Green Dragon

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Goblin Squad Member. 178 posts. No reviews. No lists. No wishlists. 2 aliases.




I've just started playing PF2, and I was wondering what is the balance here? Most 3.X+ games skew aggressively towards casters, and the Focus Spells are an interesting call-forward of 4e's per-encounter powers. However, martial classes do not have these, and I fear it will again skew fighters towards the lower realms of play.


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Maybe I'm approaching Starfinder from the wrong perspective, but I love a good sci-fi RPG, especially one that has a lot to do with starships.

Starfinder, unfortunately, seems to be rather weak in this area. Some of the scaling issues bother me, specifically making a light carrier isn't really possible, because the hanger bay just cannot fit on ships smaller than gargantuan, the increasing difficulty of combat actions as you level up, and the gamey "can't cross BP with credits".

As I said above, starship combat doesn't really work in Starfinder, in that as you level up, it becomes increasingly harder to successfully pull off skill checks. For example, balancing shields requires a DC 15 + 2 x tier level check to succeed.

Let's take a sample tier 4 ship with a 4th level science officer. He has 4 ranks in computers, he gets a +3 bonus, a +3 from his stats, along with a computer that adds +3 to his check. So he must roll a DC 23 Computers check to succeed, and is rolling with a +13 bonus, he succeeds 55% of the time. The ship is currently spending 8% of it's BP on the computer.

Taking this same ship across all levels/tiers, and keeping the same computer budget means that we generate a curve of success chances. It ranges from 60% at level one, all the way down to 5% chance of success at level 20. I have baked in better computers, ranks, ability point increases, etc. Here's the chart.

Now, this trend could be countered by picking up skill focus and magic items to boost your ability scores, but that will cap out at a total +5 over all 20 levels, so you end at a 30% chance of success, still down from a high total of 75%.

All in all, the fact that it becomes progressively harder to succeed is very irritating from a starship combat/roleplay/utility point of view. You average losing ~2.5% chance of succeeding per level (but this is a bit false, there are just some levels where you don't lose any chance, but most levels step it down by 5%).

Lastly, this doesn't take into account the need for multiple crewmen to be using the computer's bonus, but unfortunately again, the math just doesn't work out. You have to double the amount of BP you are willing to spend in order to make it to where a single other player can gain that bonus. Here is the success rate without the computer's bonus.

To put it another way, without paying at least 16% of your budget, only a single player can have the bad chances above. However, it simply isn't possible after level 15 for 3 players to gain the bonus, even though Engineers make a DC 15 + 2 x Tier check, as do Captains.

All in all, the math of the crew actions work poorly, as does many of the features of the starship design and creation.


I just found out about this game, and have read some of the lore that I can find, but I must say that I am disappointed that the PF races won't be included (as far as I can see) in this game.

Will I be able to just shove Elves/Dwarves into this game, or will it require some tinkering, or a whole rework?


I have a party of 3rd level characters that will be adventuring in an area consisting of mountainous, underground, and a mushroom forest. We've all been playing PF since it dropped.

What are some uncommon monsters or interesting enemies to throw at them from CRs 2-6?

Bestiaries I-V only, or Codexes, or Ultimates. I don't like much splat.


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From the Core Rulebook: (spoiler to save space)

Spoiler:
A character in very hot conditions (above 90° F) must make a Fortitudesaving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters
as well (see the Survival skill in Chapter 4). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.

Now, not to go all anecdotal on everyone, but I'm totally going anecdotal. I live in Arkansas, and work at a summer camp teaching a variety of ranchy-things. Neither I, nor my kids, who spend 10+ hours in the sun, have ever fallen unconscious. Temperatures are routinely above 90 degrees F, and have gone over 110.

I just don't know if Paizo doesn't know about how the South is during the summer, or if this is a deliberate (if silly decision.)


I don't care what class it is, and I have access to "all the books".

A fool of a friend of mine is DM'ing a game at our university. He challenged me to "bring my A game" for his session. I'm bringing everyone's A game.

Level 1. Stats are: either 16, 14, 13, 12, 10, 10; 4d4, dropping the lowest (I don't get this one); and 1d20+2 per stat.


