Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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The Orb Awakens!
(more or less...)

Yesterday's Hero wrote:
How different from each other are the Longsword and the Bastard Sword compared to the playtest? If you could write their stats that would be great!

Spoiler:
The Bastard Sword deals 1d8 slashing, and has the Two-hand d12 trait. The Longsword also does 1d8 slashing, but has the versatile Piercing trait. Still pretty similar, but there are certainly situations where one would be preferred over the other.

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painted_green wrote:
Kalderaan wrote:

Great stuff here!

Curious on ranged rogues. Getting the flat-footed condition for ranged attacks for sneak attack were tricky at best. Has this remained the same or are there rogue tricks to help in 2e?

Without going into detail, several features apply the flat-footed condition on a hit (or on a crit), sometimes even until the end of your next turn.

Going into some detail on some other options I like.

Spoiler:

- I think my favorite way would be with fear to double your debuff fun; 4th level rogue feat Dread Striker makes anyone who is frightened flat-footed against your attacks. Pairs nicely with 1st level "You're Next" to get a reaction to intimidate every time you down a guy. Rogues have so many skills and skill feats that it's easy to afford throwing boosts into Intimidate. If you wanted to consider going Ruffian because you were going to throw points into Str for more damage with your propulsive ranged weapons, 2nd level Brutal Beating lets your crits that deal damage give the target frightened 1. Also, the skill feat Scare to Death is just amazing fun, so high levels only get better.
- Another more sneaky one is to multiclass into Wizard and use heightened invisibility at higher levels and enjoy the general benefits that some limited spellcasting gets you.


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Seisho wrote:
What is/are the primary attributes of champion? Only Str or are there other options?

Spoiler:
The Champion can now pick Strength or Dexterity. A nice change, since duelist and archer Paladins were both pretty common in PF1.

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Seisho wrote:
What is/are the primary attributes of champion? Only Str or are there other options?

Strength. See this handy chart, which was shared in the character creation blog.

EDIT: But according to The Orb, above, the chart is wrong! Add this to day-1 errata I guess


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Gaulin wrote:
Kind of a loaded question but has anyone noticed a way to become immortal? As in, not die of old age. I heard they took out reincarnate and clone so far.

Spoiler:
Druids can take a feat at 14 (Timeless Nature) to stop aging. It also gives a +2 status bonus to saves against diseases and primal magic, which seems kinda weak for a 14th level feat. There's no mechanical definition for aging, so...maybe not aging means you never die of old age? I know previous versions of stuff like this often meant you didn't show any symptoms right until you died of old age.

I choose to believe that this makes you quietly immortal. You should pair it with Verdant Metmorphosis (Leaf Order, 14) to also be a plant and get healed by spending time in a plant form in the sunlight.


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The All-Seeing Orb wrote:
Seisho wrote:
What is/are the primary attributes of champion? Only Str or are there other options?
** spoiler omitted **

That is really nice to hear - I was worried for a bit, thx ^^


I am grateful for the bone earlier, but now I have grow greedy and kinda want to know the other 2 focus spells of Imperial bloodline.

And what is your favorite background and ancestry feat in the book?


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Kaemy wrote:

We know about the "Grab Edge" reaction for when you get pushed down a cliff or a pit trap opens under your feet.

What other general reactions are listed in the book? Anything to grab a potion tossed by a friend during their turn?

Spoiler:
Aid (aid another in PF1) is now a reaction, though it requires spending an action on your turn to set up, generally. The other reaction listed is "Arrest a Fall", which is something those with a fly speed can do to avoid fall damage.

Grabbing a potion would probably require readying an interact action, which would be a 2-action activity. Whether you could drink it immediately (or would have to spend another interact action on your turn) would be up to the GM.


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0o0o0 O 0o0o0 wrote:
How do NPCs work? Given that we no longer have Commoner, Aristocrat, Expert etc. what does an ordinary human person look like in the Bestiary? And how do we make her an expert (a sailor for instance)? Just give her Sailing Lore and Acrobatic proficiency? How are HP and other normally level-dependent attributes calculated?

