Fetchling

Schwarzer Schatten's page

22 posts. Alias of Agyra.


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Yes, it is a 68% chance to get rid of the acid in the first round, if you take all your actions to get rid of it. But if you have 5 rounds, it is a 99,7% chance though (0.75^20). As much as more rolls you have, as more stable your outcome will be.


Gortle wrote:
Schwarzer Schatten wrote:
Deadmanwalking wrote:
Gortle wrote:
There are a few exceptions Monks can't wear armour and are stuck with lower AC.

This is actually only true at very low levels, or for non-Dex Monks. They get Expert in unarmored (eventually more than that), and by higher levels, Bracers of Armor are within a point of Light armor.

It's still a bit of a problem for the first few levels and for non-Dex Monks, mind you, but it's worth noting that not all Monks suffer from it forever.

It is the same for non-Dex Druids. (I am playing one, with high Strength and high Wisdom, and as good as no Dex. It is viable, it is fun, but I get constantly critted.)

The 1st level monk is a melee specialist. With 18 DEX and Expert in unarmed, they are 2 points of AC behind a Fighter or Paladin in heavy armour with 12 DEX. 2 points of AC is important, it equates to about 20% more damage suffered. Good luck surviving.

No they don't catch up, the other melee characters get ranks in defensive skills as well.

No one I know would touch a monk with these rules.

A Wild Druid needs Strength so will probably have hide armour and 2 points of DEX. He has the same AC as the monk but has options and is not just a melee specialist. HE doesn't really need to max his wisdom. Personally I started my Druid with 3 points in DEX at first level.

In my case it wasn't a Wild Druid, but a Storm Druid, wo really needs max Wisdom. He can shoot his lightnings 9x a day on lvl 10, but I wanted to be able to deal some damage with a weapon as well, so I took strength. I had not really enough spell slots to prepare something other than Heal (this was pre-healing-circle). And to have high Constitution is needed for any character regardless of his class, especially with a class with only 8 hp per level.

I started with Str 16 Dex 12 Con 12 Int 10 Wis 18 Cha 10, putting my attribute boosts every 5 levels in all but int and charisma.


Deadmanwalking wrote:
Gortle wrote:
There are a few exceptions Monks can't wear armour and are stuck with lower AC.

This is actually only true at very low levels, or for non-Dex Monks. They get Expert in unarmored (eventually more than that), and by higher levels, Bracers of Armor are within a point of Light armor.

It's still a bit of a problem for the first few levels and for non-Dex Monks, mind you, but it's worth noting that not all Monks suffer from it forever.

It is the same for non-Dex Druids. (I am playing one, with high Strength and high Wisdom, and as good as no Dex. It is viable, it is fun, but I get constantly critted.)


Oracle and all the 2/3 casters. They are the most balanced and most fun classes.


You could take the Crimson Templar prestige class instead, it is for lawful good assassins.


First of all, you really do not need to build a shop, Magnimar is a big city and almost everything should be avaiable. In my experience I never bought something in a shop (unless it was plotrelevant), and just bought everything in Downtime, because it might be interesting for buying the items for one character in game, but for the whole group it is tedious in my opinion.

Spells in short and simple:
There are one-action, two-action, three-action spells, and some with a longer casting time than that. If the spell has only verbal components, it does not provoke (because verbal has not the manipulate trait).
There are different kinds of rolls for spells:
Touch Attack / Ranged touch Attack / Attack roll: this is str+ spell proficiency or dex+ spell proficiency against AC or TAC of the enemy (str is only usable in melee, dex is usable for both melee and ranged)
Saving throw: the enemy makes a saving throw (fortitute/reflex/will) roll against your Spell DC
Spell roll: in some spells you have to make a spell roll (caster stat+spell proficiency) against the Saving throw DC of the enemy (its fortitude bonus + 10 (or reflex or will)
Counteract roll: this is... okay I cannot explain it, I used it several times and still do not understand it.


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MaxAstro wrote:
I think if you don't think Paizo can produce a successful system using only internal testing, you haven't been paying much attention to Starfinder.

Do you remember the first DCs for the space combat in the Starfinder core rulebook?

Well, I have seen the 1.0 Version of the Playtest. This is the product of internal testing.


Claytest


Franz Lunzer wrote:
John Mechalas wrote:

...

