Pad Shiro's page

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I'm very happy that any stat is important.

In PF1 some stats were not important and usually, over the main stat, the people incremented dex, con and wis, there wasn't the need to upgrade the others.

Now:
Strenght in important for damages;
Intelligence for the ability;
Charisma for the things mentioned above.

So you can shift the character with the four increments where you prefer, taking the advantages, but also disadvantages from own choices.


Climb may be a check against the fortitude DC of the monster.

The difficulty seems to be balanced by the stats of the monsters.


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Why not?

I propose to add to tumble through at page 145 this:
if the enemy is larger than you al least two sizes you can move on them (using also climb if necessary, for example). The foe don't take disadvantages for that and you must make maintain the balance on the reflex DC when necessary.

And i propose to add this to grabble at page 146:
if the enemy il larger than you 3 sizes or more, you can make the attempt, but he do not take the grabbed condition.


Signature skills! Why?

Is that helpful for balance the game?

Could not be replaced with a limit of skill that could be master or legendary for any class?

My proposal seems to give an higher number of possibility without breaking the game.


There is a "par" concept in any stat of the sheet that compared with the crits give possibility to take them only if you are lower or higher in the opposed defense number.

In the case of "par" you have almost exclusively the case of success or failure. The crits are very prospective if you are much more strong or weak, moving the bar of opportunity.

So you could be visibly strong in few aspects, but inexorably weak in other, if you don't want to distribute more equitably the stats.

And it seems part of the game balance of PF2.


All calculations are based on level + competence + char modifier + magic object bonus: (1/20) + (- 2 / + 3) + (0 / about +10) + (1/5 maybe; the cd instead is 10 + level + char modifier.

Let's start by saying that there is no initiative bonus. They had announced it would be treated in a particular way that it is not yet possible to know. Surely perception will be used for this.

We do not even have the maneuver bonuses. Seeing the ogre's stats block I think that it is compensated with acrobatics and athletics. Always seeing that a lot of skills will not be necessary for the monsters, but only the TS that remain the only defenses with the CA, at maximum perception in certain cases.

The BAB and the skill levels to be distributed at each level do not exist, it is replaced by the level, you can just increase the values ​​with the competence (acquired at least with the progress of the level, the classic X + Int, or also with feat?).

From what I understand each class allows you to increase them as you go up with the level as before you did with the ranks, to acquire on armor, weapons, TS always with the progression of class, but especially at the center of all the feats: class, normal , skill, race, archetype are all made the same way, not only maybe increase the "dots", but possibly offer an extra move to do, so on the first page down there is few space to complete, it is all marked on page two, each item or feat can give you the requirement to take a different action, as well as the spells on page 3. In addition, with the skills you can unlock powers similar to spells, but they will be chosen, regardless of class and probably at will and above all regardless of the class. It gave me the impression of being like the White Wolf board (with the d20 system of course), but by training and putting competence, you decide then the effects to buy on the capacity you bet on (*).

For the equipment I would focus on weapons. The skills seem to shift rather than on the single weapon, on two groups of weapons only (martial or simple). This means that, together with the rune system (I still do not understand how they will work exactly), it will be more common to change weapons, perhaps exploiting special abilities that should be of central importance. The same thing maybe even for armor and shield (which more than numeric we already know that it is very tactical).

Another substantial thing, there aren't many bonuses on the AC (the various natural armor, deviation etc ...), "miscellaneus modifiers", and size. This suggests that the space for numerical optimization is limited to the magical object, the competence, the characteristics.

(*) Because I associated the pathfinder 2 sheet as a mixture between d20 and the White Wolf system:

We take masquerade's skills, but let's not focus on "pitches" that are a separate mechanical part and not part of the d20 system.

As the level goes up, he gives one more die to roll. In Pathfinder it adds a numerical bonus instead.
As the level goes up in vampires it gives fixed abilities, in pf2 these are bought with feats (or class capacity).

So here, I put on acrobatics and then on the basis of the dot I decide that it moves further to join in addition to maybe the basic ones.

So with the dots I numerically benefit in the most varied tests and at the same time increase the number of things I can do (they also said to replicate spell effects). And here the thing is similar, but expanded.

