paizo.com Favorited Posts by Matt2VKpaizo.com Favorited Posts by Matt2VK2022-05-26T20:39:47Z2022-05-26T20:39:47ZRe: Forums: Advice: Anyone got any sugestions for a Warpriest of Gorum?Matt2VKhttps://paizo.com/threads/rzs43f8t?Anyone-got-any-sugestions-for-a-Warpriest-of#162021-07-21T20:34:06Z2021-07-21T20:23:47Z<p>Want to give you two things to watch -</p>
<p>(1) Anything that takes any type of action, you need to be very careful with.</p>
<p>Warpriests have a lot of nice abilities which takes up different actions types. Planning a build around certain feats/spells/abilities can trip you up if they use the same action.</p>
<p>(2) Spells and gear that give bonuses. Keep track of what gives what.</p>
<p>There's a lot of standard gear a warpriest can skip just due to getting the same, if not better, effect with his spells. Prime example of this is Ring of Protection vs Shield of Faith spell. Both give a deflection bonus, Ring is on all the time but Shield's is usually better and takes a spell slot.</p>Want to give you two things to watch -
(1) Anything that takes any type of action, you need to be very careful with.
Warpriests have a lot of nice abilities which takes up different actions types. Planning a build around certain feats/spells/abilities can trip you up if they use the same action.
(2) Spells and gear that give bonuses. Keep track of what gives what.
There's a lot of standard gear a warpriest can skip just due to getting the same, if not better, effect with his spells. Prime...Matt2VK2021-07-21T20:23:47ZRe: Forums: Starfinder General Discussion: How come the Free Captains not been destroyed?Matt2VKhttps://paizo.com/threads/rzs4309g&page=3?How-come-the-Free-Captains-not-been-destroyed#1402020-04-21T11:36:19Z2020-04-20T10:07:02Z<p>From the Starfinder Wiki - Broken Rock</p>
<p>Inhabitants & Infrastructure
<br />
Broken Rock is the haven of the Free Captains, as well as smugglers purchasing their goods, mechanics repairing their starships, and casinos where they could gamble. Has a population of 45,600. Kind of makes you doubt they're all pirates...making it sound more like Broken Rock is a free port where anything can go.</p>
<p>Who knows where Broken Rock is
<br />
...the Free Captains and their allies know the exact location of the Broken Rock.</p>
<p>So more then just the Free Captains know where it is.</p>
<p>What I take away from this -
<br />
Broken Rock is located in a semi-secret location that might have some divine protection to keep it hidden. It's a location where governments and corporations can meet out of the public view. While a haven for pirates, about the only time pirates gather at Broken Rock is during the election of a new Free Captain.</p>
<p>So even if someone wanted to risk attacking Broken Rock, they'd be lucky to get just a small amount of the pirates while racking up a huge death toll from everyone else living there.</p>
<p>PS. I pulled this info off the Wiki site. I'm assuming it matches the paizo published stuff.</p>From the Starfinder Wiki - Broken Rock
Inhabitants & Infrastructure
Broken Rock is the haven of the Free Captains, as well as smugglers purchasing their goods, mechanics repairing their starships, and casinos where they could gamble. Has a population of 45,600. Kind of makes you doubt they're all pirates...making it sound more like Broken Rock is a free port where anything can go.
Who knows where Broken Rock is
...the Free Captains and their allies know the exact location of the Broken
...Matt2VK2020-04-20T10:07:02ZForums: Starfinder Society: Nuclear Missiles Boon QuestionMatt2VKhttps://paizo.com/threads/rzs42yss?Nuclear-Missiles-Boon-Question#12020-03-04T20:33:54Z2020-03-04T07:40:56Z<p>There's a Boon that can grant a Starship Nuclear Missiles. </p>
<p>These can irradiate a ship causing low levels of radiation poisoning. How would the GM handle the scenario's NPC ship crews?</p>
<p>So far, we've just been ignoring the irradiate effect of these missile just to avoid bogging down starship combat trying to figure this out/rolling all the saves it would require. So this is more for curiosity sake then anything else.</p>There's a Boon that can grant a Starship Nuclear Missiles.
These can irradiate a ship causing low levels of radiation poisoning. How would the GM handle the scenario's NPC ship crews?
So far, we've just been ignoring the irradiate effect of these missile just to avoid bogging down starship combat trying to figure this out/rolling all the saves it would require. So this is more for curiosity sake then anything else.Matt2VK2020-03-04T07:40:56ZForums: Advice: Gear with Skill modifiersMatt2VKhttps://paizo.com/threads/rzs42xpu?Gear-with-Skill-modifiers#12021-10-18T01:49:34Z2020-02-09T17:22:58Z<p>Here's a list of the gear (and some spells) that I've found that modify skill checks. What have I missed?</p>
<p>Acrobatics
<br />
Balance checks (out of combat); Personal Gravitational Redistributor (Tool Kit, Starfinder) +4 circumstance </p>
<p>Athletics
<br />
Climbing; Climbing Kit (Tool Kit, Xhinti Holdings) +4 circumstance
<br />
Clothing, Athletic, type of Athletics +1 circumstance </p>
<p>Bluff
<br />
Clothing, Formal; prevents the -4 penalty at formal events.
<br />
Clothing, Party; prevents the -4 penalty at party events.</p>
<p>Computers
<br />
Need access to the Computers Interface or a Hacking Kit to use.
<br />
Breaking in doors/windows computer controlled; Thieves Tools (Tool Kit, Starfinder) +4 circumstance </p>
<p>Culture
<br />
Knowledge, Culture checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance
<br />
Written Languages; Linguists Kit (Tool Kit, Xhinti Holdings) +4 circumstance </p>
<p>Diplomacy
<br />
Clothing, Formal; prevents the -4 penalty at formal events.
<br />
Clothing, Party; prevents the -4 penalty at party events.</p>
<p>Disguise
<br />
Spells, Disguise Self +10 circumstance
<br />
Clothing, Formal; prevents the -4 penalty at formal events.
<br />
Clothing, Party; prevents the -4 penalty at party events.
<br />
Clothing, Uniform, +1 circumstance to disguise for group/organization of uniform.</p>
<p>Engineering
<br />
No Tool Kit -2 on all checks but knowledge.
