Thanks for sharing the tool! I'm no mathematician but these numbers seem to be off a little: *** Expected damage for each should be: Combatant 1: .45x13 + .05x26 + .2x13 + .05x26 + .05x13 = 11.7 Combatant 2: .5x13 + .1*26 + .3x13 + .05x26 = 14.3 *** This appears to be over counting the crit damage, once for the hit and then two more times for the crit (26), instead of just adding the extra damage (13) to those hits that are also crits. +14 attack bonus vs AC 25 should(?) be:
+14 attack bonus vs AC 23 should(?) be:
Flails have the same crit effect as hammers. The throwing hammer intrigues me as you can throw it and knock enemies across the battlefield prone! I'm currently playing a dual flail-wielding fighter using double slice; I hope we get an agile flail soon - all the other weapon groups (polearms excluded) appear to have an agile option.
Are the 'racket-specific' rogue feats such as brutal beating intended to be off limits to those who MC into rogue? This does not occur with muse-specicic, order-specific, or instinct-specific feats for those who MC into their respective classes. Perhaps it was just an oversight given the late addition of the rogue rackets to the system. SRC
My reading of the 'other halves' section suggests that with GM approval one could play a half elf who was an elf/gnome or elf/halfling offspring, or a half Orc that was an orc/goblin offspring, etc. I think these combos are unlikely in PFS unless some future product fleshes them out in greater detail. It would be an interesting option for an orc/goblin hybrid to forfeit access to human ancestry feats in exchange for goblin feats. SRC
The varied crit effects of the different weapon groups is one of the features that excited me about pf2. As the system is designed, fighters appear to be at a disadvantage in an area where I would expect them to shine. Fighters must wait until level 5 to gain access to crit effects and are limited to the single group for which they choose mastery. At level 13 they gain access to crit effects for all simple and martial weapons. Several classes can access crit effects sooner than fighters: Ruffian Rogue at lvl 1, Monks via the brawling focus feat at lvl 2, and Champions via blade ally at lvl 3. In each case there are some restrictions, e.g. vs. a flatfooted foe, or with a specific weapon, but all three cases provide access to crit effects across multiple weapon groups as opposed to the single group available to fighters at lvl 5. This may seem trivial, but a fighter who specializes in axes and then faces a creature with immunity to slashing damage faces a further disadvantage when switching to a weapon from a different group to overcome the immunity. A simple fix would be to give fighters access to crit effects for all weapons for which they have expert proficiency. Any other suggestions? SRC
After a cursory glance at the rules for round 4 I've identified several errors... The word limit of 1400 words is exceeded in your example: "(for example, you may spend 300 words describing an old castle Location, and 1,200 words describing a specific Encounter in the castle)". There is mention of referencing an archetype from Round 2, probably copied and pasted from a previous year's document. The encounter is supposed to be CR 6-10 but the rules suggest that entrants might "create an encounter with a CR 10 young umbral dragon and a lower-CR Round 3 monster". This would exceed the 9600 xp cap for a CR 10 encounter. There were others but I am short on time and cannot run through the rules again ATM. Best of luck to the round 4 contestants!
Mark Seifter wrote:
Mark, many thanks for your input. I struggled with wording to fit the detection ability and wanted something a bit more than "This weapon also does X." Though your sentence was intended to highlight a somewhat clunky bit of text, I found it quite elegant and easy to follow ;) As for the detction ability, the intent was not to allow the weapon or weilder to 'see' such creatures, merely to be aware of their presence, wherever they may be, within 60'. Pricing was a big question mark for me. I seem to recall someone saying that as long as we were not off by orders of magnitude it would not be an issue. Again, many thanks for taking the time to offer your thoughts.
Raynulf, many thanks to you and the other reviewers for taking the time to offer comments on the submissions, in particular, my own Ghostspike Longspear. As per the PRD: Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.
I'm arriving a bit late to this thread but would appreciate feedback from the crowd! Ghostspike Longspear
In addition to its more mundane combat uses, a ghostspike longspear becomes fused to an incorporeal target on a critical hit, allowing its wielder to perform drag and reposition combat maneuvers against the target in subsequent rounds. The wielder may instead make a combat maneuver check as a standard action to deal normal weapon damage. A creature that is fused to the weapon cannot move, but may, as a standard action, make a combat maneuver or escape artist check versus the wielder’s CMD to free itself. The wielder receives a +2 circumstance bonus on all combat maneuver checks involving a fused target. The wielder may choose to free the weapon from a fused target as a move action.
quibblemuch wrote:
Bravo, bravo, excellent!
I'm also a first-timer and am happy to see so much support for all of us 'noobs' :) I came across the contest last year after it had already begun and only by chance saw a post on the Paizo Blog last week that reminded me that RPGSS 2015 was about to begin anew! Best of luck to all, worst case we will get some free feedback on our work! cheers, SRC
The Spiritual Guidance Spell-like Ability of the Totem Guide Archetype allows the sacrifice of a spell slot to spontaneously cast thematic spells. Spiritual Guidance:
In addition, a totem guide's master can spontaneously cast the following spells while adjacent to the totem guide by sacrificing a spell slot of equal or higher level: detect animals or plants (1st), augury (2nd), helping hand (3rd), divination (4th), commune with nature (5th), and find the path (6th). I am playing a Lunar Oracle with the Primal Companion revelation and a Totem Guide Companion. Do I treat a daily spontaneous casting as a spell slot or am I SOL? Many thanks, SRC
I really enjoyed the special but was a bit disappointed with the tenor of the overall event - let's screw over all other contenders for the greater glory of the Society. As I was playing a Paladin I found several aspects of our mission quite unpalatable and had it been a regular mission would have likely refused. SRC |