House rule: If you are expert in crafting you can increase the DC by five and reduce the crafting time by 1, if you are master you can increase it by 10 and decrease it by 2,if you are legendary you can increase it by 15 and decrease it by 3 (crafting time can not be reduced to 0 days) Specialty crafting: decrease the crafting time in your area of expertise by 1. This way, a legendary crafter can make low level items in 1 day, while it is almost impossible to make high level items in 1 day. The DC could be tweaked since the point in which you increase your proficiency is not spaced out equally.
Rek Rollington wrote:
You have to compare it to other maneuvers, trip gives you both flat-footed and - 2 to attack rolls on a success unless you spend an action on your turn, and the critical success is not much stronger. Disarm has a much stronger critical success and a stronger critical failure. So the success must be weaker. In the other hand you can trip many more creatures than you can disarm, since right now, the bestiary has many more creature using unarmed attacks than creature using weapon, so this should make disarm a bit weaker. If the - 2 on a success until the enemy spends an action to adjust their grio, and since flat footed is easier to apply, against an enemy with a weapon one would keep using disarm hoping to get a crit success, since that would be the obvious thing to do. Something a bit less strong would be that the - 2 lasts only until the first time the creature attacks unless it spends an action to change its grip. Or the target gets a minus two to attacks made as reactions until the start of their turn but next tries to disarm gets a +2 until the end of the enemy turn. It would fit a difference niche but it would not be 'realistic'
K1 wrote:
Why are you taking 18 in Dex at first level? With Dex Apex item later on? I would rather have 18 strength or constitution. Even if you go Dex you would prefer to have some kind of armor on, since the armor specialization is still better than a +1 in your AC. Adding to that you would lose all runes, and some of them are quite strong. I see that you have inserted +3 enchanted cloths, but those have a Dex cap of +5.
I hope this is the correct place to post this, if I am wrong, I will try to move it. I am currently planning to make either a web based tool or a cross platform app for pathfinder 2nd edition. Its main feature, at least at the beginning, will be a streamlined character creation tool that guides you in the process of creating a new character and its evolution as it gains new levels. The plan is to make it usable during a game session as a valid alternative to a character sheet:
Future
OGL The first thing I would like to say is that I would like to keep the core elements free if that is possible, and maintain the website either with ADs (I would prefer to keep it ads free though) or through patreon/donations. I would kindly appreciate your help in this: I am no expert in regards of legal matter and OGL, I read it but with poor results: 1. If I keep the core elements, as well as rules free, and I maintain the website through either direct donations or/and patreon, am I allowed to use the proper names for things such as the Aldori duelist or Deities?
Suggestions This tool will be for all of you, dear storytellers and adventurers, so I greatly appreciate any kind of suggestion, whether it is a feature you would like to have, accessibility, a design you would like, what are the most important information to have on your main page as a GM/player etc, feel free to post your thoughts and suggestions in the comments below, and thank you for your time. the process will take a while, but I am planning to start the design process in the following weeks.
Unicore wrote: If you look at all the skill actions, it is actually pretty consistent for the skill requirement to say that you have the tools not how you use them, picking locks for example. I too thought that the skills would essentially list the number of hands somewhere in side the action, but that doesn’t appear consistently true. All the tools list 2 hands on the equipment chart, and if an action requires you have one, it seems that means you use it as well. Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. And since the tool requires 2 hands, also the skill action requires two hands.
glass wrote:
Each time you spend an interact action to try to end the effect, you can try a new flat check, if, therefore, you spend 3 actions of your turn trying to end the fire effect you get to have a total of 4 saves, 3 because you spent your action and a last one as per normal at the end of your turn. |