Old-Mage Jatembe

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Hi,
I hope I'm not opening a whole new can of worms, but I have been asked this by a player and I said no, however, I would like confirmation if you would be so kind.

Can one use a Full Action to perform two combat maneuvers (with the -4 or corresponding penalty) ?

I am inclined to think no... as Combat Maneuvers are Standard Actions, and a Full Action is a different thing. Correct?


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Thanks to everyone for their feedback in previous posts. This is the definitive version I came up with. It's an attempt to make crit effect fusions (specifically) more palatable to players, especially at low levels, (and fun for monsters and NPCs to have) by extending crit range. The drawback is that you forfeit crit damage, which also helps avoiding them becoming "must have" fusions.

HAZARDOUS (lvl. 2)
DANGEROUS (lvl. 5)
DIRE (lvl. 8)

HAZARDOUS:
a weapon with this fusion has it's critical hit range increases by 1 number. This means that with this weapon you can score a critical hit (as per the normal rules on page 245 of the Core Rulebook) on a natural 19 or a 20, with the exception that the attack does not benefit from the extra damage normally rolled as a result of a critical hit. You apply damage normally, as if it were a simple hit. Damage related to critical hit effects such as "burning" or , however, still applies. You can only have one crit range enhancing fusions such as this one installed on a weapon at any given time.

DANGEROUS:
a weapon with this fusion has it's critical hit range increases by 2 number. This means that with this weapon you can score a critical hit (as per the normal rules on page 245 of the Core Rulebook) on an natural 18, 19 or a 20, with the exception that the attack does not benefit from the extra damage normally rolled as a result of a critical hit. You apply damage normally, as if it were a simple hit. Damage related to critical hit effects such as "burning" or , however, still applies. You can only have one crit range enhancing fusions such as this one installed on a weapon at any given time.

DIRE:
a weapon with this fusion has it's critical hit range increases by 3 numbers. This means that with this weapon you can score a critical hit (as per the normal rules on page 245 of the Core Rulebook) on a natural 17, 18, 19 or a 20, with the exception that the attack does not benefit from the extra damage normally rolled as a result of a critical hit. You apply damage normally, as if it were a simple hit. Damage related to critical hit effects such as "burning" or , however, still applies. You can only have one crit range enhancing fusions such as this one installed on a weapon at any given time.

I will add them to my homebrew and let you know if they're good and fun, or if they make the game explode!


Thanks to Garretmander and Windblaze for their feedback.

I am a bit underwhelmed by critical effects and weapon fusions with crit effects in this game, mainly because of the fact that they never happen (you need a 20, and even then, often there are saving throws attached), while the added cost is pretty high, especially for fusions.
So I want to add some fusions that could help bring back a little of that crit range that I miss and also make crit effects (especially fusion based) more palatable to players:

THREATENING (lvl. 2)
DANGEROUS (lvl. 5)
DEADLY (lvl. 8)

THREATENING:
the critical range of this weapon is increased to 19-20. This means that you can score a critical hit on a natural 19 or 20 with this weapon (as per normal rules, pag. 245 of the Core Rulebook). However, you need to confirm the critical hit in order to gain any critical effect and damage that the weapon might have. To confirm, you must roll the attack again, with the same bonuses, against the target's EAC. If you fail the confirmation roll, you treat the attack as a normal hit. This fusion is not compatible with weapons that naturally deal non-lethal damage, and you cannot benefit from the enhanced range if your attack is dealing non-lethal damage.
You can only have 1 critical range enhancement fusion installed in a weapon at any given time.

DANGEROUS:
the critical range of this weapon is increased to 19-20. This means that you can score a critical hit on a natural 19 or 20 with this weapon (as per normal rules, pag. 245 of the Core Rulebook). However, you need to confirm the critical hit in order to gain any critical effect and damage that the weapon might have. To confirm, you must roll the attack again, but with a +2 bonus on top of any other bonuses the original roll had, against the target's EAC. If you fail the confirmation roll, you treat the attack as a normal hit. This fusion is not compatible with weapons that naturally deal non-lethal damage, and you cannot benefit from the enhanced range if your attack is dealing non-lethal damage.
You can only have 1 critical range enhancement fusion installed in a weapon at any given time.

