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:
This post contains multiple quotes that you then claim say entirely different things.
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.
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.
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I haven't played 1-00 or 1-05 yet. 1-00 is pregens only though, right?
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.
exequiel759 wrote:
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:
Pretty sure that their point was that you get both. "exequiel759 wrote:
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:
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...
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.
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.
Arita wrote:
You still get that, though, you just don't get the training on the Society's own history and such.
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A third of the Dispatch trainees advances, drawing a dagger and holding her cloak defensively.
Peat recognizes these trainees have been taught to work together in certain attack patterns.
★★★
Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.
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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.
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Huh, weird. This is my first time using it. Not sure how I managed to do that.
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.
Crafting four medpatches. 60 credits spent to get started. DC 14, so same odds of success.
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.
Looks like I get exactly the same numbers as Squark (a good sign they're correct), but I thought showing the work might help.
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You can reserve 10 at a time, which then get skipped intentionally. That's a factor.
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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.
Easl wrote:
Well no. That's why I said there wasn't. You're the one who suggested it as an exploit. But that's... very specific. That's not the only situation where you'd Delay.It's something that might come up if you were Delaying because you were waiting for something that never happened, perhaps. You're trying to talk the enemies down, so you give them a chance to stop fighting by holding your turn until they attack. They never do. You Delay for a round, although at that point you probably move out of Initiative.
It absolutely means the start of your next turn. If you Delay an entire round, then it's just your next turn. You generally don't want you do that, but here's what happens if you do. And the round duration on cloak of colors is for the condition, not the spell. That's not created on the caster's turn, so it wouldn't tick down on their turn.
The Raven Black wrote:
A round is absolutely a duration, and your definition doesn't work anyway since your next turn has also passed. Easl wrote:
That's... exactly the same. Worse if you have any ongoing effects going. There's no benefit over just delaying the round at all.
Beth Saville wrote: So pretty much the animal companion is treated like a constuct. No, they are well-trained animals that you're able to use in combat. One of the most important things you want in a combat-trained animal is that it absolutely does not attack without being told. Obviously. The fact that it does exactly what you want it to do is a good thing. It would be pretty bad if they didn't stay where you went them.
Claxon wrote: As a GM, I would mostly pay attention to the fact that risky surgery will under optimal conditions, give you an additional 2d8 healing (critical success vs not critical success) at the cost of 1d8 damage. On average, it's a net of 4.5 hp increase. It's not worth the feat in the first place. While not applicable to this question, since using Assurance blocks bonuses, Risky Surgery does also give a +2 circumstance bonus.
It's a Society adventure and doesn't have a sanctioning document, so it doesn't have any special rules for that (unless they're in the adventure pdf). So it would use the normal rules for applying credit when playing a pregen. Players do apply the Chronicle to a character of up to third level. They can make it a 1st-level or a 3rd-level Chronicle.
Huh. If you signed up on this website, that number should already be linked to your account.
So yes, if that's the case than you probably need to contact support, I'm afraid. Unless your friend downloaded more cards on their account? In which case they made that more complicated than they needed to, but they should have the file with the confirmation numbers.
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