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Organized Play Member. 823 posts (8,450 including aliases). 1 review. No lists. 1 wishlist. 24 Organized Play characters. 9 aliases.


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Grand Lodge

NG Male Human Author - check out my work!

"Ah, well dear lady you are rather... terrifying." He stands, with an incline if his head and s wink towards Callistro. "Unless there's anything else, we'll take our leave. Have a lovely evening."

He signals to his cohorts to collect the crate with the remaining items, and they leave the room.

[Ooc] Anything the you'd like to do before heading back? [/B]

Grand Lodge

Neither. You get one ancestry feat.

It does not have to be a lineage feat, but you don't get one for free either.

Grand Lodge

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Witch of Miracles wrote:
It's not exactly the same as if it were inflicted outside your turn, though. Stunned isn't supposed to stack with slowed when subtracting actions at start of turn... but it sounds like the new ruling implies you could lose 1A to being slowed and then get stunned midturn and lose another action. It's an edge case, but it doesn't sit right with me. It's all edge cases for this ruling, sure, but...

To be clear, the way you want it to work is that the target loses the rest of their turn, can't use reactions for a round, and loses one more action next turn, but losing one action this turn is too much?

Grand Lodge

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Psychics have some self-stunning options.

Grand Lodge ***

That's not true. I've seen at least one scenario where the PCs are told they should go buy some, in fact.

But it's really more of a solution to a particular problem. If you have a character who wants to be mounted regularly you really need a companion.

I have one character who purchased a mount because she needed to speed up some travel time. It did not survive to the end of the scenario, though it lasted long enough to accomplish the objective.

Grand Lodge

1. Contemplative Starlit Span Magus, Time Traveler background (even though it's kind of a bad fit for a Contemplative). I haven't played Magus before or even seen one in play much, but ranged damage and knowledge skills, I think.
2. Yes
3. Yes; I've been using block Initiative as a pbp GM for quite a long tiem now.
4. Yes

Grand Lodge

NG Male Human Author - check out my work!

Oh, I never asked to be a reporter.

I would like to be a reporter, please.

Grand Lodge

NG Male Human Author - check out my work!

Commander is certainly an interesting one to have out of tier.

Grand Lodge ***

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bugleyman wrote:

According to today's blog, the Gen Con 2026 PFS schedule will, with the exception of the special, consist exclusively of new format scenarios (that is, the 3hr, no stat block format scheduled to debut next month). That means that literally all PFS content from 2025 or earlier -- six and a half out of seven seasons, or 93% of existing PFS 2e content -- will be entirely absent from organized play at the largest gaming convention in the world.

While I've given up any hope of response from Paizo to the community's concerns about the scenario changes, I can't help but be curious what the "of course the scenario changes won't reduce the variety of content being offered" crowd from a few months back would say now...

Uh, isn't that normal? I've only ever been to a smaller con, but they never schedule old scenarios, only ones from the last season.

Grand Lodge

NG Male Human Author - check out my work!

Any particular scenarios folks are hoping to see during Outpost?

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phaeton_nz wrote:
I'm considering a high tier table of 4-17 - Trapping the Hag's Claw for Outpost if there is enough interest.

Please!

One of my first PFS sessions was that season intro, and I've been wanting to get into that one with the same character before he levels out of range.

Grand Lodge ***

The wererat's sword deals better damage than his claws or jaws.
The werewolf's battle axe deals the same damage as their jaws.

But the weretiger for higher-level parties doesn't have a melee weapon, and his jaws have Grab. Of course, that won't be level 1 and 2 PCs. Mostly. At least, not without a level bump.

Grand Lodge

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I think the down threads here always disappear pretty quickly.
And they're not exactly tricky...

Grand Lodge

Maybe I shouldn't do math at 5:30 in the morning.

I counted level 1 as 1 CP instead of 2. ...and I didn't add the point for the fourth one, either.

Well, never mind then.

