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For those who don't know, forums.penny-arcade.com will be closing soon. However, we're doing the same kind of stuff over at coin-return.org with (almost) all the same faces! Please do feel welcome to
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Pathfinder 2E: "The Time of the O.R.C. has come."
Posts
You can also see Paizo's focus on representation on full display, with like a quarter or third of listed NPCs falling outside of the cishet binary gender norms, such as the kitsune who proudly bears their top surgery scars alongside having a split human/fox face.
A good amount of focus goes to non-humans, even if they remain the focus, so there opportunities for many PC backgrounds. Lots of good opportunities for kitsune and tengu, obviously, but also your various lizard, frog, and fish folk.
Kaiju and the angry/confused undead, dragons, and haunted clockwork are a tremendous presence. (Elementals are too, but mostly in a vague historical threat sense.)
They slip in some anachronism here and there, with extra-magical places creating things like fighting games and neon signs, but they make sure to keep it local and contextual. There's also basically a wuxia nation if you want to have an adventure where literally everyone knows crazy martial arts and uses them for everything including cooking and farming.
Monster entries are kind of a grab bag with some interesting gimicks for stories but nothing that is especially important for the day to day like a new class of creatures or something.
All in all, a good read with lots to chew on. Got a lot of inspiration out of it.
I said I would flex my shiny pecs at them, armstrong style.
Rolled a crit.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
It amuses me how frequently Paizo's adventures are about entertainment. Such a huge portion of their PFS adventures have a section where you entertain people to make friends, get info, or distract.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
Two bumps in the road came up during the adventure:
Our group had no social skills other than Intimidate, and it would be super handy having a wagon (also Pathfinder needs more vehicles).
I did a little digging into the options, and I came up with this:
Henchman with Diplomacy and Driving Lore
Carriage and two war horses (160gp total)
Since my character is a human dive fisher raised by orcs, I figure the hireling can be an orc lady he works with to cart around and sell fish, sometimes referred to as Fishwife though without romantic implications.
On the Pathfinder side of things, the Whispering Tyrant's getting some attention again with a three-adventure book, Claws Of The Tyrant, with the second story letting players be agents of the Tyrant. Shades Of Blood was also announced as an Adventure Path, said to be vampire-focused but more action then horror.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
https://app.demiplane.com/nexus/pathfinder2e/classes/animist-playtest
https://app.demiplane.com/nexus/pathfinder2e/classes/exemplar-playtest
First, the playtest document doesn't actually explain the process for making a character, which is very dumb. It assumes you have the PF2 character creation stuff, which... okay it's all free online, but jesus. I know they want full compatibility between PF2 and SF2, but it's still kinda insulting for those that are interested in SF being anything more than an odd pathfinder expansion.
Second, they've mauled the Soldier horribly. Where once there was an exceptionally flexible non-magical fighter with lots of interesting builds, they're now a one-trick pony based on heavy weapon suppressing fire. In all of my SF1 career, some 23 characters, I have ONE heavy weapon soldier, and while Dragonbot is one of my favorite characters, he's vastly outnumbered by all my melee soldiers... like my bull rush lizard, my wrasslin' walrus, and my wuxia bear, who rarely even touch heavy weapons, much less rely on them for the important class features. To add insult to injury, the primary stat is now Constitution. Constitution doesn't do shit to help in killing enemies, as far as I can tell; it only funnels Soldiers into being tank crowd controllers.
Third, Operatives have also been maimed. Okay, they were stupidly powerful as skill monkeys that were also one of the highest damage dealers in SF1, they're now little more than half-assed gunslingers without significant out-of-combat utility. They over-corrected in the spirit of making Envoys the skill characters. Don't get me wrong, I love Envoys, but they shouldn't be the only skill character.
Fourth, the fucking space jedi Solarians got all of the combat flexibility that the Soldier lost, and even has one or more trained skills more than the Operative. Like they can take 10 minutes and change the damage type of their solar weapon, and they can take, and now they can have solar armor, solar weapon, AND a solar ranged attack (that uses strength to damage), all at the same time.
Anyway, I decided to go with the Operative, since I saw that there was a "striker" option where they could forego their pistolero shit and get expert one-handed agile melee and unarmed ability instead. Great! I chose Pahtra, because space kitties can get some good unarmed options. I could do cat Jason Bourne with claws!
But wait, this story still sucks! Because while the Striker Operative has expert unarmed, that's the last reference to Unarmed anywhere in the kit. The class variant specifically mentions that all the pistol options are now available to one-handed melee weapons with the agile trait. Guess what isn't a "one handed melee weapon?" Claws!
Mind you, this gem is on page 170 of the document, well after all of the character creation options.
Apparently this has been pointed out to the devs already, but not yet corrected... if it even will be corrected, because SF2 has a "ranged meta" and they want to sell non-bullshit ranged options later.
Fuck it, I'm just going to point this out to the GM and suffer for my obstreperousness if necessary.
