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Goblin Squad Member. RPG Superstar 8 Season Star Voter. Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. Organized Play Member. 2,217 posts. No reviews. No lists. No wishlists. 31 Organized Play characters.



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Goblin Squad Member

I have noticed something since EE 3 came out and was wondering if anyone else is having the same problem (or have I simply his a bad patch of random numbers).

When fighting NPCs that have archers, I have noticed two things.
1) They start interrupt attacks much earlier in the fight than in the past.
2) They seem to be interrupting much more often than before. I am under the impression that they have a 50% of interrupting with each shot, so pretty much every other spell or attack on your part will be interrupted. This is not what I have been seeing recently - 90% or more is what I am seeing.

A single archer interrupted my character more than 10 times in a row, then I managed to get a spell off, but it took 10 or so tries again before I could get a second spell of. This happened repeatedly since EE 3 went into effect.

So, is there a change to the way interrupt works?
Has anyone else noticed this?
Or have I hit a bad patch of random numbers?

Goblin Squad Member

I seem to be missing something in my understanding (or forgotten it).

When you cast spells, you use up power (the yellow bar on the health bar). It does not refresh on it's own like stamina and hit points. I was under the impression that it could only be recovered in town or inns/camps (not yet in the game).

Yet when spells were cast, and a return to town happened, the yellow bar didn't seem to be refreshing (this was before the server downtime so it is possible that it was/is a slow process).

Is there a specific place or way to recover power?

Is there a specific place to find out what you stamina and/or power totals are? Hit points are on the character sheet, but I am unsure where to find the others.

Goblin Squad Member

I was wondering if anyone had found a way to be able to access/use/receive the communications?

When I tab, I see them (they are usually under a table), but I can't seem to retrieve them : I have tried single clicks and double clicks on both mouse buttons.

It seems that they can be retrieved as I saw in one hex that one of the thirty had been retrieved. So, what am I doing wrong?

Goblin Squad Member

Yesterday while out gathering, I managed to get clobbered by an Ogre group spawn, and I died - no issue with that, I got to close trying to get some resources.

The problem that I had was that when I was raised at the Shrine, I was immediately attack by a large wolf pack (including at least one Alpha), which stunned me. Needless to say, I died again, was raised again, died again, repeated several times - until I managed to flee (guess I resisted the stuns).

I lost some gear due to the repeated dying, including my armor and a battle focus.

I cleared the wolves by killing one and running away, killing one and running away, etc. until I had cleared the Shrine area.

So, all that to say, is there code that ensures that there will be no spawn within detection range of a newly raised PC?
If so, should we be reporting when it isn't happening?
If not, is it in the plans to do so, or what is the reason that it isn't on the list?

Goblin Squad Member

I have the impression that I have looked at every NPC in a starter town and in a PC crafting settlement, but I haven't been able to find these two skills.

Where do I find Carpenter and Engineering skills?

Goblin Squad Member

Apparently I have been working with the wrong assumptions about what spells can go into a spellbook. My assumption was that the + of the spellbook limited the level of the spell, and that the higher tier spellbooks allowed more spell levels to be stored on the tab.

I diligently learned all of the needed skills, acquired the necessary materials (thanks to advice and help of the community) and made an introductionary spellbook +2, thinking that I would finally be able to put in the fireball spell that I learned so long ago. No such luck - I can't even put in level 2 spells.

So, the questions are:
For each spell level, do you need the same tier level spellbook (i.e tier 3 spellbooks for level 3 spells)?
So are we looking at very high tier goods for casters as compared to fighters?
Why is learning spells relatively inexpensive, but that getting a spellbook to actually put them in so difficult?
Has anyone been able to cast a level 3 spell yet? If so, how did it go (I am curious to see what a fireball or other level 3 spell actually looks like when cast and the effects)?

If the intent is to require a tier spellbook for each spell level, that is something that should be clearly indicated in the guide - it can be a little frustrating to spend the XP to learn the spells and such, but not be able to use them.

Goblin Squad Member

I am trying to figure out the crafting system, and make myself a spellbook.

To do so, apparently I need some "green".
Besides the goblin "bag of itchy stuff", what gathered resource gives you green? And where can I find those resources on the map?