<br />
Knowledge, Engineering checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance
<br />
Armor, anything dealing with; Armorcraft Kit, +2 circumstance
<br />
Breaking in mechanical doors/windows; Thieves Tools (Tool Kit, Starfinder), counts as Engineering kit for this purpose, +4 circumstance
<br />
Explosives, Arming/Disarming; Demolitionist's Kit (Tool Kit, Xhinti Holdings) +4 circumstance
<br />
Starship Hull Repair; Starship Repair Kit (Tool Kit, Xhinti Holdings) +4 circumstance
<br />
Traps, Arm/Disarm; Engineering Trapsmiths Tool Kit, +4 circumstance, -2 without
<br />
Weapons, Repair; Weaponsmithing Kit, +2 circumstance </p>
<p>Intimidate</p>
<p>Life Science
<br />
Knowledge, Life Science checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance </p>
<p>Medicine
<br />
Heal HP, requires Med Kit, 1 minute
<br />
Treat Disease, requires Med Kit, 10 minutes
<br />
Treat Drugs or Poison, Med Kit, standard Action, +4 saving throw bonus.</p>
<p>Mysticism
<br />
Knowledge, Mysticism checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance
<br />
Arm/Disarm Traps, Mysticism Trapsmiths Tool Kit, +4 circumstance, -2 without
<br />
ID Magic Item, Spell Identify +10 insight; Aura-Translation Kit (Tool Kit, Starfinder) +4 circumstance </p>
<p>Perception
<br />
Searching; Broad-Spectrum Scanning Kit (Tool Kit, Starfinder) +4 circumstance </p>
<p>Physical Science
<br />
Knowledge, Physical Science checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance </p>
<p>Piloting
<br />
Navigation & Astrogate, Astrogator's Kit (Tool Kit, Starfinder) +4 circumstance </p>
<p>Profession
<br />
Clothing, Profession +1 circumstance
<br />
Profession Tool Kit; Profession +4 circumstance </p>
<p>Sense Motive
<br />
Detect secret Message (out of combat); Mental Interpretation Kit (Tool Kit, Starfinder) +4 circumstance </p>
<p>Sleight of Hand</p>
<p>Stealth
<br />
Spell, Invisible +20, +40 if not moving
<br />
Sniping; Light-Scattering Sniper's Blind (Tool Kit, Starfinder) +4 circumstance </p>
<p>Survival
<br />
Handle Animal/ Raise Animal, Animal Trainer Kit (Tool Kit, Starfinder) +4 circumstance
<br />
Living off Land; Survival Kit (Tool Kit, Xhinti Holdings) +4 circumstance
<br />
Orienteering; Navigator's Tool Kit, +4 circumstance
<br />
Severe Weather, Enduring; Survival Kit (Tool Kit, Xhinti Holdings) +4 circumstance
<br />
Ride Creatures; Rider's Kit (tool), +4 circumstance
<br />
Weather Prediction; Portable Weather Station (Tool Kit, Xhinti Holdings) +4 circumstance
<br />
Clothing, Environmental, Cold/Dust Storms/ Extreme Gravity / Heat / Radiation / Zero-G - All have different effects. </p>
<p>Other
<br />
Clothing, Travel; Forced Marches, +1 circumstance to CON checks</p>Here's a list of the gear (and some spells) that I've found that modify skill checks. What have I missed?
Acrobatics
Balance checks (out of combat); Personal Gravitational Redistributor (Tool Kit, Starfinder) +4 circumstance
Athletics
Climbing; Climbing Kit (Tool Kit, Xhinti Holdings) +4 circumstance
Clothing, Athletic, type of Athletics +1 circumstance
Bluff
Clothing, Formal; prevents the -4 penalty at formal events.
Clothing, Party; prevents the -4 penalty at party events.
Computers...Matt2VK2020-02-09T17:22:58ZRe: Forums: Advice: Any way to make grappling fun?Matt2VKhttps://paizo.com/threads/rzs42wlo?Any-way-to-make-grappling-fun#92020-01-21T13:14:54Z2020-01-16T19:18:14Z<p>Kind of dreading to see a Vanguard Grappler character now. At 5th level they target EAC+8 instead of KAC+8.</p>Kind of dreading to see a Vanguard Grappler character now. At 5th level they target EAC+8 instead of KAC+8.Matt2VK2020-01-16T19:18:14ZRe: Forums: Starfinder Society: Some of these DCs in SFS are getting out of handMatt2VKhttps://paizo.com/threads/rzs42v5z&page=2?Some-of-these-DCs-in-SFS-are-getting-out-of-hand#802019-12-12T13:34:27Z2019-12-11T20:24:01Z<p>This is more of a editing issue but there's been a number of scenarios where the party can get a bonus to those DC buried in a single sentence 7 paragraphs away from the actually check DC. Some place where the GM can easily miss those modifiers.</p>
<p>Anything that can modify these high DC checks really should be included right after the DC. Making it easier for the GM to know and keep track of those modifiers.</p>This is more of a editing issue but there's been a number of scenarios where the party can get a bonus to those DC buried in a single sentence 7 paragraphs away from the actually check DC. Some place where the GM can easily miss those modifiers.
Anything that can modify these high DC checks really should be included right after the DC. Making it easier for the GM to know and keep track of those modifiers.Matt2VK2019-12-11T20:24:01ZRe: Forums: Starfinder General Discussion: Scatterguns, whats up with that?Matt2VKhttps://paizo.com/threads/rzs42va5?Scatterguns-whats-up-with-that#172019-12-08T11:34:39Z2019-12-08T03:32:19Z<p>I consider Scatterguns a cheap, easily re-usable form of grenades. While you do have to make a to hit roll, the ammo for them are a lot cheaper and usually a lot safer to party members then tossing a grenade into combat.</p>I consider Scatterguns a cheap, easily re-usable form of grenades. While you do have to make a to hit roll, the ammo for them are a lot cheaper and usually a lot safer to party members then tossing a grenade into combat.Matt2VK2019-12-08T03:32:19ZRe: Forums: Starfinder Society: Some of these DCs in SFS are getting out of handMatt2VKhttps://paizo.com/threads/rzs42v5z?Some-of-these-DCs-in-SFS-are-getting-out-of-hand#362019-12-06T17:24:21Z2019-12-06T06:44:47Z<p>What's scary is pull up a pregen and try to make some of those DCs.</p>What's scary is pull up a pregen and try to make some of those DCs.Matt2VK2019-12-06T06:44:47ZRe: Forums: Advice: Vanguard - Strength or Dex Build.Matt2VKhttps://paizo.com/threads/rzs42ulz?Vanguard-Strength-or-Dex-Build#32019-11-20T13:10:41Z2019-11-18T19:03:41Z<p>Thought you still needed 13 Strength to equip the Heavy Armor</p>Thought you still needed 13 Strength to equip the Heavy ArmorMatt2VK2019-11-18T19:03:41ZRe: Forums: Starfinder General Discussion: Grenades- Too Expensive for too little dmgMatt2VKhttps://paizo.com/threads/rzs42u4o?Grenades-Too-Expensive-for-too-little-dmg#122020-04-02T20:10:46Z2019-11-13T21:32:57Z<p>I want to know how people are tossing out more then one grenade?</p>
<p>Move action to pull out a grenade, standard to toss a grenade.</p>
<p>If, if you have a grenade in each hand you could full round toss out those grenades. This is the only way to attack with more then one grenade a round as Full Attacking does not allow swift actions.</p>
<p>thing is, don't see very many people walking around in starfinder with a grenade in each hand. If they have grenades, it's usually a weapon and a grenade, if they even have the grenade equipped.</p>I want to know how people are tossing out more then one grenade?
Move action to pull out a grenade, standard to toss a grenade.
If, if you have a grenade in each hand you could full round toss out those grenades. This is the only way to attack with more then one grenade a round as Full Attacking does not allow swift actions.
thing is, don't see very many people walking around in starfinder with a grenade in each hand. If they have grenades, it's usually a weapon and a grenade, if they even...Matt2VK2019-11-13T21:32:57ZRe: Forums/Pathfinder First Edition: General Discussion: What's the most overpowered monster?Matt2VKhttps://paizo.com/threads/rzs2v6wv?Whats-the-most-overpowered-monster#242018-06-25T16:42:23Z2018-06-22T23:03:20Z<p>most common and deadly, Ghouls</p>most common and deadly, GhoulsMatt2VK2018-06-22T23:03:20ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Paizo Blog: Fighter Class PreviewMatt2VKhttps://paizo.com/community/blog/v5748dyo5lkm9&page=6?Fighter-Class-Preview#2602018-03-20T12:09:30Z2018-03-20T02:23:52Z<p><b>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.</b></p>
<p>Is it possible to get this changed to <i>"Allows the fighter to target a creature and impose their shield to block an attack dealt to a ally.</i></p>
<p>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.
