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Anthropomorphized Rabbit

QuidEst's page

Pathfinder Companion, Roleplaying Game Subscriber. 3,605 posts (3,789 including aliases). 13 reviews. No lists. No wishlists. 9 aliases.


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cartmanbeck wrote:

Lol I thought about doing this as a halfling, which would legit let that work, but that's a bit too far into insanity for me. Lol

What I am doing is taking Mailer's Endurance to boost its HP to almost that of the main characters. Will also likely buy it a belt (read: bracelet) of con to increase its HP even more.

Boosting its Con doesn't do anything for its hitpoints. The best you can do is put it on the character, and pass on half of those hitpoints.


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Chromantic Durgon <3 wrote:
Does it help with qualifying for feats?

Only at the end when you get your chosen-daily feats, levels 17+.


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blahpers wrote:
QuidEst wrote:

Occultist can, with some options, be a full-BAB 6/9 caster.

Mesmerist, with some options, can have flexible immediate-action defenses and get some nasty free effects, like save or blinded one round, triggering it on anybody’s damage.

Kineticist is a decent ranged combatant with two feats, and splashes in magical utility powers.

Psychic is Sorcerer, but trading some spell options out and getting decent skills in return. Rebirth discipline allows grabbing off-list spells, and is pretty hard to beat.

Spiritualist is a pet class where the pet focuses on utility. At first level, it can walk through walls at-will. Your spell list is a little more Cleric-y than the other occult classes. Archetypes for this allow you to play occult Magus, which is much less repetitive than the original.

Medium is... basically a full-BAB 4/9 caster, but you can turn into a 6/9 caster during downtime.

How do you get full BAB on a Medium? (Disclaimer: never played one)

While it's not actually full BAB, it gets you pretty close in practical terms. You have the same to-hit and number of attacks, with some tradeoffs one way or the other.


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Ciaran Barnes wrote:
I am pretty sure it defies the intent of the rules, but in this case it seems to work

I thought so at first, but I think it’s intentional. The second copy of Cha to AC is careful to be a specific type, Scales with level to prevent broken dips, and replaces the bonus feat. The archetype trades out a lot of offensive power, and gets to be very defensive in return.

I’m not seeing how “effects of Monk class features” doesn’t include the AC bonus, though.


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Occultist can, with some options, be a full-BAB 6/9 caster.

Mesmerist, with some options, can have flexible immediate-action defenses and get some nasty free effects, like save or blinded one round, triggering it on anybody’s damage.

Kineticist is a decent ranged combatant with two feats, and splashes in magical utility powers.

Psychic is Sorcerer, but trading some spell options out and getting decent skills in return. Rebirth discipline allows grabbing off-list spells, and is pretty hard to beat.

Spiritualist is a pet class where the pet focuses on utility. At first level, it can walk through walls at-will. Your spell list is a little more Cleric-y than the other occult classes. Archetypes for this allow you to play occult Magus, which is much less repetitive than the original.

Medium is... basically a full-BAB 4/9 caster, but you can turn into a 6/9 caster during downtime.


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Oof, rolled stats are awful. :/

Talk to your GM about the gear. Sounds like a certain adventure path- if so I'm a little surprised that you don't have the gear.

Talk to your GM about the stats, at least if they start getting in the way of fun.

About the nightmares, well, any advice there would be a little too spoilery.


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I’ll mention that any creature type stuff uses the Ranger setup, so humanoid and outsider use subcategories.

For a Rogue poisoner build, I don’t think a generalist works too well, but they make a good specialist without dedicating your entire build to it. Trait for drow poison immunity, talent to raise the DC by 2. Possibly grab the talent to produce a free dose daily for every five doses you carry.


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David knott 242 wrote:
Herald wrote:
Well, maybe I can hope for a class that has a construct "pet" as part of this book.

There are a couple of Alchemist archetypes that can do that already:

1) The Promethean Alchemist from Occult Adventures gets a homunculus companion.

2) The Homunculist archetype from Familiar Folio gets a homunculus as an improved familiar.

There’s another one- tinkerer, I think?- that gets a clockwork construct familiar.


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David knott 242 wrote:

Once you have your 2-weapon fighting penalties down to a minimum, the next step should be to gain bonuses to the attacks. Weapon Focus and Possessed Hand have the disadvantage that they will only give you bonuses for one of your attacks (assuming that you are using two different weapons for your attacks in the Weapon Focus case -- Weapon Focus would work just fine if you are wielding two of the same light weapon).

Possessed Hand chains into Hand’s Autonomy to reduce penalties down to -1, and you get some nice minor perks along the way.