Near Ozzem's Vigil, I have found some Yellow in:
Potent Weld Leaves
Potent Buckthorn Berries


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

As a lot of people seem to be missing the extra information provided in the Faction Status Reports - Year of the Demon that are found in the Faction Talk subforum of PFS, in the next revision of the Society Guide could a clear link be added to the small section entitled "Season 5 Faction Goals" on page 18?

Perhaps indicate that the forums should be checked regularly as they will be updated during the year as various Faction Missions get done (or not get done)?


5 people marked this as FAQ candidate.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I feel that the Eschew Material feat needs a small update/change.

Eschew Materials,CRB page 123 wrote:


You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

A strict interpretation of this means that you cannot use Eschew Material to cast Mage Armor, as it has a focus, rather than a material component. That focus is a piece of cured leather i.e. an item whose value is less than a gold piece.

I suspect that most people simply Eschew Materials to work for minor focus components (if people even think of it at all) or hand-wave or have a house rule.

So, my question is can we get a small change to the text?
That is, add a couple of words into the feat description:
Benefit: You can cast any spell with a material or focus component costing 1 gp or less without needing that component.

Possible complication: a wooden holy symbol costs a gold piece - so divine caster who took Eschew Materials could cast their spells without needing to present they holy symbol for most spells - which could lead to some interesting adventures/mysteries.

What does everyone else think?
Or what do the developers think?


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If you cast one of the Pit family spells and after your opponents fall in, seal off the top with a flat wall of stone, what happens when the floor of the pit rises up?

How much damage should be applied and what happens to the wall?

I am inclined to do one of two things.
1) Same damage as the fall and the wall is rubble, turning the area into difficult terrain.
2) The creatures in the pit take as much damage as it takes to break the wall (similar to falling on another creature) and the wall is rubble, turning the area into difficult terrain.

Thoughts?


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I am hoping that a few of you can verify if I have this correct.

A demilich is immune to magic that allows magic resistance.
It flys by way of magic (being only a skull).
All of it's powers are Supernatural or Spell-Like.

Anti-Magic Field does not allow magic resistance and it suppresses magical effects brought into it.
This means that the demilich could not fly (or move) or use it's powers on anyone while in the field.

So, a 12th level caster could keep the demilich suppressed for 120 minutes, leaving a lot of time and attacks by the rest of the group to chip away at the demilich, even with it's DR 20/-- defense.

Did I miss anything or get anything wrong?


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On page 72 of Ultimate Magic, there is a sorcerer variant called the Sage, where Intelligence replaces Charisma in determining class features.

Rather than getting an Arcane Bond, this variant gets an Arcane Bolt, usable a number of times per day of 3 + charisma modifier. Shouldn't this be 3 + Intelligence modifier?


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Has anyone started the AP on the ship?

Have the players and NPCs meet as the come on board at different ports, interact with each other (or not) and the crew?

If so, how did it go?


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I was expecting the Pathfinder Faction to have Ioun Stones in their Wayfinders, but none are listed in their gear. Nor have I seen Ioun Stones in the AP treasures that I have looked at so far.

Add in that the Serpent Folk apparently seeded Ioun Stones to lure futur slaves (see Eando Kline's story) revive them...

So, where are the Ioun Stones?


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Ran across a question from my last gaming session.

The Rogue was caught by surprise (missed a perception role) and was in the blast area of a dragon breathing on the group. My call as the GM was that Evasion and Improved Evasion do not function if the character is unaware of the attack (based in part on the fact that sleeping rogues do not the benefit from evasion -helpless condition).

I was wondering if anyone has seen an official ruling on this in previous editions, or if one of the powers that be at Paizo would care to wade in.


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As there is a thread in the rules request section of Pathfinder but no official response, I was hoping that Josh would provide rulings for PS play.

Spiked Gauntlet quesitons

A summary of the questions are:
Can a spike gauntlet be used for Attacks of Opportunity (AoO) if the wearer is wielding a two-handed weapon (reach weapon was the issue).

Can the wearer of a spiked gauntlet hold a dagger or other one handed weapon/item and still attack with the spiked gauntlet?


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In the Gods and Magic book, the twenty major Gods each have a paragraph that allows minor modifications to their divine casters.

