Queries for The All-Seeing Orb


Pathfinder Second Edition General Discussion

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Kyrone wrote:

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

Hard for me to judge, but I'll give you my thoughts.

Spoiler:
Snares seem like a neat design space and I want to see them in action. I think, like alchemical items, they'll get more interesting as new items are printed over time. As a GM, it's easy to think of a scenario where players are attacking a stronghold and an NPC ranger does some serious damage with a bunch of snares everywhere.

So, I really should start with a warning here. Favored enemy and favored terrain were mechanics I largely hated in D&D 3.x and PF1. I don't like them as a player because they're too often situational and not in ways I could control (until you used spells like Instant Enemy that were kind of OP), and I don't like them as a GM because it makes me feel like I'm punishing a player by having varied encounters that never let them use the feature.

Favored enemy (Range 4) gives you a free action to Hunt Prey on rolling initiative against a favored enemy. Like, okay, that's not bad, but I still don't like the limitation of one enemy type, but there are lots of other 4th level feats to take, and plenty of 2nd and 1st I'd still take before it.

Favored terrain (ranger 2) lets you ignore non-magical difficult terrain there, which is okay (especially if you're actually going in varied terrain), and when the class gets the ability to always do that everywhere (Wild Stride is a class feature at 11th level) it upgrades into giving a terrain-specific benefit like a swim speed, climb speed, or a land speed bonus, or not needing to balance on snow or sand. That's actually pretty cool. If you're going to take this, though, you'll want Terrain Master (Ranger 8) which also requires master in survival, which lets you spend an hour in your current terrain to temporarily replace your favored terrain.

The Concordance

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

Spoiler:
the cloistered clerics get more domain powers for free, and spellcasting DCs go up faster ending at legendary.

Warpriests get better aromor proficiency, shield block feat, and more proficiency with weapons that aren't you dieter's divine weapon... at the cost of only reaching master in casting, at level 19

AKA do you want a cleric or warpriest?


Are there any cool/unexpected animal companions?

Please and thank you.


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Edge93 wrote:
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.

Spoiler:
No, it's in Table 6-6 Unarmed Attacks (and is the only entry). The section two pages earlier on Unarmed Attacks makes clear that they can belong to a weapon group and might have weapon traits, but they aren't weapons and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so. That said, they're still the Irori deity favored weapon, so presumably they still work there. Kinda.

Champions have the same issue with their comparable simple weapon damage increase ability.

Edit: Corrected later, the issue persists with Champions but not the Cleric feat, which calls out the unarmed attacks specifically as allowed.


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martens92 wrote:
Overall, how different are the spell lists from the playtest and the final version? Any noticeable changes?

This is another one of those super broad questions that's just tricky to answer without spending a huge amount of time doing side by side comparisons of the 9 pages that are the lists of spells against whatever the count is in the playtest.

Spoiler:
The divine list got a sorely-needed attack cantrip: Divine Lance, which does damage of a type aligned to your deity (which won't hurt the enemy unless they're of opposed alignment).

The Concordance

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RicoTheBold wrote:
Edge93 wrote:
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.

That said, they're still the Irori deity favored weapon, so presumably they still work there. Kinda.

Correction,

Spoiler:
the second paragraph of deadly simplicity, starting on the next column of the page, is "if your diety's favored weapon is unarmed strike (such as a fist, if you worship irori) and its damage die is smaller than d6, instead increase its damage size to d6"

Thanks for the info on Barbarian Animal totem! :)

I see my question on metamagics might be a bit too open.. So more concretely, is there an Extend duration type of metamagic feat for Wizards? :)
Also, is there a way to gain Quicken spell more than 1/day?


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NemoNoName wrote:

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? :)

Two of these I've already answered, but I'll repeat them here.

Spoiler:

1) Reach spell, widen spell, conceal spell + silent spell (they're a short feat chain), Bond conservation (technically has metamagic trait), overwhelming energy, quickened casting, metamagic mastery.

