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Wondered about that.

That's kind of how I'm reading it too. Just that everything I can find says you can't stack but that's commenting on people trying to stack DR from two different sources.


Want to make sure I'm understanding weapon damage correctly -

From Core Rule Book
Weapons that deal multiple types of damage have an ampersand between the types (such as “B & E” for a weapon that deals bludgeoning and electricity damage). For such weapons, half the damage dealt is one type, and half is the other (if the damage done is an odd number, select one damage type to round up, rounding down the other damage type normally).

Question -
If I have Enhanced Resistance Kinetic 5 (+5 BAB) and Energy Resistance Electricity 5 and get hit with a B & E weapon for 21 damage. How much damage do I take?

Do I take 16 damage or do I take 11 damage?

I'm assuming I take the 16 damage as you can't stack DR. The confusion is, can you stack DR and energy resistance? If so, then I take 11 damage.


You might enjoy taking a look at these -
https://paizo.com/products/btpya1aa?Starfinder-Skitter-Shot
All Hands on Deck!

Don't worry, the skittermanders are here to help!

When a routine salvage operation deep in the Vast goes awry, the skittermanders Dakoyo, Gazigaz, Nako, and Quonx must board a luxurious cruise liner controlled by a rogue artificial intelligence to save their vesk boss and a group of hapless passengers. All manner of obstacles block their path to success, from malfunctioning massage tables to cybernetic undead to vermin from another plane, but if the skittermanders can work together (something skittermanders do best), they are sure to be hailed as tiny, furry heroes! That is, of course, if the passing pirate starship doesn't blast them all out of space first...

In addition to this exciting adventure, this book includes four pregenerated characters that are ready to play, with full stat blocks and backstories. The inside back cover also holds a wealth of information that will help you roleplay the six-armed creatures, such as their species' thoughts on food, religion, and how to relate to other cultures, as well as examples of skittermander slang.

Skitter Shot is an adventure for four skittermander characters who are eager to help those in need and explore a seemingly abandoned starship, written for the wildly popular Starfinder Roleplaying Game.

and
https://paizo.com/products/btq01wyj?Starfinder-Skitter-Crash

Skitters in the Swamp!

The galaxy's favorite skittermanders are back and ready to help—but this time, they're the ones in trouble!

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In addition to this freewheeling adventure, this book includes four pregenerated characters that are ready to play, with full stat blocks and backstories. The inside covers include all of the maps needed for this adventure. Plus, the inside back cover provides some guidance for items our helpful skittermanders might have scavenged from their previous forays!

Skitter Crash is a wild romp of an adventure intended for four 3rd-level skittermander characters who are exploring and trying to escape a swampy world, written for the popular Starfinder Roleplaying Game.

Both are free as PDFs.


Question -
Can you take 20 on Medicine / Treat Deadly Wounds?

It looks like you can take 20 but I thought I read somewhere you had to make that D20 roll.


I started a Solarian with a 12 CHA also. Only thing I have to say about that was "it was very, very rough". Having only 2 Resolve points when you're a 'in the face' melee type means taking lots of incoming damage.

...so the very first personal upgrade I went with was a +2 CHA.
Something to look at getting -
CyberLegs, Speed, Suspension, +10 movement for 1,900cr lvl 4


jim reynolds 283 wrote:
Matt2VK wrote:

Question -

I know a while ago the Solarian Weapon got a minor damage bump with the Soulfire Fusion.

Has the Solarian Armor received any type of gear/feat boost in the splat books?

Hoping there is and I'm just missing it somewhere.

Check the Armory. They new Sol Armor abilities that they included in that book are great.

Took a glance at the revelations and liked what I saw. Hoping there might be some type of gear boost in the new splat books, something kind of like what the Soulfire fusion did to solarian weapon.


Question -

I know a while ago the Solarian Weapon got a minor damage bump with the Soulfire Fusion.

Has the Solarian Armor received any type of gear/feat boost in the splat books?

Hoping there is and I'm just missing it somewhere.


Can a Solarain take a standard action to use the Revelation: Stellar Rush and then after finishing that standard action (Stellar Rush) take a Move Action?

Everything I've read makes this look doable. It's just that I'm used to having your turn end at the end of a charge type action.