Spoiler:
Currently, GM fiat. Or use full PC creation rules. But mostly, these never mattered.

And it's pretty easy to wing it when you need a check for an NPC on the fly. Pick a level. Pick a proficiency. Pick a stat bonus from 1-4. Bam, you've got a check that would stack up.

Or...just use the DC table.

The Concordance

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Seisho wrote:
What is/are the primary attributes of champion? Only Str or are there other options?

Spoiler:
you can choose Dex as well. And the Paladin version definitely has feat options built to let them go "Divine Archer" style, starting as early as level 2.

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Is there a way to ready a 2-action spell?
Last I heard it still takes 2 actions to ready an action.


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tqomins wrote:
Seisho wrote:
What is/are the primary attributes of champion? Only Str or are there other options?

Strength. See this handy chart, which was shared in the character creation blog.

EDIT: But according to The Orb, above, the chart is wrong!

That chart is incorrect, and seems to still be incorrect in the actual book. Something to point out in the error thread, for sure.


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Kyrone wrote:

I am grateful for the bone earlier, but now I have grow greedy and kinda want to know the other 2 focus spells of Imperial bloodline.

And what is your favorite background and ancestry feat in the book?

I posted the other two Imperial bloodline focus spells for you earlier this morning, so scroll back a page or so.

Spoiler:
Background feats are whatever. They're not so unique it's a big issue, you can actually just pick whatever background you most want for flavor. It's a rare character build that will turn on a specific bonus feat or skill (just make sure one of the attribute boosts, at least, is one one you want for some builds).

Ancestry feat will probably vary wildly by build, but I'm partial to a bunch of the gnome ones, because cantrips and familiars are cool things to just throw on a random character. Humans enable some interesting builds, I like the elf speed and floating skill feats. Dwarves are probably the least interesting ancestry to me in terms of feats


Overall, how different are the spell lists from the playtest and the final version? Any noticeable changes?

The Concordance

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RicoTheBold wrote:
** spoiler omitted **

I have to agree with Rico here on loving the Gnome feats... For pure fluff I love the

Spoiler:
Gnome feat that causes your hair and skin to change color... Changing constantly while asleep. And waking up each day with new hair and skin color. For fluff alone I am sold. The couple extra mechanical effects are just icing.

Though I am happy to say Halflings actually get some things that make them stand out some this time.

Spoiler:
like the one that causes them to heal more after a days rest. as well as being able to heal additional HP if they have a snack when someone heals them with Medicine.


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PossibleCabbage wrote:
Bulk of a spellbook/formula book- 1 or L?

It depends on whether you remember to buy a writing set.

Spoiler:
- It's 1 bulk for a spellbook or formula book. Both cost 1 gp and hold 100 spells/formulas.
- Writing set is L and also costs 1 gp.


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RoastCabose wrote:
How well do martial weapons stack up against each other? Especially within the same category, such as the difference between a Longsword and a Warhammer? Or a Greataxe and Claymore?

Pretty well. In the PT (and I don't think things have changed that much) almost all Martial weapons followed on of three specs depending on their handedness:

1H
1d8 with 1 trait
1d6 with 3 traits
1d4 with 5 traits

2H
1d12 with 1 trait
1d10 with 2 traits
1d8 with 3 traits

So there's definitely a fair bit of difference in damage (though weapons only go to 4 dice now so the difference between 1d4 and 1d8 or 1d8 and 1d12 is only 2-8 depending on level, and 1d4 vs 1d12 is 4-16 depending on level, which seems a fair trade for 4 traits and a free hand), but I found they worked quite well. Obviously a d4 weapon isnt going to do as much straight damage in a fight but it will have some other strengths and conveniences, and if your only concern is straight damage then a d4 weapon is an odd choice. XD

A lot of people look at the traits and scoff at their usefulness, but in practice I've found them quite useful.

