Succubus

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Unarmed attacks:
"...However, unarmed attacks aren’t weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so."

Sneak attack:
"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, or a ranged weapon 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."

Thief on dex to damage:
"...When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier."

So after reading those we can see that sneak attack is okay, but the dex damage from thief racket does not qualify :).


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New update:
This update is not so interesting from a feature stand point as I have mostly done some refactoring and cleaned up how the main view works behind the scene.
I have also added a way to pop-out the graph, if you want more space vertically.

Fixed a bug that spellcasters didn't get any bonus dmg from the "Bonus to dmg" field (which is now renamed "Buffs to.." to hopefully make it cleared what it is for.)

Because this update has a slighter higher risk of bugs or cause strange issues with the pop-out feature and that I refactored the communication between the graph and the input fields, I have duplicated the previous release at Rollback.

I have tested everything and didn't find any issues, but just incase, you have a way to use the tool if I destroyed it ^^.

Still on the agenda is to add animal companions (this one will also include animal progression like mature, nimble, savage etc.) And will be available to add for all classes as the Archetype Beastmaster is easily accessible in most games. I might also make it available as a stand alone "class" to compare with.


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Schreckstoff wrote:

how did you calculate crane style flutter because it makes more than up for the difference in damage dice? Just an extra attack per round at -2 to hit would make sense and probably also play out like that mostly.

Actually overtakes all the other options.

If you have the button on its on state (green) it means it will add that reaction attack to the pool as a free attack. I can't really assume how often it would trigger, so I let the user compare it a round without the reaction used and one with using it. But yeah, short answer, it only adds one more free attack at -2 to hit.

This is the same behavior for the other reactions. I'm thinking of moving reactions into it's own place where you can enter a %-value on how likely it is you will get the reaction and add damage after that. (also will unlock AoO for all classes after level 4 to count it in for multiclassing. But this is scheduled after animal companion).

Schreckstoff wrote:
Don't overwork yourself this tool is amazing already.

Thanks for the kind words! And don't worry, I will keep my workload healthy ^^.


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New Update:
Added Champion (also added option to enable Retribution strike)
Added AttackOfOpporunity for Fighters.

Property runes added - Most dmg runes included. Always assumes best case scenario (shock spreading to 2 more enemies, always hitting enemies with opposite alignment etc. Property runes are only counted where you would use +1,+2,+3 weapon respectively).

Option to use Standard AC from the book and use their Extreme-Low presets.

(( Wish I had time to add all your requests in one go, but I haven't forgotten them))


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Gortle wrote:
It need to get the ability score increase factored in.

It increases at normal progression, factoring in that you get +2 if it's below 18 and +1 if its 18+.

Gortle wrote:
Plus the increase in weapon proficiency.

It increases as per class at the correct levels. The fighter has the highest proficiency increase. I also factor in the dmg increase from specialization and it takes in the proficiency there as well.

Gortle wrote:
Plus at least Monk.

I have been thinking how to add it, it's very connected to stances, and the rest are not really factoring in feats. I will see what I can do.

Gortle wrote:
I don't understand why there are dips at level 19 for some classes.

It's the AC increase in enemies that makes the dip, I follow the standard ACs from the book. But I will double check so there isn't any bug there.

I think I will add a description at the end that tells what it takes into consideration. For example, Hunter's Edge increase efficiency at lvl 17 (and 19 for precision), deadly gets more dice as striking improves at late lvl runes, fatal does upgrade dice at crit etc All abilities increases as per level in the class etc. But maybe a quick level summary at the end that describes what is happening at every step is good.


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Some UI overhaul online now :)


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I often read threads about people arguing over how much the damage differentiates between classes, and I wanted to add to that bonfire. So in order to compare in a good way I started by doing an excel chart (like so many before me), but then I wanted something more user friendly, so I made this tool. Hope someone gets any use out of it.

(Not all classes yet, and doesn't support feat tree. Might in the future if many likes it. Currently adds "normal" runes progression under the hood)

Pathfinder 2e Unofficial Damage Calculator