Unarmed is not a weapon in PF2E.
https://2e.aonprd.com/Rules.aspx?ID=2191
"Unarmed attacks can belong to a weapon group (page 276), and they might have weapon traits (page 276). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so."
e: actually many fighter feats don't specify it has to be a weapon attack, just a melee strike (or strike in general if they allow ranged attacks too) so they do work with most fighter feats I think? There's definitely a few that specify a weapon strike too though. It seems like unarmed not being a weapon is mainly just a reminder so that in the exceptional cases they do specify "weapon melee strike" you know they mean that excludes unarmed specifically.
Just one of many incredible disappointments I'm having with SF2.
it is silly
I've always thought the intent with handwraps is they are a generic "worn item what enhances unarmed that you can Put Runes On" example item and you can just reflavor them however you want and makes sense for your character, wrap them around your feet or tail or make them something other than a wrapping if you want.
I love hand wraps
Not to be a Negative Nelson, but I suspect they wont change it.
A big objective for Paizo with SF2e is making sure it is fully compatible with PF2e. If Unarmed isn't considered a weapon in PF2e then it is unlikely to be considered a weapon in SF2e.
Maybe add a new label that rules out or tones-down unarmed attacks granted by polymorph or morph features, and then make some abilities that cover unarmed attacks specifically, as well as unarmed + weapon combos based on whether or not the unarmed attack comes with a usage cost. Fighting with a 2-handed weapon plus fangs/tail/horns/etc. could be different than claw + one-handed weapon since you're giving up a hand.
"strike" is an action, it is the basic you attack with a weapon, so for instance
I have a player who is a gunslinger, he has gunslingers juke, which lets him step, strike, step, strike for 2 actions, and he asked me if he could make one of the strikes his reloading strike, and I was like no, you get those 4 actions for 2 actions, you can't replace them with other kinds of special steps or strikes for it
in the way that sudden charge is 2 strides then a strike, etc.
If someone turns your gauntlet into vapor vs. if someone turns your fists into vapor, etc.
Gauntlets are a weapon in PF2e.
Gauntlets AND spiked gauntlets. Both great options for a backup attack without eating up hand slots.
Bladed Gauntlet and Bow Gauntlet medieval mando
https://2e.aonprd.com/Weapons.aspx?ID=253
https://2e.aonprd.com/Weapons.aspx?ID=335
With their chosen paradigm, just fixing Striker Operative is the way to go. Fixing a playtest option vs. redesigning a whole (dumb) aspect of their flagship game.
Hm, I should've been more specific.
Gauntlets are weapons and that is the issue because they are not Unarmed weapons. They are Simple weapons and so they supersede whatever damage Punchface McFisto does with a barefisted Unarmed Strike. Also Gauntlets do not work with any Feats that require Unarmed. Nor are they considered Monk weapons so even with Monastic Weaponry you still screw yourself using Gauntlets.
Or more simply;
Gauntlets are- Type Melee; Category Simple; Group Brawling
Fists are- Type Melee; Category Unarmed; Group Brawling
I would like to see Gauntlets be considered Unarmed and allow players to use Runes while still benefiting from any Feats and so worth they have for their Chuck Norris/Macho Man character. And also to benefit from anything that requires a "Weapon". Which was my initial desire.
Soldiers CAN melee. In fact, they have a subclass all about it called Close Quarters which lets them apply the new Soldier debuff, Suppressed, with two-handed melee weapon Strikes. You can also focus on automatic weapons (Action Hero), armor and Combat Maneuvers (Armor Storm) and even wordplay with Diplomacy/Society and a Lore skill of your choice (Erudite Warrior), all of them Suppressing in their own ways. Yeah, heavy weapons have their own style too (Bombard) but there are more options to the Solider then just raining down AoE everywhere.
Let's Play Final Fantasy 'II' (Ch10 - 5/17/10)
it seems like the difference is in PF2 most melee feats do not explicitly call for a melee weapon strike, just a melee strike, so that seems easy to fix in SF2 if it makes sense to
re: gauntlets: I would absolutely just house rule you can opt to use your unarmed attacks with your gauntlets' runes, and use the better of the two's damage dice size for the basic unarmed attack, even if that's not explicitly spelled out in the rules for the weapon. Likewise I'd let you do piercing damage with spiked gauntlets but using your fist attack, I probably wouldn't let it override the damage type on monk special unarmed attacks though.
Exacting Strike works for any Strike, weapon or not: https://2e.aonprd.com/Feats.aspx?ID=4770
"You make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect."
Double Slice is for melee weapon strikes only: https://2e.aonprd.com/Feats.aspx?ID=4769
"Requirements You are wielding two melee weapons, each in a different hand"
"You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons..."
No mystery or guessing required. Houserule as you please, of course, just keep in mind that they do have these limitations in for balance reasons, so if you have players who look to break the system you're giving them new tools.
also I'm now imagining a dual wielding full plate fighter losing their weapons and doing double slices with their gauntlets instead