DEADLY:
the critical range of this weapon is increased to 19-20. This means that you can score a critical hit on a natural 19 or 20 with this weapon (as per normal rules, pag. 245 of the Core Rulebook). However, you need to confirm the critical hit in order to gain any critical effect and damage that the weapon might have. To confirm, you must roll the attack again, but with a +4 bonus on top of any other bonuses the original roll had, against the target's EAC. If you fail the confirmation roll, you treat the attack as a normal hit. This fusion is not compatible with weapons that naturally deal non-lethal damage, and you cannot benefit from the enhanced range if your attack is dealing non-lethal damage.
You can only have 1 critical range enhancement fusion installed in a weapon at any given time.

Let me know what you think. I think the item levels are on par, if you consider that the highest level of fusion in any published manual is 10. Also, note that there's the added trade off that if you fail the conf. roll on a 20 you give up your crit effect that you would otherwise have had, such is the price of the extended range.


I am generally underwhelmed by weapon fusions in this game, so I want to add a bunch that could help bring back a little of that crit range that I miss:

THREATENING (lvl. 2)
SEVERE (lvl. 4)
DANGEROUS (lvl. 7)
DEADLY (lvl. 9)

THREATENING:
the critical range of this weapon is increased to 19-20. This means that you can score a critical hit (as per normal rules, pag.xx) on a natural 19 or 20 with this weapon. However, the amount of extra damage rolled as a result of the critical hit, is halved. Divide the total damage of the extra roll by 2, rounding down as usual, with a minimum of 1. This fusion is not compatible with weapons that naturally deal non-lethal damage, and you cannot benefit from the enhanced range if your attack is dealing non lethal damage. Furthermore, critical range enhancing fusions such as this one do not allow you to use the expanded range with any other critical effect the weapon might have as a result of other fusions. It does, however, work for natural critical properties of the weapon, such as "burning", or those granted by attachments. On a natural 20, you can decide to apply the critical effects of other fusions, instead of this. You can only ever have 1 critical range enhancement fusion installed in a weapon at a given time.

SEVERE:
the critical range of this weapon is increased to 19-20. This means that you can score a critical hit (as per normal rules, pag.xx) on a natural 19 or 20 with this weapon. This fusion is not compatible with weapons that naturally deal non-lethal damage, and you cannot benefit from the enhanced range if your attack is dealing non lethal damage. Furthermore, critical range enhancing fusions such as this one do not allow you to use the expanded range with any other critical effect the weapon might have as a result of other fusions. It does, however, work for natural critical properties of the weapon, such as "burning", or those granted by attachments. On a natural 20, you can decide to apply the critical effects of other fusions, instead of this. You can only ever have 1 critical range enhancement fusion installed in a weapon at a given time.

DANGEROUS:
the critical range of this weapon is increased to 19-20. This means that you can score a critical hit (as per normal rules, pag.xx) on a natural 19 or 20 with this weapon. However, the amount of extra damage rolled as a result of the critical hit, is multiplied by a half. Take the total damage of the extra roll and multiply it by 1.5, rounding down as usual. This fusion is not compatible with weapons that naturally deal non-lethal damage, and you cannot benefit from the enhanced range if your attack is dealing non lethal damage. Furthermore, critical range enhancing fusions such as this one do not allow you to use the expanded range with any other critical effect the weapon might have as a result of other fusions. It does, however, work for natural critical properties of the weapon, such as "burning", or those granted by attachments. On a natural 20, you can decide to apply the critical effects of other fusions, instead of this.
You can only ever have 1 critical range enhancement fusion installed in a weapon at a given time.

DEADLY:
Each time you attack with this weapon you can choose to enhance the critical range of this weapon to 18-20, or to 19-20. In the first case this means that you could score a critical hit (as per normal rules, pag.xx) on a natural 18, 19 or 20, rolling extra damage as normal. Instead, in the other case you could score a critical hit on a natural 19 or 20, but this time rolling the extra critical damage twice. This fusion is not compatible with weapons that naturally deal non-lethal damage, and you cannot benefit from the enhanced range if your attack is dealing non lethal damage. Furthermore, critical range enhancing fusions such as this one do not allow you to use the expanded range with any other critical effect the weapon might have as a result of other fusions. It does, however, work for natural critical properties of the weapon, such as "burning", or those granted by attachments. On a natural 20, you can decide to apply the critical effects of other fusions, instead of this. You can only ever have 1 critical range enhancement fusion installed in a weapon at a given time.