What are some the "niches" found in the game? Obviously there are a few that spring directly to mind, but I am wondering what everyone else thinks of as distinct and unique niches to be filled in games.

  • Non-magical Damage Dealer; e.g. Fighter, Barbarian, Monk and Rogue, Ranger
  • Out of Combat Utility; Bard, Rogue, Wizard, Cleric, Paladin in some builds
  • Magical Damage; Wizard, Sorcerer, Cleric

I basically see a 3 point system as the above, with all classes lying somewhere inside a triangle bound by those three points. Thoughts?


I've seen some people claiming kukris are the best for dealing damage, however, this isn't true according to the numbers I've crunched.

Link


I am the DM (GM?) of two separate games right now, one of which is homebrew, and the other of which is the Rise of the Runelords Anniversary Edition. I wasn't sold on using Adventure Paths until one of my player's bought me that book. (As a nice bribe to get me to DM for him.) Now, another batch of players is petitioning me to start a third game. I don't have the time to homebrew this game. (At least, not if they want it before 2017.) And so I'm looking into getting another Adventure Path.

That being said, I have done some preliminary looking abouts, and I don't think Kingmaker is for this group. (And I personally don't want to do another Runelords game.) So, what is a good adventure path, the group RPs well, so that isn't an issue. Keep in mind I would like some small reason why you liked the game. (Not trying to be difficult, but more than simply 'its good' would be helpful.)


Core Rulebook wrote:
There is no such thing as an off-hand attack for a monk striking unarmed.
Core Rulebook wrote:

Starting at 1st level, a monk can make a f lurry of blows as a full-attack action. When doing so he may make one additional

attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fight ing feat(even if the monk does not meet the
prerequisites for the feat).

As such, we are having an argument. Firstly, I would like to request that a Paizo employee field these questions as many other players across many other forums have chimed in with their answers, and we are looking for an official ruling. Not to say that non-employees can't answer, just that I would love a response from Paizo.

ALPHA: Can the monk make off-hand attacks? I say no, but my friend claims, "it says there is no such thing as off hand attacks because monks can make only main hand attacks." Sounds sketchy to me, but here we are asking.

BRAVO: Can flurry stack with normal attacks, i.e., can the monk attack at his +0 BAB, then make his two flurry attacks? That would generate either 3 attacks (assuming no off-hand attacks), or 4 attacks (main+off+flurry).

Again, I come down on the side of the monk gets 1 attack at 1st level at 0 BAB, or two attacks using flurry at -1/-1. But lets see how Paizo says!


There is an argument going on about this fact on another board. Some are claiming +6 is the max, but +14 seems to be the max according to the rules.

Quick Quotes for supporting more than +6
The items listed in the core rulebook only go up to +6, but never suggest that they cannot be created to have higher bonuses. Also, on the magic item creation table at the end of Ch. 15, it lists the equation for creating items with ability bonuses (bonus squared X 1000), but does not list a maximum. Because the maximum value a magic item can have is 200,000gp, a +14 headband of inspired wisdom (196,000gp value) appears complete rules legal.

Why give us the formula for making a magic item, if the only magic items with enhancement bonuses we can make are the ones in the book?

The CR clearly shows how to make an item with an enhancement bonus, and give us a cap of 200K for a magic item, but nowhere that I can find in 3.5 or PF does it say, "But for ability scores, you may only use the book's pregenerated content."

Why give it if we can't use it?


Deflect Arrows:
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it.

Snatch Arrows:
When using the Def lect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use.

Throw Anything:
You are used to throwing things you have on hand. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Monk catch bullets, throw them back?


Character Name: Horus the Heretical Warmaster
Alignment: CE
Race: Human
Character Level: Gunslinger 5

Str: 7 (-2)
Dex: 16 (+3)
Con: 16 (+3)
Int: 10 (+0)
Wis: 20 (+5)
Cha: 7 (-2)

HP: 56
Base Speed: 30
Armored Speed: 20
Initiative: +7
AC: 20
Touch AC: 13
Flat-Footed AC: 17
DR: -
SR: -