Grand Lodge

I'm sorry, I'm sick. Just a cold, but I've been moving slow. May postpone getting that started a day or so.

Grand Lodge

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Squiggit wrote:
Man Class DC really is such a terrible mechanic.

Uh, why? What's wrong with it?

In other d20 games, abilities each include their own save DC formula (though I'm pretty sure I've seen one or two where they forgot to define it!) that are all ultimately pretty similar. Here they define it once, done.
Though of course then you get the occasional ability that still doesn't specify to use it, so that's the same issue. But more concise!

Teridax wrote:


I don't understand why you would even attempt to claim otherwise. It also doesn't really strike me as a particularly honest approach to what is ultimately a relatively straightforward rules question that has been resolved by bringing up the actual rules.

This post contains multiple quotes that you then claim say entirely different things.

Grand Lodge

Teridax wrote:
"Certain abilities" use the class's spell DC because they explicitly say so. There appears to be this extreme keenness to ask for justification on why class DC would apply here, yet an equal keenness to jump to the conclusion that one can just substitute spell DC at-will by default without providing a scrap of evidence in the rules for this.

"Certain abilities" is from your rules quote, and it was about Class DC...

The rules for Critical Specialization say to use Class DC when appropriate. That's why abilities that let you use Spell DC instead say so, because they're an exception.

Nobody said anything about substituting Spell DC for Class DC other than you.

Grand Lodge ***

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Squark wrote:
Hopefully they will also automatically apply the weak/elite templates.

AoN already has that feature. There's a button near the top of any monster stat block.

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What debate?

The books explicitly state how it works. Some individual things have minor oversights, like Psi Burst not actually specifying its DC (but it's also really not unclear), but that's almost inevitable and really doesn't have anything to do with how Class DCs are calculated.

Grand Lodge

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Much like how certain things are red, therefore everything is red by default.

That is not at all what that says.
And abilities that use Class DC also explicitly specify it.

Grand Lodge

I don't believe that is a rule.

Grand Lodge

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NG Male Human Author - check out my work!

You don't have to add sessions. You can just report them.

Grand Lodge

Other than the fact that it makes sense, of course, since they measure entirely different things. Oh look, a reason! Why would Wizards be the best at critical specialization and other martial abilities just because their shield are difficult you resist?

As for casters "having" them, that would be in the rules for Class DC. Some of them aren't proficient, which means they'll be terrible at the things that use it, but being terrible isn't the same thing as the game not functioning because the value doesn't exist.

Grand Lodge

NG Male Human Author - check out my work!

I haven't played 1-00 or 1-05 yet. 1-00 is pregens only though, right?

Grand Lodge

If you make a Strike as part of the transcendence, it would be the one Ikon that prevents you from getting your bonus damage from your weapon.

Grand Lodge ***

Huh. Okay, looks like a little glitch in the new website.

I don't see the sanctioning document linked on the store page for the physical book. It is on the store page for the PDF version, but the link isn't underlined like links usually are it otherwise marked (at least on mobile). The words "free download" are the link.

And you can always get Chronicles from RPG Chronicles.net.

As for Reputation, the reporter has to enter that. If you reported it, that's easy enough. Double-check it and edit it if it's missing.

Grand Lodge

1. The next two characters I was planning to start are an awakened animal Commander (support) and a contemplative Magus (ranged combat).
2. Yes
3. Been using block Initiative for pbp for 20 years now
4. Sure

Grand Lodge

Those actions are the classes' primary shticks.

Same with the Exemplar. Moving your Spark around to have different powers active is their entire gameplay concept.

Grand Lodge

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exequiel759 wrote:
Super Zero wrote:
Thaumaturge's extra damage requires actions and a check. Exemplars will almost always attack with a weapon Ikon active.
I'm not talking about exploit weakness, I'm talking about implement's empowerment which is quite literally the same bonus to damage exemplars get from their ikons except spirit damage and not limited to one-handed weapons.

