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Its not a nerf its a misprint


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Unicore wrote:

I think if you want to be a giant Barbarian, and not invest in Dex, I'd recommend teaming up with a Champion to bring the divine retribution, or atleast make sure your healer is ready to help you out a lot.

Investing in dex doesnt do anything except relfex saves. Barbarians get medium armor all the way to Master and dex cap for medium is 1-2. Barbs generally have 2 less ac than fighter while raging, 3 less if Giant barb and thats only if the fighter is in heavy armor (its 1-2 in medium). Barbs also gain resitance to a few types of damage while raging, while fighters only get 1 resist based on the armor they wear


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Voss wrote:


I'm pretty confused by the skeleton pages.

It claims 'most skeletons have one of these abilities' (which seems rather extreme, to be honest). Yet none of them do. Should they just be assigned one for free without adjusting their level?

Skeleton Guards are 'Creature -1.' The rest are just Creature X. What does -1 mean in this context?

Why do skeletal giants have horns? Let alone agile horns with a bigger die type?

They are mindless [though the champion seems not to be, given the higher int score and languages, and lack of the mindless tag), but evil because they're about creation? What do skeletons create? Evilly create? Why is this evil at all?

The 'Creating Skeletons' side bar seems unfinished. Start with size, add strikes, speed or other shape related abilities and... that's it?
How are level, stats, skills, saves, AC and HP assigned? I'm assuming it would get the same laundry list of immunities and resistances, but that's extrapolation.

In Order:

-Yeah you just assign one of them. It allows GMs to make similar enemies with slightly varying abilities. You could choose to assign none of them, or even assign more than one (increasing the creatures level)

-It means they're 2 levels below a level 1 character for purpose of xp calculation for encounter building

-Its made from some large creature with a horn, or just has bone sticking out of its head. its a natural attack you could probably flavor it as a bone spike

-They arent about creation. They're made from Negative Energy which is a force of destruction. Using said force for reanimating things (creation) makes them vicious husks. This isnt new and has been the general theme of undead in pathfinder for years

-Its just guidelines, the proper monster creation rules are in the GMG. the Guidelines alone allow you to edit the base skeletons a bit


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TOZ wrote:
Y'all can't roleplay in a setting that uses fantasy temperatures?

The F stands for Fantasy


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I dont know why people are morally opposed to buying backpacks. A party of 4 with 4 backpacks and nearly capped bulk has 16 bulk worth of storage space to work with, and again thats assuming every single party memeber is capped on regular carrying bulk. Also we dont know the final bulk numbers.

Curious as to what next weeks blog is gonna be even if its short. Im mostly waiting on seeing the equipment blogs (armor and weapons) hoping they give us some previews of anything thats been changed


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From what we've seen of PF2 monsters (from the bestiary previews) starting with 14 in str, for example, is viable. Prehaps not *optimal* but your character will function fine


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Id almost argue with rules being free online you *could* in theory run an AP with just the AP alone, using the online srd for refrence material


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Rysky wrote:
Malk_Content wrote:
I'm not sure why people get hung up on Champs being the "best" heavy armour users.

Because it’s not their theme, no more than saying Clerics were the masters of Medium armor or Rogues were the masters of Light Armor.

It was proficiencies they had access to, but it wasn’t what the class was built or themed around.

How many class feats does the Champion have for heavy armor, when those could be spent on actual Champion thematic feats? What about those of us who don’t want to use Heavy Armor?

Aside from my Vindictive Bastard none of my Paladins in 3rd and Pathfinder wore Heavy Armor.

Well Mark did say that classes with Heavy armor like Fighters and Champions wouldnt skimp on lighter armor proficencies.

here


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Wandering Wastrel wrote:

@DMW - that's a reasonable counterpoint, although I do think that if done properly it would avoid being a 'feat tax' and would be more of a character choice, i.e. "do I as a Rogue spend valuable feats becoming better with my dagger or do I focus on doing Rogue stuff better."

In my view, having that as an option makes the game better (but I do realise this is subjective).

I dont think anyones suggested it yet, but the concept your looking for works if you actually start as Fighter and then multiclass into Rogue. You'll end up with a Fighters proficencies, but youll also get bonus skills and access to Rogue feats. Its pretty easy with how stat gen works to start 14str/18dex even as a fighter and you can focus on either Free Hand dueling or Two Weapon Fighting styles for more Rogueish flavor


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Sliska Zafir wrote:

Reposition also has the same issue. Move them and you get to hit with an AoO.

My level 10 solarion with 22+ str and improved combat maneuver picks up that goblin and repositions it flying-airplane-style around and around next to all my advanced melee weapon-wielding friends, who each get to whack it for free...

Makes Solarian's Stellar Rush ludicrous. (Move, then charge, then bull rush, then explode for fire damage, then make an opportunity attack.) There isn't a better solo damage option available (if damage is your thing...)

[Crack!] That's the sound of bull rush and reposition breaking the game, and going OP.

This one had better get cleared up quick. Everyone please click FAQ on the first post in this thread...

Its FAR from gamebreaking as you are spending a feat, targeting KAC+4 to use the bull rush, AND using your only reaction for the round to pull off the whole manuver.


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Cyrad wrote:

This is pretty annoying as it's impossible to have an unarmed combat character unless you're vesk.

I hoped unarmed combat would leave the shadow of Pathfinder, but it's actually gotten worse. Why would you ever take Improved Unarmed Strike? Not only does it fail to do what you absolutely need the feat to do (let your unarmed strikes deal lethal damage), but also you're infinitely better off taking Advanced Melee Weapon Proficiency feat and buying a pulse gauntlet. It's one of the weakest feats in the game.

It allows you to use melee attacks while your hands are full saving action economy since you dont need to put your gun away or change grips.