Bond conservation lets you get a weaker extra use of Drain Bonded Item if you use it before casting a spell by draining a bonded item. Kinda neat.

Silent spell makes a spell quiet and also lets you gain the benefits of conceal spell (which makes it not visually obvious you're casting).

Pretty sure the rest were all in the playtest, with only minor wording changes.

I'll say that Reach spell is maybe less of a temptation because ray of frost now has a range of 120 feet (up from 60 in the playtest), so you have a good long-range cantrip attack. But 30 extra feet on pretty much any spell, including making a touch spell a 30 foot spell is still super strong IMO for almost any caster concept. Save that movement and stay out of danger.

Widen spell is obviously going to be great if you're big into AoEs.

2) Only while raging, like the updated playtest.

3) 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).

And to be clear, this is largely a good thing.


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NemoNoName wrote:

Thanks for the info on Barbarian Animal totem! :)

I see my question on metamagics might be a bit too open.. So more concretely, is there an Extend duration type of metamagic feat for Wizards? :)
Also, is there a way to gain Quicken spell more than 1/day?

These don't overlap much with the long answer I just wrote.

Spoiler:

Extend: Not that I've noticed for wizards. There's a sorcerer focus spell that turns 1 minute spells to 10 minute spells. You can get a magic wand of continuation, which increases the duration of the single spell contained in the wand by half (and is substantially more expensive than a regular wand).

For quickened spell: I don't think so. Maybe some multiclass shenanigans with sorcerer or something to take the same feat from the other class, but it'd be a 20th level feat and you probably shouldn't be able to take it since it's the same name.


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Yako Zenko wrote:
RicoTheBold wrote:
Edge93 wrote:
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.

That said, they're still the Irori deity favored weapon, so presumably they still work there. Kinda.

Correction, ** spoiler omitted **

Shoot, I should have remembered that. It's still broken for the Champion, though, which is what I was looking up when I wrote some other post comparing them and specifically referenced how it didn't have the language referencing unarmed attacks that the Cleric feat does.


What kind of weapons can the str-based Rogue racket use? Still limited to simple weapons? What kind of exclusive feats does this racket have?

Asking all the rogue questions.


What is the crit specialization for Spears?


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Rek Rollington wrote:

What kind of weapons can the str-based Rogue racket use? Still limited to simple weapons? What kind of exclusive feats does this racket have?

Asking all the rogue questions.

Spoiler:
Yeah, still normal rogue list + simple weapons. For a dark horse candidate, take a halfling sling staff and you can do it with a 1d10 ranged weapon, 1d12 against large+ enemies with another ancestry feat.

Only two exclusive ruffian racket feats:
Brutal Beating (2) lets you make a target frightened 1 when you crit them and deal damage.

Vicious Debilitations (10) lets you add two new debilitations to your list for Debilitating Strike: Making the target gain weakness 5 to your choice of physical damage type (B/S/P), or making the target clumsy 1 (-1 to dex based stuff, basically).

I like them both for the halfling sling staff intimidate rogue that clearly needs to be a thing.


@RicoTheBold : thanks for all the answers! :)

Pity about Extend, to me it sounds like a Wizard ability more than anyone elses.


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Rysky wrote:
What’s the Necksplitter like?

I assumed you were referring to a magic weapon or something that's been spoiled, but I can't find anything by that name and I don't have a PDF to use Ctrl-F. Any hints on where to look? It's not Treerazer's Black Axe.


This might be odd, but what are rules for forced marching, pushing horses, and exhaustion from travel?


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RicoTheBold wrote:
Rysky wrote:
What’s the Necksplitter like?
I assumed you were referring to a magic weapon or something that's been spoiled, but I can't find anything by that name and I don't have a PDF to use Ctrl-F. Any hints on where to look? It's not Treerazer's Black Axe.

I think it was a racial exotic weapon in the playtest. Orc or goblin maybe?


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TheGoofyGE3K wrote:
How does Weapon Specialization actually work?

