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13 posts. Organized Play character for Jurenito.


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Scarab Sages

Torbyne wrote:
Okami Atari wrote:
Torbyne wrote:
Okami Atari wrote:

The RACE looks interesting, bug It is the worst playable race i have ever read in any RPG. You are forfeiting half roleplayers Who play mostly for the rules:: Darkvision, stand from prone, inmunity to stinky cloud and 10 extra move with almost no drawback at all because there is no special rule for having no proper hands, head or feet. Seriously?

Everyhting you have done well in core starfinder regarding game balance you have screewed up with some features in this book, It looks as you are trying to lure back munchkings into the game

I have read this a few times and still can't figure out if you are being serious. The species is quirky but I wouldn't think anything about them is over powered. Swift action to stand prevents full attacks, not that amazing but neat. Immune to an extremely small selection of smell based hazards? Mweh, have you seen SROs resistances? Those seem much more useful if you just want mechanical advantage. Bas edd speed of 40 when you could just take any race with blitz soldier and fleet for speed of 50 at level 1? Ok, so the Bantrid can get to 60, still not that extreme of a difference. What about the naturally flying/floating races who ignore rough terrain and can't set off floor traps?

What build are you thinking of where the Bantrid breaks the game?

SROs have 2 HP and receive half the usual magic healing a change to refer to robotics nature.

Strix only move 20 in land so it can be seen as a flying RACE.

Bantrid has no rule At all which could make you think it is not humanoid but the aberration type. I dont know yet how much smells are used in starfinder, but only being inmune to stinky cloud would be a great advantage in many Pathfinder modules. And Where is the mouth? How do they communicate?

Is RACE an acronym for something?

Racial HP only counts at level 1 anyways, being down 2-4 points across the entire game is barely worth mentioning. Half magic healing but able...

No acronym, just my autocorrector

Not that they are too powerful but munchkin, munchkin is not always a synonim of powerful but those Who break the illusion of the game breaking rules. you have a race with no proper arms, legs or head but no problem to climb, dress, conceal weapons or play a piano because the rules doesnt prohibit them even when it is described as having only hands instead of arms. How could you depict a bantrid disguised as storm trooper for example?

Scarab Sages

Torbyne wrote:
Okami Atari wrote:

The RACE looks interesting, bug It is the worst playable race i have ever read in any RPG. You are forfeiting half roleplayers Who play mostly for the rules:: Darkvision, stand from prone, inmunity to stinky cloud and 10 extra move with almost no drawback at all because there is no special rule for having no proper hands, head or feet. Seriously?

Everyhting you have done well in core starfinder regarding game balance you have screewed up with some features in this book, It looks as you are trying to lure back munchkings into the game

I have read this a few times and still can't figure out if you are being serious. The species is quirky but I wouldn't think anything about them is over powered. Swift action to stand prevents full attacks, not that amazing but neat. Immune to an extremely small selection of smell based hazards? Mweh, have you seen SROs resistances? Those seem much more useful if you just want mechanical advantage. Bas edd speed of 40 when you could just take any race with blitz soldier and fleet for speed of 50 at level 1? Ok, so the Bantrid can get to 60, still not that extreme of a difference. What about the naturally flying/floating races who ignore rough terrain and can't set off floor traps?

What build are you thinking of where the Bantrid breaks the game?

SROs have 2 HP and receive half the usual magic healing a change to refer to robotics nature.

Strix only move 20 in land so it can be seen as a flying RACE.

Bantrid has no rule At all which could make you think it is not humanoid but the aberration type. I dont know yet how much smells are used in starfinder, but only being inmune to stinky cloud would be a great advantage in many Pathfinder modules. And Where is the mouth? How do they communicate?

Scarab Sages

The RACE looks interesting, bug It is the worst playable race i have ever read in any RPG. You are forfeiting half roleplayers Who play mostly for the rules:: Darkvision, stand from prone, inmunity to stinky cloud and 10 extra move with almost no drawback at all because there is no special rule for having no proper hands, head or feet. Seriously?

Everyhting you have done well in core starfinder regarding game balance you have screewed up with some features in this book, It looks as you are trying to lure back munchkings into the game

Scarab Sages

Thanks everyone for the answers, I think I finally will retrain TWF into Bookish rogue ( I didn't know of this feat) and get minor and major talents. Dispelling attack at level 10 could be pretty awesome.

Scarab Sages

Claxon wrote:


I think you can't do it after the critical hit has been conformed, you must do it after the initial roll says that you would be hit. Which means if you are hit by a natural 20 (which you as a player shouldn't know, the GM should roll in secret) the ability will be ineffective.

But you swap your "AC" for the Escape check in the attack. That would mean even if I am hit with the 20, if then I decide to use my escape ability, the master would have to confirm with my new AC, right? The action doesn't required a failed attack as it does require a failed reflex save.