Also non leathal and leathal arent calculated seperatly in Starfinder like they were in pathfinder. They both deal damage and the non leathal vs leathal only comes into play for the final knockout/killing blow.

The REAL issue with Improved Unarmed is it doesnt remove the archaic property which is alright if you never fight people wearing armor (monster hunter style games) or are tavern brawling.


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Three key points missed

1. Str is required to use heavy weapons. You need 12-14 str to use them

2. Str is the superior option for combat manuvers as the weapons with bonus properties only use Str

3. 13 str is needed for Heavy Armor proficency is you want to have solid AC at higher levels (heavy armor begins to outclass light armor in raw ac around level 6ish)


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In addition to mystic cure, health pots (i think it was serums of healing?) Only cure Hp as well.

In first contact there are two monsters that have abilities that trigger ONLY on HP damage not SP damage

Judging from this it looks like while they have only a couple things that interact with it, the reasons for it are there. Plus it allows them to add more abilites that interact with hp or sp specifically in the future


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A level 1 soldier can succeed against a goblin with no bonuses on a 15.

With Improved Combat Maneuver they succeed on an 11. In addition, other penalties to ac and bonuses to attack improve your chance with Manuvers. Lets take a higher cr foe.

Against a CR4 monster with 18AC, a level 5 soldier succeeds on a 16. With improved they succeed on a 12. With +2 from flanking and the foe being flatfooted they succeed on an 8. Im failing to see the issue here.


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The the book has an error as RAW you can stack them


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Yeah the issue with Envoy is that Skill unlocks are very weak mechanically and at best situational. Like they arent even amazingly strong in social situations nevermind not being very useful in combat


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Milo v3 wrote:
Voss wrote:
Well, the former is very metagame (what is a 'more accurate sword?')

It's also already canon for the universe... We already know magic Can do that in the setting.

Quote:
and the latter can be done without recalculating bonuses.
Not without it losing aspects of what it should grant. If a spell is meant to increase your strength, but it instead increases your damage with melee weapons for example as an abstraction. That means it isn't doing things increasing your strength should do, like allow you to carry heavier things for example. And if the spell does enhance everything that strength covers.... then it's no simpler than increasing the strength stat in the first place.

Are you.... suggesting that FLUFF be a determining factor in game balance because that is... TERRIBLE game design advice.

They changed the game balance and that includes what spells exist and how they work. The Starfinder system is similar but ulitmatly they are seperate d20 systems thus theres no need for things to work the same way, in fact striving to make improvments to the game and the flow of combat is a GOOD THING (being succesful at it is a seperate achievment but we wont know till CRB is out). Just because Starfinder takes place in the same universe as pathfinder Flavorwise should have ZERO impact on how things work mechanically


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Mashallah wrote:
Garbage-Tier Waifu wrote:

I'm down with the new continuity. It's basically just a nice blank slate for GM's to fill in space (hehehe) where they please and how they think the world might have changed from between Pathfinder and The Gap and the results of Starfinder.

** spoiler omitted **

It means previous writers don't have to stress out about what happens in the future, or stuff in the past influencing Starfinder too much, short of a planet wide extinction event, which is something most AP's only hint though don't really deliver on. And that's good enough to me, because that same stress isn't on any GM to have their lore or information match up with stuff in Pathfinder or consider how exactly the starsystem has changed in the spanning time. Again, it's a nice blank slate and one that I think the system needed for it's stories to work alongside Pathfinder's, while maintain some similar content or expanding upon information already present in Pathfinder that wouldn't have been touched on in Pathfinder (like some of the other planets in the Core star system).

I do wish the elves had a bigger presence given that they were the first colonisers of various planets, and would have loved to see what their opinions on galactic expansion would be like. I suppose it's down to what Forlorn are like in the new world.

Also, since there are half-orcs, and definitely goblins, that can only mean that there are orcs as well.

And that means....

SPACE ORCS! YAAAAAAY!

(I hope there are hobgoblins and gnolls as well! space gnolls!)

Why even have this kind of pseudo-continuity instead of just saying "this is a completely independent and separate setting" without having to resort to very weird plot devices?

I mean the gap isnt needed to keep starfinder and pathfinder seperate you can just say starfinder takes place waaaaay further in the future to do that

Maybe the devs are a fan of the series Big O in which everyone lost their memory of events about 40 years ago which leads to a ton of interesting intrigue as people try to reclaim their lost memories

The Gap is in the end a tool players and devs can use to create interesting stories around. Do the players discover lost information somewhere in the drift? Do they run across someone who was alive during the gap whos desperatly trying to recover their memories? Do you find information that connects an individual to a powerful and wealthy legacy from pregap sociecty that (due to the gap) they were unaware of?

And of course in the end you dont even have to use the gap. Its a tool, and its up to you to use or not


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It doesnt really appear that theres too much more to discuss until someone from paizo says something (which I do believe they said they were going to discuss it more in detail on the 14th when it was released).

That being said I could theorize more on why slashing grace was made. The devs thinking could be as such:

Light weapons are finessable because of their weight and size. So you can use your dex rather than str because it doesnt require much str to use them.

Slashing grace on the other hand allows you to use one handed weapons to deal damage with dex. This is based on using the weapons weight and targeting certain areas, rather than how hard you can hit them.

So a light weapon isnt heavy enough to deal damage without significant force behind it (baring magical enchantment) and a slashing onehander is too heavy to weild accuratly without str (except with specilized training like a swashbuckler has). A twohander is too large or heavy (or both) to use dex (the elven curved blade can be finessed but is too large to use without magic for dex damsge).

Or maybe im just overthining things.


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...Is fighter really that bad I have a lot more fun playing it than most other classes (especially casters) and usually outdo my who party in combat with rare exception (g%*@%+n incorporeal enemies)