| 1d6 Fall Damage |
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I noticed a few oddities when I was going through the PF2 Beginner Box, and I can't tell if they were conscious decisions or mistakes. They're mostly where the beginner box deviates from the core rules, which is unexpected since it is supposed to be compatible with the full game.
1. Battle Medicine is listed as a reaction, which I assume is just a formatting mistake.
2. Because of the way the ability modifiers are generated in the BB, it seems human clerics, rogues, and wizards can start with a +5 or score of 20 at level 1 by taking certain backgrounds. I can't see if there is a rule I've missed or not, but if so it might be a little too well hidden.
3. I can't figure out how to recreate the all options that are in the heritage options for human. They might be using unreleased material or created for the beginner box (there are magic items and I am pretty sure monsters created for the beginner box after all, so it isn't out of the question) but yeah.
I suppose that last one does raise the question of whether some of the things created for the beginner box will see release in the full game, which would be pretty cool.
Also, while I'm here, there is some really good art in the box for both characters and monsters that isn't found anywhere else, but unfortunately the token PDFs are pretty low resolution. Is it possible for the full sized art to be made available?
All in all, a great product. Can't wait to run some new players through it!
| CrystalSeas |
2. Because of the way the ability modifiers are generated in the BB, it seems human clerics, rogues, and wizards can start with a +5 or score of 20 at level 1 by taking certain backgrounds. I can't see if there is a rule I've missed or not, but if so it might be a little too well hidden.
3. I can't figure out how to recreate the all options that are in the heritage options for human. They might be using unreleased material or created for the beginner box (there are magic items and I am pretty sure monsters created for the beginner box after all, so it isn't out of the question) but yeah.
Could you go into more detail (maybe behind spoiler tags) about how you can construct a +5 cleric, rogue, and wizard?
Also which heritages are you not able to recreate?
PS: agree completely that Battle Medicine looks like a mistake in placing a graphic.
| Feros |
The Warden and Battle-trained Human Heritages are not in the CRB. This is the first time I have encountered them. I suspect those are what 1d6 Fall Damage is talking about.
I was curious about those as well.
EDIT: And skilled heritage gives three skills instead of one, though they don't automatically become expert at fifth level.
EDIT 2: They are obviously using specific general feats from the Versatile Heritage, but there is a lot of play here.
| Feros |
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OK, I think I have this mostly figured out:
They combined the Heritage with the first Ancestry Feat, in all cases. So the three Human Heritage packages are:
Battle-trained Human: Versatile Heritage (Weapon Proficiency) and Ancestry Feat-General Training (Diehard). It would only give Wizard Simple weapons, but it is a simplification after all.
Skilled Human: Skilled Heritage and Ancestry Feat-Natural Skill.
Warden Human: Versatile Heritage with Ancestry Feat in combo for each choice, but the feats chosen escape me.
| CrystalSeas |
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Warden Human: Versatile Heritage with Ancestry Feat in combo for each choice, but the feats chosen escape me.
\
In another thread, Elfteiroh suggests
the heritage that gives human the toughness general feat directly gives 4 HP, the value it should give at LVL 4, when a player would need to "convert" to full rules.
| CrystalSeas |
So here's how to recreate the Human Heritage options
trained in all martial weapons, death at Dying 5
CRB Heritage Versatile Heritage: Feat-Weapon Proficiency
CRB Ancestry Feat Diehard: death at Dying 5, not Dying 4
trained in three skills
CRB Heritage Skilled Heritage: trained in one skill
CRB Ancestry Feat: Natural Skill: trained in two skills
+4 HP; Expert in Fort, Trained Medium armor
CRB Heritage: Versatile Heritage: Feat-(1st lvl gnl feat): Toughness lvl 4 (+4 HP)
CRB Ancestry Feat: General Training- (1st lvl gnl feat): Canny Acumen (Expert in Fortitude)
Unknown source: General Feat: Armor Proficiency
Still can't figure out how Warden heritage gets the third feat.
| 1d6 Fall Damage |
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The Backgrounds in question are Acolyte, Criminal and Scholar because they have caveats that apply to ancestries, which means they don't apply to humans. Thus, we have a +1 from being Human, +1 from being a scholar, and +3 from being a wizard for a total of +5.
As for the Toughness bonus that Elf suggested, it doesn't work because all classes can take Toughness as a level 3 general feat. That would mean a character could take it twice.
| Feros |
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So here's how to recreate the Human Heritage options
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
Still can't figure out how Warden heritage gets the third feat.
Warden chooses between the three options, they do not get all three.
| The Rot Grub |
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The Backgrounds in question are Acolyte, Criminal and Scholar because they have caveats that apply to ancestries, which means they don't apply to humans. Thus, we have a +1 from being Human, +1 from being a scholar, and +3 from being a wizard for a total of +5.
Yeah, this is a pretty... glaring mistake.
