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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() If they are, Potions for their enhanced price could give a bonus to resonance rolls in terms of either roll twice, take better; or a flat bonus to the Resonance failure check. This would allow for potions to have a bit more reach without breaking the system entirely exchanging CLW wand spam for Bag of Holding with CLW potion spam. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Looking at e.g. Basic Trickery and Advanced Trickery: Basic Trickery (Feat 4)
Advanced Trickery (Feat 6)
---- There are no class feats at level 3. So when you first get this, you are still stuck with a level 1 or 2 feat. Additionally, if you just replaced the text of Basic Trickery with Advanced Trickery, you would have the exact same effect since (Level 4 / 2 = 2). So you could just have: Trickery (Feat 4)
----- Now that said, it would be nice if instead it said: For the purposes of meeting its prerequisites, your rogue level is equal to your level - 4 (minimum 2). It's kind of annoying that at level 18, you're getting level 8 feats from your dedication. I thought they figured out that "half your level" doesn't work for cross-class or spell-casting in 1e. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() So monk weapons are universally uncommon and the feat grants you access, but do all the stores just start magically selling to just your monk and not the other monk in the party or the other PCs? Can anyone just buy them, with the understanding that only monks can be proficient with them? I'm trying to understand how the feat and the rarity interact. It's not entirely clear to me. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Right now you only disarm an opponent if you critically succeed, which is hard. And if you succeed, they aren't disarmed, but you get a +2 to the next attempt made before their next turn. Given that future attempts would be made with the multiple attack penalty, it feels like the bonus on success should at least match the MAP. Disarm as it stands just feels a little too difficult to accomplish with no significant boon if you don't critically succeed. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Expert Handwraps of Mighty Fists as I understand them are still magical. So it looks like Oil of Potency, which can only be applied to non-magical weapons or armor cannot be used with them. That's a pretty significant hit to low-level monks. That combined with the fact that they can't apply it to Bracers of Armor, either is another hit. Was this an intentional or did it just happen because no one thought of it? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Say you have a vertical Leap of 12 ft. (+3 base +9 from Powerful Leap, Crane Stance and Dancing Leaf). Since you take damage if you fall more than 5 ft., does that mean that jumping straight up 12 ft. that you take 6 damage upon landing along with being knocked prone? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() In anticipation for part 2, I've been creating 4th level characters and equipping them as per rules. Currently there isn't a good 3rd level permanent item for monks to take. The options are: * bracers of missile deflections (interferes with bracers of armor)
So a 4th level monk doesn't have a good 3rd-level item and so maybe they could use an additional two 2nd-level items, but the problem persists. The options are: * an expert shield or armor (non-proficient)
So if instead of one 3rd and two 2nd, you take four 2nd-level items there are exactly four to take making for a fairly boring build. And if you're idea doesn't mesh with having a hand of the mage or a hat of disguise then you're out of luck. Classes that have at least proficiency with armor or weapons are much easier to equip. Even casters have the option of bracers of armor + a staff which is a good selection. But monks are very awkward unless they take the monastic weaponry feat, which is very limiting in terms of what builds are viable while still being balanced. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Circumstance and Conditional are too close textually and mentally. Would it be possible to change them to something like: Situation and Effect
Something that isn't two C-words of approximate length? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() If something strikes your energy shield (mechanic or armor mod) that does ability damage as well as normal damage, but the normal damage is completely absorbed by that shield, do you still take the secondary effects like disease, poison or ability damage? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() I have been trying to download my Starfinder Core Rulebook PDFs from my subscription, but they seem to be stuck in Personalizing. I have waited the 60 seconds. I have also waited over a day. The amount of time doesn't seem to matter. Please unstick my copy so that I may enjoy your product. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() If something strikes your energy shield (mechanic or armor mod) that does ability damage as well as normal damage, but the normal damage is completely absorbed by that shield, do you still take the secondary effects like disease, poison or ability damage? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() As per the title, if you have a character with a headband or belt, do you take those into consideration when seeing if you meet the prerequisites for feats? I.e. with a DEX 15 and belt of incredible dexterity +2, do you qualify for the DEX 17 for Improved Two-Weapon Fighting? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() On Mar 7, 2010 James Jacob stated that Monk's required Int 13 to pickup Greater Trip and that just because they didn't need all the pre-reqs for the lesser version, didn't mean they didn't need it for the greater version.