There are a couple examples to the above guidelines, namely when a weapon has traits that work super well together. For example the Scimitar is d6 and has Sweep and Forceful, two traits rather than three, because one trait makes second and third attacks in a round easier to land and the other makes second and third attacks in a round stronger.

To answer your specific example, Longsword and Warhammer are both d8. Longsword has Versatile (P) which lets you deal piercing damage instead of slashing. Warhammer has Shove, which lets you make Shove attempts with the weapon, when normally you need a free hand, and you also add the item bonus of the weapon to the check (doesn't stack with any item bonus you have to Athletics). (This is PT info, they may have augmented some traits for all I know)

Assuming Claymore is the same as Greatsword, Greatsword and Greataxe are both d12. Greatsword has the aforementioned Versatile (P) trait, and Greataxe has the Sweep trait, which grants a +1 to hit on attacks after the first in a round (essentially reducing Multiple Attack Penalty) as long as you are attacking different targets.

The balance doesn't necessarily work out completely perfect (for example I think in the PT Scimitar is almost always -slightly- weaker than Battleaxe, which is the same as Greataxe but one handed and d8, not 12, but again final rules may be different) but the differences are very minor in any case where there is a straight difference in power, and really it's almost always a matter of sidegrades.

It makes weapons actually feel really different and unique, which I love, and you don't have the PF1 issues where high-crit weapons were just the straight best 90+% of the time. There's a lot of variety while holding close to an overall power standard, with different weapons really being good for different playstyles rather than mostly objectively better/worse.


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TL;DR: What's the prerequisites for Monk dedication? And can a character multiclassed to monk get his unarmed and unarmored proficiencies up to expert+?

When the mountain stance feat for monks was revealed, I was dreaming about making a stoic dwarven cleric of Irori who multiclassed to monk and used this stance to ignore dex and armor. According to the transcript of all multiclass archetypes, monk dedication requires 14 strength AND dex. Can someone confirm that his is indeed the case so I might bury this concept before investing too much additional time thinking about it.

Silver Crusade

What does the rogue feat Scared to death do?


How does the propulsive trait for bows work? Is it still 1/2 str like in the playtest?


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Thebazilly wrote:
What are the exotic weapons available?

They're called advanced weapons now.

Spoiler:
There aren't many, actually. Just the Dwarven waraxer, the Gnome flicmace, the Orc necksplitter, and the Sawtooth saber.
Gnome flickmace is the best because reach with 1 hand is great for a lot of concepts.


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Readability request

Hey guys, if you're answering other people's questions, could you please use the spoiler tags? It's much harder to scroll through and find questions and identify which ones have already been answered when there are these long answers from random folks.

Readability request


RicoTheBold wrote:
Edge93 wrote:
In the Playtest, the Fighter feats Agile Grace (reduce MAP with Agile weapons from -4/8 to -3/6) and Two Weapon Flurry (one action, make one attack with each weapon, required both strikes to be at MAP -8 or worse to use the feat) were thoroughly incompatible with each other despite both being very natural choices for a dual wielder. Is this still the case?

Good news, everyone!

** spoiler omitted **

Woo! Good to hear.

Probably a good thing then that Flurry Edge Rangers can't pick it up. 0/-2/-4/-4/-4/-4 is not an attack routine you want to face each turn. XD

I like that we can pop off a 0/0/-6/-6 with Fighters now though.

If Sunstone Beads are still a thing though, I guess you could pull 0/-3/-6/-6/-6/-6 if you really needed to. XD


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Ossuman wrote:
RicoTheBold wrote:
Ossuman wrote:
Did Bards get anything new or exciting? Most of what I've seen says they are pretty much unchanged.

This one has an underlying issue that bugs me, and I'll talk a little about changes to how all classes work more generally.

** spoiler omitted **

The points about spellcasting changes across the board are super valid and I didn't mean to ignore them. In my head I was thinking about how, in my opinion, it felt like the muses had a little less overall impact on the direction of your character than a lot of similar level 1 "paths," did and I was particularly curious if that was adjusted in anyway. Obviously there was no way to get that out of the question I asked so my bad. Your answer was super helpful regardless of how poorly I worded my question so I appreciate it!