Solarain Questions -

1) Is there a way for the Solarain to become 'attuned' outside combat?
Hoping to use a couple of the Solarain Revelations outside combat and a lot of them give more/better benefits if the Solarain is attuned.

2) Revelation: Stellar Rush, allows the solarain to 'charge' as a standard action (sort of).
Situation: Solarain has a 40' movement and wants to use Jump Jets as part of his move (to fly/jump over 20' of difficult terrain as part of the movement) to get to the target that's 75' away, is this doable?


Just something you might want to look at but a lot of those Gavition powers can be used on your allies. Nothing in the powers say they have to be used on enemies.


Used the -1 penalty as a example. Might have been better using a -2 or even a -3 penalty.

Plenty of ways to stack on those penalties. From starting with a low strength, failing a spell/poison/disease save, to getting hit by some ability damaging attack.

While it didn't come up in PF1, it came up more often then I liked when as a GM. You'd be running tiny creatures dealing 1d4-2 damage and critting. In that situation, it's almost a guarantee you'd end up dealing less damage on a crit.


Has this been clarified yet -
Playtest rulebook page 308 for figuring out Critical damage.
Add double any circumstance and conditional bonuses and penalties to damage.

So if I rolled a critical hit with a melee weapon but have a penalty to my strength I have to double that penalty?

That is wrong on so many ways and might actually have me ending up doing less damage on a crit then if I did a normal attack.


I see where I'm going wrong now. Nothing in the descriptions of the Stances have the requirement of being Unarmed, just unarmored.

....but Table 3-15 Monk Attacks
Traits: ....Unarmed
can be found.

Really need the Unarmed key word added to the requirements in the description. Unless Paizo wants the Stances to be used when using weapons.


Has there been any confirmation yet on if the Monk Stances work with Flurry of Blows class feature?

Asking as the stances clearly state they have a different type of attack over unarmed attacks.
crane wing attacks
dragon tail attacks
tiger claw attacks

Wolf stance is the closest with - wolf jaw unarmed attacks

While Flurry of Blows is -
Make two unarmed Strikes

Then you have this monk class ability -
Powerful Fist
When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.

Confused here on this since the stances change the type of attack & the damage die snf if this might be a case of Specific trump General rule...if going by RoW.


shroudb wrote:
Matt2VK wrote:

Is there a post somewhere that clearly explains Stealth and how it works?

Rule Book has me going -
I need to make a stealth check to avoid being heard
A hide check to avoid being seen
No idea what kind of check to avoid being scented.

Is that multiple rolls or just under one roll?

there's a skill feat that automatically assumes "stealthing" vs every weird sense (like smell)

but if you want to go it with seperate rolls (you don't have the feat) it's Stealth check again but you need to say what you do, as an example, erasing your scent by rubbing mud over your body or crossing running water to escape from scent monsters.

I hope paizo clears this up and makes a more stream lined version of this


Is there a post somewhere that clearly explains Stealth and how it works?

Rule Book has me going -
I need to make a stealth check to avoid being heard
A hide check to avoid being seen
No idea what kind of check to avoid being scented.

Is that multiple rolls or just under one roll?


Thanks - thought I saw somewhere about checks always being a D20 + 1/2 level + Primary stat but couldn't find it again in book.

Why I keep asking these questions. Hopefully will be running my first playtest in about 10 days. Just trying to nail down the rules before then.


Need help on the Perception rules.

Concealment & Sensed (Correct me if I'm wrong) - Made my perception check and I now know what square someone is in. I now attack that square. To hit the target in that square I need to make another check. This check has a DC 5 for concealment and a DC 11 for Sensed.

So if I have my math right, to beat this DC check I roll a D20 + 1/2 Level + Primary Stat?

Concealment: If that's the case I'd only fail on a roll of 1 with the D20 at first level vs concealment (1/2 Level 1 + Primary stat (+3) + D20 roll or 2 = 5) which is the DC to hit someone concealed 95% of the time (could be a 100% if a 1 on D20 doesn't always fail).

Sensed: To hit all the time on a Sensed target you only need to be level 10. 1/2 Level (5) + Primary Stat (4) + D20 roll (2) = 11.

Stealth - Completely messed up here. Seems like there's a number of different checks that are required to be made if the creature has multiple senses. Seen a number of threads on this already and haven't spotted any errata when I looked through that. Is there a simple guide out there for using and detecting stealth?


