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?
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.
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.
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Oh, I never asked to be a reporter. I would like to be a reporter, please.
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Commander is certainly an interesting one to have out of tier.
bugleyman wrote:
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.
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Any particular scenarios folks are hoping to see during Outpost?
The wererat's sword deals better damage than his claws or 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.
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.
About Garret HighhillHP: 76(62), Bloodied: 38
Skills:
Feats:
Class Abilities:
At-Will:
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:
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:
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:
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 |