But in the NPC Gallery (pg. 275) in the GameMastery Guide, the level 15 Master Monk has Greater Trip and a 10 Int. Is this a mistake in the NPC entry or a change in policy? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Dimensional Hop is a spell like ability that travel clerics get at level 8. What would the concentration check DC be on that ability? Additionally how do you template that in a character block? I was hoping there would be an example of non-"per day" spell-like abilities, but I didn't see any. By templating in a character block, I mean, e.g.: Cleric Spell-like Abilities
Note: neither of those exist as far as I know. Someone mentioned that usually you take the spell of the closest nature and use that spell level (here: dimension door). Still I would like a seconding of that treatment as well as a demonstration of how it should be templated in NPC blocks. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Dimensional Hop is a spell like ability that travel clerics get at level 8. What would the concentration check DC be on that ability? Additionally how do you template that in a character block? I was hoping there would be an example of non-"per day" spell-like abilities, but I didn't see any. By templating in a character block, I mean, e.g.: Cleric Spell-like Abilities
Note: neither of those exist as far as I know. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() I'm looking at the meteor hammer in the Adventurer's Armory and in the table section it doesn't mention anything in the properties area despite the entry itself indicating it has a 10-foot chain and specifically mentioning trip capabilities. But the table in the back doesn't list anything. What properties should be listed in the back? Specifically does the weapon have reach and trip? Secondly are there any other weapons missing properties (e.g. bladed scarf many have presumed lost it's reach powers, but there is no entry; all it says is to go look at another book which mentions its reach capabilities). Though I may be wrong since my search wasn't exhaustive. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() I'm looking at the meteor hammer in the Adventurer's Armory and in the table section it doesn't mention anything in the properties area despite the entry itself indicating it has a 10-foot chain and specifically mentioning trip capabilities. But the table in the back doesn't list anything. What properties should be listed in the back? Specifically does the weapon have reach and trip? Secondly are there any other weapons missing properties (e.g. bladed scarf many have presumed lost it's reach powers, but there is no entry; all it says is to go look at another book which mentions its reach capabilities). Though I may be wrong since my search wasn't exhaustive. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Given the new preview with the new Amulet of Mighty Fists and Bracers of Armor and the fact that they don't require an enhancement bonus before stacking on properties, my question is why *do* weapons and armors require a +1 bonus first? Is this still necessary for balance? Has anyone tried house-ruling it so that they don't? And how did it turn out? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() I'm looking for current and future resources for converting the prestige classes from the Pathfinder Adventure Paths into the new Pathfinder Final rules. Is there anyone who has already confirmed that they will be doing this? Is that even allowed since it's not OGL? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Looking at the Helm of Vast Intellect, it states that it gives you ranks in a skill equal to your hit die. Which was all and good until I also saw this in the Ability Bonus section in the back: Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed. Does this mean you get skill points for a raised Intelligence in addition to the skill points the Helm gives you explicitly? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Looking through the beta, I've been finding several spells that don't seem to take into account CMB that probably should in their bonuses. For example Good Hope gives a +2 to attack rolls, damage rolls, saves, skill checks and ability checks. My hope is that it will be that anything that gives a bonus to attack rolls also gives a bonus to CMB checks. And that this will be clarified in the FAQ or final rules. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() It seems like Divine Power goes out of its way to avoid just giving a flat bonus to strength. Instead of "...you gain a +2 luck bonus to strength for every three levels..." we get "...you gain a +1 damage bonus on attack and damage rolls and a +1 on strength and strength-based skill checks...". Now this does give you the benefit of ranged attacks, but doesn't include CMB checks. I'm wondering if the removal of adding to CMB checks was an oversight or was specifically designed to limit the kinds of things that to CMB (which isn't much right now). ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() Are there any recommendations for converting racial skill bonuses to the new more consolidated system? If you have ranks you just combine them up to your hit dice, but if you have racial bonuses like +14 to Move Silently does that become a "+14 racial bonus to Stealth" or a "+14 racial bonus to Stealth to move silently"? Additionally if you have a +8 racial bonus to Listen do you get a +8 perception bonus or a +8 perception bonus to sound-based perception checks? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
![]() This is of particular concern to casters who get very limited spell selections and slow replacement. I've never liked that certain spells don't scale at all with level. E.g. Daze Monster hits up to 6 HD of creatures and will never go above that, so unless you happen to torment a lot of smaller towns, it effectively becomes an undead slot only coming up when certain specific situations come about. Shouldn't spells like Daze Monster get some scaling mechanic so that they stay useful a little longer? Why not 5 HD + 1 per 5 levels up to 9 HD? This would at least keep it closer to where it needed to be while not completely negating the need for spells that do more. |