Spoiler:
Straight damage increases, varying a little by level and class.

For fighters, for instance, at 7th they gain "Weapon Specialization" which deals 2 additional damage with weapons and unarmed attacks in which they're an expert, 3 if master, and 4 if they're legendary. At 15th they get greater, which ups the bonuses to 4/6/8. Wizards get "Weapon Specialization" at 13, and it's 2/3/4 extra damage depending on their proficiency. By that level, they should have expert proficiency in their tiny weapon list of club/crossbow/dagger/heavy crossbow/staff, but they're not going to get more than that without something else giving the effect.

I suspect, but haven't checked every class, that the numbers of 2/3/4 and 4/6/8 are probably the same for any named versions of Weapon Specialization or Greater Weapon Specialization.


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Xenocrat wrote:
RicoTheBold wrote:
Rysky wrote:
What’s the Necksplitter like?
I assumed you were referring to a magic weapon or something that's been spoiled, but I can't find anything by that name and I don't have a PDF to use Ctrl-F. Any hints on where to look? It's not Treerazer's Black Axe.
I think it was a racial exotic weapon in the playtest. Orc or goblin maybe?

Oh! Right.

Spoiler:
Orc necksplitter. 2 gold, 1d8 slashing, 1 bulk, 1 hand, axe group, Forceful, orc, and sweep traits. It's potentially pretty cool for some barbarian feats like swipe and cleave and whatnot that focus on hitting enemies adjacent to each other. The big benefit would be that you leave a hand free, so it's up to you to figure out what benefit that adds.

It's no gnome flickmace.


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Is there any way to become legendary(with a weapon group) with any class except fighter? I mean barbarians getting +8 dmg when legendary but not being able to be legendary irks me to no end xD.
Maybe they are doing it cause of future class archetypes.


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MaxAstro wrote:

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.

About that...

Spoiler:
There is. Contingency still exists; as a 7th level spell on the arcane list.


Do sorcerers have access to the same metamagics as wizards or do they have a different suite of them?


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RicoTheBold wrote:
NemoNoName wrote:

Thanks for the info on Barbarian Animal totem! :)

I see my question on metamagics might be a bit too open.. So more concretely, is there an Extend duration type of metamagic feat for Wizards? :)
Also, is there a way to gain Quicken spell more than 1/day?

These don't overlap much with the long answer I just wrote.

** spoiler omitted **

Woah woah woah, what's that about focus sorcerer spell that extends 1 minute to ten? What bloodline is that in?


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Gaulin wrote:
RicoTheBold wrote:
NemoNoName wrote:

Thanks for the info on Barbarian Animal totem! :)

I see my question on metamagics might be a bit too open.. So more concretely, is there an Extend duration type of metamagic feat for Wizards? :)
Also, is there a way to gain Quicken spell more than 1/day?

These don't overlap much with the long answer I just wrote.

** spoiler omitted **
Woah woah woah, what's that about focus sorcerer spell that extends 1 minute to ten? What bloodline is that in?

The vanila arcane one, imperial iirc?


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oholoko wrote:

Is there any way to become legendary(with a weapon group) with any class except fighter? I mean barbarians getting +8 dmg when legendary but not being able to be legendary irks me to no end xD.

Maybe they are doing it cause of future class archetypes.

I would assume it's future-proofing for any archetypes that add legendary proficiency later. Based on what I know, there are very limited ways to increase weapon proficiency...

1. General Feat (Untrained to Trained Only)
2. Ancestry Feat (Up to Master for racial weapons)
3. Class Progression (Up to Master for class-proficient weapons, Legendary for Fighters)

That said, I don't have a book yet!


Pathfinder Lost Omens, Rulebook Subscriber

Is there still both TAC and AC?

The Concordance

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RicoTheBold wrote:
TheGoofyGE3K wrote:
How does Weapon Specialization actually work?
** spoiler omitted **

Barbarian specific.

