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Also noteworthy is that you have to pick one defensive, one offensive, one transport, and one utility each day and you can use each option ONCE per day. I will say that the extra move action has already saved my characters more than once. The initiative ones are awkward because I typically remember I have it AFTER initiative is rolled (I sometimes forget it exists) I do enjoy using the extra move action on my envoy to allow me an extra targeted intimidate or move or w/e I need when I'm not using a full attack but need 2 moves and a standard. ![]()
Was there a reason Pathfinder characters get a free rebuild while those of us that also play starfinder had to spend 50 ACP to rebuild with the enhanced rules and didn't get a free rebuild? I understand that the remaster might be more in-depth than the SF enhanced was but that makes it almost worse that we were told to just rebuild the character if we wanted to use the new SF enhanced rules.. I understand it is what it is but it put me 50 ACP away from playing Novians and that's like, the worst. As recompense feel free to make the Novians free! >.< ![]()
Mark Stratton wrote:
I feel like this is kind of sending conflicted messaging to potential DM's... Hey we're raising prices due to market concerns, buy anything you wanted now. Also you don't need to buy it because if you GM at cons you can get modules for free. But we're going to make it more expensive if you do want to support us going forward. I hope the bundles for Season 5/6 work out so that we can get bundled content from previous seasons and for future seasons, to me that is worth $7.50 or even the $8.99 a module. ![]()
With the price increases will there be more support for Foundry? I bought the Season 5 bundle which makes it a breeze to run on Foundry but there are no bundles for Seasons 1-4. Is Paizo going to consider offering seasons 1-4 bundles? The same question goes for SFS as I'm hesitant to buy Seasons 1-5 and then have to manually add everything myself. ![]()
Honestly the worst pathfinder module I've played thus far. I guess I can only leave a review if I buy the module? Level ones should absolutely not be subject to underwater grab attacks that essentially allow you to be drowning on your first turn while half of your team instinctively is on shore and can't get to you. The whole module is one long dragfest of fetching and boredom with railroads that even Europe would envy. It's a terrible module for level 10's let alone level ones where they might be new to Pathfinder and the combats are complete crap. If you're thinking of running or playing this with level one characters it should be a HARD PASS. Grab and especially grabbed underwater needs to be reworked and shouldn't be introduced at level one where PC's are still extremely squishy. ![]()
Caleb Garofalo wrote: Rain of Rust Feat does not list a duration. Interesting. Time to switch to metal/water.... Endless rain of rust everywhere you go LOL. Just start spamming it and never stop. Fresh Produce at level one heals 1d4+1
Tremor base damage is 1d8.
Intentional or accidental? Not as good as endless rain of rust :D ![]()
CG Ikeshti Resonating Biohacker | SP 6/6 HP 10/10 | RP 5/5 | EAC 14, KAC 15 | Fort +2; Ref +3; Will +0 | Init: +3 | Perc: +9, SM: +4 | Speed 30ft | Reroll: 1/1 | Active conditions: None.
"Yes, those bastards even shot the ceiling full of holes, what evil doers these must be to be so reckless in their attacks!" Suresh quietly puts his pistols away and looks busy trying to help clean up the damage he probably caused. ![]()
He's cherrypicking parts of the text. The FULL Entropic Shot Text reads as follows: You can deliver your entropic strike with any small arm as though you were delivering an entropic strike with a melee weapon. You must treat the entropic strike as being made of the ammunition’s material (if any). Also, you must apply the small arm’s weapon special properties, critical hit effect, and weapon fusions to the entropic strike, so long as the effects could be applied to a small arm that deals acid or bludgeoning damage, and that doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you’re gaining the effect from. You don’t add your Strength or Constitution modifier to your entropic strike’s damage when delivered through a small arm, and your weapon specialization adds only half your level to entropic strikes you deliver with a small arm. If the small arm is used to affect an area (such as with the blast or line weapon special property), the entropic strike delivered with that weapon deals 1 less damage per damage die.
I bolded the two parts that shoots down his ultra ranged cleave and str build. If you can't apply it to a small arms you can't apply it to an entropic shot. You can't just take the first sentence and then ignore ALL of the text that follows it. OP's probably not trolling, people cherrypick what they want to believe by reading only part of the text all the time. Had one guy think going prone gave him a +4 to his ranged attacks lmao and I see people trying to stack insight bonuses ALL the time. Always check the player's math. |