Nope! That's the same extra damage that Exemplars can get by using a two-handed weapon, which my Exemplar does. The difference between them is that Thaumaturge is lock in to that option, while Exemplar has other options like weapon and shield.

That's a limitation Thaumaturges have. They give up use of a hand in combat for their class's flavor. Implement's Empowerment gives them the value of that hand back, but only by giving them the damage.

"exequiel759 wrote:
And I could mention others like the barbarian's rage which they can activate as a free action when rolling initiative, the fighter's or gunslinger's higher proficiencies which are obviously always on, the rogue's sneak attack which is pretty much a permanent boost to damage in 90% of turns, and the swashbuckler's precise strike damage.

Sneak Attack and Precise Strike require actions and maneuvering. Sure, Rogues don't attack without Sneak Attack. That still takes effort to get--more than the Exemplar, I'd say, having played both.

"exequiel759 wrote:
Ryangwy wrote:
Gaze as Sharp as Steel is your off turn weapon ikon, really. Does make you vulnerable to precision immunity but you're still better off than rogues and swashbucklers
Super Zero wrote:

You don't have an off turn.

If your weapon Ikon is active, you do any other attacks before you Transcend (although your Transcendence probably is your attack). If your weapon Ikon isn't active, you Transcend (or Shift Immanence) and then attack.

Someone said wrote:
Quoted material here....
It's unusual not to have your weapon Ikon active when you attack.
I would hardly call Gaze Sharp as Steel as better than what rogues and swashbucklers have as "still better off", but that's me I guess.

Pretty sure that their point was that you get both.

"exequiel759 wrote:

n the example I mentioned of a Gleaming Blade / Scar of the Survivor / Gaze Sharp as Steel exemplar, the most likely action rotation is going to be trascend with Gleaming Blade at the end of turn a) and shift immanence to Scar of the Survivor, and then trascend with Scar of the Survivor at the beggining of turn b) to shift immanence to Gleaming Blade to benefit from its damage boost and to repeat this routine again on the next turn. A +1 bonus to Perception checks and a +2 to AC against ranged attacks is IMO a situational bonus that, if you were to shift into it, would also mean you'll be trascending with your weapon ikon every 2 turns instead of every other turn. I just don't really see why I would want to do that in most scenarios since I'm actually nerfing my damage while doing that.

In the case of this particular exemplar I mentioned earlier, Gaze Sharp as Steel is going to pretty much always be the ikon you are never going to shift immanence into.

Okay, first of all "every other round" and "every two rounds" are the same thing.

Secondly, why are we treating the one you universally use outside of combat as never being used? It's the one you use the most!
Thirdly, Scar of the Survivor isn't useful to Transcend until you're damaged. Gaze Sharp as Steel is more useful until you are. And the Immanence is much more useful, if there are ranged enemies in the encounter.
Lastly, why is having a more niche ability a bad thing? My Exemplar usually swaps between Gleaming Blade and Gaze Sharp as Steel. But he also has Fetching Bangles as another trick to pull out when it's useful. You haven't actually made the case for why this is bad.

Trip.H wrote:

Heard that Exemplar allows one to throw a greatsword around?

Well, be sure that you know what that one word "Immanence:" means first. The moment the spark is not in the weapon, your ability to make throws is gone. And since you obviously invested that PC's budget into making throws instead of melee swings, you really, really need to know before the session that the ability will be constantly flipping on and off, else you're in for a bad time.

Except, as noted, you can easily have your weapon Ikon active when making your attached basically all the time.

Trip.H wrote:
The main low level example is that Only the Worthy feat. Bothering to read the linked action of Force Open reveals that it's a MAP action like Escape, and that it'll also be performed at a -2 most of the time. And it's not spark dependent. Even if you need Prone first, this is a PC defining power.

It also requires the target to use a specific skill, making it completely impossible to escape for everyone's that aren't proficient in that skill after a few levels.

That doesn't seem intended, and it should probably allow Escape. This is one that actually doesn't work right...