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Dominate Person is full override. There might be some ambiguity before the first command is given, but once the command is given, that’s what you’re doing until the next command. He would try to find that missing PC until a new command was issued or the spell wore off, with exceptions made day-to-day survival. That means eating, drinking, sleeping, breathing, etc. Attacking someone who isn’t actively trying to kill you is right out, and attacking someone who is actively trying to kill you (instead of just escaping to carry out your task) is “ask the GM” and mostly depends on which will help accomplish the latest order better.


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Herald wrote:
Well, maybe I can hope for a class that has a construct "pet" as part of this book.

Classes are released in hardcover books. Archetype, perhaps, although we’ve got two Alchemist archetypes that do that already.


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ShadowDax wrote:
Talonhawke wrote:
Could you elaborate?
I’m looking to reduce The penalties for fighting with two different weapons. Preferably to a minus one as opposed to a -2 at minimal.

Indeed, there is! How do you feel about getting a co-pilot?

Edit: People should really check out the Possessed Hand feat chain. It’s a very cool chain that does some unusual stuff.


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Dragon78 wrote:

Do tinctures require their own item creation feat?

So what does the potable spells do?

No. They’re alchemical items that provide a wide range of decent duration minor alchemical bonuses, but come with drawbacks. Generally fall in the low hundreds of gp cost range.

Somebody already posted a description of the potable spells. They are regular spells that qualify to be made into potions. My favorite is a minor Stoneskin with no expensive material component.


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PossibleCabbage wrote:
I guess the problem I have with the spell is that it doesn't really make it seem like the terrain it creates is a natural thing (as in "a thing that could come to be through entirely natural phenomena".) Like if Druids had a 9th level spell called "Pave Paradise" that created a 12.5 square mile circle of asphalt with mysterious painted lines on it, that wouldn't seem right, would it?

What's now desert used to be part of an ocean. Just because you don't normally see the change happen in your lifetime doesn't mean that those kinds of changes don't happen. Nature won't turn it into asphalt, but it might glass it with a volcanic eruption or something.


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Alchemaic wrote:
QuidEst wrote:
… No? Poison Use takes a talent. Full immunity to one injury poison is a trait, and it comes with a save bonus vs. the most common poison category. The talent to increase DC only applies to one type of poison, so you can get an efficient poisoning setup for a talent and a trait.

That's a pretty good trait though, that's more powerful than most feats.

Although I feel like I'm going crazy, I swear there's a "you're immune to a specific type of poison" trait or something that already exists, although it was really limited to something like only poisons from plants that you would have eaten or from monster poisons or something.

Eh… given how unlikely it is to run into one specific poison during a game, I'd consider it mostly "Poison Use for a single poison, with an extra bonus", which is the sort of half-feat that I'd expect from a trait.

Oh, and I forgot to mention how nice it is to have a free minor version of Stoneskin as a third-level spell.


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Alchemaic wrote:
QuidEst wrote:
Rogues also get an option, but it only applies to a single type of poison. That said, since there's a trait that gets you immunity to a single injury poison, you can get a pretty efficient setup.
Wouldn't Poison Use be the better way to get around that?

… No? Poison Use takes a talent. Full immunity to one injury poison is a trait, and it comes with a save bonus vs. the most common poison category. The talent to increase DC only applies to one type of poison, so you can get an efficient poisoning setup for a talent and a trait.

If you want to use lots of different poisons, you need to spend one talent per poison you want to boost the DC of. But at that point, yeah, you'd need Poison Use.


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All right, so! Stuff I liked.

Spoiler:

Trait for immunity to a specific injury poison with some other benefits is really nice.

The Nagaji Spit Venom feats are a well-designed feat chain. Each feat in the chain not only improves the effect, but also gives you another use per day. Only one of the feats has an extraneous prereq apart from earlier feats. The archetype supporting it is pretty cool, too. Am I going to play a Nagaji? Maybe not, but this gives me a reason to consider it.

Scorpion bloodline is nice- I particularly like it as something to pick up through feats. It's nice to see a poison ability that doesn't require personally entering melee as a 1/2 BAB class.

Those Witch hexes. First time I've seen something for them that felt comparably broken to Slumber, and this is split across two hexes. That said, two hexes to be better at fort saves than the Paladin? Dang.

What I consider the very best thing in the book, though, is the Toxin Codexer Investigator. You prepare a variety of free poisons with your extract slots. The DC is based on the slot and your Int mod. You can still prepare regular extracts. And, to top it off, you can use inspiration to attach no-save riders (either debuffs or buffs/cures!) to your poisons. The addition that makes it all work is a discovery that allows you to get around creatures' poison immunity if you plan for it. I think this is the poisoner archetype a lot of people have been waiting for.