Fortitude: 7=3+4
Reflex: 7=3+4
Will 6=5+1

Base Attack Bonus: +5
CMB: 3=5-2+0
CMD: 16=5+3-2+0+10

Weapon: +1 Frost Musket
Attack Bonus: +9
Critical: x4
Type: B and P
Range: 40 (Max 200)
Ammunition: Paper Cartridges
Damage: 1d12+1d6+1
Misfire Value: 3

AC Items: +1 Breastplate
Bonus: +7
Type: Armor
Check Penalty: -3
Spell Failure: 25%
Weight: 30 lbs
Properties: +3 Max Dex

Skills:
Craft (Alchemy): 8=0+5+3
Perception: 13=5+5+3

Feats: Improved Intiative, Rapid Reload, Secret Stash, Signature Deed (Secret Stash), Deft Shootist

Special Abilities: Deeds, Grit, Gunsmith, Bravery +1, Deeds, Gun Training

Gear: +1 Frost Musket, Gunsmith's kit, +1 Breastplate, 20 Paper Cartridges

Money: 680

Notes: Bought a Gunsmith's kit. Bought Breastplate. Used secret stash to level up without paying for any shot or powder. Then repaired his musket to MWK quality for 300 gold. He then had it enchanted to +1 and Frost. Used his craft skill to make 20 doses of paper cartridges. Sold Breastplate. Bought MWK Breastplate. Had it enchanted to +1.

Character Name: Roboute the Gillyman
Alignment: LG
Character Level: Fighter (Archer) 5
Race: Human

Str: 16 (+3)
Dex: 20 (+5)
Con: 16 (+3)
Int: 10 (+0)
Wis: 7 (-2)
Cha: 7 (-2)

HP: 56
Base Speed: 30
Armored Speed: 20
Initiative: +7
AC: 20
Touch AC: 13
Flat-Footed AC: 17
DR: -
SR: -

Fortitude: 7=3+4
Reflex: 6=5+1
Will -1=-2+1

Base Attack Bonus: +5
CMB: 8=5+3+0
CMD: 21=5+3+3+0+10

Weapon: +1 Frost +3 STR Composite Longbow
Attack Bonus: +11
Critical: x3
Type: P
Range: 115 (Max 1150)
Ammunition: 60 arrows
Damage: 1d8+1d6+7

AC Items: +1 Breastplate
Bonus: +7
Type: Armor
Check Penalty: -3
Spell Failure: 25%
Weight: 30 lbs
Properties: +3 Max Dex

Skills:
Climb*: 10=3+4+3
Perception: 1=-2+2+1
Swim: 10=3+4+3

Feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Improved Intiative, Point Blank Shot, Far Shot, Rapid Shot, Precise Shot

Special Abilities: Hawkeye, Trick Shot (Disarm), Expert Archer

Gear: +1 Frost +3 STR Composite Longbow, +1 Breastplate, 60 arrows

Money: 630

Notes: Bought Composite Longbow. Bought arrows x5, used them to level up. Bought Breastplate. Sold Breastplate. Bought MWK Breastplate. Had it enchanted to +1. Sold Composite Longbow. Bought MWK +3 STR Composite Longbow. Had it enchanted to +1 and Frost. Bought arrows x3.


Hey Paizo Devs. Great work bros. Keep it up.

Guns in a Magical Setting: I said in the last Idle Thoughts that guns would not evolve in a world where there is access to magic (for the why behind that, see the previous thread.), and I stand by that. But hear this, the new ability in the rules to decide what level the guns are at is awesome. I'm going to claim to all my friends, much like the Pickle Reference, that was a shout out to me and my astounding rhetorical skills. Now again, while I think that guns have no bloody place being half as good as they are, we now have a way to deal with that. Again, thanks men (and women?).

Damage Reduction: I am still unclear as to this. Does it bypass or not? I know the community at large has an answer, but I haven't seen one yet from Paizo. If you have already answered, then please, call me out.

Weakness and Cost: You guys did a very nice job tying all the problems of expense and early gun selling. The new guns ability to hold more than one shot is also wonderful, but I wonder what the rules are for reloading a revolver, i.e., a move action per cylinder, or what.

Not a Fighter-Class: You know me. I've got to criticize. I don't like this. I think that the gunslinger should be a fighter alternate class, just like the Samurai and the Ninja are still alternate class.

All-in-all. Awesome. Thanks for listening. Now go ahead and bash me.


