White Estrid

Taja the Barbarian's page

1,361 posts. Alias of Darren Rodriguez.


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Shadow Lodge

shroudb wrote:
Taja the Barbarian wrote:
Aenigma wrote:


By the way, I have learned in several films that space is a very cold place. You'll freeze to death with unprotected exposure to outer space.

Technically speaking, space isn't actually cold: It's basically a vacuum, which means you'll retain your body heat quite well as there is nothing around you for Conduction or Convection to occur. On a practical level, keeping cool is a much bigger issue in space exploration than heating is.

Ehhh background space temperature is something less than 3 kelvins, which is something less than 3 degrees above absolute 0.

i'd say that is actually pretty effing "cold".

that said, without matter, the only way for heat to transfer (either way) is radiation, so it's not as fast as movies/comics depict.

still, for long exposure you do need thermal protection, both against losing heat (and freezing to death) and gaining heat (and burning to death), depending where you are compared to the sun. Good thing that space suits come with those^^.

The issue is that the average mass density of the cosmos is estimated to be the equivalent of less than 5 protons (yes, we are talking sub-atomic particles here) per cubic meter, so calling space 'cold' is kinda like calling a stadium 'hot' because there is a single lit candle in it.

A true vacuum doesn't actually have a temperature, as this term just doesn't apply when there is no matter. Space does have some matter in it, but it's still really, really, really, really, really, really empty, so it would probably interact with you like a dropping a grain of sand in a lake: Regardless of the grain's starting temperature, it just doesn't have to mass to significantly impact the lake's temperature.

If a fantasy character's body was magically safeguarded against a (near or total) vacuum environment, he'd probably sweat like crazy as his body attempts to dump excess (self generated) body heat: Presuming his magic does not protect his secretions, this might actually work for while as his sweat will instantly vaporize in a vacuum (taking some heat with it), but he'll dehydrate really quickly without additional magics...

Once he deals with this, then he can worry about cosmic rays and other radiation sources cooking his cells...

Space: No part of it wants you there...

Shadow Lodge

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"Emerging Guns" is the default setting for Pathfinder, which basically means "Guns are only used by specialists, and basically only early guns at that" This option allows gunslingers to exist while explaining why you don't see every martial character with a firearm.

Firearms and gunslingers are not for every campaign, and even if you are excited about introducing firearms into your campaign, you should still make a decision about how commonplace they are. The following are broad categories of firearm rarity and the rules that govern them. Pathfinder's world of Golarion uses the rules for emerging guns, which is also the default category of gun rarity detailed in this Pathfinder RPG supplement.

No Guns: If you do not want guns in your campaign, simply don't allow the rules that follow. The Pathfinder Roleplaying Game plays perfectly well without them.

Very Rare Guns: Early firearms are rare; advanced firearms, the gunslinger class, the Amateur Gunslinger feat, and archetypes that use the firearm rules do not exist in this type of campaign. Firearms are treated more like magic items—things of wonder and mystery—rather than like things that are mass-produced. Few know the strange secrets of firearm creation. Only NPCs can take the Gunsmithing feat.

Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

Honestly, gunslingers don't need the additional damage from dual-wielding: Since they are often attacking against touch AC, the attack penalty doesn't really hurt much and you are basically just doubling their already impressive damage...

Shadow Lodge

Personally, I'm not seeing anything beyond the Capsize (Monster Rules) entry on this subject, which isn't particularly helpful: Maybe 3.5 had relevant rules they neglected to bring into this edition?

Just to put a capsized ship into context:

  • Imagine a 15' x 15' room (fairly small by fantasy game combat standards)
  • Now fill it with 9 feet of water.
  • That 75 cubic yards of water weighs 75 tons.
Given that your flooded galley probably has more than 75 cubic yards of water in it, that should give you a rough idea of just how much weight you are trying to shift without any solid footing or heavy equipment.

Shadow Lodge

I've gotta say that the GM deserves a good share of the blame here, as the whole bounty hunter encounter was a bad idea:
Start with a character that is kinda estranged from the group.
Add a bounty that needs to be paid off to keep that character safe.
Watch as the party argues over whether the PC is worth the cash
Watch as the player gets more and more annoyed.
Watch as the player throws a bit of a (not entirely unjustified) 'hissy-fit' in the following encounters.
Watch as the campaign enters a downward spiral as every action becomes a 'bad' reaction to a prior 'bad' action...
Takes bets on whether the cleric eventually just shuts the door behind the party as they charge into a boss fight and leaves, or the party hands over the cleric for the bounty...

'PC is hounded by Bounty Hunters' sounds like an interesting background hook, but it can very easily go very wrong...

Shadow Lodge

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Edeldhur wrote:

Hi everyone,

I am an almost complete PF2E noob about to play a Ranger with an Animal Companion.

And my question is exactly as the title says - I have taken Precision, Gravity Weapon and Hunted Shot. STR14 and DEX16. At level 2 I will grab an Animal Companion, and the feats to improve him as we go.

With this kind of setup, if a ‘normal’ enemy (not a BBEG) moves up into close quarters with me, I draw a morningstar and a shield and go to town with him. How well will I fare?

Apologies if the question seems absurd, but I am just trying to get a feel for the relative power levels in PF2 :)

Thank you in advance for any feedback!


Switch Hitters:
  • A Melee focused character with Archery options is a good idea.
  • An Archery focused character with melee options isn't nearly as good an idea.
The issue with 'backup options for archers' can be seen in the following logic:
Does my foe have an Attack of Opportunity?
If no, you can continue to use your bow freely
If yes, then drawing a new weapon will provoke just as much as a fuil round of archery attacks.
Note: Most creatures have one or fewer reactions per round, so even a foe with an AoO might not have it available when your turn comes around.