Some of the poisons and drugs are pretty cool. Hydrofluoric acid is present, and as terrifying as it should be. (There's a conflict between the entry and the table- it's either 1 strength drain or 1d2 strength drain, along with several other effects.) The comic-book levels of dissolving the entire body afterward are amusing. The drug that grants constant Detect Magic for at least ten minutes at a trifling sum of 15 gold is the first drug I've seen in Pathfinder to be convincingly addictive on a mechanical level.


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Rogues also get an option, but it only applies to a single type of poison. That said, since there's a trait that gets you immunity to a single injury poison, you can get a pretty efficient setup.


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Have your illusionist or dream magic specialist pal deliver “divine” messages. Likely to backfire if it’s your main method, but hey, okay occasionally.

Get competing groups in, like prophets of Kalistrade.

Encourage fighting between worshippers of different deities, turning the focus away from providing services.

Ultimately, it’s pretty hard. Especially getting rid of the Pharasmins- you’ll need to replace burial and midwife services. Similarly, Abadarites may be providing useful legal and financial services.


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Alchemaic wrote:
So is there actually anything that improves the DCs for poisons in here? I'm guessing one or two of the archetypes have an ability for that purpose (assuming they don't have a special class-locked poison like the Scorpion bloodline), but the equipment seems to be mostly poison preventative or just has alternative ways of delivering poison.

Alchemist and Slayer get non-archetype options for it. Investigators get a non-archetype way around poison immunity and an archetype that can give higher DCs to certain poisons.


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Ooh... I’ll just mention that some new hexes in Potions and Poisons make this very appealing. For two hexes, your fortitude saves go from “I didn’t need to not be paralyzed” to “No, you make a fortitude save.” And they’re non-scaling, so even if your GM decides that your hexes are 0th level with a DC of 10 + Int, you’ve got something really useful.


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Rhedyn wrote:
Fun note: We had to change the discussion to "is this class better than a warrior?" to get people to actually defend the class.

I'm kind of tired of talking about it. My friend is overjoyed to be playing a Leshy Shifter- at least as happy to play it as I have been to play any character. That's enough for me. The warrior thing got under my skin enough for me to comment despite myself, but I don't know if that's really something to tout. People defended the class earlier, so it's not really fair to say that "Is this class better than a warrior?" is necessary to get people to defend the class.


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Shifter, obviously. Combat form, flight form, and then just grab something fun from third form onward. At that point, there's enough shifts in the day to start using a couple casually. Get beast form speech off of a ring.


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Mmm… twelve skill ranks per level, and fourteen if you're using background skills.


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Xenocrat wrote:
Scott Wilhelm wrote:

It seems to me that there is a distinct possibility of it not happening. Not all the sections of Pathfinder Unchained were approved for Pathfinder Society play. It is possible that not all sections of Wilderness being adopted, either.

Moreover, in order to use a rule in PFS, you need to own the book. I don't own Ultimate Wilderness, and I intend not to! If they want to make it illegal for me to have a PFS Protector Familiar, it is necessary for them to update the rules somewhere else.

Meanwhile, This uncertainty certainly affects my willingness to purchase the Familiar Folio. They already blew their chance to get me to buy Inner Sea Gods with what they did with Potion Glutton. Now they are about to miss out on my money again with Familiar Folio!

No doubt much of UW won’t be approved for PFS, but this screams of a change made for and at the request of PFS.

Not really? There were a lot of threads it cropped up in, and the creator of the familiar archetypes mentioned there were changes he wanted made to them (like Mauler’s battle form being a polymorph effect and Figment not working for Shaman). You can blame PFS if you want, but I don’t think you’re right.


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HWalsh wrote:
hiiamtom wrote:
thenovalord wrote:

Nobody plays at level 20

If the numbers are doable in the level 4 to 8 range then all is good.

I guess if you roll a natural 8 on your d20 you would want to succeed

Then why print them at all if the numbers are busted and no one uses the rules? It'd be burning cash for no reason.

He's right.

Traditionally in Roleplaying Games, from D&D, to Pathfinder, to Starfinder, to YOU NAME IT legitimate high level games are super rare.

There was once a poll on the PF forums where they asked, who had actually done 1-20... A few people said they had... Almost everyone else said they had never seen it. Most people claimed to have gotten to 12, 15, or even 18, but it is rare.

You're changing the question, though. It's incredibly rare to play 1-20, but that doesn't mean that nobody plays at level 20. It just means that a lot of those games don't start at first level.


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If you expect the animal companion to attack a doppelgänger of a party member when ordered to, or protect the Druid if the party were dominated instead, then yes, the companion will attack the party at the Druid’s command (and likely of its own volition if the Druid just starts attacking the party without issuing a command).