Marmoulak

Sometimes confused with Kobolds, Marmoulaks are a lizard-like race, but the similarity with Kobolds end there. Lovers of knowledge, Marmoulaks are a calm race, given to artist pursuits or academic research, earning them a reputation as sedate and serious thinkers. This is not always the case however, as some Marmoulaks find life outside of towns and universities more to their liking. Where ever they go, Marmoulaks are often seen as wandering wise men, much to the amusement of less than trustworthy Marmoulaks.

Physical Description: Marmoulaks size just bigger than dwarves. Often called thin or spindly, Marmoulaks have a definite lean appearance to other races; a Marmoulaks considered fat by their peers are considered healthy looking by other races. The coloration of a Marmoulak's skin varies from a dark blue to a light tan, and there are persistent rumors of white Marmoulaks. The skin itself is usually compared to snakes' scales, but Marmoulaks do not shed and will take offense at the suggestion. Males are shorter than their female counterparts, but have a small frill, usually less than a foot in length, tucked flush against the neck that can be, in times of stress or in an attempt to look larger, rose to stand out from the sides of the head.

Society: Marmoulaks are usually organized into a strict hierarchy determined by age and by gender. Elder female Marmoulaks will often lead a group of Marmoulaks, and be addressed as 'Learned'. Elder males are also afforded position of respect and power, and are advisors to the matriarch and other Marmoulaks. While the old are revered, the youth are also deeply cared for. The youth are generally well educated and encouraged to deepen the pool of Marmoulak knowledge. Sometimes, a Marmoulak will rebel against this rigidity and sedateness, many times a young male, and will strike out on his own.

Relations: Marmoulaks have a hard time understanding the mindset of the more brutal or flighty races such as the Gnomes, Halflings, Half-Orcs, and many humans. Gnomes and Halflings sometimes find a kindred spirit in a wandering Marmoulak or with the Marmoulak's curiousness and inquisitiveness. Marmoulak relations with the Elves are often based on cultural or academic bases, as the Elves' fascination with nature is considered odd and off-putting. Dwarves are seen as rational and calm partners due to their stoic lifestyle, but their choice of a dangerous habitat has impeded trade and relations. With humans and Half-Elves, the Marmoulaks are more cautious than around the Elves or Dwarves, but the humans’ innate curiousness and willingness to accomplish goals has made the ties between these races strong.

Alignment and Religion: Marmoulaks do not have a deity that they can call their own. Most Marmoulaks do not bother with religion at all, but those that do often approach it from a philosophic standpoint and find most in common with the God Irori. Most Marmoulaks are lawful neutral, preferring to continue gathering knowledge than defend any moral stance.

Adventurers: While most Marmoulaks would rather stay cloistered in a library or town, the occasional Marmoulak ventures into the wider world. Often working as historians, researchers, or poets, Marmoulaks are usually motivated by a desire to find new knowledge or interesting places. Combat is generally looked down upon; so many Marmoulak adventurers tend toward bards or wizards.

Male Names: Cyrus, Darius, Gulzar, Kas, Mahtab, Rustam, Sardar

Female Names: Dara, Ishtar, Lale, Marwa, Nafeesa, Pari, Shahana

Marmoulak Racial Traits
+4 Intelligence, -2 Strength, -2 Constitution
Medium: Marmoulaks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Marmoulaks have a base speed of 30 feet.
Darkvision: Marmoulaks can see in the dark up to 60 feet.
Cold Blooded: Marmoulaks receive a +2 racial bonus on saving throws against environmental dangers and damage.
Flexible: Marmoulaks receive a +2 racial bonus to escape artist skill checks.
Poison Resistance: Marmoulaks receive a +2 racial saving throw bonus against poisons.
Reptilian: Marmoulaks count as members of the reptilian subclass.
Scales: Marmoulaks receive a +2 natural armor bonus.
Smooth: Marmoulaks receive a +4 racial bonus to Combat Maneuver Defense when resisting a grapple or sunder attempt while standing on the ground.

