Oracle

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Organized Play Member. 156 posts. No reviews. No lists. 1 wishlist. 3 Organized Play characters.




What happens when an invisible(hidden) creature tries to move away using sneak from a fighter? How about using stride?

does he get an AoO?
can you generally trigger reactions as hidden? and as unnoticed?


Is there anything in the rules preventing characters untrained in certain weapons to still use them without penalty for trips, disarms and shoves?

A 1st level wizard with 16 dex and trained athletics can use a whip for it's reach and finesse and normally trip/disarm with it even if he isn't trained?


I was looking at a mounted archer(shortbow) with animal companion(goat using pony statistics) for my halfling ranger
As I read it, you get twice the number of dice bonus to dmg until beginning of your next turn when you use mount support action....with all attacks....even ranged right?

so, from second level, i can use support for animal companion(double move + support effect) and shoot 3 arrows at my prey with +2 dmg....all for 3 actions?

Am I reading this right?


taking sorcerer and champion dedication is the only build that seems to give you enough defense to be able to be full time frontline...that i can think of...

I would so much like to make a wizard/martial str based melee build...but they don't seem to work...if you go fighter, your AC will suck....you can't go champion because cha14 hurts too much...rouge gives you light armor and could work for dex melee build but deals no dmg...ranger does nothing for fullcaster melee...

any ideas?


Hi everyone, I'm wondering about how you calculate your attack when opting for "your attack bonus +2 status" when using wild shape?

if you have handwraps, do you count them in? also, property runes on your handwraps...can you benefit from them while shaped? it does say that you keep passive bonuses, but can't activate any items...

do we have any devs insight into this?


While all of us gish lovers don't always agree should magus(or the like) be a standalone class or just an archetype or class path, we all agree that we need something more to blend magic and martial than CRB has to offer at this point.

So I was thinking...how should spellstrike look like in current mechanics(no matter if it's a class ability or an archetype/path).

if we look at some other examples from playtest or CRB(power attack, double slice, channel smite), we can see that you don't save up in actions, but you delay MAP.

IMO initial spelstrike would let you cast an attack spell and add an action to that to deliver it with a strike. you would cobine dmg and treat it as 2 attacks afterwards for MAP. you would need 1 hand free, but it would remove manipulate trait from casting.

later in 5th-8th lvl you could get an ability(or have a feat option) that you can spellstrike with cantrips without adding an action, but it has to be downcasted 1 or 2 levels....or something like that

IMO it should work with both ranged and melee, touch or ranged touch, but with some range limitation(like only 1st range increment)

what are your thoughts regarding how it should look? Impatient ones can use these ideas to homebrew something for start :)


The only thing that bugged me from the start was how they made armor and weapons scale, and how it's mandatory to wear armor in a SF RPG.

When you look at it, characters level determines how precise they attack, but characters gear determines how well they defend. Characters level determines how much HP/SP they have, but gear(in most part) determines how much damage they deal.

Seems a bit off...

With weapons it doesnt bug me so much, considering that dmg also scales with level, and weapons scale far more slowly through low, mid and high-mid levels.

when you look at armors, they scale in average +1 per level and they give initialy roughly 0-2 bonus for light, and 2-4 bonus for heavy(depending on EAC, KAC, max dex, ACP). Just take any armor and subtract its level from its defenses, and you will get roughly these numbers.

So if you would have all characters scale +1 EAC/KAC per level and have armor values fixed, nothing would change except you could run around without armor, and you wouldn't have to change armor every level.

In higher levels armor would gain better max dex and more upgrade slots, maybe even better ACP ratings...and it would scale more similar to weapons

Power armor would be more easy to design and it would be useful far longer in some cases(like battle harness)

Thoughts?