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Wood Kineticist has a printed utility talent now.


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Awesome, thanks!


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Xenocrat wrote:
Vrischika111 wrote:

sorry, I fail to see why this talent renders Magical child useless.

I thought their familiar was the reason for this archetype
It’s very weak. Terrible spell list, and a familiar is much worse than an eidolon. The only way anyone could make it mechanically defensible was by applying different archetypes to different familiar forms. It still wasn’t strong, but it was at least interesting.

I saw it as a (clearly unintended) way to apply one archetype to all forms, and get an improved familiar with Mauler, making it a full pet class. That said, it was already solidly in the “ask your GM” territory, so now it’s just a request to buff the archetype instead of a request to accept a certain rules interpretation.


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Thanks for the expectation management! It’s really nice having a general sense of what the book does and doesn’t cover this far in advance.


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I mostly play Occult classes and Vigilante now. They fit my playstyle better than the older classes for the most part. There are a few things I go back to old classes for- mostly getting certain stuff on a full caster, or using a new archetype that does makes a huge change to a class.


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baggageboy wrote:
Starfinder, not pathfinder, I don't think that the aetherkineticist is an option in starfinder...

That would explain why your number crunching said it seemed effective...

My bad!


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Easiest build is Aetherkineticist and throw things with your mind.


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Silent Image alone allows a ton of creative things that you can’t pull off in a game. Those games don’t have the same social element. Pathfinder Society has much better character customization, too.


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There is! Heroes of the Darklands has a miner’s bird.


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I’m glad of the change. Handing Bloodrager an extra 50% health as a replenishing pool was a silly combo, and I got annoyed at seeing it pushed as the only choice for a tumor familiar.

Figment hedgehog tumor attached at the base of the skull that is actually the one running things. When it disappears due to the host sleeping, it’s burrowing into their psyche to reinforce its hold over them.


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Chromantic Durgon <3 wrote:
The line reads
Quote:

At 1st

level, she gains either the blight hex or
slumber hex as a bonus hex.
I would interpret Bonus to mean Bonus.

Doesn’t that ability replace the first-level hex, or am I misremembering?


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Not quite, I believe. You get Slumber (or one other) in place of your first level hex choice, IIRC.


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Coffee Demon wrote:
Does anyone know how long it usually takes for Paizo to release errata for a book? Any idea when we might see errata for this book?

It varies a lot. Advanced Class Guide hit the ground with errata, while others take longer. I’d just presume “before the next big hardcover”.


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Glad I could lend a hand! Best of luck with the GMing.


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All right, here we go! You’re the GM. You can make plot excuses for things, homebrew stuff, and skip over the bean counting. I’ll give some by-the-book suggestions for how I’d handle these things. Some of the suggestions are “just use an archetype”, and for that, d20pfsrd.com andarchivesofnethys.com both have great search features.

Ghouls are intelligent. Turning someone into an intelligent undead is tricky, and not really something that beginner necromancers can do themselves. Fortunately, unlife finds a way, and ghouls are infectious. Your budget necromancer would be able to have a ghoul infect the victim, or the necromancer could turn an already deceased person into a zombie or skeleton as early as level three (if I’m remembering correctly). The rules for creating undead through spells are geared more towards avoiding handing nation-conquering power to the PCs (which was a bit of a 3.5 issue). Undead-focused archetypes are a good place to start, but you can also have them taking advantage of a necromantically infused location, or using other means (there’s a drug with a chance to turn people into ghouls, for instance, made from mummies).

Economics don’t work in Pathfinder. It’s part of the conceit. The players slay monsters (or humanoids they don’t like) and get loot. Additionally, power can’t really be free because that would mess with balance. Here are some suggestions, though. Those prices might reflect something like nobody else knowing how to make the items. It might reflect rare reagents whose prices are generally high because places they’re found generally have lizardfolk communities using them already. The lizardfolk might have a means of reducing the cost- using lots of animal souls, for instance (probably at a better exchange rate than the PCs get). A couple books have rules for harvesting monster parts for various effects. Or, and this would limit the loot, you can use class features instead. Occultist is a class with good archetypes for handing out objects of minor power (although that is a very bean-counting class and not something I’d pull in while new to the system), and reflavoring Alchemist extracts as one-use wards or blessings works. The standard approach is not worrying about it. Economics falls under recommended willing suspension of disbelief.