VITAL STATISTICS:

Random Starting Ages:
Adulthood: 26 years
Barbarian, Rogue, Sorcerer: +2d4
Bard, Fighter, Paladin, Ranger: +2d8
Cleric, Druid, Monk, Wizard: +3d8

Aging Effects:
Middle Age: 70
Old: 105
Venerable: 158
Maximum Age: 158+6d20

Random Height and Weight
Base Height:
Male: 3 ft. 6 in.
Female: 3 ft. 9 in.
Base Weight:
Male: 45 lbs.
Female: 60 lbs.
Modifier: 2d6
Weight Modifier: x1


Does Low-Light Vision still apply, it mentions that creatures with Darkvision can see in an area of dim lighting or darkness. What about low-light however?
With the spell darkness, wouldn't creatures with low-light still be able to see into the low-lit areas of the spell?

Also, what does it mean when it says that "Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day." Does that mean they take no penalties when fighting in dim conditions?


Let me start this off by saying, I think you guys are doing great. I think that the Gunslinger is an interesting idea, and comically enough, members of my game that I'm GM'ing had previously expressed an interest in playing a gun-class.

That being said, here are a couple of points that I would like to see in the next play-test.

1: More guns. The majority of the argument seems to be about how weak the guns are. If the guns are Post-Napoleonic it wouldn't be a huge leap to see rifled, break-over, cartridge fed guns. That would fix range and reload rates.
2: More deeds. I've mentioned it a few times, and I've seen a few others mention it.
3: A swift glance over Ashiel's gunslinger. I like it, but please, don't feel like I'm telling you to copy-paste his over yours. You people make the bloody games after all, and I think that you guys can handle it. There are just some features I think are wonderful.

I'll edit the list if anyone can suggest things that seem appropriate.

And as a departing note, again, Paizo, you rock. I for one, am just a Devil's Advocate in my group of friends. I can't say that about everyone here criticizing you guys, but for me, it doesn't mean I think you guys are doing it wrong.


I seemed to have gotten the wires in my head crossed. The question was intended to query what the rules for throwing the projectile caught with Snatch Arrows back is.
Is it a improvised throwing or the same deal? I.E. is a snatched arrow a d8 normal arrow, or improvised?

Scarab Sages

Mr Jade wrote:
How does hurling it back work? Same damage as the weapon, or an improved throwing weapon?

Whasat?


I've been playing Pathfinder since about the time it came out, and 3.5 for years now. I just want to set that out here, so I don't get accused of any sort of evil-doery. Now a couple thoughts about the Gunslinger.

There is no niche in which (other than Golarion's magic free zone. Also, no offense Paizo, but I thought the rules were neutral as far as that went.) for black powder to evolve. Not just expensive, or inexpense, but utterly nicheless. In the same sense of the word that the current US Army doesn't have a gun that shoots knives.
Gun powder dominance came about in the world when it could out-range the competition, out kill the competition, and be reliable and cheap. What that means in Pathfinder terms, it must be better than swords and shields.
On first impulse, you may think, AHA! It was better IRL, and should be here! However, it wasn't until the late 1600's that guns became better than crossbows. That was almost 600 years after their introduction. What they did possess was shock and awe, and the ability to kill with that. Men were horrified to charge at a group of soldiers that would shoot thunder at them and kill them. For the longest time however, they were of limited use other than as morale weapons. The 1600's saw guns increase in use because they were getting better and overcoming their previous issues.
In Pathfinder, though, we have working shock and awe weapons that utterly defeat guns. Magic. A fireball spell would be more impressive and deal more damage in a wider area. What the gun did originally is completely outclassed here. Gunpowder has no place in a world where wizards do the big boomy. They would take hundreds of years to get to the Flintlock or Matchlock, and until guns and muskets hit that point, they were outclassed as killers of men by crossbows.

The Gunslinger also has no reload rate based anywhere in reality, now while this doesn't seem to play to Pathfinder too much, i.e. magic and the like, but by the same token, swords are melee weapons and appear to do as much as swords might in the real world. So why then, does the gunslinger's reload rate far outstrip any real world gun?

Finally, they don't fit in even then mechanically. A gunslinger who has a 10% chance to lose a 51gp investment, and then spend 3 rounds fixing the issue and firing for 1d12 (average 7), doesn't seem to fit in with a fighter would could have smacked them for 6d6+12 (33 average) damage in the same amount of time.