I mean things only sell for 10% of what they are worth and if nobody in the party is using it... It's not really destroying much. Items can also be repaired for at the most 200 UPBs. I mean... I could sunder an enemy weapon as a vanguard... And repair the loot... Or I can bull rush them into the abyss with momentum aspect and we can lose the story critical item. Either way, all instance where I would use either combat maneuvers are edge occasions. I just thought it was silly that they make it so hard to do one over the other. Like.. you are right. I could disarm. Like forever. Or I could just keep tripping. Or I could just keep grappling. Like all those shutdown a scenario pretty equally. Well except momentum bull rush... That's like a bye begone. But some of those distinctively work better and have less downside than the other. I guess there is the shatter property.
I mean, weapons can be repaired if need be. But like it was pointed out adamantine becomes useless for sunder at lvl 11 it seems. Even if it does eventually go through hardness, you have to use sunder a ridiculous amount of time to actually break the weapon. So yes, I think it needs a review at least.
I saw this thread and I thought it was pretty broken in terms of usability. I also tried looking up sunder builds and I could not find any. In fact most threads I found everyone said, don't do it. https://www.enworld.org/threads/help-me-understand-sunder.669520/ Quote:
Starfinder has been out for a while now. I would have thought there would have been a fixing to the hardness of things.
Thanks for the help all. I think I'm going to do it. Going to go with my blind Vlaka ace Pilot. As far as reasoning besides what y'all have given I'll add this to the list for Rules as Written. "Precise Senses
I was really digging the idea of a blind Vlaka pilot that uses aircraft screens to get over the 60ft limitation when it came to space combat. However as I kept looking for ways to make this work, I realized that blind meant he could not even look at a screen in front of him. So then I thought of just making him deaf. Which I thought I could make work, but the more I started looking into this I realized. How do Vlakas communicate if deaf? They could know 10 languages, but one, I'd be curious to know how they speak it if they have not heard it. Two, when communicating with the group how does that work? Is it possible to add able to read lips into the Vlaka's race description. If not it seems to me my character is going to be stuck with a datapad in his hands or going to have to find a telepathic communicator. Those of you who have played Vlakas, how do you overcome these challenges?
As the world becomes more digitalized and programs such as Roll20 and Fantasy Grounds becomes more prominent, hard maps become harder to turn a profit. They have to be shipped to a store at a price that can afford such a shipment. While the initial order might pay off paizo, the store owners might not buy them again because they sit on the shelves forEVER. Granted they can get re-used for other modules/content/homebrew, but they still don't sell enough. Because as a customer I can just buy a decent projector for the price of two map packs ... or even one depending on the projector, and then just project the digital version. Would be nice to see a digital stuff on sale without numbers etc...
Imprinting Hand (Su) (Mythic Adventures pg. 22): By touching a foe, you can gain knowledge about it, including its weaknesses. To use this ability, you must first successfully hit a foe with an unarmed strike, natural weapon, or melee touch attack to make contact, then use this ability is a free action. As long as the target remains within 1 mile of you, you always know the direction and approximate distance to it. If the foe has any weaknesses or vulnerabilities (including a mythic flaw), you immediately know this information. You can maintain this connection with only one creature at a time; if you use this ability on another creature, your connection with the previous creature is lost. How exactly does it work or what limits are there to this ability? The way I read it, it seems that by touching the creature I get to know everything about it? Is this correct or am I missing something?
Consider having a lot of goblins attack the town again when they are in mid-fight with the sheriff. Go HAM and TPK them with thoughtful monsters or a few giants. They could complain that you are trying to rail road them, but you are just naturally advancing the issue that they haven't taken care of. Kill off a few and or wipe them and then ask if they want to have new heroes roll into town. Or if they want to play another module.
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Why is there even a pre-requisite on this?
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Why would anyone or any of the classes ever choose Weapon Specialization over Versatile?
Was looking for the answer to this and found someone asked it on reddit. Wanted to get a community's or developer's take on this with a possible FAQ. So I stole the question word for word. "The wording of Clever Feint Clever Faint (Ex) [Sense-Dependent] As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score The wording of Flatfooted Flat-Footed: You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity. Note the bolded portions above. What does Flatfooted "against my attacks" mean? Do they have the actual condition or not? Can they make AoOs against me? Can they take a reaction as long as it's triggered by someone other than the Feinter or his allies? Do we just get the advantage of -2 AC and none of the other benefits of Flatfooted?"
Yup. You are right, thanks for pointing that out. I saw a few posts where this metamagic was used to increase DC, and I was confused by the wording and what was being claimed. When instead I should have focused on actual definition of caster and spell level. This feat is just about useless :-D Thanks for the clarification!
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From reading a few suggestions on the internet it seems this also increases the Caster Level by two and therefore also increasing the DC of the spell? Is this correct? The way I read this is that for spells that have level-variable effect (like damage per level, range per level, etc) it increases your level and therefore increasing the potential damage or range upto the max cap out? The understanding of one is quite useful as it would increase DC vs spell and damage and range, etc. but on the other one it's kind of meh...
Melkiador wrote:
I like this explanation the best.
Yeah, if I were shooting from a long range. Absolutely, rules accounts for range increments. However there is in the core rulebook an entry for ignoring certain cover (I believe soft cover or when shooting into melee with friendly) or AC bonuses if an enemy is bigger than the attacker. I think it was a two size difference thing. Also distance is also taken into a factor in a cover with height situation. So RAW yeah, I think you are right. RAI should... doesn't really matter as it's not a confusion of rules. Instead it is a deficiency in the prone rules. It's like shooting someone a prone medium sized creature point blank(adjacent)... In reality there shouldn't be a penalty, as the silhouette of the person is not reduced at that point, but rules don't account for that.
