Evolution to prep any Wizard spell slots he gains via multiclassing?
From my reading yes, in at least regards to adding wizard spells to the book, because they're not wizard spells, they're both Arcane spells which is the distinction the rules care about.
Blave |
Ventnor wrote:From my reading yes, in at least regards to adding wizard spells to the book, because they're not wizard spells, they're both Arcane spells which is the distinction the rules care about.So, something a little more specific from me.
It looks like Arcane Sorcerers can nab a feat to get a spellbook via the Arcane Evolution feat to become a little more prepared. If that same Sorcerer then decides to multiclass into Wizard, could he use the same spellbook he got via Arcane Evolution to prep any Wizard spell slots he gains via multiclassing?
I assume such a Character (arcane sorc multiclassed to wizard) could not use his sorcerer spell proficiency for his wizard spells?
Xenocrat |
1 person marked this as a favorite. |
Rysky wrote:I assume such a Character (arcane sorc multiclassed to wizard) could not use his sorcerer spell proficiency for his wizard spells?Ventnor wrote:From my reading yes, in at least regards to adding wizard spells to the book, because they're not wizard spells, they're both Arcane spells which is the distinction the rules care about.So, something a little more specific from me.
It looks like Arcane Sorcerers can nab a feat to get a spellbook via the Arcane Evolution feat to become a little more prepared. If that same Sorcerer then decides to multiclass into Wizard, could he use the same spellbook he got via Arcane Evolution to prep any Wizard spell slots he gains via multiclassing?
He could, this is a known benefit for multiclassing from one spellcaster to another that uses the same list, you use the original class proficiency, which will of course be higher.
Blave |
Blave wrote:I assume such a Character (arcane sorc multiclassed to wizard) could not use his sorcerer spell proficiency for his wizard spells?He could, this is a known benefit for multiclassing from one spellcaster to another that uses the same list, you use the original class proficiency, which will of course be higher.
That is very good to know. I was considering plaing a Sorc>Wizard in the playtest but with only 6 class feats (before the update) it was nearly impossible to make it work. So I ended up playing a Wizard>Cleric instead. Might change that back to the original idea. Unfortunately, the character is a halfling which makes it a bit tough to pull off.
Anyway, thanks for the confirmation!
Arachnofiend |
2 people marked this as a favorite. |
Arachnofiend wrote:it's going to be an issue very quickly once we get rules for Achaekek in the first world guide.First world guide also has rules for the red mantis assassin archetype, which is presumably what anybody wanting to fight with sawtooth sabres is going to take.
I gotta be honest, archetypes like this that are so fundamental to the design of a character just feel bad to me because in any game that doesn't start at level 1 you are going to spend a level not playing the character you wanted to play. Just another reason to start all my campaigns a few levels in I suppose.
PossibleCabbage |
1 person marked this as a favorite. |
I gotta be honest, archetypes like this that are so fundamental to the design of a character just feel bad to me because in any game that doesn't start at level 1 you are going to spend a level not playing the character you wanted to play. Just another reason to start all my campaigns a few levels in I suppose.
In practice, a GM could extend the rule for class archetypes - you can gain benefits at level 1, but then you must take the dedication at level 2- to any "fundamental to a concept" archetypes.
But on the other hand, level 1 characters aren't really supposed to have diverse skillsets anyway, and level 1 is short.
Arachnofiend |
In practice, a GM could extend the rule for class archetypes - you can gain benefits at level 1, but then you must take the dedication at level 2
Erm, is this a new thing or am I misunderstanding what you mean? One of the things that seriously bugged me about the playtest was how the multiclass archetypes were locked to level 2 which meant that you couldn't play a character who was already a fighter who dabbled in a bit of magic, you had to be a fighter who didn't know anything about magic until you spent a level doing decidedly non-magical things. If it's already an accepted rule that you can commit early to an archetype then that largely solves my problem.
FowlJ |
Quote:In practice, a GM could extend the rule for class archetypes - you can gain benefits at level 1, but then you must take the dedication at level 2Erm, is this a new thing or am I misunderstanding what you mean? One of the things that seriously bugged me about the playtest was how the multiclass archetypes were locked to level 2 which meant that you couldn't play a character who was already a fighter who dabbled in a bit of magic, you had to be a fighter who didn't know anything about magic until you spent a level doing decidedly non-magical things. If it's already an accepted rule that you can commit early to an archetype then that largely solves my problem.
It's a thing for certain kinds of archetypes, but not for multiclassing or the ones first couple books.
PossibleCabbage |
2 people marked this as a favorite. |
Quote:In practice, a GM could extend the rule for class archetypes - you can gain benefits at level 1, but then you must take the dedication at level 2Erm, is this a new thing or am I misunderstanding what you mean? One of the things that seriously bugged me about the playtest was how the multiclass archetypes were locked to level 2 which meant that you couldn't play a character who was already a fighter who dabbled in a bit of magic, you had to be a fighter who didn't know anything about magic until you spent a level doing decidedly non-magical things. If it's already an accepted rule that you can commit early to an archetype then that largely solves my problem.
Class archetypes, which aren't in the CRB but the rules for them are, work like this. Since class archetypes (like PF1 archetypes) alter or replace class features. But in order to work in parallel with other archetypes they cost a 2nd level class feat (so they should all be at least a feat's worth of an upgrade). But since they can, in theory, alter or replace a level 1 class feature (think a Wizard without a thesis, for example), there needs to be a way to put them on at level 1.
So the special rule exists that you can gain the benefits immediately, it just locks you into buying the dedication at level 2.
MaxAstro |
4 people marked this as a favorite. |
If it helps, think of it as "choosing an archetype at level 1 (as in PF1), this archetype replaces your 2nd level class feat."
And considering that for classes that had class feats in PF1, "this archetype replaces your 2nd level class feat" was really common... :)
Kalderaan |
Regarding DEX modifier to damage. I could only find the 'Thief' from the Rogue's Racket that gave this ability.
Quote from Thief excerpt: When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
I get it for weapons like Dagger, Shortsword and Rapier. Certainly does NOT apply to bows.
However, would it apply to a Dagger or Starknife if thrown? Meaning, would a thrown Starknife (which is a finesse melee weapon) get DEX modifier to hit AND damage?
Lastly, can Dex mod to damage be achieved anywhere else or just from rogue's racket thief ability?
lordcirth |
3 people marked this as a favorite. |
Regarding DEX modifier to damage. I could only find the 'Thief' from the Rogue's Racket that gave this ability.
Quote from Thief excerpt: When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
I get it for weapons like Dagger, Shortsword and Rapier. Certainly does NOT apply to bows.
However, would it apply to a Dagger or Starknife if thrown? Meaning, would a thrown Starknife (which is a finesse melee weapon) get DEX modifier to hit AND damage?
Lastly, can Dex mod to damage be achieved anywhere else or just from rogue's racket thief ability?
"When you attack with a finesse melee weapon" doesn't specify that it must be a melee attack, so by RAW, yes, you can get Dex to damage when throwing daggers. Whether that's RAI, I have no idea.
And no, only thief grants dex to damage.
Data Lore |
If theres one place to focus more on roleplay than balance, you'd figure it be languages. They dont mechanically matter most of the time anyways.
They could have just given people from those regions a dialect or whatever. But, eh, just another thing to house rule, I guess.
Sorry to the OP for the aside.
And its been confirmed, humans get a bonus language in core (which can be thier regional tongue). It just wasn't in print due to an error.