Does my threatening foe have reach?
If not, you can probably just Step away to avoid AoOs
If yes, you can probably Stride away and take just as many AoOs as any other attack option.
Spending an action to reposition is not a wasted action.

Do I really want to keep investing resources into a backup weapon I don't actually need?
Runes get expensive pretty quickly, and I don't know of any rune-sharing technique that will work with a bow, so your attack/damage will generally be rather subpar with such a backup weapon.

Now, that being said, your mileage may vary greatly depending on your party: A shortage of melee characters, poor coordination, or just an intense dislike of your character might put you in melee range far more often than you'd like...

Shadow Lodge

Yeah, polymorph spells like this grant you a +10 bonus on Disguise checks and the natural attacks of the form (per the base Polymorph rules) plus only what the spell specifically lists:

Fey Form II wrote:


This spell functions as fey form I, except it also allows you to assume the form of a Tiny or Large creature of the fey type. Your base speed can’t increase above 90 feet this way. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 30 feet, climb speed 90 feet, fly speed 60 feet (good maneuverability), swim speed 60 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, see in darkness, abduct, animated hair, bleed, blood rage, boot stomp, burn, compression, constrict, crushing leap, DR 2/cold iron, grab, heavy weapons, icewalking, kneecapper, nasal spray, no shadow, oversized weapons, poison, putrid vomit, rock throwing (50 feet, 1d6 damage), sound mimicry, trackless step, trample, tree meld, undersized weapons, and woodland stride. If the creature has immunity to mind-affecting effects or poison, you gain a +4 resistance bonus on saves against those effects. If the creature has any weaknesses, you gain them.

Tiny Fey: If you assume this form, you gain a +6 size bonus to your Dexterity score and take a –2 penalty to your Strength score.

Large Fey: If you assume this form, you gain a +4 size bonus to your Strength and Constitution scores and take a –2 penalty to your Dexterity score.

If the creature you are turning into doesn't have an ability, the spell won't give it to you.

If the creature has a ability listed in the spell at a different strength (like Fly speed 120 or Fly speed 60), you get the weaker version (the spell is capped, and you'll never get something stronger than the base creature got).

For everything else (BAB, Saves, Skills, Spells, etc.), you use your own stats (after adjustments from the spell, of course).

Historically speaking, Polymorph spells have always been problematic (in no small part because every time the game invented a tougher creature to throw at the party, the party polymorphers gained a powerful new option), so they've been consistently nerfed from edition to edition...

Shadow Lodge

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Aenigma wrote:


By the way, I have learned in several films that space is a very cold place. You'll freeze to death with unprotected exposure to outer space.

Technically speaking, space isn't actually cold: It's basically a vacuum, which means you'll retain your body heat quite well as there is nothing around you for Conduction or Convection to occur. On a practical level, keeping cool is a much bigger issue in space exploration than heating is.

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Hyoseph wrote:

So I'm playing in a naval campaign and we got sea serpented.

The GM upsized the Sea Serpent to colossal so it could actually affect our Galley ship with its capsize ability but after it made its charge attack and there were dice rolled, we spent the next 20 minutes trying to figure out exactly what Capsizing does.

You know, your GM really should have figured this out BEFORE running the encounter...

Given the general idea of capsizing, it seems like your galley should still be afloat but inverted and completely adrift:

  • Anything on deck but not firmly secured is probably lost to the depths
  • Anything fragile below decks is likely broken (even secured cargo probably isn't secured well enough for this type of event).
  • 'Upper' decks (main deck level and above) are probably completely flooded, with a chance their contents have been lost to the depths (depending on how close they were to the outside).
  • Likewise, any deck with portholes or firing ports is also mostly or completely flooded.
  • The 'lowest decks' (those originally below the waterline) are probably only slightly or not flooded
Actually righting such a ship in the open sea is probably impossible without a lot of help: A small army of water elementals could probably get it done (or perhaps another colossal sea serpent under your control).

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I'd just like to point out that this build idea basically loses the one advantage that the Eldritch Trickster actually gives you, which is the free dedication feat.

Since there are literally no level 2 archetype feat options other than the Dedication feat (which you got at 1st), you probably aren't going to end up any better of a caster than you would have with another racket (Mastermind would probably be better with Wizard if you want the Int boost, or Scoundrel with a Charisma-based caster class).

Beyond that, caster rogues aren't particularly powerful in PF2: Your casting tends to be weak and getting foes flat-footed versus a spell attack takes significantly more effort than it does for strikes (Flanking as been errata-ed to be melee only, and stealth does not work for spells without powerful magics like 4th level invisibility). The Free Archetype rules will help a lot here (as you don't sacrifice class feats), but Stat allocation might still be a significant issue (depending on how you want the character to work when not casting) since Intelligence is not a particularly great stat for Rogues (it's a bit of a dump stat for most builds)...

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Nettleburn wrote:

hey. yea just dualwield revolvers.

4 000 gold pieces worth, advanced firearm x 2

gunsmith should make it before u can take the 'pointblanck->precise->dual wield' feats

yes its advanced firearm and doesnt suit all campagins, but hey: parthfinder system is made of powergaming - and compare what can other classes of similar lvl do.

Did you seriously just necro a 3 year old post, which was itself a necro of an 8 year old discussion???