In PF2 the competence has more meanings:

to draw numerical bonus (-2 without training, 0, 1, 2, 3 legendary);
affordable feats (class, race, archetype, skills, normal talents, etc ... all) based on competence level;
abilities (the classic ones we are used to);
requirements for equipment;
and who knows what else ...

Why does PF2 seem to be balanced?

Phase 1: The math at the board is solid and has STRONG limits.

Phase 2: All the capacity (feat, spell or magical object) gives things to do more than numbers and can be a very unlimited choice (from there all the encyclopedic options that remain proportionate to the level of competence and then to the level and investment in that specific category).

Phase 3: At the end you return to the numbers for dice rolls and effects.

It is a process with watertight compartments that in the numerical phase before and afterwards is strongly linked to the numerical bridles, while it can be very various in the central phase, where however the capacities are associated with the power level (a bit like the spells, it is difficult that there is no proportion and coherence between the various levels).

I tried to do two tests at the system and its modularity:

RULE TO INSERT THE BOUNDED ACCURACY: I remove the level from all the boxes of the sheet.

RULE TO REMOVE THE MAGIC ITEMS: I take away everything apart the weapon potency (the part that increase the damage dices).

And everything should spin, at least in the numbers. Even if there is to be some other adjustment, I do not think it will be more difficult to create other alternative rules. Let's say that having read only 2 pages of the hypothetical test book it is incredible to be able to understand so much already.

 

What it seems is that at the base there is a simple rule that allows flexibility leaving the base to create 1000 thousand different capacities, but putting a narrow numerical cage from which you can not escape optimizing. This means that the development of the character is to be done on tactical choices, group strategy and above all concept.

I think that's awesome!!!!


James Jacobs wrote:
Pad Shiro wrote:
James Jacobs wrote:
Pad Shiro wrote:

Hi!

The pathfinder system is inspirated by the 3,5 version of D&D.

I know and understand that this game is very difficult to unchain from the previous version mantaining the retro-compatibility.

Is there the will by you and Paizo to create in the future a new set of rules that will prefer the innovation and the symplification of the game with the same care you spended to renouvate the previous version of D&D 3,5?

Check out Starfinder.
When does we'll see that with sword without laser & dragons that don't take the shuttle to fly?
Not now, that's for sure!

There will be Pathfinder 2.0 or only a new parallel set of rules?


James Jacobs wrote:
Pad Shiro wrote:

Hi!

The pathfinder system is inspirated by the 3,5 version of D&D.

I know and understand that this game is very difficult to unchain from the previous version mantaining the retro-compatibility.

Is there the will by you and Paizo to create in the future a new set of rules that will prefer the innovation and the symplification of the game with the same care you spended to renouvate the previous version of D&D 3,5?

Check out Starfinder.

When does we'll see that with sword without laser & dragons that don't take the shuttle to fly?


Hi!

The pathfinder system is inspirated by the 3,5 version of D&D.

I know and understand that this game is very difficult to unchain from the previous version mantaining the retro-compatibility.

Is there the will by you and Paizo to create in the future a new set of rules that will prefer the innovation and the symplification of the game with the same care you spended to renouvate the previous version of D&D 3,5?


James Jacobs wrote:
Dan Luckett wrote:

James,

Over at the PFS section there is some confusion on how the UMD Skill works in regards to emulating a class. The question was targeted at Ring of Revelation. The argument is can a non-oracle utilize the ring to gain temporary access to a revelation with a sufficient roll of UMD?

Some argue that no, you have to be an Oracle, and if you're not UMD won't help you.

Others say that UMD circumvents those standard preventions.

Use Magic Device will let you trick an item into thinking you're a different class... but it does not grant the POWERS of that class. The way the ring of revelation is worded pretty much means you HAVE to be an Oracle (aka you have to meet minimum level requirements in class abilities granted by the oracle class, since the powers granted directly affect that ability rather than grant you NEW abilities). Furthermore, the ring specifically says that it has no effect if worn by a non-oracle.

SO. Best case scenario, you could Use Magic Device to trick the ring into activating, but if you don't actually have class levels in oracle, the ring will do nothing more than take up a ring slot for you.