Spoiler:
the damage increases for specialization apply at all times. But they get unique increases when raging, but have different numbers and reqs, dependent on instinct. For instance, at greater specialization, the Animal Instict does 12 bonus damage when raging and using the animals attacks. The Giant Instinct, however, gives 18 bonus damage when raging and using a weapon of a size category larger than you.

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

Spoiler:
At a glance; not really, but there are some tweaks here and there.

Weapon Traits:
- Charge is now Jousting (for the lance), which specifically lets you use it one-handed while mounted at the cost of dropping to a d6. It still gives the +1 damage per die when you're mounted and have moved at least 10 feet on the action before your attack.
- Grapple weapon trait exists, though I don't actually see a weapon with it. In theory, it makes you not need a free hand and lets you use the weapon's reach.
- Backstabber caps at 2 extra precision damage with a +3 weapon

Weapons:
- Longbows (and composite longbows) are volley 30 feet now instead of 50.

- Katana got updated substantially: 2 gp, 1d6 slashing, 1 bulk, 1 hand, deadly d8, two-hand d10, versatile P. (was 1d8 S and versatile P, identical to the longsword but twice as expensive and uncommon). There's a reddit thread where Erik Mona gave one guy the title of something like "savior of the Pathfinder 2 katana" because that guy's question reminded Erik to go get it changed shortly before it went to print.

Critical specialization changes:
- Bombs are on the list, splash damage radius goes up to 10 feet
- Dart and Knife persistent bleed damage goes up to 1d6
- Pick now does 2 additional damage per damage die (since there are fewer damage dice for higher level weapons, this makes sense)
- Slings can do stunned 1 on a failed fort save, which is really just a terminology change due to the way stunned works
- Spears make foes Clumsy 1 (reducing dex-based stuff, including AC) until the start of your next turn

For layout, fists are now on their own table. The uncommon simple weapons are right after the common simple weapons (which is nice).


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Vlorax wrote:
What is the crit specialization for Spears?

See post immediately preceding this one.


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Danbala wrote:
Is there still both TAC and AC?

TAC is gone, spellcasters use their own spellcasting modifier to hit attacks or the enemy makes a reflex depending of the spell.


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Some Kind of Chymist wrote:

Are there any cool/unexpected animal companions?

Please and thank you.

Spoiler:
Same list as the playtest: Badger, bear, bird, cat, dromaeosaur, horse, snake, and wolf. Numbers changed, and some slight wording changes, but they'll function basically the same.

Do goblins get their own weapons and what are those traits please?


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Aashua wrote:
Gaulin wrote:
RicoTheBold wrote:
NemoNoName wrote:

Thanks for the info on Barbarian Animal totem! :)

I see my question on metamagics might be a bit too open.. So more concretely, is there an Extend duration type of metamagic feat for Wizards? :)
Also, is there a way to gain Quicken spell more than 1/day?

These don't overlap much with the long answer I just wrote.

** spoiler omitted **
Woah woah woah, what's that about focus sorcerer spell that extends 1 minute to ten? What bloodline is that in?
The vanila arcane one, imperial iirc?

Huh, nothing like that in the playtest. That could be so so strong.


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RangerWickett wrote:
This might be odd, but what are rules for forced marching, pushing horses, and exhaustion from travel?

Not that odd.

Spoiler:
They're simplified. Mostly there's a travel speed. Hustling can only be done for about an hour, tops 10 minutes x con modifier. It doesn't say what happens when you reach the end (possible FAQ there), but it's reasonable to assume the person is fatigued and can't do it again until after a full night's rest. If you're fatigued, you can't do any of the exploration activities, so you can keep going but are more likely to miss stuff.

There might be spells to interact with this; there are a lot of spells.

They're mostly general guidelines, not simulation-style detailed rules. There's no weird rule about single repeated actions forcing you to be fatigued like the playtest where riding horses arguably forced fatigue.