What do you ppl think? Please read carefully before commenting.
Thank you!


As far as I know, aligning a shield as described in the playtest rules is a move action. However, it isn't specified whether this can be treated in the same way as with drawing a weapon and, therefore, have it being a free action if performed as part of a movement (provided you have at least +1 bab, and you were already wielding the shield, of course).

Is this something that has been contemplated and decided it wasn't wanted (that would be the reason why it isn't noted) or is this something you devs might not have thought about yet? I would like to propose adding this, what do you think?
I like how it looks from a visual point of view as well, charging onwards while raising up the shield and screaming at your opponent looks like a great image

In the same way this would help the bull rush maneuver being a bit more useful. (let alone the fact the I would have made the bull-rush bonus a +2 to hit, instead of +1, but that's another discussion!)
:)


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I just wanna say, I was waiting for a game like this for sooooooooooooo much time.
Thank you Paizo for making it, me and my friends are having a super-massive blast!

Sorry just that, had to say it out loud xD


In my opinion, the way an alchemist (for instance) uses bombs to deal aoe damage is limited, needlessly rigid and counterproductive.

The way things are now, throwing a bomb has more chances of hurting your companions, which are almost always close to the enemies, rather than their intended targets. This is because when throwing I can only select a target enemy, instead of a target AREA.
This is best explained by comparing with how most video games work: you select the aoe target area and fire, then everything in the area gets the damage (or one thing gets it and the rest gets secondary effect, regardless of where that one thing sits inside the area!). That is one way in which you can both make good use of your attack and limit the number of friendly casualties to the minimum.

>>> PROPOSAL: If there's a need to keep the current cap on the damage output of such items (i.e. main damage to 1 creature only, the rest splash), one solution could be making it so that one can aim an acid flask bomb to a chosen 3x3 5 ft. area (which is the same as a choosen target's square + the splash damage reach), rather than to a specific creature, and then having the bomb damage dealt to only 1 selected creature inside that area (if you hit, or 1 random target if you miss), and have all the other 8 squares filled with splash damage. For example, it might be that the target sits on the upper left corner square and only has splash damage to its right and below, nothing to its left. The advantage of this is pretty clear: keep the same damage as before, but the player can distribute it in a way that minimises friendly fire as much as possible, finally making it NOT a pain in the ass for the party.


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Hi all, so far I am loving the new pathfinder edition. I'll start giving feedback here since this is the first thing I really didn't find as good as the rest of the game: the monk class.

1) It feels poorly fleshed out, just by reading through the class description you get a sense that there's just a bunch of class features in a list, without an organic structuring and you are supposed to pick some. A bit underwhelming.
>> Proposed solution: why not structure it like the druid with the "orders" feature, where you select a school of monastic tradition and bundle up many of the gazilion choices (e.g. stances, ki powers) clearly INSIDE those categories.

2) The key ability choice doesn't seem to stand on its own two legs. The idea might have been good, but it's not structured into anything concrete inside the class mechanics. As a player, I can't clearly understand the flavour of what it means to choose one or the other, as it is not presented to me in a compelling way. Plus, I fear statistics-wise it makes the monk weak in combat (if you choose STR, you will lack too much in AC, if you pick DEX, you won't hit and you won't deal damage...)
>> Proposed solution: the unarmed attack could have the finesse trait built-in, and it should also be possible for the monk to obtain a "finesse striker" like feature, maybe as a class feat, in order to bring the DEX monks on par with damage. For STR monks you may let them add their STR mod to the AC, similarly to what we used to do with WIS in previous editions. It may also be necessary to have them start as experts in unarmed attacks (same as the fighter after all), instead of simply trained.

3) ki strike feels underwhelming to use, and ki powers in general lack a structuring. Also stances, especially their description, sound a bit silly... that's just personal preference of course, but I would have appreciated a much more serious approach rather than "you make yourself look like a crane so you bat your arms around". That level of 70's chinese martial arts B movie stuff doesn't hold up very much in 2018 I think. I haven't got a detailed argument for this point, sorry, they just don't click for me. Disregard this if you want.

Number 1 and 2 are the big bad things in my opinion. I hope this helps steering this class towards a good place!

Thanks