Thanks.
Got it figured out now. At least till the rules change.


Little confused here -

My understanding is that if at Dying 1 and make the Recovery Save you go to 1 HP and are unconscious. Next round you can attempt another Recovery Save and if successful, you become conscious.

What has me confused is if in the Dying 2+ stage and Hero Point use.
Questions -

If you're at the Dying 2 and make a recovery save, what happens?

Do you go to 1 HP and are unconscious?

Do you go to Dying 1 and are stable?

What happens if you get a critical success on your Recovery Save?
Found the rules for critical failures but nothing for critical success.

What if you spend the Hero Point - Are you conscious or unconscious?


Thanks All.

Been trying to cram the playtest rulebook in just a couple of days and keep missing parts.


Is there any way to get a STR above 14 for a Non-Human Cleric or Druid?

Want to make a melee, front line version of a non-human Cleric or Druid and only bumps to STR I can find are from the Background & the 1st level bumps. Which only get's me to a Strength of 14.

No Non-Human Wild Shape Druid with a STR higher then 14
No Non-Human Cleric of Gorum charging into battle wielding a greatsword with a STR higher then 14.

....unless I'm doing something wrong.


Thanks.

Knew I was doing something wrong. Just couldn't figure it out.


After a bit more digging into the rules - Lore is beginning to look like the new Profession Skill.

Though it was used to ID monsters. Back to digging through the rules.


Been trying to reverse engineering the PFS pre-gen characters to make sure I know what the heck I'm doing when creating a character.

Ran into this problem. All my characters have a bonus total of +16 points to spread out between the stats vs the 18 points the pregens have spread out over the stats.

So what am I missing?

Base starting stats: 10
+4 points - Race
+4 points - Background
+4 points - class
+4 points - 1st level bonus

leaves me at +16 points to spread to stats.

Most pregens have a
18(+8)
14(+4)
14(+4)
12(+2)
10(+0) for the rest.

Total of +18 points.


Is there a PFS "approved" subsection for the Lore Skill?

The playtest CRB leaves that section pretty open ended and would like to see these 'sub-skills' all in one place.


On the Racial section of the playtest CRB can we please get the Traits renamed to something else?
At least changed to Racial Type?

For those of us used to Pathfinder 1e which actually had different racial traits to choose from. What you have up is confusing.

Example -
Playtest CRB pg 34 describing Humans..

Traits
Human
Humaniod

Spent 30 minutes looking for those Human racial traits and Humaniod racial Traits.


I'm still having a problem with this error -

While the download link says it's downloading - PathfinderPlaytestRulebookPDF

What's actually in the zipped file -
PZO2100E
size: 142 KB
The Playtest Rulebook updates.


Encounter 12: The Wraithsoul Stone

Encounter states that any non-good creature that approaches within 10' of it needs to make a DC18 Will save vs dominate person.

Question: If the person fails, what happens? I'm assuming the dominated person picks it up and tries to remove it from the dungeon.

Does anyone else know that person is dominated?

What happens with a PFS character that is dominated?

What kind of check does the party need to make for the stone?
Is it planes or arcane?
DC number?


From the background information, isn't the Butchering Axe more of a regional weapon then a race weapon?

Just because that region is more orcs and the weapon was developed by those same orcs does not make it a racial weapon.


I thought our GM did a great job for accommodating our party actions for being outside the scope of the adventure.

Just surprised other parties haven't broken the scenario with off non-scripted tactics.

Which is a real danger when you write a type of scenario where the party needs to complete Objective D but getting to that objective is left open to the players.
Someone, somewhere will do something that is not even taken into consideration of the writer and leave the GM trying to run the scenario within PFS rules.


Doing a strength check with a masterwork crowbar.

Normal Crowbar gives a +2 modifier to your strength check. If the Crowbar was masterwork would that modifier change any?

Example: Lockpicks allow you to make the check to open locks. Masterwork lockpicks give a +2 modifier to open the same lock.

Since Crowbars give a +2 modifier, then if that crowbar was masterwork would it allow a +4 modifier to pry something open? If you use the same logic as the lockpicks?

Did a quick search and can't find any type of answer for this.


Umm, if you noticed a slight item in there -

"Waited till everyone was asleep".

We changed it from being a social encounter to being a stealth encounter.