Are you sure that is not umbalanced that an Oracle of Lore could have, for example power of Oracle of Air? Or other extrange combination don't umbalance the game?

Could you give an official answer?


I think that the classes and the archetypes are balanced.

Some privileges are good, some bad, but i think there is not a combination that make you invincible...

Someone thinks some combination are better, not for all surely.

It depens on what people think is better to have.


These are differents choices because Horizon Walker don't increase the spellcaster level.

Howizon Walker is good for ranger, not for druids!


Nobody thought that now Feral Child has favored terrain and she can use the prestige class without multiclassing.

Do you think that now Nature Warden could be a good choice?


James Jacobs wrote:
Pad Shiro wrote:

If a monk is using dragon ferocity, his streght bonus with unarmed strike at damages is 1,5. Does power attack damage is increased of 50%?

"or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls."

If you see the rule the answer is yes. It's true?

Power attack would increase unarmed strike damage by +2 points per –1 penalty the Power Attack causes (Power Attack doesn't care what your strength bonus is); that damage bonus would add onto any damage bonus you gain from dragon ferocity.

But with dragon ferocity(streght x1,5), the increased unarmed strike damage is by 2 or 3 points per -1?


If a monk is using dragon ferocity, his streght bonus with unarmed strike at damages is 1,5. Does power attack damage is increased of 50%?

"or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls."

If you see the rule the answer is yes. It's true?


James Jacobs wrote:
Pad Shiro wrote:

Does the Brass Knuckles make the damage of the Monk's Unarmed Strike?

There's missing words in your question that make it impossible for me to answer, alas. Please rephrase it.

Excuse me, I'm not english or american.

Example:

I'm a monk at 18th level and I use my unarmed strike with the Brass Knuckles.

If I attack with them, my damage is 2d8 or a d3?

This is the correct link:

http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/brass -knuckles

"Brass Knuckles

These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch.

Benefit: Brass knuckles allow you to deal lethal damage*.

Drawback: You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting).

Note: Monks are proficient with brass knuckles and can use their Monk unarmed damage* when fighting with them.

*Adventurer's Armory Errata Update 2.0 — Release Date: 07/21/11

*Special Note

Monks do not use their unarmed damage when fighting with brass knuckles even though the latest errata did not change or remove the sentence stating they do.

[Source]: http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfin derCompanion/v5748btpy8dmf/discuss&page=12#550
"


Does the Brass Knuckles make the damage of the Monk's Unarmed Strike?

http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/brass -knuckles


I THINK YOU INTERPRETED THE RULES WITHOUT USING LOGIC, BUT YOU TRY THE TRICK.

FLURRY+
RAPID SHOT+
SECOND BOW+
ETC...=

RIDICOLOUS POWER PLAYER!!!!!


Can a sohei flurry and use rapid shot with a bow in the mean time?


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Two handed unarmed fighter BAB 29, Monk 24.

The monk have a ki attack more than fighter.
The monk deal 2d10 damage instead 1d4. The warrior have weapon training (+4 damage) and 2x weapon specialization (+4 damage). Middle damage 11 vs 10,5.
Using power attack with the weak attack the warrior have -6 damage.
The monk can use flurry for some manoveurs, the warrior can't.
The monk has a better AC while the warrior has more PF.

The monk has abundant step (use it whit dimensional dervish :P), spell resistance and much more.

The fighter is not so good.

And the same is valid for all other classes. Less direct damage, but more fun and possibility!


If you do the math, you discover that the warrior does more damage. We are all agreed.

But:
- The monk is more versatile.
- The warrior has fewer attacks.
- With "dragon style" you do more damage.
- For every attack you can: make a manouver, use touch of serenity, stunning fist, and more. And combinations of moves more than the warrior.
- Less hp. More defense.
- Dimensional Door: with new feats you can be very evasive and do so much physical pain without being damaged...

most important thing wrote:
And then the most important thing: it's very very much more funny!

ROLE wrote:
Damage and condition dealer!!!!!!


6 months a translation of 340 pages (badly translated).

Some say it is a normal time.

That's all folks!!


APG: 340 pages in 365 days.

A page a day for each book, compliments to the translator.

I would like to apply for work as a translator from you!

It's a business for me!


