The All-Seeing Orb |
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The Orb Awakens!
(more or less...)
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!
RicoTheBold |
Kalderaan wrote: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.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?
Going into some detail on some other options I like.
- 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.
tqomins |
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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
RicoTheBold |
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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.
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.
The All-Seeing Orb |
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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?
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.
RicoTheBold |
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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?
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 All-Seeing Orb |
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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!
That chart is incorrect, and seems to still be incorrect in the actual book. Something to point out in the error thread, for sure.
RicoTheBold |
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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.
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
Yako Zenko |
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** spoiler omitted **
I have to agree with Rico here on loving the Gnome feats... For pure fluff I love the
Though I am happy to say Halflings actually get some things that make them stand out some this time.
RicoTheBold |
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Bulk of a spellbook/formula book- 1 or L?
It depends on whether you remember to buy a writing set.
- Writing set is L and also costs 1 gp.
Edge93 |
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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.
Blave |
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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.
RicoTheBold |
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What are the exotic weapons available?
They're called advanced weapons now.
Gnome flickmace is the best because reach with 1 hand is great for a lot of concepts.
RicoTheBold |
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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
Edge93 |
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. XDI 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
RicoTheBold |
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RicoTheBold wrote: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!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 **
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.
The All-Seeing Orb |
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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?
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!
RicoTheBold |
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What does the rogue feat Scared to death do?
Not a rogue feat, still a skill feat (like the playtest).
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.
tqomins |
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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.
RicoTheBold |
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Do monk Ki Feats grant extra Ki/focus points as well or is there some other way to increase them?
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).
Yako Zenko |
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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 omitted **
To expand on Rico's statement.
RicoTheBold |
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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.
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.
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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.
Yako Zenko |
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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.
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.)
RicoTheBold |
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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 ^_^
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.
RicoTheBold |
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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.
RicoTheBold |
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How does the propulsive trait for bows work? Is it still 1/2 str like in the playtest?
RicoTheBold |
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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. XDI 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
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.
RicoTheBold |
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Do any wands still give item bonuses for spell attack rolls?
MaxAstro |
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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.
RicoTheBold |
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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.
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.
RicoTheBold |
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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.
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.
With multicasting and such, how many pets can one person get: familiars, mounts, animal companions, ... eidolons?
...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.
How distinctive are the different types of dragons?
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.
Yako Zenko |
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2) Barbarian animal instinct, are you still prevented from using normal weapons?
RicoTheBold |
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NemoNoName wrote:** spoiler omitted **2) Barbarian animal instinct, are you still prevented from using normal weapons?
To clarify