Spoiler:
There is no sense of real urgency* in getting him out. With successful social checks you find out your guy has been captured for 3 days already and the Lady of the house is out of town with no known due date for being back.

So we scouted out the house and guards and made plans to go in late at night, when everyone was asleep.

Issue was, there was nothing in the scenario that the GM could find in his run through for the party using this tactic. So GM 'winged it'.

Here's how our party viewed our task.
(1) Needed to get our contact out.
(2) Guards would not let the contact go with us.
(3) To get him free would need to do either Bluff or Stealth.
(4) We did a quick try at bluff at the start of the scouting and FAILED! Didn't even get into the house.
(5) So we went with the Stealth approach.

About it being harder with the Mistress being home. No bedrooms on the ground floor and basement. Nothing was mapped for the top floor so assumed bedrooms were up there and that would be where her personal guards were. Since we were successful on being stealthy, didn't have to deal with them.

Grabbing the book, Arcanist with D-Slide/invis sneaked, grabbed and ported out of there as the rest of us ran.

Everything I've read here and what the GM was able to pass onto us is he couldn't find anything that dealt with players trying stealth so he made stuff up.

*While there was some urgency that was conveyed with the starting letter, there was no time limit set and 12 more hours felt more then reasonable to have a 'safe' extraction.


Just played this and while we had fun, there was some issue between what was written as "this is what must happen" to being "party did something else".

GM did mention he only was able to do one read through for prep time on the scenario and what my party planned and did was outside the scope of the adventure as written and was pretty much made up on the spot.

Spoiler:
First we completely scouted out the place, spending 4-6 hours watching the guards and the workers. During this time we tried sending in someone with a good bluff skill to try to get inside the house. Bluff check failed.

We then waiting till very late/early morning (2-3am) time when everyone but the guards were asleep and worked our way through the maze/fighting the encounter there. Sneaked into the house, found the prisoner, sneaked into the library and got the book, and made our escape.

None of the above, as mentioned, was inside the scope of the scenario. As, from what the GM was able to read, none of the scenario assumes the party would just try to sneak in and then sneak back out. The GM just allowed it with some plot twists he made up on the spot to make it fun.

Did leave out a bunch of details on what and how we did things, we did play high and had 2 level 7 wizard types in party.

So if you do plan on GMing this, be prepared for your players doing crazy stuff that is not written into the adventure.


Some things to think about -

Why was the city built in it's location?
Did it start as a border outpost, farming village, mining, religious, or just a cross roads for trade? Each should give the city a different 'feel'.

Ethnicity, political, & religious practices of the city. Another way to make this city different and more memorable. Example: Compare a city found in Cheliax to one in Taldor to another from Galt.


Slayers are a good hybrid class. With all the strengths and weaknesses of a hybrid.

If try playing the slayer as a straight up ranger or rogue, you well be very disappointed and think the class is weak. Slayer has to be played as a hybrid of the two. That's where the class shines.


Warpriests are fun, they can cast spells and fight all in the same round. They also make good front line tanks.

Something a bit different - Have seen some fairly good Oracle and Druid tanks. Would have to get someone else advice on those.

Really different, play a Abjuration/Transmutation Tank Wizard. Issue with this is you have to really know what you're doing.


Got a Monk, Amulet of Mighty Fists question for folks and possible equipment suggestion/upgrade if it works.

Was looking at purchasing a Amulet of Mighty Fist for 16,000 gold. Was going to go with the Holy enchantment but when I started browsing through possible +2 enhancement upgrades I spotted something that might be even better.

Furyborn
This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its enhancement bonus increases by +1 when making attacks against that opponent (to a maximum total enhancement bonus of +5). This extra enhancement bonus goes away if the opponent dies, the wielder uses the weapon to attack a different creature, or 1 hour passes.

From my reading, everything looks legal and with all the multiple attacks Monks get with Ki strike and Flurry of Blows that enhancement bonus should increase real fast.


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most common and deadly, Ghouls


Steelfiredragon wrote:
I went looking at the skirmisher ranger. didn't like it or per say I wasn't happy with it. just saying moving on

Problem here is they also asked for the concept behind the archetype. Not if the archetype was playable or not.

Which brings up this point -

All the archetypes listed at the top are fun to play and mechanically sound archetypes. There is a number of archetypes that have "cool" fluff that did not make this list because they are not mechanically fun to play.