Ex: Erastil's clerics and druids are all proficient with shortbows and longbows. As well, some spells are usable from other caster lists.

Ex: Sarenrae worship allows for clerics to pray for flame blade as a second level spell.

Is this legal for PFS play?


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There are several differences between Dimension Door and Abundant Step, such as the monk not being able to take anyone with them and that it is a move action to use it.

What would the point be to changing it to a move action if the monk could not also take a standard action afterward?


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Extensive guidelines for continuing the campaign after the end of the AP? Will this be a lead in to high level play, past 20th level?


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I'm looking forward to the streamlined mass combat rules!


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I have found that there are a lot of good ideas and ways to make high level play easier, but those ideas are not circulating very much.

I would like this thread to be ways that players and GMs have found to facilitate high level play.

1: Pay attention. All the players need to pay attention even when it is not their turn. This way, when their turn comes around, they know what is going and have decided on what they are going to do.

2: Have characters automatically delay if the player has not been paying attention or has not decided what they are going to do on their turn.
Variant: Get an egg timer or a stopwatch. Players have a set amount of time to take action or get forced into a Delay.

3: Have the player make a spell book, which has all the spells that their character knows, with the spell descriptions, the variables already worked out for their level, etc… This will have the information handy so that if they need a quick reminder, they don't have to look it up in the Core book.
Variant: The free spell cards that Caedwyr is working on. The mages select the spell cards for the spells that they have memorized and have them in front of them.

4: Those with multiple attacks with variables (power attack, favored enemy, bane weapon, etc...) have all the variables worked out ahead of time, so that in the fight, they only have to add the appropriate number to the attack roll.

Ex: A 9th level ranger with Favored Enemies (Evil Outsiders +4, Aberrations +2 with a Demon Bane Short Bow +3 (composite short bow with evil outsider bane, strength modifier +3)

Ranged Attack
Demon Bane Short Bow +3
Base 9, Dex +3, Magic +3, Misc +1+2, Total +18/+13
Point Blank, Misc +1, Total +19/+14
Rapid Shot, Misc -2, Total +16/+16/+11
PB and RS, Misc +1-2, Total +17/+17/+12
Evil Outsiders +6
Aberrations +2

Damage
Demon Bane Short Bow +3, 1d6+6
Point Blank +1
Evil outsiders +2d6+6
Aberrations +2

5: Group those massive d6 damage rolls into '10s'. 6+4 is a 10, 5+5 another 10, 2+4+4 another 10. Boom. 30 points. Makes the totaling of those Disintegrate spells go amazingly fast. This works for most dice sizes.

6: Roll multiple dice, attack rolls and the damage dice, at once, so that you can determine which hit and for how much damage at a glance. The red D20 and D8 are for the first longsword attack, the orange set the second, the blue set the third, etc.. Keep the same order of colors for all of your attacks from one game session to the next.
Variant: GMs, do the same with monsters. The red dice are for the dragon bite, the 2 orange for the claw attacks, the 2 black for the wing attacks and the green for the tail slap.
Variant: For the technically inclined, have the computer do it for you.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

In the Beta, it states that barbarians cannot enter rage while fatigued.

Ray of Exhaustion causes fatigue even if you pass the save.

Could any of the writers provide me with a bit of guidance on what happens to a raging barbarian when they are hit by a ray of exhaustion? Does the rage stop? Are the effects of fatigue (or exhaustion) applied but the rage continues?


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I have no problem with Arcane Bond. I do have a few questions/clarifications.

I am assuming that the item detects as a magical item.

I am assuming that it detects as a magic item even when it is not in the hands of its "owner".

I am assuming that it would lose it's magic if the "owner" created a new arcane bond. (Rogue steals the arcane bond, then knows when the spellcaster has created a new one when the old one loses it's magic).

I am assuming that an arcane bond loses it's magic when the caster dies. This one is tricky, as you have to allow for raising and such. I am thinking of saying it stays magical until all raising possibilities have elapsed, or DM decision, or the player says that they do not want their char raised.

So, what about a lich? It is dead, will not be raised (well, it hopes not), but its arcane bond should work.....

Could there be clarifications for this?

If there are, and I have missed them, could someone please point me in the right direction?