Hmmm... that's a cheap way to get rid of a once per day ability. Isn't there a famous quote that when ending a fight that a still standing enemy has a say? Alright so if it teleported away. And out of initiative order, does that count as ending combat? Does a character defeat the encounter? Do they receive xp?
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What happens when the target of a challenge teleports away? Also what happens if the challenger has ability to tell direction and distance the target went to?
It's not taking away from it. It's RAW backed up by real life data. By your measure Diehard should also prevent someone from falling asleep with a sleep spell, because he's such a hardened bad ass. Doesn't matter how hard you train, getting knocked out is getting knocked out. Plenty of YouTube videos to prove that. Hell, there is even some videos of guys training passing out. Diehard makes sense as it works.
Mainly just wish they'd answer questions or doubts about rules, rule conflicts, and intent in a more expedient yet well thought out manner. I wish 2e had been a revision of the rules and perhaps better implementation much like how Starfinder reduced a lot of the feats needed to accomplish things. Prime example... totem barbarian... Like bra... that's embarrassing. Sanctified rogue... really +1 fort and Will, that's it no progression? Rules for sleight of hand when it comes to surprise round actions... talk about useless. Combination of skills like they did in Starfinder. Background skills, reduced DC for players with Lore skills.
Yeah... that's how reach works. Except whips. But, in general if you hit them at reach and then they 5-foot step into your space, you can acrobatics away. Either way, they are not attacking your buddy. With Spring Attack and Skirmisher, this becomes even more deadlier, as you can basically spring attack 15-feet in, SNEAK ATTACK, Spring out 15-feet. At a minimum that is Spear Damage + Dex Damage + SA Damage. That's not including any extra damage you get from magical weapons and other mythical stuff. That might not sound like a lot but at lvl 10, that's 5d6 on SA alone. 5-30 Dmg Avg 15 Damage. You add two hand damage using Dex that's another 6. PALTRY damage when compared to barbarian or other classes. But this is worse case scenario. But your strength will be your utility. Preventing damage to your comrades, giving flat footed condition, restricting mobility. Taking AoOs… there is so much you can do and specialize in... that will be upto you. If you want to take lunge... you can. But mythic has something that increases your AoO range. You pair that up with Bodyguard or Standstill... It's options you have available. I didn't finish the build because ultimately you by the time you reach lvl 8, you will probably have a better idea or direction that you will want to go in.
Unchained Rogue w/Scout Archetype +0 Feat: Exotic Weapon Proficiency: Elven Branched Spear
Alright Senko. There is a good template for a rogue that can act as a pseudo-bodyguard, still effective in battle, smart and quick witted that is able to use the elements around him/her to outsmart, baffle, or outright annoy her enemies. Use Debilitating Injury to great effect Bewildered: This gives a -2 AC to your targets for all your party members. But for you it gives you -4 and gets better as you level up (-8). So it basically mitigates you not being full BAB class. Disoriented: This gives target a -2 to hit anyone. But it gives him a -4 against YOU. So basically you just upped your AC. Goes all the way up to -8 as you level. Hampered: This is another excellent choice. It may not sound that great, but when spring attack comes into play if the enemy can't reach you without taking a double move, or if he can only swing once instead of a full-attack... you basically are preventing damage that your healer is going to have to heal. Acid Splash - This allows you to deal with flyers to a certain extent. Get sniper goggles for increased sneak attack range. Shield - Extra Shield type AC which you weren't going to have anyways. So now you potentially just increased your AC by 4... plus when you put Disorented into play... now you become a little more tankier. Those are recommended spells, some people prefer vanish and other stuff. It's your choice. The prize comes with Dispelling Attacks at level 10. Basically at will/unlimited Dispel Magic. Dirty Trick Maneuvers to just add to the random chaos you can cause on the battlefield. It's also perfect for those few rare occasions where you will fight something that is immune to sneak attacks. Quote: If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action. Also things to consider (Agile Maneuvers) though there is FAQs out there that state that some Combat Maneuvers can be done with Dex and Agile Maneuvers might not be required. Underhanded Trick rogue talent gives you a few things. 1) It gives you Improved Dirty Trick. 2) At 6th level it passively counts you as having pre-requisites for Greater Dirty Trick (That is, you won't need to invest in Combat Expertise nor a 13 Int.) Scout Archetype basically allows you to get sneak attacks off in more situations. Charge into battle... SNEAK ATTACK! Disorient target to mitigate -2 penalty for charge. Hopefully it's dead. If not Acrobatics your way into a more favorable flank... OR CHARGE away at another enemy like a pin-ball. Most enemies won't hit you because you have reach... they usually don't. If they do, that's where Slow Reactions rogue talent comes into play. Once Spring Attack and Skirmisher comes into play, you're basically just antagonizing the enemy into attacking you. But they won't because your basically jumping around the battle field, with your spear darting in and out hitting them where it hurts. Anyways, let me know what you think.
no it states "attack" "action" not "attack action". It saying the action of attacking. Not the defined "attack action" with its own set of rules. Quote: "(see the attack action on page 182)." CRB pg. 178 You're going to have to quote that because I don't see what section you are talking about where it defines an attack action as it own separate action. However let me point out the Sunder combat maneuver. Quote:
There we see precedence that the attack action (the action of attack) can take the place of an attack conducted during the Standard Action Attack or the Full-Round Action - Full Attack. Therefore it highlights that the "attack action" is not a defined action, its just an action with intent to harm.
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