<br />
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.</p>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...Matt2VK2018-03-20T02:23:52ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Stop the 1 Level Class DipMatt2VKhttps://paizo.com/threads/rzs2uzn7&page=2?Stop-the-1-Level-Class-Dip#842018-03-20T22:58:05Z2018-03-19T17:38:12Z<p>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.</p>
<p>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.</p>
<p>Going as a pure class needs a bit more buffing then multiclassing.</p>
<p>Another grip I have about Multiclassing which I hope gets fixed, is that it can inflate you're characters saves.
<br />
3rd level Example
<br />
Slayer 1/ Brawler 1 / Unchained Monk 1
<br />
Fort 6 / Reflex 6 / Will 0
<br />
vs
<br />
Fort 3 / Reflex 3 / Will 1 - Unchained Monk 3</p>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...Matt2VK2018-03-19T17:38:12ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Stop the 1 Level Class DipMatt2VKhttps://paizo.com/threads/rzs2uzn7?Stop-the-1-Level-Class-Dip#122018-03-20T22:37:05Z2018-03-18T13:40:46Z<p>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.</p>
<p>This could probably be fixed by granting class abilities that are more level dependent instead of just handing out class abilities.</p>
<p>Example: Get a +1 initiative modifier which increases ever 5 levels.</p>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.Matt2VK2018-03-18T13:40:46ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Will bows still be the only worthwhile ranged weapon in PF2?Matt2VKhttps://paizo.com/threads/rzs2uzh5?Will-bows-still-be-the-only-worthwhile-ranged#322018-03-18T10:26:55Z2018-03-18T10:02:01Z<p>My suggestion for crossbows -
<br />
A generic, plain, beginner crossbow has a static modifier of +1 damage for each action it takes to load.
<br />
Light Crossbow, 1 action to load, damage die +1
<br />
Crossbow, 2 actions to load, damage die +2
<br />
Heavy Crossbow, 3 action to load, damage die +3</p>
<p>Masterwork Crossbows bump the static number by (x2)
<br />
Masterwork Crossbows use a load time for their static damage number vs the STR modifier damage number you can get when using STR Longbows.
<br />
Then you can apply any magical enhancements you want.</p>
<p>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.</p>
<p>This would allow crossbows to be a more deadly but slow ranged weapon.</p>
<p>•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.</p>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...Matt2VK2018-03-18T10:02:01ZRe: Forums: Pathfinder Playtest Prerelease Discussion: Stupid little things you'd like to see - such as single line clarificationsMatt2VKhttps://paizo.com/threads/rzs2uyuq?Stupid-little-things-youd-like-to-see-such#442018-05-02T18:36:13Z2018-03-12T20:37:42Z<p>•Guide lines for effects of terrain and furniture.
<br />
I really hate every table variation of "I'm big, I want to jump on the this table" or "I'm small, I want to run under the table".</p>
<p>•Please, please do something to standardize special material items. I have some character concepts that would just love mithral weapons but it's just cheaper to buy adamantine weapons.</p>*Guide lines for effects of terrain and furniture.
I really hate every table variation of "I'm big, I want to jump on the this table" or "I'm small, I want to run under the table".
*Please, please do something to standardize special material items. I have some character concepts that would just love mithral weapons but it's just cheaper to buy adamantine weapons.Matt2VK2018-03-12T20:37:42ZRe: Forums/Pathfinder First Edition: General Discussion: Have you ever been shot out of a catapult?Matt2VKhttps://paizo.com/threads/rzs2uwdi?Have-you-ever-been-shot-out-of-a-catapult#272018-03-04T18:01:27Z2018-03-04T03:03:53Z<div class="messageboard-quotee">SlimGauge wrote:</div><blockquote> In Giantslayer, a catapult is attacking Trunau. The PCs are expected to deal with it. There are instructions in the module that the crew of the catapult will attempt to grapple, pin, and load PCs into the catapult. Yes, one of ours did indeed go for an involuntary trip. </blockquote><p>This actually happened to us too. The wizard in the party slapped a featherfall spell on the catapultee as he went flying. We then spent the next 20 minutes trying (and failing) to decide what the results of this event would be.SlimGauge wrote:In Giantslayer, a catapult is attacking Trunau. The PCs are expected to deal with it. There are instructions in the module that the crew of the catapult will attempt to grapple, pin, and load PCs into the catapult. Yes, one of ours did indeed go for an involuntary trip.
This actually happened to us too. The wizard in the party slapped a featherfall spell on the catapultee as he went flying. We then spent the next 20 minutes trying (and failing) to decide what the results of...Matt2VK2018-03-04T03:03:53ZRe: Forums: GM Discussion: #9-13 The Lion's Justice GM threadMatt2VKhttps://paizo.com/threads/rzs2uup6?913-The-Lions-Justice-GM-thread#302018-03-30T06:46:47Z2018-02-23T05:50:32Z<p>..Um, don't you have to see the magic to dispell it? The trap is inside the safe, not outside.</p>..Um, don't you have to see the magic to dispell it? The trap is inside the safe, not outside.Matt2VK2018-02-23T05:50:32ZRe: Forums: Advice: Suggestions for a L1 adventure for new-ish players?Matt2VKhttps://paizo.com/threads/rzs2uuq2?Suggestions-for-a-L1-adventure-for-newish#62018-02-22T16:13:35Z2018-02-01T23:53:00Z<div class="messageboard-quotee">Dasrak wrote:</div><blockquote> I quite liked <a href="http://paizo.com/products/btpy9jbf?Pathfinder-Module-Ire-of-the-Storm" target="_blank" rel="nofollow">Ire of the Storm</a>. It might be a little long (it starts at 1st level and the players will reach 6th by the end) but it's a really varied and interesting module. </blockquote><p>Ire of the Storm is a very good and well written module. A good one to play for new players and while also good for new GM, it does have some fights in it that can TPK if the GM runs them wrong. <i>Worse is when the low level players face a Troll. If the GM runs it as a straight up fight, the Troll should kill them all. If the GM runs it where the Troll is more interested in looting...ie ignores the PC, it becomes a more even fight.</i>
<p>What's good about Ire of the Storm -
<br />
1) It's a self contained mini-world with limited access to the wide world beyond. You have a 'frontier' port town, wilderness outside it, a fort, and the end objective. Each of these have their own people, encounters, and some multiple choice plots the players can choose.
<br />
2) The module is broken down into parts, making it easier to prep.
<br />
3) There's a number of backstories in each part and the people with these stories can end up as friends, foes, or dead. Depending on the choices the players make. These backstories are broken down in a couple paragraphs allowing the GM (or players) to decide how much they want to get involved with them.
<br />
4) The module flows pretty smoothly from one section to the other, giving the PC reasons to do what they should do. Plus giving them places to collect the clues they need to figure out the end objective, if they don't just stumble upon it.
<br />
5) Lots and lots of encounters, both 'static' and random.
<br />
6) I just like it and think it's one of the better written modules.</p>Dasrak wrote:I quite liked Ire of the Storm. It might be a little long (it starts at 1st level and the players will reach 6th by the end) but it's a really varied and interesting module.
Ire of the Storm is a very good and well written module. A good one to play for new players and while also good for new GM, it does have some fights in it that can TPK if the GM runs them wrong. Worse is when the low level players face a Troll. If the GM runs it as a straight up fight, the Troll should kill...Matt2VK2018-02-01T23:53:00ZRe: Forums/Pathfinder First Edition: General Discussion: AC for 17th LevelMatt2VKhttps://paizo.com/threads/rzs2uu95?AC-for-17th-Level#92018-01-25T19:16:56Z2018-01-25T17:19:33Z<p>Hard & fast rule is -
<br />
Good AC = 20 + level. Should avoid primary attacks 30-50% of the time.