As for cool stuff only being high level, it kind of depends. I find fourth level to be a pretty important level- all casters either have gotten second level spells or just gotten casting for the first time, and the last major features come online at fourth level (Wild Shape, Studied Combat and Studied Strike, etc.). That’s a good starting point if you want more action. It also means a boss at that level could be CR 7, enough for fourth level spell stuff in moderation. Starting at level one can be a bit of a slog, and not for everyone.

The closest thing to your Produce Flame deal would be adding the Sorcerer simple class template to the plant or tacking on a class level. There’s no table for small tweaks, though, because something as small as Produce Flame is really up to the GM’s judgement. If I gave something Unseen Servant at-will, that shouldn’t alter CR at all. If I gave something True Strike at-will, that’s going to make a difference. The gold and so forth is just a guideline- you generally check every so often to make sure your PCs have around wealth by level rather than giving every monster a set amount of gold. That means you can eyeball the fight- could the PCs handle the fight against the base monster? (Sure, ranged attacks deal with it easily and maybe that’s their focus.) How does the change alter the fight? (The monster can now make weak but flashy ranged attacks, making it no longer useless against flying or mobile ranged attackers, while also fitting the Mario theme better.) In the end, unless the only hope the PCs had was killing the plant with ranged firepower, it’s probably going to be a largely unchanged fight.

If prep work is too much hassle starting out, I found running a published adventure path with a good rating to work well. You can check the boards and reviews for heads-ups on problem spots. Having a lot of the work in preparing combats done for me let me get a more intuitive sense of balance.


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Grandlounge wrote:
Sage and figment stack.

Dang, that’s good.


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John Ryan 783 wrote:

Yeah, I am not super thrilled by the base class, I think it has a lot of potential for fun though. I am a bit upset that they don't get an ac boost from wisdom when they wild shape, though I feel it was the intention (There is an FAQ that says when your armor melds you are still wearing it)

On the other hand I am already very happy with the variety of archetype options for Shifter, and it is really highlighting how it can be an amazing vessel for archetypes.

You do get Wisdom to AC while Wild Shaped, unless you’re using barding or wild armor. Armor merging doesn’t take away your other AC bonuses.


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Ravingdork wrote:
QuidEst, do you know of any examples in media or literature of hackers aiding one another against the same device, simultaneously, in a somewhat sensible/realistic fashion?

“In a somewhat sensible/realistic fashion” is an unreasonable standard. Almost no portrayals of hacking at all come anywhere close to realistic. But how many times has somebody in a show been trying passwords with someone looking over their shoulder making suggestions? That’s a hacking aid another check.

Plus, we’re talking about contacts doing something off-screen. “I’ll have a team of experts look it over and get back to you” is pretty common.


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Ravingdork wrote:

Conceptually speaking, how would someone aid another while hacking a computer?

Isn't hacking generally a solo endeavor? Even if you have multiple people interfacing with the same computer simultaneously, the computer is likely treating them as different users (meaning one person getting past a firewall doesn't necessarily help the others get past it, for example).

In short, it wouldn't be aid another, it'd be a bunch of people making independent checks.

It’s like paired programming, but black hat. You’ve got people checking your work, correcting mistakes that could trip countermeasures, doing research into possible unpatched exploits, and monitoring diagnostic tools for you while you do the actual hacking.

Heck, if the 8-Int vesk soldier with one rank in Computers makes their aid another check, I’d have them on rubber duck duty, or providing some mechanical assistance like using upside-down cans of compressed air to cool the RAM down and slow state decay (or some sci-fi equivalent).


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graystone wrote:
deuxhero wrote:
Can you combine it with Scaled Fist?
Why would you want to?

Theme, probably? One makes you draconic, the other gives you a cold energy blast that you can flavor as a minor breath weapon.


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deuxhero wrote:
Can you combine it with Scaled Fist?

Trivially, no. The both trade Wisdom for Charisma, so they can't stack. There are probably some other conflicts.


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Wildstag wrote:

So a couple questions on the Water Dancer, but does Nereid's Grace apply Charisma to the Kineticist abilities gained, or is it solely for monk abilities? The text of the ability is as follows: He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features

Because if the latter applies, it would seem the archetype designed to make the Monk even more MAD. If the former applies, then it looks like a very SAD Monk.

I would assume that AC Bonus still relies on Wisdom, so Nereid's Grace makes Monk rely on three abilities for AC. But I guess I put the question to the floor. What's it look like?

It doesn't change the Kineticist stuff, because that was never based on Wisdom to begin with. It does change the AC bonus to Charisma, though, and since it also grants a typed bonus to AC equal to your Charisma, you get Charisma to AC twice. (At least until they errata what was probably a mistake.)


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Increasing your hitpoints is less valuable than increasing your stamina points. Increased stamina means you get healed for more when you take a 10 minute break.

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