The problem is the Italian distribution. Language: Italian.

www.e-wyrd.com

e-wyrd's style example:
http://www.5clone.com/forum/viewtopic.php?f=97&t=19256


Dear Paizo,

I am an Italian and a happy consumer of your player board game Pathfinder.

Unfortunately I have a complaint, certainly not with regard to your work, but to those who have to distribute the product in my country.

The Wyrd is a company that does not keep its promises and she did not publish your materials by the dates announced.

In Italy we have not the APG.

What we have to wait for ultimate Magic and combat?

I hope that my comments will help customers to have an Italian best that you can solicit feedback and outputs or to find a publisher in a better position.

Best regards!


If you wear the brass knuckles you have -4 penalty in grapple attempts?


Kaiyanwang wrote:

I do not like so much elemental strike - it's the only one that actually makes some sense only for the monk having it has "base" (four winds).

Nevertheless, the key of perfect strike is maneuver weapons, not DPR (barring the bow monk). It's for when you MUST be sure that Trip attempt will work.

Alternatively, use it for the -5 iterative. Stun with the first, then medusa wrath, and trip the OTHER foe you are not DPRing ;)

Yes, the limit is that elemental fist is for only 1 attack.

A monk with different moves has:

disarm
trip
touch of serenity
stunning fist
punishing kick
for up 8 attacks, good for every occasion!


Kaiyanwang wrote:

Punishing Kick, Elemental Fist, Perfect Strike, Touch of Serenity have a BAB of +8 as a prerequisite, so a monk must be 17th level to have all the five "special moves".

Nevertheless he can START take them from level 11 and at that point already stacked up more than few maneuvers and his full attacks and charges can be very diverse. I think that this is the point raised above.

There is a specific thread about the topic, but as a general rule, yeah, you can mix and match a lot of these attacks in your flurry, even if some are more restrictive as an example, Perfect Strike NEEDS a monk weapon. BTW, I think is intended to be used with a Kama.

Elemental fist is only a +d6 and perfect strike is only for weapons... not so usefull.

A monk with ki can use 3 attacks at max BAB, I think that the stunning fist, touch of serenity and punishing kick are the best for unarmed monk. At 15th there is quivering palm, whit manouvers you can take only touch of serenity for differentiate the save throw (it's on will, good for combatant)... ^_*

@dragonsong: the monk at low levels can take disarm and trip as bonus feats! You can combine these on your attacks. At higher levels you have a very high choice of combat styles!


Dragonsong wrote:
Pad Shiro wrote:
You can consider a full round with stunning fist, touch of serenity and punishing kick. It's not easy to pass all 3 saves trow...
Truthful the 3 in one round does add some added checks which can be devistating. One thing I dont remember does the monk have to meet the feat requirements for the 2 he dosent get at 1st if so those arent available till level 12-13?

I don't understand. Excuse me...

You can consider also the CM as disarm and umbalance. At higher levels there is quivering palm...

Monk is not so bad. On the damage the fighter is better, but it's fanny and he have a big variety of attacks!


You can consider a full round with stunning fist, touch of serenity and punishing kick. It's not easy to pass all 3 saves trow...


drsparnum wrote:

The above post could have been written more clearly.

The above post could have been written more clearly.

Gracious...

I do not often write in English and are not paid to write manuals.


stormraven wrote:

Sometimes, one or another of the editorial team will appear in a thread to state the intent of a specific passage - but it isn't something that can be relied upon.

Thank you.

Paizo is a little unprofessional.

The books are not written clearly and give rise to misunderstandings.

I have the Italian version and there are also spelling errors.

The books are not written clearly and give rise to misunderstandings.

I have the Italian version and there are also spelling errors.

About abundant step, I think it is not a spell, but a supernatural ability and the operation of the feat is for the monk, after all an action of movement can be made before or after a standard action (as occurred with the school feat of the sun 3.5).


AvalonXQ wrote:
Pad Shiro wrote:
In conclusion, a monk can do a standard action after abundant step?
In conclusion, the consensus tends to lean toward "no", but a few people say "yes". It's a GM call.

The problem is that you can do a move action before or after a standard action.

There are not writer of the original text than can solve this question?


In conclusion, a monk can do a standard action after abundant step?