Here's what I like or at least the ideas behind them.

Arcane Archer I know it's a prestige class but it's a core prestige class with lots of flavor that game mechanics kind of fails in delivering. Would like to see a new ranger type archetype based off this.

Mystic Theurge Ditto on the above reasoning but this time for either a cleric or mage archetype.

Skirmisher Ranger - for someone who wants to play a ranger type character without the spells.

Far Strike Monk except for the Rogue. There's just something about a dagger throwing rogue that just get's lost in PF1e.


Megistone wrote:
Fuzzypaws wrote:

As Wheldrake mentioned, blocking doesn't cost a feat. The shield warden feat just lets you do it on behalf of someone else.

Hopefully the wording on that would be not just "you have to be adjacent to this ally" but instead "you must be adjacent to either this ally or the creature attacking this ally." The latter gives much more flexibility so it goes off more than never, making it less of a trap option. It's also totally reasonable, shield checking the enemy to interfere with the attack.

I don't agree on this.

Positioning is important: if the fighter and her ally are side by side, it makes sense that she can block an attack directed on the adjacent ally; if they are flanking the enemy, how can she do that? In that case she is in a position suited to hit the enemy better, not to protect her friend.

The issue with position is flanking. You open up a wide area on a tactical map and very rarely will we see players adjacent to each other. There's a couple very good reasons for this -

1) Flanking. The flanking bonus is just two good to pass up. Now with the 3 actions, you'll probably see more people attempting to get that flanking bonus.

2) Avoiding AoE. There's a fair amount of AoE effects in pathfinder. being adjacent to a ally is just begging for a AoE to be dropped on you.

About the only real time I see players adjacent to each other is (A) walking down a corridor/path or (B) in some place that limits movement. Such as a small room or deadly terrain.


I like how the use of shields are getting some life back into them. using a reaction to block damage depending on the type of shield your using. What I am concerned about is the Shield feat (possible) chain: Shield Warden.

This chain allows you to spend one of your 3 actions to block a attack vs making a attack.
This issue with this is that most players believe that dealing damage and dropping the creature is more effective then that theoretical attack that might not happen.

*Any time you have to spend a action that can be used for attacking to defend. That defensive action has to be something worthwhile and not vs something that can "possibly" happen.

*Offense (damage) is usually better then defense. As Offense scaled a lot faster in PF1e.

*I'm hoping that the changes to shields will offset some of the PF offense / defense issues. Just don't want to see those defenses based on actions that can be used for offense unless those actions apply a nice, consistent bonus for the player and/or allies.


thorin001 wrote:
Matt2VK wrote:

This here is mostly for non-spell casting classes.

I'm getting a bit tired of seeing a bunch of min/max characters that pick up just a single level or two of multiple classes. A lot of classes seem to front load their class features in their beginning levels. Multi-classing and cherry picking these classes usually can end up making a stronger and more flexible character. The problem is, there's usually no real reason to stay as a 'pure' non-caster class as those 'pure' classes don't really reward you with anything till the very high levels, which most games do not see.

Pure classes should give a -
Minor class ability @ 5th level
Good Class ability @ 10th
Very Good Class ability @ 15 (This is usually the cap stone of most games that I see played and should be something players should try to get)
Class Defining Ability @ level 20 (most games will never see this)

The level 20 cap stone ability which was giving out in PF1e, while it looked nice and sounded 'cool', never really got used. So why shoot for a ability you'll never see as by the time you get it, you'll have one big scene and then you're character is retired.

You do realize that you are coming across as saying "Stop having fun in a manner in which I o not approve."

No, what I'm saying is that their needs to be a good, serious reason why your character should stay as a "pure" class.

Someone else in this thread mentioned already that the Favored Class bonus is weak when you compare it to what you can get when multiclassing. Do believe paizo has hinted that some of these issues are being looked at and addressed in PF2e. Just waiting to see what the changes are.


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At 6th level, fighters can take the feat Shield Warden, which allows them to use their shield to block the damage taken by an adjacent ally.

Is it possible to get this changed to "Allows the fighter to target a creature and impose their shield to block an attack dealt to a ally.

Players (and smart monsters) like to set up flanking. While flanking, you're no where near being adjacent to another. Actually, with all the AoE spells and abilities, being a bit spread out is more beneficial for the party.
So abilities that require being adjacent see very limited use but if you can apply the ability to a target creature, those abilities become a lot more useful and worth getting.