And your recommendation was to just use 'US Civil War' era weapons in an otherwise medieval-ish campaign setting, which was suggested by at least one poster 11 years ago???

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Endure Elements can protect you from the appropriate Temperature effects but will not protect you from fire damage from any other sources.
Resist Energy (Fire) or similar energy resistance from another source will protect you (at least partially) from fire damage from all sources (including Heat), but will not protect you from 'Heat' Fatigue in Mild Heat or greater environments.

Shadow Lodge

Given it's size, the Targe is probably more of a 'light shield' than a 'buckler'

PF Bucklers are pure fantasy, so you aren't likely to find a real world equivalent (I'm certain one would have been mentioned by now if there actually was one): Reducing a shield's size down to the point that the wearer can freely use that hand for anything else would basically negate its defensive value to about the level of non-magical bracers...

ADDENDUM: FYI, the 'Fantasy Buckler' used in PF dates back to at least 1991's Arms and Equipment Guide for AD&D2.0 (I don't remember it appearing in AD&D1, but I missed a good deal of that edition).

Shadow Lodge

Onkonk wrote:

Let us take a +2 enemy as an example:

We have +26 to hit and the enemy has 37 AC.

Regular true strike hit (critting excluded) is 69.75% and the crit chance is 9.75%. The crit chance doubles the damage (we're gonna exclude crit effects for simplicity here) so our total damage is 0.8925x where x is the avg damage of our attack.

With keen our regular chance to hit with true strike becomes 64% and the crit chance becomes 19% for a total damage of 1.02y where y is the average damage for this attack.

So for the non keen attack to do more damage in this scenario (true strike vs an enemy with 11 more AC than your hit rate) it needs to do 12.5% more damage.

The average damage of an elemental rune is 3.5.

3.5/0.125 is equal to 28 so if the keen attack does more than 24.5 (28-3.5) damage it will outdamage an elemental rune while spellstriking in this scenario.

Just keep in mind that if your odds of hitting are just slightly better than your example (needing to roll a 9 to hit instead of an 11), the Keen rune doesn't help you at all because rolling a 19 is already a crit for you (as you beat the AC by 10).

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Ravingdork wrote:

Sounds like Gang Up is where we went wrong. I don't recall anyone ever taking it. (Though in half the cases, we weren't high enough level yet.)

Even had one player who would go whole levels without making a single sneak attack. Instead they focused on ranged crossbow attacks and basic save cantrips.

Melee Thieves are strong from 6th level on (just don't ever stop to think how many level 6+ class feats you want but can't fit into your build, because there will be a lot): Before that, they are 'not great, not horrible' in combat.

Non-Melee rogues (archers, casters) tend to be significantly less strong: I think they can work okay, but it takes a lot more effort to pull off (typically magical buffs or teammates specifically setting up your attacks).

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Ravingdork wrote:

I've heard in a number of places that rogues that can do quite a lot of damage. As much or more as many martials. However, every rogue I've seen in play has not lived up to that reputation, usually lagging far behind in the combat department.

So what are some good combat rogue builds? Have I been mislead? What's out there?

Having played a Halfling Thief through AoA, I'd say:

1) Don't kite: Attempts to 'hit and run' really cut into the damage you deal since Opportune Backstab is a big part of that (This may not be viable if you don't have a strong healer).
2) Have at least 2 other melee characters in your party to make flanking easier: While you can flank with just one, there are times when you need to 'spread out' a bit and your ally won't be able to threaten your target.
3) Allies with reach weapons makes Gang Up flanking even easier to use.
4) If you plan on using Invisiblity (like via the greater cloak of elvenkind), consider investing in Deception as you level so you qualify for the Blank Slate feat at 16th.

Gesalt's post otherwise covers the basics (I prefer a 18 Dex / 14 Con / 16 Wis Halfling build using a shortsword and Dread Striker is very group composition dependent): On average, your effective weapon die is 2d6 (you get another Sneak Attack die about the same time you get an damage rune upgrade), your 'easy' flanking penalty to your target's AC means you hit about as often as a Fighter, and Opportune Backstab is a great reaction that doesn't depend on your foe doing something to trigger it.

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Albion, The Eye wrote:

Talking about this.

I mean, a Wizard can easily use this.... Hmmm... 7+ times a day right?

Am I the only one to think this may be a tad over the top? It certainly is enough to break the balance on any melee encounter I think. Heck, +4 on Saving Throws will put a dent on any magical based encounter also :/

And this is a +4 flat bonus from level 1. Feels way too strong when compared with other level 1 School powers.

Also, I do not see any duration - how long would the bonus be valid for?

Please note the Divination's Prophecy School is not PFS Legal, which is often (but not always*) an indication that it is considered unbalanced...

*Options could also be banned from PFS for being evil, using a subsystem that PFS does not use (like crafting), being unclear on how they work, or just not mixing well with organized play in general.

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Mark Hoover 330 wrote:

So luck bonuses stack, right? So figure you've got a Warpriest and a Wizard (Prophecy Specialist) in the party. Round 1, the Warpriest wins initiative and has the Fate's Favored trait. They use a Swift Action, Fervor/Divine Favor to give themselves a +1 Luck bonus on all weapon attacks and damage; this becomes a +2 with the trait.

Then the wizard goes, using their Swift to deliver a +4 Luck bonus to all allies' next attack roll. Would this become a +5 for the Warpriest? So, the Warpriest's next attack roll, before stats, BAB or feats should be +7 to hit? Just wondering.

Luck bonuses do not stack.

Dodge bonuses are the only bonus type that normally stacks (assuming they are not from the same source).