Grand Lodge

In that example you won't benefit from the precision damage because you've already used it. But I'm not sure what extra combo you're missing there.

Grand Lodge

You don't have an off turn.

If your weapon Ikon is active, you do any other attacks before you Transcend (although your Transcendence probably is your attack). If your weapon Ikon isn't active, you Transcend (or Shift Immanence) and then attack.

It's unusual not to have your weapon Ikon active when you attack.

Grand Lodge

Thaumaturge's extra damage requires actions and a check. Exemplars will almost always attack with a weapon Ikon active.

Grand Lodge ***

William Vaughn wrote:
For the Lorespire Complication, How should it affect Race Points for that round? Is it one stage worse or should attempts at the complications be counted as rounds of the task.

That's what I did. Making a check to rescue Nib means you're not making a check for the task that round.

Which doesn't necessarily cost them any Race Points if the checks fall correctly, but it probably does.

Grand Lodge

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NG Male Human Author - check out my work!

Update: That was postponed to the 10th.

Grand Lodge ***

Arita wrote:

It hilariously implies a HUGE quality drop from the standard the Society has from the Pathfinder days to the Starfinder days. Management just doesn’t care! Same with how the Starfinder Agent dedication gives you a lot less training than the Pathfinder one.

Back in the day, they’d teach my people like my kobold how to read and made sure to prepare her well for the problems she’d encounter in the field. Nowadays they give you a gun, some credits and go “good luck, Starfinder”!

You still get that, though, you just don't get the training on the Society's own history and such.

Grand Lodge

NG Male Human Author - check out my work!

A third of the Dispatch trainees advances, drawing a dagger and holding her cloak defensively.
◆ Draw weapon
◆ Stride
◆ Cloak and Dagger, granting her an AC bonus

Peat recognizes these trainees have been taught to work together in certain attack patterns.
They deal extra damage when there's an ally adjacent to their target.

★★★
Dispatching the Dispatch Round 1

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.
Battlemap

──────────
BOLD IS UP!:
──────────
Zisiro (34/30 HP) │ Spirit Trance, Taking Cover
Green Novice (- HP) │ Cloak and Dagger
Zuza the Scout (15/15 HP)
Orange Trainee (- HP) │ Cloak and Dagger
Purple Novice (- HP) │ Cloak and Dagger, Off-Guard to Zuza
➤ Clides (30/30 HP)
➤ Blueberry Peat (26/26 HP)
Red Trainee (- HP)
Agate Stark (16/16 HP)
⠀⠀Clanky (- HP)
Jared (18/18 HP)
Clides (- HP)

Grand Lodge

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Not only is the answer yes, that's... the only thing it does.

Instead of non-magical adventuring gear, you can gain a consumable. [Almost?] All consumables are either magical or alchemical.

Grand Lodge

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You keep saying "it doesn't have hands," as though that was a given, when that isn't supported by the rules (and clearly doesn't match the art or descriptions).

They can get the traits to gain the benefits of the traits. Attacks with those traits can also be upgraded with feats. That has nothing to do with being able to use the actions in the first place.

Having two unarmed attacks doesn't imply they can't grab things. What?

And the first attack choice deals the most damage. The extra trait is a bonus. The higher damage is attractive without it. It's kind of the default option for eidolons with higher Strength.

You can make any lethal attack nonlethal with a penalty (or vice versa). Heck, the Nonlethal trait is arguably a drawback. Sometimes you want to deal nonlethal damage, so it can be desirable, but it's never more powerful and sometimes it's less.

Grand Lodge ***

A given ally only being able to use one Tactic per round is part of the Tactic trait.

"While you can use multiple tactic actions in a round, a character cannot respond to more than one tactic per round, regardless of source."

Grand Lodge ***

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For aliases, go to My Account -> Account Settings and click the Edit button next to the alias in the list.

For Organized Play characters, go to the Summary tab under My Organized Play and click the Edit button on the right side next to the character you want to edit.

Grand Lodge

NG Male Human Author - check out my work!

