Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
"Thank you, for lining up so neatly. Now die." Cast Defensively: Concentration DC 17: 1d20 + 4 ⇒ (14) + 4 = 18 SUCCESS! Fire Damage: 1d4 ⇒ 1 S&&*. This is why he's been spamming flame arc.
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
Timothy shoots another bolt, wanting to get multiple goblins at once with his magic as he grumbles. He misses horribly, however. Attack: 1d20 + 4 ⇒ (4) + 4 = 8 "I should have prepared magic missile... I clearly can't freakin' aim today."
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
Tim grumbles, but complies, and fires a crossbow at the goblin that Miles targeted once he retreats. I assume it's okay to start with a loaded crossbow? Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
Oh crap I didn't see the Wretches! Sorry, I am so sorry. Timothy, not being able to reach any of the goblins with his spells, moves closer, possibly regretting this decision.
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
Timothy's face turns to shock, mentally perusing for defences against intelligent magical items. sundering, he thinks as he unconsciously unstows his crossbow and leaves it at his side. Suffice to say, he isn't taking the news well. No I won't sunder the magical item fwiw.
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
Timothy sees Ulthak, and sighs. "I only want to know how dangerous she was around the time my son died, is all, to see if I need to... get further information. Past that, if she's not a threat, I see no reason we can't leave her be if Ruby is correct."
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
"Assure me she's been this old and decrepit for long enough to not have brought harm to us. I lost my son to these goblins. And, very fitting name," Timothy says as he looks at the ruby. His utter contempt seems to... fade as he sees the goblin not make any move to harm them.
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
PAIZO STOP EATING MY POSTS. Tim sees three goblins all neatly lined up and walks up to them, smiling like a maniac. "Thank you, for making this easy! Now, die." Flame Arc (targetting the line of 3 goblins): 1d6 ⇒ 5
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
I'm going to be suffering in Line rules this whole campaign, aren't I. Why the hell did I choose flame arc?! Flame Arc (Last time I forgot +Cha): 1d6 + 3 ⇒ (5) + 3 = 8 Timothy lines up a flame arc, his old reliable magic trick from a combination of study and sheer luck, and hurls it at two of the goblins who are all, already, neatly lined up. (DC 14 Reflex). His face portrays an angry snarl at the mere sight of goblins. If the first goblin is already dead, he'll change his line and where he's spewing fire from to hit the lower two goblins.
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
"I swear," Timothy says as he starts running after he picked up his bolt from the Goblin, "if the goblins cause this all of them are going to get the fire they love so, so much. Personally."
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
Timothy tries to fire off one bolt at the Goblin, none of his spells able to reach the thing. Attack: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 Assuming 2 range increments? Might only be one (range increment is 80')
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
Timothy decides to try to fry the Goblin alive, anger present on his face as he recalls what their tribe has done. Flame Arc: 1d6 ⇒ 3 DC 13 Reflex save for half damage. He moves within 30m first, then burns a point for Flame Arc.
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
"Line them up if possible, is the only thing I have to add to that, as otherwise I agree." Timothy sounds very ready to torch goblins, and you can almost hear the man crying from either anger or grief already.
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
Any mention of goblins is sure to get Timothy's attention, so once mentioned, he immediately speaks. "You hardly needed to ask for me to join you. The Toom's farm? I'll ensure only the goblins deal with the brunt of my damage."
Male Kitsune Arcanist | hp -1/9 | Init +4; Perc +2 | AC15 (T14 FF11) | CMD 14 CMB +0 | Fort +2 Ref +4 Will +4 | Reservoir 3/7
At The Inn: "I'm with Miles, there," the nearly middle-aged cobbler says, "almost always up to try something new. I'll be glad to help carry things to the stump as well. I may not be strong, but an extra set of hands can never hurt." In contrast to Miles' upbeat demeanor, Timothy is generally more reserved. Between his age slowly catching up to him, somehow faster than it should, losing his apprentice, and everything... his enthusiasm has gradually dwindled over the years, but he is still open to help the community at any chance after the Sundering.
Just a thought, but if Perception is used for initiative, they could have integrated that into the system one way or another. Perhaps those with a higher Initiative (Perception) versus the trap are able to act and get out of the way before the trap (it's Spot DC being its initiate order) activates. If you are actively searching / looking to disable a trap, you might even use your Disable Device (or equivalent) to enter Initiative. Just a wild guess though :)
Mark Seifter wrote: You guys have figured it out. I will admit: Figuring out a way to handle save or lose effects that was more fun to play with than "Your monster/PC either wastes the turn or instantly wins" is what initially led me to formulate the design doc for the four degrees of success in the first place. That way, you can do something that's still somewhat useful even if they make the save (though not if they critically succeed) and then something powerful but not instawin if they fail and something more extreme on a critical fail. This also has the added benefit of dealing double damage from spells like fireball when the enemies get a critical failure! Firstly, thank you for all the awesome insight you are spreading across this forum, every answer you give makes me more hopeful for a no brainer decision towards transitioning. Secondly though, does this mean we are expected to see quite a large disparity between what a player would have as a save, and what a monster would receive? In Pathfinder, if I ever found myself in a position where I was regularly failing a typical encounters DC's by more than 10, I would feel there was a fundamental problem with my character that I needed to address! Or am I just incorrectly assuming that 10 is the boundary here, hence my confusion?
technarken wrote:
I couldn't agree more. I am desperately hoping (but not optimistic) that you still will get multiple reactions a turn. The Starfinder system is: a) One reaction a turn.
This Severely limits the options and enjoyability of combat in Starfinder. We have already seen there are going to be different ways to use reactions (shields being one of the few things revealed) so point c) I am not worried about, but not having any way to take more than one reaction, or disrupt spells, disappoints me immensely. Keep Combat Reflexes, or something similar. An X number of reactions at each level would be fine as well, feat locked or otherwise. |