Or maybe it says somewhere that you can't raise a score above +4? I couldn't find that in my PDF
| 1d6 Fall Damage |
Yeah, I can't find anything like that either.
At least it works fine if you just ignore the ancestry component, even if it is a little bit... idk inelegant? I suppose it is worth making sure new players don't make a bad-feeling character because they didn't put at least +3 in their key ability, and there is still some room for customisation. Maybe it's just because I really love the way it works in the core game.
As for why it happened, my guess is human wasn't always going to have two free boosts, at least when those backgrounds were written. Still, unfortunate.
| CrystalSeas |
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We may get some early clarification via PFS. From another thread
CrystalSeas wrote:So those three* character builds would be OK for Society play in other scenarios after they finish the BB adventure?
Or would someone have to rebuild their BB character using Society rules before they could make it a Society character?
The BB characters are not society legal. A team of volunteers are working on community use handouts that show how to go from the BB to PFS. The goal is to have them soon (end of month-ish). I don't want to spoil the reveal, so I'll leave it to the team members to comment when they are ready.
*referring to Human Cleric/Acolyte Background, Human Rogue/Criminal Background, and Human Wizard/Scholar Background
The community use handouts may give us a workable solution even if it's not an official errata document.
| Mark Seifter Design Manager |
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1d6 Fall Damage wrote:The Backgrounds in question are Acolyte, Criminal and Scholar because they have caveats that apply to ancestries, which means they don't apply to humans. Thus, we have a +1 from being Human, +1 from being a scholar, and +3 from being a wizard for a total of +5.Yeah, this is a pretty... glaring mistake.
Or maybe it says somewhere that you can't raise a score above +4? I couldn't find that in my PDF
It did have that limit at one point, but I can't seem to find it right now. My guess, based on a recollection of a conversation, is that at some point there was an incomplete change to have them all be like the Str background where it just disallows picking your key ability regardless of ancestry, while that line about not going over +4 was removed (so that the limiter would be on the same page as the selection of backgrounds instead of elsewhere, at the cost of not being able to get +4 in some key abilities with some ancestries). You absolutely cannot go up to +5, but even if we were to make an errata page for Beginner Box, that's not a place beginners are going to check, unfortunately.
| CrystalSeas |
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You absolutely cannot go up to +5, but even if we were to make an errata page for Beginner Box, that's not a place beginners are going to check, unfortunately.
Whether or not beginners are going to check an 'official errata' page, GMs, and more particularly, Society GMs are going to have to 'fix' character sheets where someone has created a +5 ability mod.
It would be extremely helpful to have an official source to point to.
"You absolutely cannot go up to +5" hidden away in a forum post by a Design Manager isn't official.
| raphaelus |
Whether or not beginners are going to check an 'official errata' page, GMs, and more particularly, Society GMs are going to have to 'fix' character sheets where someone has created a +5 ability mod.
I agree. I think its still appropriate and that "people won't check" is not warranted. If you are interested in Pathfinder you are already a curious geek.
| LordVanya |
In case anyone is interested, I have a simple solution for the +5 boost issue.
Classes should all grant 2 Ability Boosts to their primary Ability instead of +3, and 4 free Ability Boosts instead of 3.
Then you can just ignore all the alternate Ability Boost text in the Background descriptions.
Saves a few lines of text and it makes it a bit closer to how things work in the CRB.
| CrystalSeas |
I have a simple solution for the +5 boost issue.
The simplest solution is to remind players when they are creating characters that everything is available as long as no modifier is +5.
No extra rules, no new wording. Just a reminder that their build has to fit within that constraint.
It also has the benefit of being an official errata, not a homebrew solution, and thus makes the characters legal for play in Pathfinder Society games.
| LordVanya |
For posterity I'm going to post a revision to my idea.
This is what I did to my copy of the hero's handbook:1) I redacted all mention of alternate ability boosts in the backgrounds section. They each grant whatever the first listed ability boost was.
2) In each class's description I altered the text to read as follows:
"Add +2 to your [Wisdom/Strength/Dexterity/Intelligence]. Then pick four ability modifiers and add +1 to each of those (D). You can't pick the same ability modifier more than once, and no modifier may exceed +4."
This is even cleaner than my previous idea and I'm pretty sure it is functionally the same as the normal rules, but without any need for alternate ability boosts to be called out for specific combinations of ancestry and class. And basically all I did was treat the now 4 free boosts granted by your class as a separate step as in the CRB.
| RagnarrOski |
Greetings!
I'm totally noob in PF, can anybody say me, why Ezren (and other mages) has only 2 spell slots to prepare? He has a specialization in Evocation school and can prepare additional spell of his school. Am i wrong? Or it's a bug of localization, i don't know, what in original (english) version. On second level wizard can prepare 3+1 (as says in beginner's box rulebook) , it's correct, so why only 2 on first level?
Sorry, found an answer in this thread: https://paizo.com/threads/rzs439e9?Number-of-prepared-spells-for-Wizard#1