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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() Fayries wrote: An indeed, as written, the Skull & Shackles Adventure Path has already made be uncomfortable more times than any other AP published by Paizo (Shattered Star and Reign of Winter are the only ones I haven't read yet), and I'm just at the beginning of the second volume. You might need to read Rise of the Runelords again, especially The Skinsaw Murders and The Hook Mountain Massacre, to refresh your memory. Serial killers and backwoods rapists, for me at least, trump piracy. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() If a creature casts invisibility, then it is invisible (undetectable by vision, concealment, +20/+40 bonus on Stealth checks). If it is affected by glitterdust, then it is still "invisible" but is also visibly outlined for the duration and takes a -40 penalty on Stealth checks. If it is affected by glitterdust and then casts invisibility, the same situation applies: the creature is both "invisible" and visibly outlined. Glitterdust doesn't negate invisibility, that's what invisibility purge is for. But invisibility also doesn't negate glitterdust, they both remain in effect. So what does it mean to be both invisible and visibly outlined? Well, the creature is definitely detectable by vision: they're covered in sparkling golden particles. Maybe not identifiable, but certainly detectable. The bonus and penalty to Stealth checks negate each other, so either a net +0 while not moving or -20 while moving. And as far as concealment...I'd say that the visibly outlined but invisible creature still has total concealment (line of effect but no line of sight) since an enemy can only see the outline, not the actual creature. It would be similar to a creature with blindsense: they can tell that the invisible enemy is there and can even pinpoint their square, but they still have a 50% miss chance against the invisible enemy and are denied their Dexterity bonus to AC against attacks from the invisible creature. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() Komoda wrote:
Flat-footed is not defined as "before a character gets to act," it is defined as "unable to react normally to the situation." Mechanically, the character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity. "A character who has not yet acted during a combat" is given as a cause of the flat-footed condition. It does not specify that it is the only cause, allowing for the existence of the seven-branched sword weapon, stag's helm magic item, or Shatter Defenses feat. Also, "if A (flat-footed) then B (denied Dex to AC) and C (can't make AoOs)" does not mean "if B and C then A." ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() Xaratherus wrote:
I actually think this is a really good direction to take for Studied Combat. Bring Sneak Attack back instead of Studied Strike, give it at level 1, and have it increase every 3 levels instead of every 2. Make it so that any target that is being studied is considered flat-footed to the Investigator, that way the Investigator can use 1d6 worth of Sneak Attack as normal 1-3 and then at 4th, when they reach 2d6, they have Studied Combat to allow them to use it without flanking/feinting/etc. You could even make it so that there's no inspiration point cost, just have it make the target flat-footed instead of giving an insight bonus. Not only does it make targets easier to hit (except high armor/low dex characters, which seem like the types that would be a challenge for Sherlock Holmes-style combat anyways) it allows the Investigator to do combat maneuvers like dirty trick against them without fear of AoO (as long as they don't have Combat Reflexes or Uncanny Dodge). Making the enemy flat-footed also meshes very well with Sap Master, which seems fitting for an Investigator. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() ChainsawSam wrote:
I'd rather the Investigator be subpar at debuffs compared to a Wizard than be subpar at damage compared to a Rogue. Both because it feels much more thematic to me and I'd rather have the potential of the class be capped compared to debuffing god-wizards, rather than the often less-than-stellar combat rogue. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() Stephen Radney-MacFarland wrote:
It doesn't seem to be a matter of just not dumping Int, since an Investigator with 17 Int (+3 modifier, divide by 2, round down...1 round duration) spends a standard action to use Studied Combat, which lasts until the beginning of his next turn, preventing him from taking advantage of Studied Combat except on AoO's. And a 17 Int is already higher than the Investigator needs to cast his max level spells. The 17 Int Investigator is actually no better off than one with 7 Int, as far as the duration of Studied Combat is concerned. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() The Quick Study and Studied Defense Talents just feel like they are adding insult to injury. Quick Study should be built into Studied Combat from the start, you shouldn't need to waste a talent to bring the action economy within reasonable limits and after a certain level, you shouldn't need to spend inspiration for a swift action Studied Combat. Studied Defense makes me think of the similarity to Smite Evil again, except that instead of getting a bonus to hit and AC simultaneously, the Investigator has to choose and needs to waste a talent just to get that choice. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() Studied Combat/Studied Strike still seem like they are coming too late, leaving the Investigator a bit underwhelming in combat 1-3. Reading the mechanics of Studied Combat, it made me think of a Paladin's Smite Evil. Using that as a comparison, it seems weak. PROS:
CONS:
Since Studied Strike can only be performed against the target of Studied Combat but also cancels Studied Combat when used, it seems to be a worse option than Sneak Attack. In addition to requiring a standard action to set up, Studied Strike can't be used multiple times if you have iterative attacks or two weapon fighting. And even if you wanted to spend another standard action to set yourself up to Studied Strike again, you can't target the same enemy for another 24 hours. While I still love the Investigator, the replacement for Sneak Attack, as currently written, is very underwhelming. The duration on Studied Combat seems far too short, even without Studied Strike cancelling it, and the overall bonus is fairly minor. ![]()
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
![]() Another player was looking into working with catfolk's natural weapons and, using HeroLab, came up with a way to have 4 1d8 claw attacks at full BAB. His plan is to make a catfolk fighter with the Cat's Claws alternate racial trait (2 primary attack claws, 1d4 damage), Catfolk Exemplar racial feat with Sharp Claws manifestation (claw attacks are now 1d6, allows Aspect of the Beast feat w/o prereqs), Aspect of the Beast feat (grow 2 more primary attack claws, now also 1d6 damage), and finally Improved Natural Attack (increases all 4 claws to 1d8 damage). Is this build legitimate, as HeroLab seems to suggest? The only related info I was able to find from an official source was here, suggesting that additional bite attacks can't be stacked, but not whether the same is true with claws. Anyone able to find something else in the rules/errata/FAQ? |