That wasn't intended to be a criticism of you in particular, just the general answers of "x hasn't changed much" that you and others have received that really understate how much work Paizo's team clearly did to polish things up.


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Blave wrote:

Any changes to the wizard's arcane focus? Is it still once per day for specialist and once per day and level for universalist?

Any interesting feats (other than the focus regenerating one that was already spoiled) that interact with it?

Spoiler:
Yes, Arcane Bond looks to be pretty much the same. Bond Conservation looks to be as powerful as it was in the playtest, allowing for some pretty impressive chains of free spells. A high level universalist could probably last several encounters without touching a spell slot.

Linked Focus lets you regain focus once per day when you use Drain Bonded Item to cast a school spell.

Bonded Focus lets you regain more focus while refocusing so long as you have your bonded item on hand.

Superior Bond gives you an extra use of Drain Bonded Item, but only for a spell 2 levels lower than your highest.

Since it seems there are quite a few helpful question-answerers in this thread right now, The Orb will take this time to compose a longer post of interesting tidbits. Stay tuned!


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lordredraven wrote:
What does the rogue feat Scared to death do?

Not a rogue feat, still a skill feat (like the playtest).

Spoiler:
It gives a special intimidate check with a small chance of killing a target outright (more likely if the enemy is lower level) if you critically succeed and the target then fails a fortitude save.

For people already familiar with it, it works basically the same as in the playtest, except if you critically succeed on the check and then the target critically succeeds on the fortitude save to not die, they actually completely cancel the frightened/fleeing effect.


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Blave wrote:

TL;DR: What's the prerequisites for Monk dedication? And can a character multiclassed to monk get his unarmed and unarmored proficiencies up to expert+?

When the mountain stance feat for monks was revealed, I was dreaming about making a stoic dwarven cleric of Irori who multiclassed to monk and used this stance to ignore dex and armor. According to the transcript of all multiclass archetypes, monk dedication requires 14 strength AND dex. Can someone confirm that his is indeed the case so I might bury this concept before investing too much additional time thinking about it.

Multiclassing:
You can find all of the multiclassing archetypes in this thread. We saw them in the UK Games Expo interview, and I transcribed the images (with a few errors here or there, but mostly accurate).

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Vlorax wrote:
Do monk Ki Feats grant extra Ki/focus points as well or is there some other way to increase them?

Spoiler:
Some monk ki feats grant extra points to your focus pool. This is typical for classes with focus spells.

The general rule is that you cap at 3 focus for a focus pool, but there are some ways to stretch that with limited faster refreshes. (Familiar ability can refresh one, a couple of class items like druid vestments effectively give one).

The Concordance

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RicoTheBold wrote:
Vlorax wrote:
Do monk Ki Feats grant extra Ki/focus points as well or is there some other way to increase them?
** spoiler omitted **

To expand on Rico's statement.

Spoiler:
most classes with focus points also can eventually get a feat to restore 2 focus points rather than 1, when refocussing. (The requirement being that you spent two or more since last refocus.)


What sort of bodyguard options are there? Anything like In Harm's Way in PF1?

With multicasting and such, how many pets can one person get: familiars, mounts, animal companions, ... eidolons?

How distinctive are the different types of dragons?


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Ossuman wrote:
Is there anything super interesting or notable to you you'd like to share that nobody has asked about yet?

These are a little scattershot.

Spoiler:
I've been surprised how few questions people had about skill feats. It was one of the chapters I read through first. Largely they're tightened up, have more clearly written benefits, and don't require quite as many weird chains like were required to get a climb speed. I've already mentioned Cloud Jump, and the overall improvements to Athletics feats. I'm happy Scare to Death is still awesome.

Ride's benefits are clear and don't conflict weirdly with other animal friend design space.