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From what I am able to put together from the AP, Emporer Xin ruled for 110 years, then the Runelords ruled for several hundred years.

I am working under the assumption that each Runelord thought that they would be best as Emporer, and only slowly did the system go from Runes of Virtue to Runes of Vice.

Apparently when an apprentice took over from the previous Runelord, they took the name and titles from the rapidely cooling corpse. Well, at least the last Runelord of Greed did.

But, I was curious as to how long the Empire lasted, before it was blasted into oblivion.


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Could this spell also be included in the clerical spell list? With the name changed from Mage's Privacte Sanctum to simply Privact Sanctum?

As well, could the "no sound" component be optional?

And perhaps have the "permanency" option changed to allow a 10th level caster to make it permanent, rather than a 13th level one?

This would allow a little more versatility, and it would help a bit with the scry/teleport problem that some have identified.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Would it be reasonable to have a mage version of this spell?

One that would not have the alignment component?

Perhaps as a 5th level spell, as it is less powerful that the clerical version. As well, it would be similar to the invisibility/see invisibility spells (spell vs spell defense).

Perhaps have attuned items that would allow teleportation to work in that area (all kinds of adventures around getting/recovering an attuned item), with a similar cost as the password from the clerical version, for each item.

Of course, there would need to be an expensive material component, say diamond dust, to replace the holy water and incense. This would also not invalidate the higher level spell of dimension lock (which has no material component).


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Would it be possible to have the alignments portion of this spell modified a bit?

1) allow this portion to be optional. To allow the caster to decide that they do not want to include it in the spell.

2) To allow the caster to allow certain items act as the "password", such as a ring or badge? Each item would need to be attuned to the ward, for a similar price as including a password. Items could be attuned at a later date by the original caster, or a caster from the same god (perhaps even a lower level caster).

This would help a bit with the scry/teleport problem that some have identified.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I was wondering why of the 6 second level attribute enhancing spells, Bear's Endurance is the only one without a material component for mages?

Bull's Strength has hair or dung
Cat's Grace has fur (why no dung?)
Eagle's Splendor has feathers or droppings
Fox's Cunning has hair or dung
Owl's Wisdom has feathers or droppings

Is there any reason why they all shouldn't have a similar material component? That is hair/feathers or dung/droppings?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I may be missing it, but what are the rules for making Masterwork Ammunition? Where can they be found?

It doesn't seem reasonable to have the cost for each arrow increased by 300gp. Nor does it seem reasonable to charge that 300gp for a quiver full (20 or 40 arrows), as they are usually one shot items, used once and then considered lost or broken.


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Well, the player of the Paladin was the one who got caught by Ven. IT was hilarious. Ven was able to call into question the state of the Paladin's soul, his integrity and his general honesty.

Ven refused to sell anything to anyone in the group.

When the group found the hat of disguise in the Skinshaw Murders, their first reaction (all of them), was "Alright, we can buy stuff in the store now!". This was followed by, "hmm, we can also get anyone banned from the store, just by letting Ven see "them" hand over goods to us".


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I have always been curious why Forge Ring has a requirement of caster level 12?

Is there any reason why it can't be brought to a lower level, say 6?


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I was wondering what the rational was for having these two feats have a "swift action" requirement?

And, is that rational still valid?

I cannot really see a reason to put that kind of handicap on these feats.
You either need to dip into a more martial class (barbarian, bard, cleric, druid, fighter or paladin), or spend an additional feat before you can get either of these feats (light and medium armor proficiency).

Am I missing something?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Morning,

I was wondering if I could find out where my order has wandered off to.

I received an email at the end of September (29th), saying that my order would be shipping in the next week. I have not received that email, nor have I received my physical copies, but I do have access to the PDFs.

So, any idea on where my physical copies are, or when they should be arriving at my door?

Thanks


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I think that clerics should get 4 skill ranks per level.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

There has been a bit of discussion on dimension hop, and a couple of clarifications would be nice.

Is it similar to Dimension Door (can't do anything for the rest of the round) or is it similar to Teleport (miss chance error)? Personally, I see it as similar to Dimension Door.

I believe that it should also have the same provision for creature size, that is that large creatures should count as two medium creatures.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I have been involved in a few discussions, both here and in the real, concerning fighters and how well they function at mid to high levels.