At 8th level, as an immediate action, an escapologist can attempt an Escape Artist check at a –10 penalty and apply the result in place of either a failed Reflex save or her AC against an attack that would have hit her

Scarab Sages

Hi, I am thinking of getting this archetype but have some questions I would like to be answered before they could appear in game. I think some of my doubts could be answered with just a proper English understanding, so i ask those to you:

1 - Unfettered mind: She can attempt to escape even if paralyzed or restrained, as long as she can take purely mental actions.

Does that mean you can't try to awake from a sleep spell?

2 - Impossible Escape (Su): At 8th level, as an immediate action, an escapologist can attempt an Escape Artist check at a –10 penalty and apply the result in place of either a failed Reflex save or her AC against an attack that would have hit her.

Ok, when do i decide to check? Can I do it after a critic has been confirmed? (SO, I would get hit as the roll was a 20 and no matter my AC, but could get just a normal hit and not a crit). Can I try to do it just after the 20 was rolled but before the crit is confirmed (or not)?

And about the Reflex Save, in this case the escapist test change my roll, so . Can I use it after rolling a 1 in my reflex save?

Thanks

Scarab Sages

Deighton Thrane wrote:

Child of acavna and amaznen is a fighter archetype with 4 level arcane casting, based on the wizard/sorcerer list if I'm not mistaken. I don't have the book, so I can't confirm. But it should give you the ability to activate wands without a UMD check.

Though personally, I would probably go with something like alchemist, or urban barbarian/bloodrager for a way to boost your dex, since it boosts both your attack and damage.

It is a pity not having learned of that "child of acavna.." sooner, but now I can't retrain many levels. Although that seems like a very specific themed archetype.

I think I will go ectochymist alchemist as I don't like bombs.

Scarab Sages

@RainyDayNinja: I'm mostly a tumbling (canny tumble) and springing (jump talent, +10 movement boots) two-dagger-fighting rogue. But I wouldn't mind retraining TWF feat if it is for something awesome.

@Skyler Malik I can't retrain 4 rogue levels.

SmiloDan wrote:

If you don't select a full-BAB class, may I suggest sticking it out at least until 8th level? Your BAB will go up to +6/+1, so an extra attack; Improved Uncanny Dodge; and an additional Rogue Talent, which can be quite potent.

Maybe go magus? It's a good warriory class that uses Int-based magic. Investigator and Alchemist are also solid options. Maybe consider wizard if you're interested in going Arcane Trickster eventually. I know you could go rogue 7/magus 4/arcane trickster 9 if you want, but I'm a bit unsure if you can do it with alchemist or investigator "casting."

Maybe magus, but I think no Magus can go TWF. Could you suggest some PFS legal archetype? Do you need a minimum Char stat? Cause mine is 7..

Inv/alch doesn't qualify as arcane casters, anyway I think the campaign ends at l12-14 so it would be only multiclassing for 5 levels.

I was looking mostly for something to boost my combat abilities for the "final boss" each dungeon floor. Thought of ARcanists to get some tricks (like expeditious retreat) as they have so many spells, but can't see any suitable ARchetype.

Oh, could someone explain me what are "and child of acava and azameen" ? can't find any info.

Scarab Sages

I'm looking mostly for funny munchkinness xD
Lore Warden seems too limited, but could you link me to those children?

Scarab Sages

Hi, I have been playing a "pure" Wayang 20 Dex / 15 Int / 14 Con don't-ask-me-for-other-stats-or-i-will-be-embarrassed PFS Rogue for 7 levels and would like to multiclass with any other class at level 8 when I get to 16 Int. I would like some ideas, the setting is a dungeon campaign and I thought of vivisector alchemist, but as it is a PFS game it is a forbidden archetype.
So, could you give me some ideas to get an interesting multiclassing (1 or 2 levels, no more) with or without archetype (i have none as rogue) and take advantage or my Int stat?
Thanks

Scarab Sages

OK, thanks. And do you know of any spell whose bonus it could use?

Scarab Sages

I purchased a Ring of the Ram with my paladin. Love it. But I have some doubts mostly regarding the smite evil feature..
http://www.d20pfsrd.com/magic-items/rings/ring-of-the-ram

I guess you add any proper bonus to the attack and then add the level to the damage, but what about the bull rush? The ring has a base bull rush attack of +17. But can it be improved with spells like Good Hope or the smite evil feature?
[This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.]

[When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.]
So, if I have a charisma of 20 and a bonus of +5, would you roll with a +22 in the bullrush attempt?

Scarab Sages

I played yesterday, we were a 5-men l3 group and

:
even with good aligned weapons Asura fight was a really hard fight with his 4 kukri and 2 claws attacks. 3 of us were with only 3-5 hp and we were really excited when he went down with a lucky critical hit from our prone barbarian!