<br />
Decent AC = 15 + level. Primary attacks will hit you most of the time but should allow you to avoid the secondary attacks.</p>
<p>Your resist and saves are probably more important as any time you fail a save at that level you might as well take your character out of combat.</p>Hard & fast rule is -
Good AC = 20 + level. Should avoid primary attacks 30-50% of the time.
Decent AC = 15 + level. Primary attacks will hit you most of the time but should allow you to avoid the secondary attacks.
Your resist and saves are probably more important as any time you fail a save at that level you might as well take your character out of combat.Matt2VK2018-01-25T17:19:33ZRe: Forums: Advice: New to starfinder Melee Mystic Solar shaman/ blitz solder build HelpMatt2VKhttps://paizo.com/threads/rzs2utn2?New-to-starfinder-Melee-Mystic-Solar-shaman#22020-04-23T22:24:59Z2018-01-14T04:22:14Z<p>Just for fun, going take a quick shot at this -</p>
<p>Race: Vesk // Theme: (up to you)</p>
<p>STR 16, DEX 14, CON 12, INT 8, WIS 13, CHA 10</p>
<p>Levels
<br />
1) Blitz soldier (resolve-STR) Skills: Athletics 1, Perception 1, Piloting 1. Feat: Weapon Focus: Advance melee
<br />
2) Mystic-Shaman. Skills Athletics 1, Perception 2, Piloting 2, Unknown 1.
<br />
3) Mystic Shaman 2..../Feat: Versatile Specialization</p>
<p>Level 4 on - Stay with Mystic Shaman unless you want to jump to another class...like a couple levels of Solarian to pick up the Stellar Rush revelation.</p>
<p>Skills: Keep bumping up Perception & Piloting and pick what you think will be useful for the third.</p>
<p>Spells: You want Buffing spells or spells without saves.</p>
<p>Stat Bumps
<br />
5) STR(18), DEX(16), CON(14), WIS(15) - STR should be a 20 with Augment
<br />
10) DEX(18), CON(16), INT(10), WIS(17) - STR should be a 22 & DEX 20 with Augments. Bumped INT up because more skill points are always useful...and this build is kind of lacking in skills. Did not bump up STR as that bump would have little to no effect in your game play till character is getting retired.</p>Just for fun, going take a quick shot at this -
Race: Vesk // Theme: (up to you)
STR 16, DEX 14, CON 12, INT 8, WIS 13, CHA 10
Levels
1) Blitz soldier (resolve-STR) Skills: Athletics 1, Perception 1, Piloting 1. Feat: Weapon Focus: Advance melee
2) Mystic-Shaman. Skills Athletics 1, Perception 2, Piloting 2, Unknown 1.
3) Mystic Shaman 2..../Feat: Versatile Specialization
Level 4 on - Stay with Mystic Shaman unless you want to jump to another class...like a couple levels of Solarian to...Matt2VK2018-01-14T04:22:14ZRe: Forums: Starfinder General Discussion: My revelations about SolariansMatt2VKhttps://paizo.com/threads/rzs2ur9w&page=2?My-revelations-about-Solarians#752017-12-03T21:48:37Z2017-12-03T21:45:44Z<p>I like the Solarian class but I HATE how some of the Solarian Revelations are phrased. As is, I can argue for and against a number of different interpretations for the different Solarian Revelations. Of which, Radiation is the biggest offender.</p>I like the Solarian class but I HATE how some of the Solarian Revelations are phrased. As is, I can argue for and against a number of different interpretations for the different Solarian Revelations. Of which, Radiation is the biggest offender.Matt2VK2017-12-03T21:45:44ZRe: Forums: Starfinder General Discussion: So lets talk about the Solarian problem...Matt2VKhttps://paizo.com/threads/rzs2uoi8&page=9?So-lets-talk-about-the-Solarian-problem#4192017-11-01T07:56:04Z2017-11-01T07:16:25Z<p>Solarain you might as will be a Combat Style for a Soldier. Let's do a simple comparison to them and see how they balance out -</p>
<p>Both get -
<br />
+1 BAB
<br />
Stamina 7+CON
<br />
7 HP
<br />
4 Skill ranks
<br />
Same save progression
<br />
A fighting style & combat abilities while leveling.</p>
<p>What's different but I consider the same -
<br />
Soldiers get Feats / Solarians gain Revelations
<br />
Solarians gain a manifest weapon or Armor / Soldiers gain access to all the armor and weapons as class skills. (This could be debated on which is better but I'm calling it the same.)</p>
<p>What's really different -
<br />
Solarian has 4 primary stats (STR, DEX, CON, CHA) if melee, 3 if ranged (DEX, CON, CHA)</p>
<p>Soldier has 3 primary stats (STR, DEX, CON) if melee, 2 if ranged (DEX, CON)</p>
<p>Think what HWalsh has been trying to show with all his math & posts is that the Solarian is suffering a extra Stat Tax compared to all the other classes. While this extra Stat Tax isn't game breaking, it does cause the Solarian to lag behind a bit from the other classes.</p>
<p>Character creation: Soldiers can afford to put a 18 in their primary stat and Solarians have "issues" if they do so - according to the book, CHA is the Solarian primary stat.</p>Solarain you might as will be a Combat Style for a Soldier. Let's do a simple comparison to them and see how they balance out -
Both get -
+1 BAB
Stamina 7+CON
7 HP
4 Skill ranks
Same save progression
A fighting style & combat abilities while leveling.
What's different but I consider the same -
Soldiers get Feats / Solarians gain Revelations
Solarians gain a manifest weapon or Armor / Soldiers gain access to all the armor and weapons as class skills. (This could be debated on which is...Matt2VK2017-11-01T07:16:25ZRe: Forums: Rules Questions: Can Sidereal Influence be used in space combat?Matt2VKhttps://paizo.com/threads/rzs2uotk?Can-Sidereal-Influence-be-used-in-space-combat#202020-07-13T01:48:06Z2017-10-28T03:44:49Z<div class="messageboard-quotee">steven lawson wrote:</div><blockquote> <div class="messageboard-quotee">Matt2VK wrote:</div><blockquote> So I'm stating Starship combat is not combat so you can use Sidereal Influence. </blockquote>But you haven't stated why Starship Combat is not Combat. For all purposes the only difference between Starship Combat and non is the means by which you attack. So here is a question for you, if an enemy decides to bring their starship into the atmosphere and starts firing on your party, who are not in their starship, what are you in, Combat or Starship Combat? </blockquote><p>It has been stated (but not FAQ) that going into Starship Combat a Solarian can NOT go into their Stellar mode and become "Attuned". If Starship combat was treated like normal combat then this would be the case and the Solarian could then use some of his "attuned" powers. Most obvious one would be the Solarian gaining +damage insight bonus to damage rolls for being in Photon Mode.
<p>Question then becomes -
<br />
If Starship Combat is Combat, then the Solarain gets to apply a +damage insight bonus to the starship guns. While loosing the Sidereal Influence.</p>
<p>If Starship Combat is not Combat, then the Solarain gains the Sidereal Influence.</p>
<p>...I also think there's some other class abilities that would have the same effect.</p>steven lawson wrote:Matt2VK wrote: So I'm stating Starship combat is not combat so you can use Sidereal Influence.
