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Around the release of Guns & Gears people noticed that the prerequisites of Reverse Engineer (expert in Crafting) meant you could not take it at level 2. I saw a handful of people justify that the mix of low level and higher prerequisites meant it was geared towards multiclass characters who could pick it up via the Basic Breakthrough feat. That does not add up to me because part of the appeal of Reverse Engineer is giving the Inventor extra breathing room with his skill selection by lumping the trap disabling niche of Thievery into Craft, as well as early synergy with gadgets. Having to wait until 4th level in order to take the feat not only puts the burden of trap disabling upon other party members for 2 more levels, but competes with the utility of Gadget Specialist and the damage of Megaton Strike.

The objectively negative dip in opportunity cost makes me feel as if the feat (or its prerequisites) got shuffled around during playtest but didn't quite end up where it was supposed to. My GM is willing to compromise/houserule this but I just wanted clarification if this was the intent all along or a genuine mistake.


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Would a Dominion of the Black book be more likely to pop up in Starfinder or Pathfinder 2nd Edition? I'd love to see stats on the Dominion top brass but I understand that's a tricky situation picking between the two systems.


If I remember correctly back in 3.5/3.0 days the various demon lords/rulers of Hell had weakened "avatar" versions of themselves for the CR 10-16 range. That way PC's could take on Demogorgon without necessarily hitting 20+ and plunging into the Abyss.

So my question is how can I give the avatar treatment to Moloch? The best I've got so far is slapping on the young template, scaling down his spell-likes, and cutting his HD in half.

Anyone else have any experience with this? Alternatively is there a book where he got this treatment and I completely glossed over it?


My party recently arrived in Starfall and found out that the Black Sovereign was under the thumb of the Technic League, but they haven't racked up enough Notoriety to meet up with Mockery yet. Because of having little direction in how to confront the Technic League the party decided to simply to go to Silver Mount to try and confront Unity. How should I bolster the defenses in Silver Mount to accommodate the fact that the Technic League is still a threat? I even read an entry in Part 5 that said Part 6 would go into further detail if such situations popped up, but I can't seem to find it.


How did other GM's handle the sale of all of the gem-based treasure in Part 4? Did you give your PC's the full value for selling them off or use the traditional rule of thumb of receiving half the price?


It's good to see other people had better luck running the Birdfood fight, in my session he failed his save against oneiric horror so he wound up shooting the air while the party wrecked his birds and orc bodyguards.

I wound up goofing the fight against Hellion's chassis (I accidentally thought his dual initiative was strictly if you were running a mythic campaign) so I had him gather up the few enemies the PC's missed (Tatterface's group and the chuul) in a desperate last stand to protect the central processor. The group had a hard time dealing with Tatterface taking potshots from her deeper darkness all the while the chuul squeezed around the back and started to rip apart the moonstruck summoner. The summoner up and died but the PC's managed to bring him back using the trauma pack plus that Redtooth decided to part ways with.


Should I use the hungry fog to top off Xoud's HP between fights against the party or would that mess with the balance of the AP too much? Worst comes to worst I could write it off that he loathes visiting the floor thanks to the presence of the allip.


SlimGauge wrote:

Just for clarity, we're talking about the Unchained Monk ?

UMonk wrote:
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Right ?

Yep.


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Is it possible to 5-foot and then use flying kick? I understand that if you flying kick first it would be illegal, "You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance" but I'm curious if that line means the initial 5-foot would be illegal as well.


Okay so my party just hit 2 Scrapworth and triggered Dinvaya sending out her silver raven to invite the PC's. Should the invitation allow them to bypass Dinvaya's junk golem or should she have it ready to fight so she can size them up?


leo1925 wrote:

Do i not get something or is Marrow's stats wrong?

It seems that she is given the normal channel negative energy (from the tactics section and as a listing as a special attack), but necromancer wizards get a "virtual" channel energy that can only use to power the feat they chose (either turn undead or command undead).

I just stumbled on this as well. Should I just treat this as an NPC exclusive ability or just scrap that tactic altogether?


I'm working out an encounter where both the PC's and the BBEG have access to maze, so I'm trying to think of contingencies both parties will likely use. So far I've come up with having a solid Int score, the fortune hex, and preemptively casting dimensional anchor. Any other ideas/thoughts?


I tried looking through the modifiers for ranged combat on the srd and I can't seem to find it. I remember it being something like -2 (or -4) for each person in the way of your target but the most I can come up with is rules for soft cover (+4 to the target's AC). Am I just not looking hard enough or is soft cover the way to go?


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In the 5 rounds it takes to transform from vaporous form to material form, are you allowed your usual assortment of actions or more or less barred from doing anything outside of the act of transformation?


If an NPC has access to spell-like abilities along with the fey bloodline of sorcerer (+2 to the DC if it's part of the compulsion subschool), would the compulsion spell-like abilities get the increased DC or not due to being a spell-like ability?