Shadow Lodge

Blave wrote:

Paizo apparently changed their mind on how to use/handle the Rage trait between the CRB and the APG. The passive rage abilities in the CRB all lack the trait and state in their description that they only work in Rage. The passive Rage abilities in the APG do in fact have the trait.

They probably added it for clarity.

I presume they were initially concerned about how the Mighty Rage ability (allowing the free use of a Rage trait ability) interacted with passive abilities, so they just didn't give the trait to passive abilities in the CRB.

Shadow Lodge

Please note it isn't clear what caster level you use for spells cast through these enchants (see this thread).

You'll have to check with your GM as to how they work in your particular game.

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Lance Maroczy wrote:

Hello everyone!

I am just getting in the second edition after having some experience in first edition.

As I see, the NPC rules have changed - in forst edition NPCs usually had classes similar to PCs. Here the rules are simplified.

I had the idea of a "classic heroes journey" - so Players start with NPC classes, and then "multiclass" in to proper adventurer classes.

(I had first edition in my - they would have in first session 3 classes of NPC, but after that I would have handled it as a single level - for balance reasons. Maybe not gaining as much health etc.)

Can somebody give me advice, how to approach the above mentioned idea in second edition?

Is it feasible to start as a lowly NPC and go from there? Or build them like PCs? Or is it to unbalanced/to much hassle to have fun with it?

Thank you in advance!


I would just like to add that 'starting with levels in NPC classes' is actually not a particularly good idea in PF1e: We tried this in our own campaign and quickly discovered that a lot of builds just don't mix well with the limited NPC options:
  • My Greatsword wielding Bloodrager worked fine with a level of warrior (which is one of the reasons I picked that build)
  • The Unchained Rogue and Swashbuckler were both fairly useless in a fight (had to waste their level 1 feat on Weapon Finesse, and still did horrible damage as they really wouldn't need strength after level 1)
  • I don't remember what the Bard, Alchemist, and Cleric did, but I think they probably all just took a level of Warrior and 'muddled through' until they got to level 2 (maybe the bard was an aristocrat).
It sounds like a neat idea, but it tends to fall apart really quickly: Our GM gave up on it before we hit our pre-planned campaign reset at level 6 (time-travel shenanigans).

Shadow Lodge

HumbleGamer wrote:
aobst128 wrote:
What's up with ruffian being good with guns? They're just there to be the strength build and use non finesse/agile simple weapons like the longspear and thundermace.

They can choose between dex and an extra stat, depends the racket

You can choose Strength as your key ability score.

And deliver sneak attack ( and critical specialization ) with any simple weapon with damage die not larget than 1d8.

You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the flat-footed condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size).

A rogue is traned in all simple weapons, but can deliver sneak attacks with only a limited list of em. A ruffian goes through the limits.

Baseline Sneak Attack already works with a couple of decent d6 melee weapons (Shortsword and Rapier) and all ranged weapons, so the Ruffian doesn't typically add a lot of decent options (I believe the Longspear for 1d8 dmg and the reach trait is the traditional choice).

Sneak Attack wrote:

When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

What it does add are a couple of Free-Hand options (Gauntlet, Knuckle Duster, & Spiked Gauntlet) that might be useful, but without the finesse trait you are either going to be rather sub-par with them or heavily investing in Strength (which you don't otherwise need) to get your attack bonus up.

Shadow Lodge

Unless your foe is immune to nonlethal damage, you can always just punch it: Your 'simple' Fist (Agile, Finesse, Nonlethal, Unarmed) qualifies for sneak attack, so it won't lag too far behind a normal rogue weapon as long as you invest in Handwraps of Mighty Blows.

If you really don't like the d4 damage die or nonlethal damage, there is always the Martial Artist Dedication feat.

Alternately, the Rogue's Quick Draw feat allows you to draw a conventional offhand weapon (which can use Blazons of Shared Power to share rune with your pistol) without using an action when a foe gets in your face, but it will still provoke an Opportunity Attack if the foe has one...

Shadow Lodge

Arkham Joker wrote:
orric897 wrote:

Afternoon Everyone,

I am currently playing a 2 handed paladin 10. My question is, is it common for there to be monsters that can't be hit with a natural 19? I rolled a 19 + 4 for smite to hit + 19 from BAB/STR/Weapon for a total of 42 and did not hit the AC of some undead pirate. At that point I kind of checked out of the fight, If I can only hit things on a nat20 it doesn't feel good.

I am planning on talking to my DM at some point, but I also wanted to get other opinions.


I wouldn't take it personally. After all if the enemy isnt hit on a 42 then that applies to anyone.

Well, there are the "Gunslinger's Dream" foes (Combine Very Big, Very Heavily Armored, and Very Clumsy together and you get a huge AC + tiny Touch AC combination that Gunslingers can't miss while many other martials struggle) but that doesn't sound like the case here: Assuming it was a legitimate AC 43+ foe, it sounds like it might be a fight you aren't intended to win...

Follow up questions:

  • a) What is the composition of the rest of your party? Is everyone level 10, or are you significantly behind the rest of the party somehow?
  • b) Was everyone else in the party having issues hitting?
  • c) Are you playing an AP or other published adventure? If so, someone in the forum is probably familiar with the fight.
  • d) Are you playing with a lot of 'house rules'? On occasions, it's impossible for the forums to give decent advice because you aren't really playing the same game as the rest of us...

Shadow Lodge

ShivStabbington wrote:

I have an NPC who's a wereshark. So their hybrid form is Large. They use a ranged weapon.