I believe, that for the most part, fighters work well at all levels. However, a few minor tweaks might make them not only more attractive, but encourage people to play them all the way to 20th.

1) Class skills to 4 ranks per level
Fighters are pretty well the only class that did not gain any benefit from the skill consolidation. Rogues get 8 skill points, and benefit from 6 of the consolidations. I, among others, have had all the classes have gain 4 skill ranks per level, with no adverse effects, quite the opposite.

2) Increase Will save to a good save
One of the biggest annoyances with playing a martial class, is when you get charmed by the opposition. Having a stronger will save would help on this.
And/or at 8th level, have a new class feature, Dutiful or such, add in ½ class level to saves vs mind affecting spells/abilities.

3) Damage Reduction, have it be incremental, every 4 levels increase by 1. This will show the fighter's toughness gradually, rather than all at once.

4) Perhaps allow accelerated healing, due to their endurance/stoic nature/training, based on their class level, say add in .5 to the multiplier every 5 levels. This means that at 20th level, a fighter heals up naturally 3 times faster than a non fighter.

I do not believe that any of these will change the fighter in any radical way, nor affect combat in a large way, except passively.

What does everyone else think?

Hmm, looks like the thread monster got the first attempt at doing this.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I have been involved in a few discussions, both here and in the real, concerning fighters and how well they function at mid to high levels.

I believe, that for the most part, fighters work well at all levels. However, a few minor tweaks might make them not only more attractive, but encourage people to play them all the way to 20th.

1) Class skills to 4 ranks per level
Fighters are pretty well the only class that did not gain any benefit from the skill consolidation. Rogues get 8 skill points, and benefit from 6 of the consolidations. I, among others, have had all the classes have gain 4 skill ranks per level, with no adverse effects, quite the opposite.

2) Increase Will save to a good save
One of the biggest annoyances with playing a martial class, is when you get charmed by the opposition. Having a stronger will save would help on this.
And/or at 8th level, have a new class feature, Dutiful or such, add in ½ class level to saves vs mind affecting spells/abilities.

3) Damage Reduction, have it be incremental, every 4 levels increase by 1. This will show the fighter's toughness gradually, rather than all at once.

4) Perhaps allow accelerated healing, due to their endurance/stoic nature/training, based on their class level, say add in .5 to the multiplier every 5 levels. This means that at 20th level, a fighter heals up naturally 3 times faster than a non fighter.

I do not believe that any of these will change the fighter in any radical way, nor affect combat in a large way, except passively.

What does everyone else think?


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Any chance anyone at Paizo could clarify this?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I may be missing from something, but I can't seem to find the skill speak language anywhere on the character sheet.

I can find a place to record which languages are known, but not where you record the number of skill points spent on it.

Does this mean that we just spend the skill points, add the languages, and hope that down the road that we remember where the points where spent when someone (or us) looks over the char sheets?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Out of curiosity, what kind of mapping software does Paizo use?


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Well, it's true.

While I was in getting my free copy of Revenge of the Kobold King, someone clipped my car in the parking lot.

It took 4 days to fix the car, and the total bill (including car rental) cost me $1205.95.

I think that next year I may get the free PDF and pay to have it nicely printed and bound. I do believe that it will cost me a bit less if I do it that way.
:)


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Has there been any consideration given to using 6 sided hexes instead of squares for the battle maps?

Part of the reason that I am asking is that it seems inefficient and clumsy/cumbersome to handle diagonal movement with the 1-2 method.

A 5 foot hex would eliminate this issue/problem.


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Any plans on providing an update for either Alpha 3.0 or the Beta, for the optional class features offered in the Gazetteer?


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I will start off acknowledging that I prefer the fixed DC for acrobatics. I kept an open mind about the changes, and ran it thru a few scenarios. I set up fights between fighters of the same level, with one fighter being designed as a nimble fighter, in light armor of a chain shirt, with a high dex of 16.

At 1st level:
Acrobatics check:+1 rank, +3 dex, -2 chain shirt: Total modifier is +2
Vs DC: 15 + Bab (+1): Total DC is 16
Result: needs a 14 to succeed, a 35% chance of success, in an unobstructed space.

