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PF2: I got 99 characters and that aint one

Started by Shasarak, August 02, 2019, 09:13:11 PM

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Shasarak

New editions require new characters and on the other hand I want to see what my old favourites look like.

So for me it is Victory a Warforged Fighter from the old 3.5 days.

Ok, I know this is going to be hard using the core rules but lets see how we can work this.

The core concept is simple a two-handed Greatsword Fighter with a touch of Barbarian that charges around the battlefield pushing people around and generally laying the smack down.

For a core rule book character lets pick human as a race because other then the constant crying about how they are tired and want to sleep and eat humans are almost as good as Warforged.

So humans get 8 HPs, Size medium, Speed 25, two ability boosts which will be Str and Con, languages common plus Int bonus.

For Heritage I am going to choose Versatile which gives a General feat and for Ancestry feat it will be Natural Ambition which gives a Class feat, nice.

Next up Background Martial Disciple is a perfect choice. That gives two ability boosts Str or Dex plus a free choice so I am going for Str and Con again.  Also a choice of skills which for Victory will be Athletics and skill feat Quick Jump which lets you High jump or Long jump as a single action and without having to Stride first.  It also gives him training in Warfare Lore skill.

The obvious class to choose is Fighter which gives a bonus to either Str or Dex, or Str in this case.  Hit Points are 10 plus Con mod.  Starts off Expert at Perception, Expert at Fort Saves, Expert at Ref Saves and Trained in Will Saves.  Gets a choice of Athletics or Acrobatics plus 3 additional skills as well as any bonus skills from Int.  Is Expert in Simple weapons, Martial weapons and Unarmed attacks and Trained in Advanced weapons.  Is trained in all armour (and unarmoured, ha)

Initial Fighter feat: Power Attack which costs 2 actions but does an extra dice damage on a hit.  It is a Flourish action which means that you can only do it once per round.

Bonus Fighter feat (from human): Sudden Charge which costs 2 actions and allows you to Stride twice and then Strike.

General feat (from human): Incredible Initiative which gives +2 to Initiative

Skills: Athletics (from Background), Crafting, Intimidation, Nature and Society.

Equipment:
Greatsword 1d12 S, 2 Bulk, Versatile P
Breastplate +4 AC, Max +1 Dex, 2 Bulk, Plate

Ability Score: Str, Int, Wis, Dex

Final Stats:

Victory, Lvl 1 Human Fighter
HP 21, AC 18
Str: 18, Wis: 12, Int: 12, Dex 12, Con 16, Cha 10
Perception: +6
Saves: Fort +8, Ref +6, Will +4
Melee Attack: Greatsword +9, 1d12+4

Abilities: Power Attack, Sudden Charge
Skills: Athletics +7, Crafting +4, Intimidation +3, Nature +4, Society +4 and Warfare Lore +4
Feats: Incredible Initiative, Quick Jump

Overall I was happy with the way he turned out, the creation process was straightforward with lots of choices that felt significant.

How about you, what characters have you tried with the new PF2 rules?
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

Daztur

A first level PC with 21 HPs and +9 to hit? Yeesh.

Manic Modron

Quote from: Daztur;1098049A first level PC with 21 HPs and +9 to hit? Yeesh.

The HPs are just a first level kicker and the game assuming max rolls.  There are no negative HP in the game either, so you really aren't getting too much more survive-ability than with normal 3.x.  And then critical hits are a bit more common, so people's expectations of lethality seem to be sort of breaking even.  

With the four success grades, a +9 seems to be geared towards getting more critical hits and fewer critical failures than lesser warriors.  Which seems appropriate on the face of things.  Fighters are going to land more hits, exploit more openings, and provide fewer openings to their opponents.  The opponents that have abilities that trigger off of a critical failure on a strike anyway.

Not that there aren't concerns with the new game, but the hit points and bonuses aren't just rampant inflation.

Conanist

Yeah, the numbers look high but you have to consider what the characters are swinging at. The Pathfinder characters are actually often weaker than D&D 5e characters in a relative sense. A first level Orc has an 18 AC!

So to hit that Orc, Shasarak's fighter needs a 9 on a d20, the other melee characters need an 11,  and the secondary combat characters like Clerics need a 12 or 13.