Enlarge Person has a specific caveat that while your equipment grows with you, it shrinks again when it leaves your person, meaning that ranged weapon damage dice do not change. Lycanthropy does not have such a caveat, nor can I find any such things in the general Polymorph subschool rules. So is it correct to give their ranged weapon an upgraded damage die while in hybrid form?

There is a odd difference between the following 'mirror' spells:
Enlarge Person wrote:

Source PRPG Core Rulebook pg. 277

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Reduce Person wrote:

Source PRPG Core Rulebook pg. 330

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

The general conclusion I'm seeing is "whichever interpretation is worse for archery, that's the one to use..."

Shadow Lodge

Trokarr wrote:
“If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.” Taken from the general rules for polymorph effects. As the lycanthrope rules state that your gear does not meld with your form in humanoid or hybrid form then they must resize to fit your new size.

This: Without this rule, the character would lose all their worn gear (including normal clothing) every time they shift to hybrid form...

Transmutation / Polymorph wrote:

Source PRPG Core Rulebook pg. 211

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

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Blissey1 wrote:
Taja the Barbarian wrote:

Well, if the Sling didn't have Reload 1, why would anyone EVER use a Composite Shortbow? Same damage dice, same Propulsive trait, and similar ranges (50' for the sling vs. 60' for the bow), but the sling is lighter (Light vs. 1 Bulk), easier (simple vs. martial), and cheaper (free vs. 14g).

because deadly d10 is kind of a big deal???

a much better comparison would be the hand crossbow which would be strictly worse, with the only caveat that crossbows have a lot of feat support from various sources whereas slings have exactly 1 support feat tied to an ancestry

Honestly, I prefer not to think about the Hand Crossbow at all, as it is (for lack of a better term) 'weapons-grade' fantasy BS in every edition: Its tiny size means no real leverage when loading and should result in either a horribly slow reload (as in 'downtime activity' slow) or 'slingshot-level' damage...

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Blissey1 wrote:
Themetricsystem wrote:
Blissey1 wrote:
I just noticed for the first time the other day that slings actually have reload and it seems so weird??? like are you really telling me that putting a rock in a sling is equivalent to cranking a crossbow or loading a bullet? That these actions take similar time/effort? if anything I'd think that pulling and knocking an arrow is much closer...
You're thinking about a slingshot, not a sling. This is a sling and how it is used and it VERY much needs to be loaded before you wind up to swing it to release the stone/bullet.
it seems to me that everything in that image is the action of firing a sling, not reloading.
Technically correct (the best kind of correct): That image does not actually include
  • 1) retrieving the loose end of the sling (as per image C) and returning it to your 'swing' hand,
  • 2) drawing of a bullet/stone from a bag/pocket, and
  • 3) loading it into the 'business end' of the sling.
Once these steps are complete, then you are ready to start your actual 'attack swing' (per image A).

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Well, if the Sling didn't have Reload 1, why would anyone EVER use a Composite Shortbow? Same damage dice, same Propulsive trait, and similar ranges (50' for the sling vs. 60' for the bow), but the sling is lighter (Light vs. 1 Bulk), easier (simple vs. martial), and cheaper (free vs. 14g).

Mechanically, getting Reload 0 would probably require reducing the damage die to 1d4 and/or losing the Propulsive trait.

In earlier editions, you had the similar combination of simple proficiency, cheap cost, lots of static damage bonuses typically making the weapon damage less important, and the fact that 'Your Strength modifier applies to damage rolls when you use a sling' combining to make a potentially ridiculously powerful weapon that needs to be 'kept down' as it were...

Remember when it comes to Crossbows and Firearms, these weapons fire absurdly quickly in these games for similar gameplay reason: I think one 'early firearm' shot every 3-5 rounds is much more realistic (maybe 3 shots per minute from a musket, and you are still fairly likely to miss the broadside of a barn from inside the barn itself), but that just doesn't play well and this is just a game, so saying the sling's rate of fire is closer to a bow than a crossbow is kinda meaningless*

*To be fair, the rate of fire for D&D3 + PF1 bows is also extremely silly if you expect to do any damage: Bows are just springs and every ounce of energy you get out of them needs to be put in by your arm muscles, so if you are shooting really quickly, you probably aren't putting much energy into each shot...

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Mysterious Stranger wrote:

Another factor to consider is inquisitors are a WIS based class with a decent number of skill points that gets Perception as a class skill. Since perception is usually the skill used to determine surprise, this often means inquisitors are rarely surprised.

Personally, I would probably not make this a permanent teamwork feat but could see situations where using it could be useful. Don’t forget that an inquisitor can change the latest teamwork feat several times per day. So, if you are going down into the dungeon next to the ranger with favored terrain underground it might be worth it.

As an archer, being able to use a full attack during a surprise round is still pretty nice, even if you wouldn't have been surprised anyway, but what you get out of it is entirely dependent on how perceptive (or just plain lucky) your adjacent teammates happen to be: If they are all surprised, you don't gain anything from this feat.

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Nosta1300 wrote:

Can some one explain to me what I'd get out off Look out on a inqusitor I'm building

I want to know if it be worth taking

Archery build BTW

Inquisitor / Solo Tactics (Ex) wrote:
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Source Advanced Player's Guide pg. 164

Your allies help you avoid being surprised.

Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Assuming none of your allies have this feat as well:

If you are surprised but an adjacent ally isn't, then you get to act in the surprise round (Single Standard or Move action only).
If you aren't surprised but all of your adjacent allies are, nothing special happens as your Solo Tactics class feature only helps you.
If you aren't surprised and an adjacent ally also isn't, then you get to treat the surprise round like a normal round, but your 'not surprised' ally is still restricted to a move or standard action only.

Whether or not you get anything useful out of it will depend on a lot of factors, but the big ones are probably:
A) Do you often see surprise rounds at all? They often just don't come up in actual play.
B) Are you likely to be adjacent to a perceptive teammate when a surprise round starts? If not, this feat is less likely to help you much as you really need your ally to not be surprised to get any real benefits.

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Poit wrote:

I've always assumed the answer to this is no. If a player non-critically fails, they know they failed by 1, failed by 9, or somewhere in between, but they don't know where in that range their roll was. But something from Dark Archive is making me less sure about this.

A psychic with the infinite eye conscious mind gets a pretty nice amp for guidance. For those who don't have the book yet, you can see the full text 17 minutes into the Rules Lawyer's preview video. Here's the relevant paragraph, with the important part bolded:

You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check.

Because the trigger for the reaction requires that the bonus from guidance would be enough to upgrade the degree of success of the roll, that suggests that the player of the psychic needs to know when one of their allies within range fails (or critically fails) a roll by 1. Without that information, the psychic can't know when the trigger for their reaction is met.

As far as I know, this is not standard information for a GM to give players, but maybe I've missed something. Is there any guidance in something like the Gamemastery Guide that says GMs should give players this information? Is the ability to gain this information just something that is implicitly granted to infinite eye psychics? If that's the case, should I post about this in the Dark Archive errata thread, requesting for clarification?

How would you all handle this?

I assume it would be handled like this:

Player 1 - I attempt to strike my foe
GM - Make your attack roll
Player 1 - Does a 22 hit?
GM - No, it does not
Player 2 - What about a 23?
GM - Yep, that would hit
Player 2 - I use my reaction to retroactively boost my ally's attack roll by 1.
GM - Okay, Player 1 nearly misses the monster, but Player 2 guides the strike just enough for it to land: Roll your damage.

In my experience, a 'missed by 1' roll on a non-secret roll would often be described as such anyway ('your foe just manages to dodge your strike' or the like) but this will obviously vary from situation to situation (even at the same table: Failing a Will Save by 1 is a bit harder to describe).

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I haven't kept up with the latest and greatest in Starfinder after my previous group drifted apart but I was curious if organic bio-armor has made it into the game? One of my original character builds was a character that didn't depend on equipment where possible and the game has made great strides to improve natural weapons, barathu weapons, add classes with innate weapons/attacks (like Solarian), and various body morphs (like the geneturge mystic and upcoming evolutionist)... but I don't think I've seen a way to incorporate living armor INTO the character as opposed to just wearing it.

I've seen obviously bio-organic and class abilities that give you a token +1 or +2 to AC but I'm more referring to the twisted ribbon manufacturer for armor where the armor melds with your form and can't be removed (other than obviously a long process when you level up) but still otherwise provides the abilities and disadvantages it normally would (EAC/KAC bonus, environmental protections, upgrades, etc). Have I missed this option? If not, am I the only one interested in such a variant? So far, I've only been able to use necrografts for environmental functions and basically just skip the other features of armor.

The flavor you are looking seems antithetical to the game's core 'you need to replace your armor every couple of levels' design, so I wouldn't hold my breath while waiting for this option if I were you.

Also, in any situation where your armor might be 'forcibly removed' I would expect a character with non-removable armor to just be denied access entirely (in a 'no armor allowed at this shindig' situation) or just executed (in a 'taken prisoner' situation).

As mentioned by another poster, a re-flavored Junk Armor spell is probably your best bet, but please note that the protection this spell provides is, well, junk: The KAC//EAC ratings are okay for light armor, but the 'maximum Dex bonus equal to 1 + one quarter your caster level' is painfully low...

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Talon976 wrote:
Better yet. Find the rule that says you have to use any printed rules for your particular game. Better off banning the player whining about stupid issues they don't agree with.

Ease up on those negative vibes, man: This innocent (and rather silly) thread had rested in peace for nearly 4 years before you came in here with your apparently anger-fueled necromancy...

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Laser Net wrote:

Source Character Operations Manual pg. 137

Classes Technomancer 2
School conjuration
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect lasers in a 20-ft.-radius spread
Duration 1 minute/level (D)
Saving Throw Reflex negates, see text; Spell Resistance no
This spell creates a net of dangerous lasers between two solid points. The net can appear only if there are appropriate anchoring surfaces at both ends of the beams, such as two walls, a wall and a ceiling, or the like. Otherwise, the spell fails.
Creatures that move through the laser net must succeed at a Reflex saving throw or take 1d6+1 fire damage per 5 feet of laser net they move through. Creatures that move no more than 5 feet in the laser net receive a +2 circumstance bonus to this saving throw, but creatures that move through more than 15 feet of the laser net in a single turn take a –2 penalty to the saving throw.

If someone moves through 15' of the web and fails their save, do they take 1d6+3 or 3d6+3 fire damage?

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Strength and Constitution are both more useful than Intelligence for a Thief: An 8 Strength means you'll take penalties in the basic Leather Armor you'll be wearing until level 10 (also, your carrying capacity needs all the help it can get, and you will probably want to succeed at a climb check now and again).