But you haven't stated why Starship Combat is not Combat. For all purposes the only difference between Starship Combat and non is the means by which you attack. So here is a question for you, if an enemy decides to bring their starship into the atmosphere and starts firing on your party, who are not in their starship, what are you in, Combat or Starship Combat? It has been...Matt2VK2017-10-28T03:44:49ZRe: Forums: Starfinder General Discussion: So lets talk about the Solarian problem...Matt2VKhttps://paizo.com/threads/rzs2uoi8&page=6?So-lets-talk-about-the-Solarian-problem#2882017-10-28T08:55:21Z2017-10-28T03:31:22Z<div class="messageboard-quotee">Jhaeman wrote:</div><blockquote> I feel like this thread has succumbed to the same problem that led to official play-tests being abandoned: there's a lot of •talk• about what would, could, or should happen with a class, but there's very little report of actual play experience. What happened when you played a Solarion? Did you have fun? Did you feel useless? Did you fail too many saves? Did another class usurp the role you thought you had? Did the class features contribute to the RP character concept you had in mind? Such reports are anecdotal, but there's at least •some• empirical support or disproof of the armchair analysis going back and forth here. </blockquote><p>Play experience, so far -
<p>Normal combat & non-combat interactions: Enjoyable. While the Solarian has some minor issues. their revelations and some fancy tactical work make it a enjoyable class to play in combat and they can always use the Aid Other action for non-combat.
<br />
Have not done any real playing in the 10+ level games yet.</p>
<p>Starship Combat: Sad Solarian. Lack of skill ranks to fill the Captains chair, with INT being a dump stat and required for Computers & Engineering, and lots of people picking up Piloting and having a better DEX stat (Pilot & Gunner), means the Solarian takes the spare wheel spot. There if needed but everyone else does the job better.</p>Jhaeman wrote:I feel like this thread has succumbed to the same problem that led to official play-tests being abandoned: there's a lot of *talk* about what would, could, or should happen with a class, but there's very little report of actual play experience. What happened when you played a Solarion? Did you have fun? Did you feel useless? Did you fail too many saves? Did another class usurp the role you thought you had? Did the class features contribute to the RP character concept you had in...Matt2VK2017-10-28T03:31:22ZRe: Forums: Starfinder General Discussion: So lets talk about the Solarian problem...Matt2VKhttps://paizo.com/threads/rzs2uoi8&page=6?So-lets-talk-about-the-Solarian-problem#2782017-10-27T20:42:00Z2017-10-27T19:38:43Z<p>Here's the TRUE problem with the Solarian -</p>
<p>Which classes can completely ignore their base, primary stat?
<br />
Solarians
<br />
<i>(maybe envoy's too. I understand they have their own issues)</i></p>
<p>You can build a perfectly good Solarian with CHA being a dump stat.</p>
<p>Disagree with me? Then why do the threads asking about taking the Soldier class at first level keep cropping up? It's because that as a front line meleer, which is what the class is designed to be, you'll need the Resolve for all those 10 minute breaks to heal up the stamina you'll loose during fights.</p>
<p>Do you need a high CHA modifier for all those revelations?
<br />
No, it's been proven in a number of posts that if with a good CHA modifier the Solarian will fail over 60% of the time anyway if used against bad guys. If used to help yourself or your allies most of the revelations you can use with a negative CHA modifier.</p>
<p>All the other posts nitpicking over the saves, damage, skills, etc, etc, etc. Just minor issues that while Solarians would like to see some tweaks to them, these issues don't really upset game balance that much.</p>
<p>So how to fix the issue?
<br />
Don't know, just want a reason for the Solarian to actually have a good reason then beside Resolve to have a good CHA modifier.
<br />
...besides the 40ish% chance to have the offensive revelations to work vs targets.</p>Here's the TRUE problem with the Solarian -
Which classes can completely ignore their base, primary stat?
Solarians
(maybe envoy's too. I understand they have their own issues)
You can build a perfectly good Solarian with CHA being a dump stat.
Disagree with me? Then why do the threads asking about taking the Soldier class at first level keep cropping up? It's because that as a front line meleer, which is what the class is designed to be, you'll need the Resolve for all those 10 minute...Matt2VK2017-10-27T19:38:43ZRe: Forums: Starfinder General Discussion: So lets talk about the Solarian problem...Matt2VKhttps://paizo.com/threads/rzs2uoi8&page=4?So-lets-talk-about-the-Solarian-problem#1512017-10-25T20:22:08Z2017-10-25T10:51:42Z<div class="messageboard-quotee">J4RH34D wrote:</div><blockquote> You talk about plasma sheath as if it is an always on thing but to quote you "you can only use it only when fully attuned, which takes 3 rounds. which is a long time in combat." </blockquote><p>Actually someone made that point and people started repeating it and it's wrong.
<p>Plasma Sheath works as long as your attuned in Photon mode.</p>J4RH34D wrote:You talk about plasma sheath as if it is an always on thing but to quote you "you can only use it only when fully attuned, which takes 3 rounds. which is a long time in combat."
Actually someone made that point and people started repeating it and it's wrong. Plasma Sheath works as long as your attuned in Photon mode.Matt2VK2017-10-25T10:51:42ZRe: Forums: Starfinder General Discussion: Solarian Soldier multiclass: is it worth it?Matt2VKhttps://paizo.com/threads/rzs2uoti?Solarian-Soldier-multiclass-is-it-worth-it#32017-10-25T10:40:59Z2017-10-25T10:27:04Z<p>My opinion - It's really a toss up but not worth it.</p>
<p>So what do you get for going one level as a Blitz Solder?
<br />
10' of extra movement - which is not really needed if you grabbed Solar Rush revelation at 2nd level.</p>
<p>Access to being able to use a bunch of weapon which you will not use 90% of the time. If you want to add ranged combat to your Solarian, pick up a tactical starknife. They use Strength to hit at range.</p>
<p>Heavy Armor & +4 initiative modifier - Both of this are very nice and most Solarians end up using a feat to grab Heavy Armor anyway.</p>
<p>Using Strength for figuring out resolve. Normally you have to take Soldier at first level to set your resolve stat. Which means you'll have to be at least 4th level before you can get weapon specialization. Which is when the static damage modifier starts to kick in.</p>
<p>Not getting the 20th level Stellar Paragon - most campaigns just don't last that long. Cap stone abilities (in my opinion) are something that look pretty but are never seen. So why go after them?</p>
<p><b>Summary</b>
<br />
What you're giving up going that one level of soldier -
<br />
Your revelations and the benefits they can give is always 1 level behind what you should have. What you're getting is (2) free feats (sort of): Heavy Armor & Improved Initiative and 10' extra movement (rarely need) and training in most of the weapons (which you probably will rarely use). Plus a larger Resolve pool which is a toss up on if you need or not. There's very few Solarian Revelations that are worthwhile to spend resolve points to activate.</p>My opinion - It's really a toss up but not worth it.
So what do you get for going one level as a Blitz Solder?
10' of extra movement - which is not really needed if you grabbed Solar Rush revelation at 2nd level.
Access to being able to use a bunch of weapon which you will not use 90% of the time. If you want to add ranged combat to your Solarian, pick up a tactical starknife. They use Strength to hit at range.
Heavy Armor & +4 initiative modifier - Both of this are very nice and most...Matt2VK2017-10-25T10:27:04ZRe: Forums: Advice: New game, who dis?Matt2VKhttps://paizo.com/threads/rzs2uoof?New-game-who-dis#62017-10-23T18:45:41Z2017-10-23T18:29:15Z<p>If you (or the players) have played a lot of Pathfinder, there has been a number of minor rule changes that have a big impact.</p>
<p>1) 5' step is now a move action.</p>
<p>2) reach weapons hit both the 5' & 10' square.</p>
<p>3) Only 1 AoO per turn now (or action out of your turn)</p>
<p>4) No 'fighting in melee' penalty for ranged attacks. Still suffer the cover penalty.</p>
<p>5) Everyone can "Full Attack". Make another attack but all attacks suffer a -4 to hit. Takes all your actions for that turn.</p>If you (or the players) have played a lot of Pathfinder, there has been a number of minor rule changes that have a big impact.
