Merisiel

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Gorbacz wrote:
Let's start with the fact that PF2 allows you to build a Monk that is actually viable, awesome, distinct from other classes and effective, which you could never say about PF1 cMonk.

Yes, for sure. :) My question was quite different though.


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RiverMesa wrote:
On an adjacent note, The Four Pilots of the Apocalypse?

Good idea!

Maybe a little reworked, for example:

- Death -> Decay (in the sense of matter dosgregation, for the universe expansion)

- Pestilence -> Radiation

- Famine -> Exhaustion (of energy)

- War -> War?


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Hi, building a vanguard and I have some (many) doubts. Let's start with some quotes!

Quote:

Entropic Strike

...Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from.

Entropic Attunement
As you learn to exert finer control over your entropic strike, you can enhance it to devastating effect. The saving throw DC for any of these effects that allow a saving throw is equal to 10 + half your vanguard level + your Constitution modifier.
...
At 7th level, choose one of the following critical hit effects: corrode (1d8 for every 3 vanguard levels you have), knockdown, or staggered. Once made, this choice can be changed only when you gain a new vanguard level. Your entropic strike gains this critical hit effect as long as you have at least 1 Entropy Point. If your entropic strike has another critical hit effect, when you score a critical hit, you can choose either the entropic attunement critical hit effect or the other critical hit effect. Alternatively, you can expend 1 Entropy Point to apply both critical hit effects.
...
At 19th level, as long as you have 1 Entropy Point, your entropic strike gains a second weapon special property, selected from those listed at 5th level. When you score a critical hit with your entropic strike, you can apply either the severe wound critical hit effect or any one of the critical hit effects listed at 7th level.

Exergy - Aspect Finale
When you hit a foe with your entropic strike and the attack roll is a natural 18 or 19 (meaning the d20 shows an 18 or 19), you can apply one critical hit effect of that attack to your target, but you do not double the damage. This critical hit effect is treated as a critical hit for purposes of abilities that affect critical hits. If you roll a natural 20, the normal critical hit rules apply instead.

Devastating - Weapon Fusion
You can apply the devastating fusion only to a weapon with two or more critical hit effects. When you score a critical hit with a weapon that has the devastating fusion, you can select two of the critical hit effects to apply to the target (even if you are normally required to select just one critical hit effect).

Potent - Weapon Fusion
The potent fusion boosts the DC of saving throws associated with the weapon. When you attack using a weapon with this fusion, increase the DC for saving throws against the weapon’s critical hit effects, other weapon fusions, weapon special properties, and any effect delivered by the weapon (such as an injected poison) by 1.

Slam Down - Feat
When you score a critical hit with a weapon that deals bludgeoning damage, in addition to any other critical hit effect you would apply, you also apply the knockdown critical hit effect. If the attack would already apply a knockdown critical hit effect, you can choose to also move the target 1d4×5 feet directly away from you.

Djezet - Special Material
If djezet is properly incorporated into a hybrid or magic item, the saving throw DC for magical effects that item creates increases by 2. This increase also applies to magical effects created by weapons.

Here the question(s)

1- In Entropic Strike, what is the meaning of "doesn’t require information beyond that specified for your entropic strike to function". Could I have some examples of what works and what not?

2- Is Critical Hit DCs calculated by using the usual rule for weapons or the general one listed in Entropic Attunement? Does this change if I'm using a weapon allowed for Entropic Strike?

3- If I have a weapon with the Devastating fusion, does scoring a Critical Hit allow me (by spending 1 EP) to apply 3 effects (2 from the weapon and one from Entropic Attunement)?

4- If I have a weapon with the Potent fusion, does the Critical Hit DC increase even if i'm using a critical effect from Entropic Attunement?

5- Can I use Slam Down feat even if:
a: I'm not using a weapon (just Entropic Strike)?
b: I'm not using a weapon and I'm dealing only acid damage?
c: I've already added critical effects as for 3?

6- What is djezet description referred to with "magical effects created by weapons"? Could I have some examples?

7- How does Exergy Aspect Final interact with all previous questions? Specifically what does it mean "This critical hit effect is treated as a critical hit for purposes of abilities that affect critical hits"?

Sorry for the long post and bad English, thanks in advance!


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Hi, new at SF here. :)

Probably I'm missing something, but if Thasteron Khefak carapaces environmental protections (level 7+ armor) provide you immunity to severe radiation, why then do you get +12 to save when turned on?

Thx!

Quote:

Khefak-based armor diffuses radiation better than normal composites and offers environmental protections providing immunity to medium radiation and a +6 circumstance bonus to the initial saving throw against radiation exposure (not sickness). This bonus is +2 even when the environmental protections aren’t functional. If the armor’s item level is 7 or higher, its environmental protections work against high radiation, and the saving throw bonus is +9, or +4 when the environmental protections aren’t functioning. Armor crafted with khefak exoskeleton components costs 500 credits more than normal.

Thasteron khefak carapaces are even more valuable. Armor of item level 6 or lower that incorporates thasteron khefak carapaces acts as armor of item level 7 or higher composed of normal khefak carapaces. If armor of item level 7 or higher incorporates thasteron khefak carapaces, its environmental protections provide immunity to severe radiation, and the circumstance bonus to saving throws against initial radiation exposure is +12, or +6 when the environmental protections are nonfunctional. Armor crafted of thasteron khefak carapace components costs 2,000 credits more than normal.