There's still at travel speed table, which assumes a non-exhausting pace on normal terrain (modifiers are provided). I'm sure there's a decent chance people (including Paizo) will write more detailed rules for those who really want them for their campaign, but it's usually not a source of interesting drama so I'm in favor of the simple rules that are quick to use.(


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Aashua wrote:
Gaulin wrote:
Woah woah woah, what's that about focus sorcerer spell that extends 1 minute to ten? What bloodline is that in?
The vanila arcane one, imperial iirc?

I didn't go into detail because I'd covered it in an earlier post.

Spoiler:
It's the advanced (second, available with a feat at level 6) bloodline focus spell for the Imperial bloodline.

Only works on spells with a duration of a minute on a single target, and if it's not the a spell of the highest level you can cast.
You can only have one active at a time.

But yeah, could be good. Some 1 minute duration spells from the playtest have already been bumped up to 5 or 10 minutes (Fly for instance, is 5; invisibility is 10 unless it's heightened, in which case it's 1 but doesn't break when you attack).


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Thebazilly wrote:
oholoko wrote:

Is there any way to become legendary(with a weapon group) with any class except fighter? I mean barbarians getting +8 dmg when legendary but not being able to be legendary irks me to no end xD.

Maybe they are doing it cause of future class archetypes.

I would assume it's future-proofing for any archetypes that add legendary proficiency later. Based on what I know, there are very limited ways to increase weapon proficiency...

1. General Feat (Untrained to Trained Only)
2. Ancestry Feat (Up to Master for racial weapons)
3. Class Progression (Up to Master for class-proficient weapons, Legendary for Fighters)

That said, I don't have a book yet!

Spoiler:
I don't think there's a way, but Mastery is pretty dang good. +6 ain't nothing to sneeze at, and the martials (Barbarian, Champion, Monk, Ranger) at least all get that, and generally at level 13. Champions and Monks both get Legendary in their defensive proficiencies (armored/unarmored).

I think the summary there on the options is right, except for the general feat. There isn't one for weapon proficiency, only armor.
If you want weapon proficiency, either you'll pull it from an ancestry or take a dedication in another class. In core, that's fighter (for simple/martial) or monk (for unarmed). There's totally a feat for weapons. That said, taking fighter dedication means you can take the later feat to get up to Expert.


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Now that rules for PCs and NPCs are decoupled, how many hitpoints does your average villager have?


What are Getting Lost rules like?

What are rules for Fog/Smoke like?
Anything on varying levels of detail/awareness impacted by those type of effects or distance?
(e.g. being able to tell there are some figures atop a far-off hill, but not being able to discern who/what they are)

Any other highlights from Environment rules?


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Aashua wrote:
Do sorcerers have access to the same metamagics as wizards or do they have a different suite of them?

Spoiler:
Slightly different. They still get reach spell and widen spell They don't get conceal spell/silent spell. No bond conservation (obviously, since they don't get arcane bonds). They get one called Interweave Dispel, which lets them use an action before casting a spell, and if right after that they hit a foe with an attack spell or the foe fails a save throw, they can cast dispel magic on the foe as a free action

There's also the Imperial bloodline focus spell Extend Spell detailed a few posts up.


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Rek Rollington wrote:
Do goblins get their own weapons and what are those traits please?

Spoiler:
Same as the playtest.

Dogslicer is 1 sp, 1d6 slashihng, light bulk, 1 hand, sword group, and has the traits Agile, backstabber, finesse, and goblin.

Horsechopper is 9 sp, 1d8 slashing, 2 bulk, 2 hands, polarm group, and has the traits Goblin, reach, trip, and versatile P.


To clarify, Elves (and other Ancestries) can get all the way up to Master with certain weapons via Ancestry Feats? Is this a backdoor route for Bards and Wizards to get Master with certain weapons, or do the relevant Ancestry Feats have pre-reqs that prevent this?