1) 5' step is now a move action.
2) reach weapons hit both the 5' & 10' square.
3) Only 1 AoO per turn now (or action out of your turn)
4) No 'fighting in melee' penalty for ranged attacks. Still suffer the cover penalty.
5) Everyone can "Full Attack". Make another attack but all attacks suffer a -4 to hit. Takes all your actions for that turn.Matt2VK2017-10-23T18:29:15ZRe: Forums: Advice: Melee Solarian Guide!Matt2VKhttps://paizo.com/threads/rzs2ulag&page=11?Melee-Solarian-Guide#5082017-10-12T15:09:36Z2017-10-09T20:02:36Z<div class="messageboard-quotee">Zombie Jesus wrote:</div><blockquote><br />
<br />
<p>But yes, I do think the 1d6 base dmg is indeed a problem at low levels. Clearly when a level 5 Solarian with weapon manifestation can ignore a primary feature of their class by picking up a Pike or Doshko, and do more damage... That's a problem.</p>
<p></blockquote><p>The Solarian weapon damage die is plenty and scales well (if not better) then the other <b>1 handed weapons</b>.
<p>Little fact people seem to keep missing. Paizo wanted to try and change the Pathfinder system where combat was over in 1 to 3 rounds. This change looks like they reduced weapon damage dice, the static modifier, & the crit damage. While upping every beings health.
<br />
Now if Paizo succeeded with this change, is still unknown but from what I've seen it's been a partial success. Your SF characters output damage is less compared to PF character and health seems to be a lot higher.</p>Zombie Jesus wrote:But yes, I do think the 1d6 base dmg is indeed a problem at low levels. Clearly when a level 5 Solarian with weapon manifestation can ignore a primary feature of their class by picking up a Pike or Doshko, and do more damage... That's a problem.
The Solarian weapon damage die is plenty and scales well (if not better) then the other 1 handed weapons. Little fact people seem to keep missing. Paizo wanted to try and change the Pathfinder system where combat was over in 1 to 3...Matt2VK2017-10-09T20:02:36ZRe: Forums: Starfinder General Discussion: Paizo Blog: Just Dropped InMatt2VKhttps://paizo.com/community/blog/v5748dyo5lk57?Just-Dropped-In#92017-09-22T02:33:30Z2017-09-20T08:31:26Z<p>I now want to play a
<br />
"We be goblins...<i>IN SPACE!</i>"</p>I now want to play a
"We be goblins...IN SPACE!"Matt2VK2017-09-20T08:31:26ZForums: GM Discussion: #9-02 The Case of the Missing PersonMatt2VKhttps://paizo.com/threads/rzs2ulzb?902-The-Case-of-the-Missing-Person#12017-10-07T02:03:55Z2017-09-17T03:17:09Z<p>The first 'real' combat in this scenario, with a little creative effort on the PC, can have a hilarious effect for the rest of the scenario.</p>
<p>Here's what happened -
<br />
[Spoiler omitted]</p>The first 'real' combat in this scenario, with a little creative effort on the PC, can have a hilarious effect for the rest of the scenario.
Here's what happened -
[Spoiler omitted]Matt2VK2017-09-17T03:17:09ZRe: Forums: Advice: Rogue - starting noob questions :)Matt2VKhttps://paizo.com/threads/rzs2uit5?Rogue-starting-noob-questions#352017-08-16T15:35:02Z2017-08-16T14:53:38Z<p>Here's two Teamwork Feats that might be interesting for you and a ally (Both of you need to take the feats)</p>
<p>Outflank - Flanking bonus is +4 to hit (instead of +2)</p>
<p>Precise Strike - Gain +1D6 precision damage on melee attacks</p>Here's two Teamwork Feats that might be interesting for you and a ally (Both of you need to take the feats)
Outflank - Flanking bonus is +4 to hit (instead of +2)
Precise Strike - Gain +1D6 precision damage on melee attacksMatt2VK2017-08-16T14:53:38ZRe: Forums: Advice: Rogue - starting noob questions :)Matt2VKhttps://paizo.com/threads/rzs2uit5?Rogue-starting-noob-questions#252017-08-16T11:30:23Z2017-08-16T01:31:21Z<p>Has your character a deity?
<br />
Metagaming here - Pick Pharasma, Lady of Graves. Put 3 ranks in Know: Religion and grab her Obedience Feat. Gives you a +2 bonus to attacks with daggers.</p>
<p>Something else to look at are the Teamwork Feats. There's a number of them that give bonuses to flanking or help you get that flanking bonus.</p>Has your character a deity?
Metagaming here - Pick Pharasma, Lady of Graves. Put 3 ranks in Know: Religion and grab her Obedience Feat. Gives you a +2 bonus to attacks with daggers.
Something else to look at are the Teamwork Feats. There's a number of them that give bonuses to flanking or help you get that flanking bonus.Matt2VK2017-08-16T01:31:21ZRe: Forums: Advice: Best current cleric prestige classes?Matt2VKhttps://paizo.com/threads/rzs2uh3e?Best-current-cleric-prestige-classes#22017-07-24T05:46:06Z2017-07-23T03:56:28Z<p>Depending on your deity the Exalted prestige class can be really good.
<br />
Source: Inner Sea Gods</p>Depending on your deity the Exalted prestige class can be really good.
Source: Inner Sea GodsMatt2VK2017-07-23T03:56:28ZRe: Forums: Advice: What are currently the powerful/optimized builds?Matt2VKhttps://paizo.com/threads/rzs2uh1d?What-are-currently-the-powerfuloptimized-builds#92017-07-26T08:05:14Z2017-07-22T06:21:56Z<p>Warpriest can make some dang fine combat builds that can supply steady, good damage while having good defense. The problem they face is the lack of skill ranks and being a MAD type character.</p>
<p>I 'kind of' drew up a Switch hitter TWF dagger warpriest of Pharasma
<br />
You're looking for most of your damage to come from your spells (Divine Favor) and you have some range with your ability to throw your daggers.</p>
<p>Daggers in melee at 2nd level +7 or +5/+5 to hit. damage 1D4+6 / 1D4+4 main/off hand. Ranged is +6 to hit for 1D4+6 while under Divine Favor.</p>
<p><b>(This is a old build and their is stuff wrong but should give you a idea)</b>
<br />
STR 15+2; DEX 15; CON 14; INT 10; WIS 14; CHA 7
<br />
1) Class-Weapon Focus Daggers, Feat: Fey Foundling, Feat: TWF
<br />
2) Fervor 1D6 (1/2 level+WIS)
<br />
3) Feat: Deific Obedience (bones in a spiral Death/life - +2 Sacred bonus with dagger to hit), Bonus Feat: Quickdraw
<br />
4) Sacred Weapon (0ne only weapon): possible - Ghost Touch, Flaming, Frost, Shock, or +1
<br />
5) Fervor 2D6, Feat: Ability Mastery (Item Mastery), Weapon Training: Daggers +1/+1
<br />
6) Favored Race Feat: Weapon Specialization - Daggers, Class Feat: Improved TWF
<br />
7) Quicken War Blessing other, Feat: Double Slice, Boon feat: Power Attack
<br />
8) +1 DEX, Fervor 3D6, Sacred Weapon +2
<br />
9) Bonus Feat: Improved Critical-Daggers, Feat: Toughness, Weapon Training: Daggers improves to +2/+2
<br />
10) Quicken War Blessing-Self, Major Blessings
<br />
11) Fervor 4D6, Feat: Double Slice
<br />
12) Sacred Weapon +3, retrain 6 health to Class Bonus Feat: Greater Weapon Specialization: daggers (stackable +2), Class Bonus Feat: Two-Weapon Rend</p>Warpriest can make some dang fine combat builds that can supply steady, good damage while having good defense. The problem they face is the lack of skill ranks and being a MAD type character.