Incredible Investiture requires 16 charisma and lets you invest in two more magic items (12 instead of the normal limit of 10), which is interesting for those considering houseruling more benefits to charisma as it's the highest attribute prereq I've seen.
------
No one's asked about staves, which seem viable. They have reasonable prices, the recharge mechanics are simple and solid (and slightly different in what looks like a fun way between prepared and spontaneous casters), and largely they expand your spell selection and give effectively one more top-level slot.

Wands are fun one-trick ponies to cast a single spell (once a day, or if you're desperate, a second time with a 45% chance the wand is destroyed outright) that could totally justify picking up the Trick Magic Item skill feat. A wand of smoldering fireballs lets you cast a fireball that adds persistent fire damage on a failed save.

The Concordance

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RangerWickett wrote:

What sort of bodyguard options are there? Anything like In Harm's Way in PF1?

As i don't have my book in front of me right now. i am going to answer the part I know off the top of my head, which is the first question.

Spoiler:
The Champion, specifically, is a body-guard by sheer existence. No matter which way you take, the retributive strike provides some level of body-guarding. Further, if you go the shield route, there are options to use your shield, as a reaction, to defend an adjacent ally.

I am not positive if the Fighter gets similar to the second bit. But I believe they do. (will edit later when I have book in front of me again.)


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How are the ranger snare and favored enemy/terrain feats?


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Aashua wrote:

Are Elemental Grab and Blast Just standard Damage abilities?

Also The Damage Type Shift is just for turn fire into Bludgeoning? that a bit of a bummer, thought we'd get the corresponding energy types like in pf1.

Is Storm of Vengeance pretty much the same as PF1?

Thanks guys ^_^

Spoiler:
As a reminder for folks, Elemental Toss and Elmental Blast are elemental bloodline sorcerer focus spells.

Yeah, they're just damage spells.

All elements but fire deal bludgeoning for the bloodline, because...that's basically what matter does when it hits you and it's not sharp.

Storm of Vengeance is a 9th level Primal spell.
A quick skim didn't show it being notably different from the 1.6 playtest version.


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nightpanda2810 wrote:

Is there a way to ready a 2-action spell?

Last I heard it still takes 2 actions to ready an action.

Spoiler:
You can only prepare a single action of free action to use when you ready an action. The main change I noticed is they now specify that you can't ready a free action that already has a trigger.

A few more questions (including one from a different thread):
1) Wizard-available metamagic feats pretty please? :) Just a quick rundown, perhaps if they look good/not so good.

2) Barbarian animal instinct, are you still prevented from using normal weapons?

3) Any cool backgrounds? :)


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FaerieLore wrote:
How does the propulsive trait for bows work? Is it still 1/2 str like in the playtest?

Spoiler:
Yes. And like the playtest, any strength penalties are also applied in full to the damage.

Do any wands still give item bonuses for spell attack rolls?


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Edge93 wrote:

Woo! Good to hear.

Probably a good thing then that Flurry Edge Rangers can't pick it up. 0/-2/-4/-4/-4/-4 is not an attack routine you want to face each turn. XD

I like that we can pop off a 0/0/-6/-6 with Fighters now though.

If Sunstone Beads are still a thing though, I guess you could pull 0/-3/-6/-6/-6/-6 if you really needed to. XD

Spoiler:
As a general rule, I've noticed that feats that let you attack twice in a single action pretty much all have the Flourish trait, and you're only allowed one Flourish action per tun. Haste still gives an extra strike, though.

There aren't any Talismans (new name for trinkets) named Sunstone Beads. I skimmed the talismans to see if the effect of letting you start a turn with a press attack still exists with a new talisman name, and it doesn't look like it.


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Xenocrat wrote:
Do any wands still give item bonuses for spell attack rolls?

Spoiler:
No, and I don't think there's an item that does. The changes in spell attacks to be based off your spellcasting ability largely make this less relevant, but I think you have to do without the +1 to +3 that items can give weapon attacks.
Silver Crusade

What’s the Necksplitter like?


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I am definitely going to still be using the houserule from the playtest that for 2-actions spells you can spend 3 actions to a) take the first action of the spell and then b) ready the second action.