My halfling thief felt pretty good with:
Str: 10
Dex: 18
Con: 14
Int: 10
Wis: 16
Cha: 10
That being said, he did spent a lot of time in a pool of his own blood at low levels (and at higher levels too, although not as often)

Thieves are great damage-dealers (assuming they can get their foe flat-footed, of course) but are a bit fragile (unexceptional AC, fairly low HP, and no baseline shield block mechanic) and don't typically survive very long if focused by the enemy. Honestly, the PF2 Thief is probably the most powerful version published in the nearly 50 years of the D&D/Pathfinder family.

As for Stealth, a few baseline things to remember:

  • You need cover/concealment at both the start and end of your move,
  • You can only move half your speed (rounded down)
  • For Halflings, that means you can move 25ft / 2 = 10ft per Sneak action, and
  • Since your starting square and ending square both need cover/concealment, you effectively can only move through one 5ft square without cover/concealment.
Obviously, this gets a lot better with the appropriate feats (even Nimble Elf could help a lot at level 1), but using stealth takes a long time to 'come online' in a practical manner and probably shouldn't be your primary investment at low level: I personally found boosting Medicine (for treating wounds) and Thievery (disabling traps and opening locks) to be a better use of my first skill boosts.

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When we ran Age of Ashes in a 4 person party, our GM eventually just awarded 2 Hero Points each at the start of our 3-4 hour sessions: It simplified everything, kept our gameplay from being interrupted, and minimized the danger of things going south early in the session (unlike in PFS, normal AP play could very well have a deadly APL+3 encounter in the first hour of a session since you could have ended the previous session at basically any point in the adventure).

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BigNorseWolf wrote:
Your caster level and your caster level would be trying to dip on the same source, so no stacking
So you're basing this on the 'combining magic effects' rule?

Source Starfinder Core Rulebook pg. 332

Spells or magical effects usually work as their descriptions state, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place.
Duplicate Effects
Spells and effects that provide bonuses or penalties to attributes such as attack rolls, damage rolls, and saving throws usually do not stack with themselves if multiple effects would apply to the same attribute. More generally, two bonuses of the same type do not stack even if they come from different spells or from effects other than spells (see Bonuses on page 266).

However, damage from multiple spells that deal damage is always cumulative.

Offhand, my initial reading here is that these are two separate 'effects' ('variant rule' & 'hack') rather that one effect ('add half your level to dmg') applied twice to the same damage roll.

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Are the 'half level to damage' bonuses from 'Variant: Scaling 0-level Spells' and the Technomancer's 'Harmful Spells' Magic Hack supposed to stack?

Source Galactic Magic pg. 88

Low-level spellcasters often rely on damaging 0-level spells (energy ray, hazard, injury echo, and telekinetic projectile) to injure their foes, but these spells can become obsolete as spellcasters gain levels and find weapons that deal greater damage. This rules variant allows spellcasters to rely on their damaging 0-level spells throughout their adventuring career. Make the following changes to the spells named above at the levels the character attains in a spellcasting class. Each increase happens only once at the indicated level.
At 3rd level, add half your character level to damage with these spells.
At 7th level, increase the damage of spells that deal 1d3 or less damage to 2d4. Increase the damage of spells that deal 1d6 damage to 2d6.
At each of 10th, 13th, and 15th levels, increase the damage of these spells by one die of the same type (d4 or d6).
At each of 17th and 19th levels, increase the damage of these spells by two dice of the same type.
At the end of this progression, a 19th-level spellcaster’s energy ray deals 9d4+9 damage of the chosen type, while their telekinetic projectile deals 9d6+9 bludgeoning damage.

Source Starfinder Core Rulebook pg. 121

Level Required 2
When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.

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As other have mentioned: Half-Elf is a heritage that can be taken by a human character (gaining the Elf trait, the Half-Elf trait, and Low-Light Vision, along with the ability to take Elf and Half-Elf feats).
Likewise, Half-Orc is another heritage that a Human character could take (gaining the Orc trait, the Half-Orc trait, and Low-Light Vision, along with the ability to take Orc and Half-Orc feats).

The sidebar basically says there is little reason that a non-human couldn't take one of these heritages as well, so you could (with your GM's permission and a minor tweak*) play an Elfling (Halfling ancestry with the Half-Elf Heritage) or a Gnorc (Gnome ancestry with the Half-Orc Heritage).

*Both heritages specifically mention the ability to take Human feats, which is the only mechanical change you'd really need to make for non-human characters: I'm guessing they just want to keep things simple for new players, but it does mean you can't quite 'copy and paste' these heritages on non-humans...

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Flanking has now been officially errated:

Page 476: Flanking was ambiguous on what happened if you made a ranged attack while within reach of a foe you are flanking. To make it clear that only melee attacks benefit from flanking, change the second sentence to read "A creature is flat-footed (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it."

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Special Materials wrote:

Description Source: Ultimate Equipment

Weapons and armor can be crafted using materials that have innate special properties. If you make a suit of armor or a weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Each of the special materials described below has a definite game effect. Some creatures have damage reduction that makes them resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the types of creatures they most commonly encounter.

As for enchants, you are enchanting the entire weapon, not parts of it (again, with a specific exception for double weapons, which are enchanted individually).

So, no, this will not work...

On a side note, the special materials are fairly pointless once you get to a +5 enchantment point anyway (Weapons with a +5 enhancement bonus to hit/dmg already pierce magic, cold iron, silver, adamantine, and alignment-based Damage Reduction)

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RAW, probably not as only your 'unarmed attacks' have reach and maneuvers like Trip are not actually attacks*: You can't do a 'reach trip' just because you have a one-handed reach weapon in your other hand.

If you had an Unarmed attack with the Trip trait, you'd be all set...