I 'kind of' drew up a Switch hitter TWF dagger warpriest of Pharasma
You're looking for most of your damage to come from your spells (Divine Favor) and you have some range with your ability to throw your daggers.
Daggers in melee at 2nd level +7 or +5/+5 to hit. damage 1D4+6 / 1D4+4 main/off hand....Matt2VK2017-07-22T06:21:56ZRe: Forums: Advice: What are currently the powerful/optimized builds?Matt2VKhttps://paizo.com/threads/rzs2uh1d?What-are-currently-the-powerfuloptimized-builds#22017-07-26T08:03:40Z2017-07-22T01:26:26Z<p>A lot depends on what level your at plus the type of fight.</p>
<p>Melee is strong at low levels but weak at range or vs swarms. While the pure casters dominate the high levels. Then there are the "trick" builds (grapples and AoO are some examples) which can be super effective or wimps depending if they can "use" their tricks.</p>
<p>...so if there's a build type you're looking for, there's probably a OP build for it. Only question is "when does that build become effective"?</p>A lot depends on what level your at plus the type of fight.
Melee is strong at low levels but weak at range or vs swarms. While the pure casters dominate the high levels. Then there are the "trick" builds (grapples and AoO are some examples) which can be super effective or wimps depending if they can "use" their tricks.
...so if there's a build type you're looking for, there's probably a OP build for it. Only question is "when does that build become effective"?Matt2VK2017-07-22T01:26:26ZRe: Forums: Advice: Help me build the ultimate Dagger Pouncer! [PFS]Matt2VKhttps://paizo.com/threads/rzs2ugv7?Help-me-build-the-ultimate-Dagger-Pouncer-PFS#42018-01-19T21:22:28Z2017-07-19T23:00:41Z<p>Not a big fan of the Unchained Barbarian for one main reason.</p>
<p>You are fatigued for 1 minute every time you drop out of your rage.</p>
<p>There's just too many characters using min/level buffs that will try to get through a couple encounters before those buffs fade a way. So they'll either be dragging your fatigued self around with them or cussing and swearing at you as their buff timers tick down.</p>Not a big fan of the Unchained Barbarian for one main reason.
You are fatigued for 1 minute every time you drop out of your rage.
There's just too many characters using min/level buffs that will try to get through a couple encounters before those buffs fade a way. So they'll either be dragging your fatigued self around with them or cussing and swearing at you as their buff timers tick down.Matt2VK2017-07-19T23:00:41ZRe: Forums/Pathfinder First Edition: General Discussion: What non adventuring mundane gear do your chars carry?Matt2VKhttps://paizo.com/threads/rzs2ughm?What-non-adventuring-mundane-gear-do-your#62017-07-14T15:47:38Z2017-07-14T12:05:57Z<p>Fancy wine or very good ale, depending on the character.</p>
<p>So useful in a number of different ways by giving modifiers to a lot of different social skill checks. Run with it and see what you can talk the GM into giving you.</p>Fancy wine or very good ale, depending on the character.
So useful in a number of different ways by giving modifiers to a lot of different social skill checks. Run with it and see what you can talk the GM into giving you.Matt2VK2017-07-14T12:05:57ZRe: Forums: Advice: Picking a trait.Matt2VKhttps://paizo.com/threads/rzs2ufcc?Picking-a-trait#92017-06-26T15:10:57Z2017-06-26T06:20:31Z<p>You might also want one of the UMD traits. Lots of good 1st level utility wands (mage Armmor & Longstrider are examples).</p>You might also want one of the UMD traits. Lots of good 1st level utility wands (mage Armmor & Longstrider are examples).Matt2VK2017-06-26T06:20:31ZRe: Forums: Advice: Our first evil campaign, castle building, undead workers adviceMatt2VKhttps://paizo.com/threads/rzs2ubsg?Our-first-evil-campaign-castle-building#62017-05-04T12:28:19Z2017-05-04T09:21:35Z<p>About crafting the gems - somewhere, I believe in the crating rules, there's rules on how long it takes to craft a item per gp value. Better skill rolls, shorter time.</p>
<p>Some one on their team is going to need profession miner to run the mine.</p>About crafting the gems - somewhere, I believe in the crating rules, there's rules on how long it takes to craft a item per gp value. Better skill rolls, shorter time.
Some one on their team is going to need profession miner to run the mine.Matt2VK2017-05-04T09:21:35ZForums: Advice: 4 Feats = Fast Healing 6: Worth it?Matt2VKhttps://paizo.com/threads/rzs2ubil?4-Feats-Fast-Healing-6-Worth-it#12017-04-30T16:34:36Z2017-04-30T09:10:47Z<p>This is midnight rambling, so if this doesn't make sense, I'm posting half asleep.</p>
<p>Have a build idea for a H-Orc Spelleater Bloodrager. By using 4 feats of on the build, I can get something like Fast Healing 6. Without spending any feats, I have just Fasthealing 2.</p>
<p>Question is - Is it worth investing 4 feats for this?</p>
<p>Feat build at moment
<br />
1) Race: Endurance; Bloodline; Bloodrage; Fast Movement; Feat: Diehard
<br />
2) Spell Eater (Fast healing - Su); +1 BAB/Fort
<br />
3) Blood Sancturary; Feat: Fast Healer (get half CON for magical healing - Heal 4 HP while raging)
<br />
4) Blood Casting; Blood Power; Eschew Materials; Spells
<br />
5) Spell Eating (heal •D8 as swift); Feat: Raging Vitality (Heal 5 HP while raging)
<br />
6) Bloodline Feat: Power Attack
<br />
7) Spell Eater+ (Heal 6 HP while raging)</p>This is midnight rambling, so if this doesn't make sense, I'm posting half asleep.
Have a build idea for a H-Orc Spelleater Bloodrager. By using 4 feats of on the build, I can get something like Fast Healing 6. Without spending any feats, I have just Fasthealing 2.
Question is - Is it worth investing 4 feats for this?
Feat build at moment
1) Race: Endurance; Bloodline; Bloodrage; Fast Movement; Feat: Diehard
2) Spell Eater (Fast healing - Su); +1 BAB/Fort
3) Blood Sancturary; Feat: Fast...Matt2VK2017-04-30T09:10:47ZRe: Forums: Advice: Random encounters on well-travelled roadsMatt2VKhttps://paizo.com/threads/rzs2uas1?Random-encounters-on-welltravelled-roads#22017-04-18T20:06:16Z2017-04-18T19:43:12Z<p>You've pretty much have covered everything for a well traveled road. Only thing I can think of are bridges and government check points (example of something like the weigh stations on interstate roads in the US.)</p>
<p>You could also have a one off, special event section. Just dealing with rare 'happenings'. Stuff like a run away Royalty to a invading army.</p>You've pretty much have covered everything for a well traveled road. Only thing I can think of are bridges and government check points (example of something like the weigh stations on interstate roads in the US.)