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My biggest grip when people compare the level 20 cap abilities to class#/Class#/Class# is that very few games get to that point. When they do, that game is almost over and it's time to start a new one.

So in most games it makes sense to class dip for that little extra that you can enjoy during your playing then having to wait for that special ability which is then done with after a couple sessions.

Going as a pure class needs a bit more buffing then multiclassing.

Another grip I have about Multiclassing which I hope gets fixed, is that it can inflate you're characters saves.
3rd level Example
Slayer 1/ Brawler 1 / Unchained Monk 1
Fort 6 / Reflex 6 / Will 0
vs
Fort 3 / Reflex 3 / Will 1 - Unchained Monk 3


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Over all, I don't mind dips. What I mind is the lack of reason to stay as a "pure" class unless you're a full progression spell caster.

This could probably be fixed by granting class abilities that are more level dependent instead of just handing out class abilities.

Example: Get a +1 initiative modifier which increases ever 5 levels.


Matthew Downie wrote:
Matt2VK wrote:

Pure classes should give a -

Minor class ability @ 5th level
Good Class ability @ 10th
Very Good Class ability @ 15 (This is usually the cap stone of most games that I see played and should be something players should try to get)

So, you'd get no class abilities - even minor class abilities - for the first four levels? That doesn't sound much fun.

I know things like 'one level of Barbarian and now I can rage' are a bit cheap in PF1, but I'd rather fix that by adding abilities that start out a bit weak at level 1 and get stronger as I level up.

Nope, was thinking something along the lines like the unchained rogue got at 4th level when they could add DEX to damage to a weapon type.

A example of what I'm getting tired of seeing (from Starfinder) is a 1 level dip into the Starfinder Blitz Soldier dip. You pick up a whole bunch of gear feats for free, +4 initiative modifier, and a extra 10' of movement. You get all these goodies with just a 1 level dip and the only penalty is you delay your main class progress by one level.

A possible example -
Fighter class
5th level minor ability - Only suffers a -3 for second attack and a -8 for 3rd attack (instead of +0/-5/-10 for each following attack).
10th level ability - While fighting defensively the fighter taunts his enemy applying his INT modifier to his allies vs this creature he's attacking.
15th level - Get's to apply his Wisdom modifier to his damage rolls as he now knows roughly where to hit from all his combat experience.
20th level - Something big and exciting.

I tossed in the 10th and 15th off stat modifiers as I just feel it would help round out vs seeing all the single stat characters with a bunch of 'dump' stats.


This here is mostly for non-spell casting classes.

I'm getting a bit tired of seeing a bunch of min/max characters that pick up just a single level or two of multiple classes. A lot of classes seem to front load their class features in their beginning levels. Multi-classing and cherry picking these classes usually can end up making a stronger and more flexible character. The problem is, there's usually no real reason to stay as a 'pure' non-caster class as those 'pure' classes don't really reward you with anything till the very high levels, which most games do not see.

Pure classes should give a -
Minor class ability @ 5th level
Good Class ability @ 10th
Very Good Class ability @ 15 (This is usually the cap stone of most games that I see played and should be something players should try to get)
Class Defining Ability @ level 20 (most games will never see this)

The level 20 cap stone ability which was giving out in PF1e, while it looked nice and sounded 'cool', never really got used. So why shoot for a ability you'll never see as by the time you get it, you'll have one big scene and then you're character is retired.


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My suggestion for crossbows -
A generic, plain, beginner crossbow has a static modifier of +1 damage for each action it takes to load.
Light Crossbow, 1 action to load, damage die +1
Crossbow, 2 actions to load, damage die +2
Heavy Crossbow, 3 action to load, damage die +3

Masterwork Crossbows bump the static number by (x2)
Masterwork Crossbows use a load time for their static damage number vs the STR modifier damage number you can get when using STR Longbows.
Then you can apply any magical enhancements you want.

Would not allow any feats to reduce the loading time but would allow some magical or mechanical effect to reduce the loading time by one step.

This would allow crossbows to be a more deadly but slow ranged weapon.

*Not sure how this would work out in the playtest when combined with other feats & possible enhancements vs bows. As is, it's just a possible suggestion which I think might work.

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