Huh, weird. This is my first time using it. Not sure how I managed to do that.

Grand Lodge

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Well, the most recent post in this thread was from before that book was released.

Grand Lodge

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There are no rules. Those are just descriptive.

Grand Lodge ***

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Focus spells aren't cantrips, and they can't be lower-ranked than your highest spell slot.

Grand Lodge ***

That's because they're freely available. You don't need a boon.

Grand Lodge

Some things also have a minimum (usually one), but that will be stated.

Grand Lodge

You use the DC of the item's level and the value of your level. Which is great.

Earning Income, then buying four medpatches. A level 3 character spends 8 days of downtime on a level 1 Earn Income task (for Society; for a home game this is a lot more variable and the character probably can't always use their best skill). DC 15 to earn 2 credits per day. For eight days that's 16 credits, assuming a success. For a level 3 Expert with +4 Int, that's +11. 5% crit failure for 0, 10% failure for 8 credits, 50% success for 16 credits, and 35% crit success for 24 credits.
.05 * 0 + .1 * 8 + .5 * 16 + .35 * 24 = 17.2 credits on average. Then spend the 120 for a total spent of 102.8.

Crafting four medpatches. 60 credits spent to get started. DC 14, so same odds of success.
On a critical failure, you lose 6 credits, then spend your remaining six days earning income before buying the medpatches. .05 * 0 + .1 * 6 + .5 * 12 + .35 * 18 - 6 - 120 = -106.7
On a failure, you salvage your 60 credits, then spend your remaining six days earning income. 12.9 earned, 120 spent, total of 107.1 spent.
On a success, you continue Crafting for six days earning 5 credits per day. That comes to 30. You spend the remaining 30 (or you could shelve the project and come back to it later, spending an additional six days later to finish it).
On a critical success, you continue Crafting for six days earning 8 credits per day for a total of 48. You spend the remaining 12.
.05 * -106.7 + .1 * -106.5 + .5 * -90 + .35 * -72 = an average of 86.185 spent on your medpatches. A savings of about 16 credits over Earning Income.

This gets easier and thus improves your success rate the lower the level of the item. Of course, if you want items closer to your level it'll get harder. It'll still be better value on a success compared to Earning Income, but the failure chance will be higher. And the downside of Crafting is the worse failure effects.
If you get an Earn Income gig of your own level that uses a skill as good as or better than your Craft, it'll be better than Crafting an item of your own level. But an item of lower level probably still wins, assuming you want the item.

Looks like I get exactly the same numbers as Squark (a good sign they're correct), but I thought showing the work might help.
Where did the 10% come from?

Grand Lodge

NG Male Human Author - check out my work!

You can reserve 10 at a time, which then get skipped intentionally. That's a factor.

Grand Lodge

NG Male Human Author - check out my work!

My number starts with 23 and I've had it for years.

I still have a few left from a set of new player cards I downloaded shortly after that. They start with 24.

Grand Lodge

They were already granted, so probably too late.

Race

Halfling

Classes/Levels

Rogue/Sorcerer/Arcane Trickster

Gender

Male

Size

Small

Special Abilities

Sneak Attack, Sorcerous Power, Arcane Burglary, Fading Action

Alignment

Unaligned

Deity

Sehanine

Languages

Common, Primordial

Strength 9
Dexterity 21
Constitution 14
Intelligence 12
Wisdom 11
Charisma 21

About Garret Highhill

HP: 76(62), Bloodied: 38
Healing Surges: 8(7), 19HP
AC: 23
Fort: 19
Reflex: 23
Will: 24
Initiative: +10
Background: High Roller, +2 Bluff
Passive Arcana: 20

Skills:
Acrobatics +18
Arcana +10
Bluff +17
Stealth +15
Thievery +17

Feats:
Hybrid Talent(Rogue Weapon Talent)
Two-Weapon Fighting(+1 Damage when wielding two weapons)
Distant Advantage(Gain CA with ranged/area attacks when attacking flanked enemies)
Versatile Expertise(+1 attack with daggers)
Nimble Dodge(Second Chance reroll has -5 attack and can't crit)
Backstabber(Sneak Attack uses d8 for damage)
Sorcerous Vision(Use Arcana for Perception/Insight)