That being said, I'd kinda expect this to be allowed at most tables...

*This is a rather confusing but important distinction

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bmardiney wrote:
Alright, a shame there's no way to do it, but I guess it is what it is. So for a rogue sniper, the only way to get the sneak attack is if she's hidden?
Even this doesn't necessarily work with spellcasting as you don't actually make a Strike with spells:
Sneak wrote:

Move, Secret

Source Core Rulebook pg. 252 2.0
You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become hidden instead of undetected.

While Rogues are generally in a good place in PF2e, the Eldritch Trickster is kinda hard to make work...

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Barbarian (Unchained) is probably the better option if you have limited healing (no need to heal those temporary HP), but it does lose out to the Core Barbarian in a couple of small but annoying ways (you lose the boost to Fortitude saves that you normally get from a Rage-boosted Constitution, and you don't get quite as much damage out of a two-handed weapon).

That being said, definitely go Unchained if you are planning to wield multiple weapons and/or natural attacks at one time.

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The reason it is so hard to get proficiency with the Spiked Chain is that it is kinda really strong for a rogue:

  • It's a d8 finesse weapon, which is better than any weapon the class offers, and
  • It's a Flail, which grants a superb critical specialization effect.
You could argue that its two-handed nature is a drawback, but a lot of rogue builds don't dual-wield anyway, so why not use both hands?

There are a few d8 finesse weapons available, but typically through a limited racial option rather than just 'pick anything' (except for humans, for whom 'pick anything' kinda is the racial option).

The Poi is the only option for a baseline rogue to get the 'knocked prone on a crit', but that is also uncommon and inflicts damage that is both weak and nonlethal (still a really good weapon option, though).

I'd say there's a few questions to ask yourself:

  • 1) If I can do this, can anyone?
  • 2) If anyone can, is there a decent reason they wouldn't?
  • 3) If not, did my idea just a cookie-cutter build?

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glass wrote:

It says they "count as alchemical silver" and doesn't give an exception for the -1 damage, so it applies as written IMNSHO. Although give how costly it is, it probably shouldn't.

FWIW, after a chat with my group's other GMs, we decided that it will ignore the damage penalty in our games. And we renamed it "brightsilver".


I've always read it as 'count as alchemical silver weapons (for DR purposes)..." and that the -1 damage penalty doesn't apply as it's a pretty pointless material otherwise (Rust just doesn't come into play that often).

It's just a slightly (effectively 450g vs 20g - 180g) more expensive version of alchemical silver that doesn't take the slashing/piercing damage penalty (appropriately enough, as its typical use is 'most often scimitars or longswords') and also happens to be immune to rust, which puts it on top of my list of low level weapon materials if I don't think I'll need cold iron.

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markrivett wrote:

Apologies if the answer should be staring me in the face.

I have a mage who is pretending to be a warrior.

What are the effects of wearing heavy armor as a mage?

Thank you in advance

Nothing special: Your AC will suck for the most part (since you aren't proficient and the dex cap is 0), your speed will be reduced, you'll take a penalty on a lot of checks (assuming you don't have an 18 strength), and you are quite possibly encumbered by the 4 bulk.

Oh, and it will probably be obvious to everyone that you aren't actually proficient.

Beyond that, I believe you can still cast normally...

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It looks like you are referring to a 3rd Party 1st edition product (Dreamscarred Press' Psionics Unleashed), so I'll flag this thread to be transferred to the appropriate forum.

Shadow Lodge

The Core Rulebook version of the Rogue is considered pretty weak overall: You'll really want the Unchained Version instead if your GM allows. When we played this AP, our Ninja was kinda underwhelming in actual play.

Looking at your party composition, you seem to be lacking in:

  • Arcane power (Bloodragers don't really cut it here),
  • Good Social Skills (A lot of 'decent charisma' characters but probably no 'high' charisma builds),
  • Good Intelligence Skills (Knowledge(Planes), Spellcraft, and the like)
None of the 'gaps' are necessarily fatal and covering everything is somewhat unlikely, but it is still something to keep in mind: My group consisted of three Martials and an Oracle, but my Spirit Guide Oracle covered a lot of those gaps fairly well (Charisma up the proverbial wazoo and the flexibility to cast fireballs one day and use Charisma for Intelligence based skill checks on others) and we just steamrolled through most of the AP.

On a side note, starting with Wrath of the Righteous is probably not the best idea as this AP involves the Mythic rules, which are probably best appreciated by veteran players as it makes both the PCs and the opposing NPCs much more powerful than normal: It's not 'bad' for a new player, but someone with many games under their belt will probably appreciate the 'change of pace' a lot more than you will...

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Errenor wrote:

Let's assume players 7+ lvl. For example some social encounter is happening and a player says something great. Or, better, not that great, but good. Now it's time for a check! You tell the player that and it occurs that his character has Deception/Diplomacy/Intimidation untrained. Which means that for ~7 lvl it would be an already bad roll, and for 15+ lvl it would be a critical failure.

So what do you do? Ignore social skills and checks? What about PFS? Force players with unsocial characters to be silent unless they are forced to roll a guaranteed failure? Introduce DCs which not only un-levelled but also depend on who is rolling them?

Obviously, you need to severely punish the player for breaking character...

Okay, maybe not, but this is a very basic issue for RPGs: What do you do when there is a sizable gulf (in either direction) between the character and the player for Mental / Social checks (Oddly enough, in my experience players are never required to physically climb a wall or make a long-jump before they can make an Athletics check for their character).

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