Compare that to D&D "Bounded Accuracy" where everyone generally has a chance to succeed well over 50%, monster AC scales at a much slower rate, and very powerful dice helpers are readily available (advantage

Shasarak

Quote from: Conanist;1098095Yeah, the numbers look high but you have to consider what the characters are swinging at. The Pathfinder characters are actually often weaker than D&D 5e characters in a relative sense. A first level Orc has an 18 AC!

So to hit that Orc, Shasarak's fighter needs a 9 on a d20, the other melee characters need an 11,  and the secondary combat characters like Clerics need a 12 or 13.

Compare that to D&D "Bounded Accuracy" where everyone generally has a chance to succeed well over 50%, monster AC scales at a much slower rate, and very powerful dice helpers are readily available (advantage

A typical Orc is the Orc Brute, a Level 0 with AC 15 which everyone can succeed at hitting over 50% on their first attack.  Four of them would be a Severe encounter to a level 1 party.

Your stronger Orc warrior is like a Uruk-hai so they are tougher with AC 18 and only 3 of them is a Severe encounter.

Your Orc Chief has an AC 19 and if you put him together with 3 Orc Brutes then it would be verging on an Extreme encounter (150xp) for that 1st level party.

A 2nd level party fighting that group would be having an easier time of it, it is now a Severe encounter (100xp).  By 3rd level it is only a Moderate encounter (75xp).  By 7th level the party is going to be destroying these guys so fast that they wont even get any xp for it but it does not matter because now they are fighting Giants!
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

Malfi

Quote from: Daztur;1098049A first level PC with 21 HPs and +9 to hit? Yeesh.

You should see the monsters :D

EDIT: Ninjaed! (A lot)


Omega

#7
Quote from: Daztur;1098049A first level PC with 21 HPs and +9 to hit? Yeesh.

That was my initial reaction as well when I tried 3e. But as others pointed out, all the numbers are inflated or do not quite represent what pre-3e players might expect.

Example the +9 is mostly just what would be the old THAC0 distilled into just its bonuses+STR bonus and any other bonuses. 3e actually maps fairly close to 2e's progression for at least Fighters at its basics if I recall right.
A 2e Fighters THACO was 0, +1 per level thereafter, 3e's is +1 per level. So 1 better as it were. What dont know is how different PF2's is from that.

A 2e Figher with 17 STR would have an equivalent 3e total of +3. A 3e one has a total of +4 at level 1 if I recall right. That is before skills/kits/feats/whatevers. Not sure how PF itself advances but far as I know its the same as 3e.

Big question is how far off the track/inflated PF2 is? If at all?

pdboddy

Quote from: Daztur;1098049A first level PC with 21 HPs and +9 to hit? Yeesh.

Many of the monsters have had their HP doubled at minimum. :)
 

Manic Modron

#9
Quote from: Daztur;1098049A first level PC with 21 HPs and +9 to hit? Yeesh.

I ran a session on Sunday.  Dropped three PCs due to critical hits.  They didn't die because of the hero points and first aid rules, but there was still a real threat and fear that they were going to.

Well, one dropped twice and died on the second drop, but that player often lets characters die when the dice say so he can do new things, even though he had the resources to survive.  He is an odd one.

Shasarak

Its the weekend so lets do another character:

Megolas Greenleaf, Seer Elf Wizard (Conjuration Specialist)

Str 10, Int 18, Wis 14, Dex 14, Con 10, Cha 10
AC 15 (+Mage Armour and Shield), 12 HP, Medium, Speed 30
Low Light Vision
Elven, Common, Celestial, Draconic, Goblin, Sylvan
Detect Magic Cantrip
Otherworldly Magic Feat: + 1 Arcane Cantrip
+1 Identify Magic and Decipher Magical Writing

Scholar Background:
Arcana Skill, Academia Lore Skill, Arcana Assurance Skill Feat

Perception: Trained, Fort Save: Trained, Reflex Save: Trained, Will Save: Expert
Skills: Arcana +7, Crafting +7, Diplomacy +3, Medicine +5, Nature +5, Occultism +7, Religion +7, Society +7

Attack Trained: Club, Crossbow, Dagger, Heavy Crossbow, Staff, Unarmed
Defense Trained: Unarmoured Defense
Spells Trained: Arcane Spell Attacks +7, Arcane Spell DCs 17

Arcane Bond, Arcane Thesis (Spell Substitution)
Wizard Feat: Eschew Materials
Spells Known:
Cantrips: 12, Detect Magic, Shield, Acid Splash, Daze, Electric Arc, Mage Hand, Message, Prestidigitation, Produce Flame, Read Aura, Sigil, Tanglefoot
1st Level: 5, Burning Hands, Grease, Mage Armour, Magic Missile, Summon Animal, True Strike
Conjuration: Augment summoning

Spells per day:
Cantrip 5 + Detect Magic, Shield and Conjuration
1st Level: 2 +  Conjuration
Wizard Focus: Augment summoning
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

Omega

Speaking of. Id been doing the same, seeing if I could convert my old BX character to 5e. And overall. Could. But the special tricks they used with certain spells are impossible with their 5e equivalents. Id have to go at it via some other means.