You could also have a one off, special event section. Just dealing with rare 'happenings'. Stuff like a run away Royalty to a invading army.Matt2VK2017-04-18T19:43:12ZRe: Forums: Advice: GM Advice: Dealing with Broken Character/Jerk PlayerMatt2VKhttps://paizo.com/threads/rzs2uaq3?GM-Advice-Dealing-with-Broken-Character-Jerk#152017-04-20T13:44:13Z2017-04-18T03:51:53Z<p>This is a firm and fast rule for just about every table I've seen run -</p>
<p>The GM is always right.
<br />
If there is a disagreement, you have 30 seconds to try and convince the GM. Otherwise wait till after the game session is over with and you can talk with the GM about rules then.</p>
<p>If you do not like the way the GM is running the game, you have two choices -
<br />
(1) Leave the table. We're sorry to see you go.
<br />
(2) Stop arguing with the GM.</p>
<p>But as a GM it's also your responsibility to give clear, consistent rulings. Plus give the player a warning that you disagree with a action before the dice are rolled.</p>
<p>There have been a number of times where I was GMing and didn't know the ruling of something, tossed it open for a quick table discussion, then made my own ruling on it. Then after the gaming session looked up the rule or tossed up a post on the forums.</p>This is a firm and fast rule for just about every table I've seen run -
The GM is always right.
If there is a disagreement, you have 30 seconds to try and convince the GM. Otherwise wait till after the game session is over with and you can talk with the GM about rules then.
If you do not like the way the GM is running the game, you have two choices -
(1) Leave the table. We're sorry to see you go.
(2) Stop arguing with the GM.
But as a GM it's also your responsibility to give clear,...Matt2VK2017-04-18T03:51:53ZRe: Forums: Advice: Unchained Rogue: Am I crippling myself by NOT going TWF?Matt2VKhttps://paizo.com/threads/rzs2uajd&page=2?Unchained-Rogue-Am-I-crippling-myself-by-NOT#712017-04-17T18:04:28Z2017-04-16T17:37:07Z<div class="messageboard-quotee">Darksol the Painbringer wrote:</div><blockquote> <div class="messageboard-quotee">Fuzzy-Wuzzy wrote:</div><blockquote> <div class="messageboard-quotee">Roboctopus wrote:</div><blockquote> <div class="messageboard-quotee">Darksol the Painbringer wrote:</div><blockquote> Hmmm, that I don't know. Based on how Arcane Tricksters operate, probably not. </blockquote>Hmm. Others are saying on forums that they can do SA with Touch Spells... So it may still be useful... I am conflicted. </blockquote>I can't recall any rule saying that SA needs to be performed with a weapon. You need an attack roll and HP damage. No reason a touch spell wouldn't work. You're just applying your shocking grasp to a vital spot. </blockquote><p>It's not that the SA has to be performed with a weapon, it's that Sneak Attack is usually considered physical damage, which is affected by Damage Reduction.
<p>Granted, there is a FAQ regarding Sneak Attack with Scorching Ray, but I find that you still have to have the Arcane Trickster capstone in order to actually apply Sneak Attack to it, since that is the entire point of the Arcane Trickster capstone. </blockquote><p>Actually not true.
</p>
You can apply SA to any damage type as long as you make a attack roll and target allows SA damage.</p>
<p>The Arcane Trickster cap ability allows applying SA to ANY spell that deals damage.
<br />
Example: Spell - Fireball you can't apply SA damage, no attack roll. With Arcane Trickster cap ability that Fireball can now deal SA damage if targets are flat footed.</p>Darksol the Painbringer wrote:Fuzzy-Wuzzy wrote: Roboctopus wrote: Darksol the Painbringer wrote: Hmmm, that I don't know. Based on how Arcane Tricksters operate, probably not.
Hmm. Others are saying on forums that they can do SA with Touch Spells... So it may still be useful... I am conflicted. I can't recall any rule saying that SA needs to be performed with a weapon. You need an attack roll and HP damage. No reason a touch spell wouldn't work. You're just applying your shocking grasp to a...Matt2VK2017-04-16T17:37:07ZRe: Forums: Advice: Your "be prepared" list?Matt2VKhttps://paizo.com/threads/rzs2uahl?Your-be-prepared-list#122017-04-17T00:30:40Z2017-04-14T14:54:33Z<p>Brown pants...just for those "Oh, #%¥$!" situations.</p>Brown pants...just for those "Oh, #%¥$!" situations.Matt2VK2017-04-14T14:54:33ZRe: Forums: Rules Questions: Feather Fall and the CatapultMatt2VKhttps://paizo.com/threads/rzs2u9v1&page=2?Feather-Fall-and-the-Catapult#532017-04-10T07:04:05Z2017-04-08T04:44:13Z<p>YEP!</p>
<p>I'm still hanging around and chuckling over some of the posts in this thread.</p>
<p>It's also one of those items that if it gets mentioned, sooner or later, someone will go out of their way just to do something exactly like this.</p>YEP!
I'm still hanging around and chuckling over some of the posts in this thread.
It's also one of those items that if it gets mentioned, sooner or later, someone will go out of their way just to do something exactly like this.Matt2VK2017-04-08T04:44:13ZRe: Forums: Rules Questions: Feather Fall and the CatapultMatt2VKhttps://paizo.com/threads/rzs2u9v1?Feather-Fall-and-the-Catapult#42017-04-08T03:21:30Z2017-04-04T12:31:21Z<p>We were just joking around when this question came up.</p>
<p>Would feather fall even work on some one being tossed out of the catapult?
<br />
If so, how would it work?</p>We were just joking around when this question came up.
Would feather fall even work on some one being tossed out of the catapult?
If so, how would it work?Matt2VK2017-04-04T12:31:21ZForums: Rules Questions: Feather Fall and the CatapultMatt2VKhttps://paizo.com/threads/rzs2u9v1?Feather-Fall-and-the-Catapult#12017-04-08T03:58:57Z2017-04-04T10:34:47Z<p>This is a "just for fun" rule question -</p>
<p>A character is the 'missile' for a catapult.
<br />
What would the effects of this spell: feather fall be on that person as he's launched from that catapult?</p>This is a "just for fun" rule question -
A character is the 'missile' for a catapult.
What would the effects of this spell: feather fall be on that person as he's launched from that catapult?Matt2VK2017-04-04T10:34:47ZRe: Forums: Advice: Dealing with Chaotic Evil pcsMatt2VKhttps://paizo.com/threads/rzs2u9u7?Dealing-with-Chaotic-Evil-pcs#122017-04-04T15:25:34Z2017-04-04T08:17:48Z<p>The biggest issue is "all acts have consequences". If the player has a decent INT remind him of that. If a good INT, mention what some of those consequences might be.</p>
<p>Then let him figure out a way to escape those consequences while you as the GM figure out ways to make him suffer for his actions.</p>
<p>Your example of the tax collector is something that should have a BIG consequence. Government officials that deal with money that end up dead (or disappeared) brings serious investigations. Someone should have a wanted poster out on them very soon with a hefty reward for being turned in.</p>
<p>Impersonated a priest of a different religion could also have another serious consequence. Depending on what actions were taken while impersonating that priest. Remember deities are real in pathfinder and drawing the attention of another deity that might be unfriendly to your deity can be very unhealthy.</p>
<p>problem with this is these are all past actions and doing something like this retroactive can be bad for game play. Just bring it up and mention you'll be doing something like this for future game play.</p>The biggest issue is "all acts have consequences". If the player has a decent INT remind him of that. If a good INT, mention what some of those consequences might be.
Then let him figure out a way to escape those consequences while you as the GM figure out ways to make him suffer for his actions.
Your example of the tax collector is something that should have a BIG consequence. Government officials that deal with money that end up dead (or disappeared) brings serious investigations. Someone...Matt2VK2017-04-04T08:17:48Z