If readying spells seems really strong, I might make it a General feat instead of a freebie, but still.

My players will riot if there is no way to ready spells at all.


How does Weapon Specialization actually work?


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Blave wrote:

TL;DR: What's the prerequisites for Monk dedication? And can a character multiclassed to monk get his unarmed and unarmored proficiencies up to expert+?

When the mountain stance feat for monks was revealed, I was dreaming about making a stoic dwarven cleric of Irori who multiclassed to monk and used this stance to ignore dex and armor. According to the transcript of all multiclass archetypes, monk dedication requires 14 strength AND dex. Can someone confirm that his is indeed the case so I might bury this concept before investing too much additional time thinking about it.

Spoiler:
A cleric of Irori will get expert proficiency with fists at 7th (Warpriest) or 11th (cloistered cleric) as it's the deity's favored weapon. You wouldn't be eligible to get deadly simplicity with warpriest because unarmed is not technically a simple weapon, so getting monk is still nice for the damage increase.

It's definitely a little lame that both strength and dex have to be 14 to qualify for Monk instead of just one or the other, especially if you end up wanting Mountain stance.

Depending on what you want to do with your cleric, may I suggest being a monk and multiclassing into cleric? It's still pretty good, and if you want to focus on the punching more, it's what I'd recommend.


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Any info on Warpriest clerics? How do they compare to Cloistered Clerics?


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RangerWickett wrote:
What sort of bodyguard options are there? Anything like In Harm's Way in PF1?

I'm not going to look through a bunch of stuff, but I have some experience in this arena.

Spoiler:
Champions. Champion reactions are hella good for this.
My playtest party had two "paladins" (by PF2 terms). One was focused on getting extra attacks with a reach weapon ally, the other built around the shield ally (and also carrying a reach weapon because gnome flickmaces are cool). Their ability to grant damage reduction, the defender-y one providing shield blocks, all the bonus reaction attacks happening whenever someone else in the party (mostly the rogue) was attacked just wrecked stuff.

Edit: Whoops, only answered the first question. Breaking them apart now.

RangerWickett wrote:
With multicasting and such, how many pets can one person get: familiars, mounts, animal companions, ... eidolons?

Spoiler:
1 familiar and 1 animal companion is easy peasy, I detailed how to do it with a gnome or human druid at level 1 earlier in the thread. Summon another creature, and you've got three minions to eat up all your actions each turn...

...Unless you use rituals, in which case you can get up to four minions like animated objects or undead.
Rituals are all uncommon, though, so they're not default assumptions.

Bonded animal (skill feat) doesn't stack with animal companions.

You can also just buy regular animals or something, but that's less reliable because you have to make skill checks. Should be fine for someone who mostly wants a horse for transport and not for combat.

No eidolons at present.

RangerWickett wrote:
How distinctive are the different types of dragons?

Spoiler:
They're different colors and sizes, which help a lot in telling one from another.

Seriously though, mostly they have a big common set of "dragon" things like that they have breath weapons and basic jaws/claw/tail/horn melee attacks. They'll have different innate spells, and generally one or two unique abilities like using different limbs for reactions, or the green dragon's poison miasma after using their breath attack.

The Concordance

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NemoNoName wrote:

2) Barbarian animal instinct, are you still prevented from using normal weapons?

Spoiler:
sadly. Yes. Also, of all the instincts, they get the second smallest static boost to damage while raging. (Spirit is lowest). However, there are some interesting shenanigans you can pull with the frog form's tongue, for instance, and mobility-based feats.

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Were there any notable changes to weapon traits or critical specializations?


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Yako Zenko wrote:
NemoNoName wrote:

2) Barbarian animal instinct, are you still prevented from using normal weapons?

** spoiler omitted **

To clarify

Spoiler:
Only while raging, like the updated playtest.


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RicoTheBold wrote:
You wouldn't be eligible to get deadly simplicity with warpriest because unarmed is not technically a simple weapon

Isn't Fist specifically on the Simple Weapon table? It was in the PT.

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