If you add in any kind of terrain, the chances go down drastically
lightly obstructed: DC is 18, need a 16, 25% chance of success
Severly obstructed: DC is 21, need a 19, 10% chance of success

Old system: DC 15, with a result of: needs a 13 to succeed, a 40% chance
Terrain modifiers: light: DC 17: 30% chance of success
Sever: DC 20: 15% chance of success

At 3rd level the armor check penalty goes down by one.
Acrobatics check:+3 rank, +3 dex, -1 chain shirt: Total modifier is +5
Vs DC: 15 + bab (+3): Total DC is 18
Result: need a 13 to succeed, a 40% chance of success, in an unobstructed space.
Lightly obstructed: DC 20, 30% chance
Severely obstructed: DC 23, 15% chance

Old system: DC 15, 55% chance of success
Lightly obstructed: 45% chance
Severely obstructed: 30% chance

At 7th level the armor check penalty goes down again
Acrobatics check:+7 rank, +3 dex, -0 chain shirt: Total modifier is +10
Vs DC: 15 + bab (+7): Total DC is 22
Result: need a 12 to succeed, a 45% chance of success, in an unobstructed space.
Lightly obstructed: DC 14, 35% chance
Severely obstructed: DC 17, 20% chance

Old system: DC 15, 80% chance of success
Lightly obstructed: 70% chance
Severely obstructed: 55% chance

For trying to move thru an enemy’s space, decrease the chance of success by 25%.

In my experience, most fights happen in lightly or severely obstructed terrain. An example of that is in RoRL, Skinshaw Murders. Foxglove Manor, the fights happen in caverns (severely obstructed), Foxglove Townhouse has been trashed (lightly to severely obstructed), Seven’s Sawmill filled with dangerous machinery (severely obstructed), Shadow Clock, Scarecrow’s Lair is filled with rubble (severely obstructed), the Bells have chains, ropes and gears (severely obstructed), the Angel has a filthy conical rooftop (lightly obstructed and severely inclined).

Please note that even a class that has acrobatics as a class skill, such as the rogue, again wearing a chain shirt, only has 15% better chance of success at 1st level, a 10% better chance of success at 3rd level, and a 5% better chance of success at 7th level.

Also, please note that there needs to be a skill check for each opponent that could get an attack of opportunity against you. This, in my opinion, drastically reduces the chance that a character will be able to use the skill to move thru/around opponents, without attacks of opportunity being used against them.

Conclusion: The changes have increased the difficulty too much for the skill to be worthwhile for any class. The nimble fighter never really get’s close to an even chance of succeeding, and it only get’s much worse as terrain penalties are added in.

Expected argument:
I expect that some will indicate that they can take skill focus: acrobatics and the acrobatic feat, for an extra +5 for their skill checks, an 25% chance of success.

Counter argument: In that case, the character would be better off taking dodge and mobility, as they use up just as many feats, and not only do they give a 100% chance, but you can run with mobility (120 feet of movement, compared to 25 feat of movement with acrobatics). By taking mobility, you might as well take as heavy armor as possible, as there is no penalty to movement checks for doing so (yes, I know, besides a lower movement rate). To me, this takes away from the whole concept of a lightly armored, nimble fighter.

Recommendation:
Return the DC to the old system. A character needs to be fairly high level to have a 100% chance of success to move past opponents (level 11 for a 16 dex rogue in chain shirt, and level 12 for a 16 dex fighter in chain shirt), and to move thru opponents it is even higher (21 for a 16 dex rogue in chain shirt, and level 22 for a 16 dex fighter) and that is only in clear, unobstructed, dry, non-slippery spaces. Once you add in terrain modifiers, they need to be even higher.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Are there any plans to have rules that will allow someone to start off with a multi-class character at 1st level?

How does Paizo see a starting a character that is a fighter/wizard, or any other combination?

I do know that there were rules for that, for 0/0 level characters, but I do not know if they are OGL or not.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Since a few of the Paizo staff are on the boards right now, any chance of this being answered?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Are there any plans on having some of the Adventure Paths that have already been published, placed in Golarion?

That is, will there be a way to buy the PDF for these older APs? SCAP, Age of Worm, Savage Tide, etc..?

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