Shasarak

Ranzak Dogskinner Unbreakable Goblin Ranger

Str 12, Int 10, Wis 12, Dex 18, Con 14, Cha 12
AC: 18 (Leather Armour), 24 HP, Small, Speed 25

Attack: Hatchet (Agile) +7  1d6+1 (+1d8 vs Hunted Prey)
Common, Goblin
Hunter Background: Survival Skill, Tanning Lore Skill, Survey Wildlife skill feat

Perception: Expert, Fort Save: Expert, Reflex Save: Expert, Will Save: Trained
Skills: Nature +4, Survival +4, Acrobatics +7, Athletics +4, Deception +4, Stealth +7, Tanning Lore +3, Thievery +7
Attack Trained: Simple weapons, Martial weapons, Unarmed attack
Defense Trained: Light Armour, Medium Armour, Unarmoured Defense

Abilities: Hunt Prey, Hunters Edge (Flurry, Precision, Outwit), Animal Companion (Wolf), Reduce Falling distance by half, Rough Rider, Ride feat, +1 to Nature check to command an animal (Wolf)


Good Boy (Wolf Companion)
Hit Points 14, AC 13, Size Small
Melee jaws +6 (finesse); Damage 1d8+2 piercing
Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0
Skills: Perception, Acrobatics, Athletics and Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

Shasarak

From my Age of Ashes Campaign:

Tyrel Blackthorne, Wood Elf Storm Druid

Str 14, Int 12, Wis 18, Dex 14, Con 10, Cha 10
AC: 18 (Hide Armour) + Shield, 14 HP, Medium, Speed 30

Attack: Longsword +5 Damage 1d8+2
Common, Elven, Draconic, Druidic
Scout Background: Survival Skill, Forest Lore Skill, Forager skill feat

Perception: +7 Trained, Fort Save: +3 Trained, Reflex Save: +5 Trained, Will Save: +9 Expert
Skills: Acrobatics +5, Athletics +5, Forest Lore + 4, Medicine +7, Nature +7, Stealth +5, Survival +7
Attack Trained: Simple weapons, Unarmed attack, Elven Weapons
Defense Trained: Light Armour, Medium Armour, Unarmoured Defense

Abilities: Shield Block, Wild Empathy, Storm Born
Spells: Cantrips (5) Detect Magic, Light, Produce Flame, Ray of Frost, Stabilise
1st Level (2) Heal, Heal
Focus Spell: Tempest Surge
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus

Shasarak

From the Paizo Boards

Steve (from Minecraft), Level 5 Human Fighter

Hp: 73   AC: 20
Speed 35
Attack:  +16 (Picks)

Str: 19, Int: 12, Wis: 14, Dex: 14, Con: 16, Cha: 10

Background: Miner

Perception: Expert
Saves: Fort Expert, Ref Expert, Will Trained
Attacks: Expert: Simple, Martial, Unarmed, Trained: Advanced
Defenses: Trained: All
Skills Acrobatics +9, Athletics (Exp) +13, Crafting (Exp) +10, Medicine +9, Nature +9, Survival  +9, Mining Lore +8, Terrain Expertise

Feats: Attack of Opportunity, Shield Block, Double Slice, Sudden Charge, Twin Parry, Weapon Mastery (Picks), Bravery, Fleet, Quick Jump, Rapid Mantel, Uncommon Ancestry (Elf), Nimble Elf
 
Items:
Pick +1 Striking  2d6 P (Fatal d10)  Crit: 2d10+d10+10
Light Pick (Doubling Ring) 2d4 P (Fatal d8)  Crit: 2d8+d8+10
Breastplate
Doubling Ring
Who da Drow?  U da drow! - hedgehobbit

There will be poor always,
pathetically struggling,
look at the good things you've got! -  Jesus