Let's take a simple example: a 5th level wizard with a max'ed out Int of 19 (18 at start, +1 boost at L5), and an Expert level in Arcana. As a L5 wizard, I want to learn a new, 3rd level spell (the highest spell level I can cast). I go to table 4-2 "Identifying or Learning a Spell" and the "typical DC" for a 3rd level spell is 19. My Arcana bonus is 5 (level) + 4 (Int) + 1 (Expert) = 10. I have to roll a 9 or higher to succeed, which is a 55% chance of success.

...

Needing a 9+ on the die equals a 65% chance.

I throw another number.

9,10,11,12,13,14,15,16,17,18,19,20 are 12 out of 20, or 6/10. Which is as much as 60%.


MER-c wrote:

I actually see a low Wisdom, Low Charisma, High Intelligence character as a candidate for a Character with Autism, particularly if Wis or Charisma is cripplingly low.

With the special ability to use Intelligence instead of Wisdom or Charisma for skill checks or will saves, for a heavy stress price (like the influence system of the Medium class, how strong the stress influences you). Only possible for skills you already have a few ranks. Can lead into a hefty breakdown.


The Combat Trick is from Pathfinder Unchained and not from Ultimate Combat like the feat. So it is not a proof for the intention of the feat.
You do count as your own ally even for Teamwork feats. You count as your own ally in general, and I am not aware of a specific rule for Teamwork feats, which overrules this.
Many Teamwork feats speak about that you need an ally adjacent, which you are not. But you are still your own ally, and thus you can use Broken Wing Gambit alone.


This post should clear any ambiguity.


Comparing it with other Mysteries, it should be quite clear that it is once per day. There is no default rule written, but most Revelations are once per day, 3+CHA per day, lvl*min/day or lvl*hours/day. The rest of the description only fits to once per day, it cannot be something else. Sometimes the rules are badly written, but in this case it is quite possible to reconstruct the actual ruling.
It is the same as in the Cleansing Flames Revelation of the same Mystery. I am playing a character with the Volcano Mystery in PFS, it should not create problems, as long as you use it once per day.


The Songbird is no longer legal in Pathfinder Society.

Campaign Clarifications wrote:

Page 259—Replace the text of the ring of seven lovely colors with the following.

Ring of Seven Lovely Colors; Price 7,000 gp; Slot ring; CL 7th; Weight —; Aura moderate abjuration and transmutation

This golden ring with seven brightly colored gems functions as a ring of protection +1. In addition, seven times per day, the wearer can use beast shape II to transform into a songbird for 7 minutes (use the statistics for a raven). The ring's magic shares Shelyn's preference for mercy and peace over violence. If its wearer willingly makes an attack while in songbird form, the polymorph effect ends immediately and the rings's songbird transformation ability deactivates for 1 week. If the wearer is forced to make an attack against her will (such as from the effects of confusion), the songbird form does not deactivate.


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I personally would love to see it... BUT evil actions are not allowed, and there are very good reasons for this. And it's hard to imagine a character which is evil but does no evil. So no.


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I'm not sold on the "no bookkeeping". In fact when I gm Pathfinder, I don't bookkeep nonlethal damage as such, but as normal damage (treating the enemy as unconcious when it is down), because it is really hard to kill someone with nonlethal damage.
It is very frustrating to play Starfinder and want an enemy alive. It is just not feasible, when not everyone is dealing nonlethal damage.


Kalindlara wrote:
Even a few particularly obscure nonevil deities, such as Erecura and Easivra, are banned.

I'm quite sure they are legal, aren't they? (I have a paladin of Erecura.)


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They are back again.


Quote:
If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities

This does mean she is treated as five levels higher only in regards to bane. Yes, with this item has an Inquisitor level+5 rounds of bane a day.

I think your interpretation is based on a translation error. (I can't explain it to you because my english isn't that good.)


There is no penalty and no need for evil creatures to obey you. They can simply refuse. No save required.


What does the Fist of the Godclaw Warpriest do?


Please, everyone, calm down. It is not easy to read and interpret the intention of written words. Mistakes are common. Especially for people in the Autistic Spectrum (like myself). But also for other people.
I also do not think it is wrong to say, it may be autism. It maybe is, maybe not. The possibility is there.
Please don't derail this thread any more.