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Could you describe how Languages work, I know we know get MORE based on full INT bonus,
but the details of how characters qualify / gain access to languages would be interesting to know.
What is the global/baseline "Common" list?
What are the Class options? Celestial/Infernal for Clerics? Draconic for Wizards? Ancient Language for Imperial Sorcerors?
How are Regional languages handled? Playtest was weird with only granting Human ethnic languages,
I believe an example was a Halfling that grew up in Belkzen would have no way to know Orcish via bonus/free languages.


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vagabond_666 wrote:
Now that rules for PCs and NPCs are decoupled, how many hitpoints does your average villager have?

Spoiler:
However many the GM thinks they need.

Looking at the Bestiary at some level -1 creatures, the bottom end is probably about 6 (your goblin warrior, ladies and gentlemen), the baseline for a lower-HP ancestry and nothing else.

It's totally okay to largely handle it as an abstraction, and just pick a general level for your townsfolk and add an ancestry and a class level or two worth of HP in there.


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Bardic Dave wrote:
To clarify, Elves (and other Ancestries) can get all the way up to Master with certain weapons via Ancestry Feats? Is this a backdoor route for Bards and Wizards to get Master with certain weapons, or do the relevant Ancestry Feats have pre-reqs that prevent this?

No, ancestry feats can only take their granted weapon proficiency as high as your class otherwise gets. Legendary for fighters, master for other martials, expert for casters.


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Bardic Dave wrote:
To clarify, Elves (and other Ancestries) can get all the way up to Master with certain weapons via Ancestry Feats? Is this a backdoor route for Bards and Wizards to get Master with certain weapons, or do the relevant Ancestry Feats have pre-reqs that prevent this?

The comment about "up to master" isn't actually 100% correct, at least from what I've seen. Ancestries have a level 13 feat that causes your ancestral weapons to increase in proficiency to match any time you get higher proficiency in a weapon or weapons. So they'll eventually go to the highest your class gets, be that Expert, Master, or Legendary.

At least that's the case unless there's like a level 17 racial feat I don't know about. I don't have the books, thus is just a spoiler I saw.


RicoTheBold wrote:
Thebazilly wrote:
oholoko wrote:

Is there any way to become legendary(with a weapon group) with any class except fighter? I mean barbarians getting +8 dmg when legendary but not being able to be legendary irks me to no end xD.

Maybe they are doing it cause of future class archetypes.

I would assume it's future-proofing for any archetypes that add legendary proficiency later. Based on what I know, there are very limited ways to increase weapon proficiency...

1. General Feat (Untrained to Trained Only)
2. Ancestry Feat (Up to Master for racial weapons)
3. Class Progression (Up to Master for class-proficient weapons, Legendary for Fighters)

That said, I don't have a book yet!

** spoiler omitted **

I’m told the general feat for weapon proficiency is on 269.


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RicoTheBold wrote:
vagabond_666 wrote:
Now that rules for PCs and NPCs are decoupled, how many hitpoints does your average villager have?
** spoiler omitted **

Honestly for level 0 NPCs I figured just ancestry HP plus Con mod. XD


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Did Certain Strike make it to the CRB, and if so what does it do?
(In the PT it was a level 10 Fighter feat, a one action Press attack that had the normal effect of a Strike on a hit or crit but if you missed [but not critical fail IIRC] then you did minimum damage. This was heckin strong if you cheesed flat damage boosts like the Forceful trait or enemy Weaknesses, but with Weapon Specialization this could be nuts even without the cheese if it stayed the same)


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My own contribution to "cool things I haven't seen anyone ask about":

Spoiler:
Humans are insanely versatile - they really did a good job making that the human "thing". Through a combination of Heritage and 1st level Ancestry feat, humans can get:

-Up to two free General feats,
-Trained in up to three skills of their choice,
-An extra class feat, or
-Trained in and access to basically any uncommon or racial weapon

Want to build a character that uses an unusual combination of skills or weapons, or needs a General feat or two for the basic concept? Human is your friend. Human wizard that has Shield Block and is trained in gnome hooked hammers at 1st level? Totally possible.


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What is the situation with General Feats, any notable additions vs Playtest?

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