Class Abilities:
Bold: +5 for saving throws against fear effects
Nimble Reaction: +2 AC vs OAs
Sneak Attack: When attacking with a rogue power vs an enemy granting CA, deal 3d8 more damage.
Sorcerous Power: Add Dex+2(+7) to damage of all Sorcerer powers
Rogue Weapon Talent: +1 Attack with daggers, shuriken are high crit
Arcane Burglary: Use Arcana instead of Athletics
Fading Action: When I spend an AP to attack, I am invisible to that enemy(save ends)

At-Will:
Deft Strike

Spoiler:
+18 vs AC, can move 2 squares before the attack, 1d4+9 damage, can be thrown 5/10

Blazing Starfall
Spoiler:
+15 vs Reflex, Area Burst 1 within 10 squares, 1d4+16 Radiant damage

Encounter:
Second Chance

Spoiler:
Immediate Interrupt when hit by attack, enemy rerolls attack with -5 to hit, can't crit on the reroll.

Opening Move
Spoiler:
+18 vs AC, 2d4+9 damage, Effect: I get a +7 power bonus to my AC and Reflex

Spatial Trip
Spoiler:
Move action, teleport 3 squares

Ice Dragon's Teeth
Spoiler:
Range 10, Area Burst 1, +15 vs Reflex, 2d8+16 Cold damage and is slowed until EOMNT

Swift Parry
Spoiler:
Immediate Interrupt when hit by melee attack while wielding light blade, +5 to all defenses for that attack and target grants CA to me until EOMNT

Crushing Sphere
Spoiler:
Range 10, Area Burst 1, +15 vs Reflex, 2d6+16 Force damage and target takes -2 to attack until EOMNT

Blinding Flare
Spoiler:
Minor Action, +15 vs Fort, target is blinded until EOMNT. Effect: Shift 6 squares.

Daily:
Dazzling Ray

Spoiler:
+15 vs Will, Range 10, 6d6+16 Radiant damage, Miss: Half damage

Go For The Eyes
Spoiler:
+18 vs AC, 2d4+9 damage and target is blind and can't shift until EOMNT, Aftereffect: Every time I damage it it takes -2 to attack rolls and can't shift until EOMNT. Miss: If I was hidden, power not expended.

Prime The Fires
Spoiler:
Range 10, Area Burst 1, +15 vs Fortitude, 2d8+16 Fire damage, Effect: If the target attacks before the start of my next turn, it takes 2d8+7 Fire damage

Weave Luck
Spoiler:
Minor action, until end of encounter get one of the following benefits when I miss an enemy with an attack roll: Even, slide target 1 square. Odd, +2 Power bonus to next attack against that enemy.

Equipment:
Cape of The Mountebank +2

Spoiler:
Daly, Immediate Reaction when hit by an attack, teleport 5 squares and enemy who attacked grants CA to me.

Githweave Armor +3 (+1 Will)
Gambler's Dagger +3(Crit: +3d6 damage and shift 1 square)
Spoiler:
Encounter, before attack roll 1d6-3. Add result as power bonus/penalty to attack roll

Knife-Thrower's Gloves(Draw and attack with dagger as part of same action)
Spoiler:
Daily, when you hit with a thrown dagger, add +5 to the damage)

Bracers of Escape
Spoiler:
Daily, Immediate Interrupt when targeted by melee attack, teleport 2 squares

Acrobat's Boots(+1 to Acrobatics, stand up from prone as minor action)
Adventurer's Kit
Thief's Tools
80gp

Wishlist:
3: +1 Rhythm Blade(Dagger)
12: +3 Repulsion Githweave Armor
13: +3 Subtle Dagger
14:
15: +3 Cape of The Montebank