sunderedhero's page

Organized Play Member. 216 posts (219 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Candlejake wrote:
Liminal Fetchling should also work well for flame oracle. Since you can't prevent the concealed condition (so ifrits fire sight wouldnt work) caused by your curse reducing it from 5 to 3 seems like a good idea.

That won't work sadly. The rules say, "You can't benefit from effects that would allow you to ignore or mitigate this concealment, as normal for effects of an oracular curse."


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Deadmanwalking and others wrote:
Uh...Shadow Illusion is pretty much the companion, and anyone can get HiPS (it's basically the Legendary Sneak Skill Feat).

Oof I had completely forgot Legendary Sneak was a thing, my bad. I don't think Shadow Illusion could be much of a companion however considering it can stay around a max of 10mins, pops in one hit, only does damage and has to stay in dim light or darkness.

Kyrone wrote:
SuperBidi wrote:
For those who already have it: Are all archetypes uncommon?
Only 4 of them are.

Specifically the Dragon Disciple, Ritualist, Scrounger, and Vigilante, with only the DD having a specific "access" listing.


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EldonGuyre wrote:
That Blood Intensity assumes a Cha of 40, incidentally.

Which is very easy to get:

18 starting out
+5 from leveling up
+6 from enhancement bonus
+10 from putting the 5 bonus +2's you get from 10 MTs
+2 from mythic Enhanced Ability (Charisma)
+5 from inherent bonuses from wishes/books/automatic bonus progression
--
46 without really pushing things


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An unexpected entry is dropping a handful of small rocks and casting Mythic Feather Fall using a sorcerer with the Orc bloodline, Blood Havoc and Blood Intensity mutations. At 20th level you'd cause 40 reflex saves each doing 20d6+40 save for half. Average damage to something failing the saves would be 4400, even if they make every save and you roll minimum damage that's still 1200 damage, more than enough to murder anything without evasion. That's all with very little investment, once you start adding in meta-magic, mythic Channel Power, mythic Abundant Casting and caster level increases you could easily break 10k damage.


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As far as I can tell there's nothing that prevents it. It would be rather odd to me if you have spells that have natural cast time greater than one round but can't meta-magic across multiple rounds. It would also create an issue when casting out-of-combat and therefore not even counting in rounds.

Xenocrat wrote:
You have to do it all in one round. If no one provides the rules citation before tomorrow I’ll look it up.

Please do because I can't find anything that says that.


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Castilliano wrote:
But off-turn actions aren't tied to MAP, and it's explicitly stated (though I forget where at the moment).

Page 446: "The multiple attack penalty applies only during your turn, so you don’t have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else’s turn."


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So with you losing access to your familiars for the entire first book, what is a witch/shaman supposed to do? Not having a "companion" certainly hurts other classes but you need the familiar to regain spells. Is there anything in the book that solves this issue or is it just nearly impossible to play a witch/shaman for the first book?


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Am I reading this right? I need to spend a resonance point every time I open/close the bag? p382


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Why is the picture spoiling things not in the SPOILER box? That said, hopefully this will work better than how book 2 of Carrion Crown did it.


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The only issue I have with the Gray Maiden prestige archetype is that it's the only one in the book. In a playtest you should include stuff that's useful and open to as many characters as possible. The pirate archetype is the same, it's way too specific to be in an opening playtest.


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Darksol the Painbringer wrote:


2. Clearly, Paizo did. There are several blog posts detailing that very exact phrase. As to whether players wanted it or not, this thread, and several others, are proof of whatever that answer really is.

Got any actual links or are you just gonna keep saying that. Also something being "entry-level" doesn't mean it has to be an objectively bad class.


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On the subject of art, I do remember one in the Witch section that looks like they put a piece of clip-art water underneath to make him look like he's walking on water. It's especially jarring considering how incredible the Season Witch art is.


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Might as well link some of Painful Buggers posts: One, Two, Three.


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graystone wrote:
Now if someone bought the book for the sole reason that it had a big bear, I'd expect a higher star rating than someone looking for a shifter, master of shapeshifting, and not finding it...

You should look at one of the recent reviews.

Alright then, more non-shifter stuff to discuss, feats! Note that this is obviously just my opinion but I tried to be as objective as possible. Also I'll assume I can't post the names of every feat yet, so you get to make do with the first letters of each word.

---Feats---110 total
Will Never Be Taken/NPC Feats(53): AA, AC, AD, AA, BH, BP, CT, CC, CT, DD, EGM, EC, EE, EAF, EA, FT, FM, F, FS, GBH, GWS, GSS, HTF, HW, IC, IBH, INPH, IWS, IA, JP, JS, LotL, M, NPA, NPH, NF, OEO, OwtL, PN, RR, RS, SotL, SS, S, TT, TL, TH, WS, WS, WS, W, WC, WW

Might Be Taken By Specialists/Campaign Dependant(26): AC, AS, BBR, BD, CA, CP, CMP, DT, DD, E-E, ES, FI, F-G, M, OotS, TotH, VS, VC, VoB, WC, WGC, WGH, WV, W, WM, WR

Useful in General(16): EM, EM, EWS, EH, FP, FC, GHB, GSA, IHB, ISA, MS, NSH, SR, TD, TI, TM

Gonna Get the Nerfbat(1): Shifter's Edge

Good Style Feats(6): BS->S->I, CWS->B->F

Bad Style Feats(6): IMS->P->A, WS->T->S

Nonfunctional/Redundant(2): AF, NW

So in my opinion 55% of the feats in the book won't ever be used, not a great number.

Also here are the reprinted feats: Ambush Awareness, Aquatic Combatant, Aquatic Spell, Brance Pounce, Clinging Climber, Desert Dweller, Earth Magic, Extended Animal Focus, Fey Performance, Forbane Magic, Group Share Spells, Harder They Fall, Jaguar Pounce, One Eye Open, Out of the Sun, River Raider, Scion of the Land, Tribal Hunter, Verdant Spell, Waterway Caster, Witchbreaker, Wolf Savage, Wolf Style, Wolf Trip. Note that these feats are included in the above breakdown.

24 in total, which means 21% of the feats in the book are reprints....


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Alright since it seems we're not allowed to talk about the Shifter anymore, I'll talk about animal companions:

Grizzly Bear
Positive: Yay we finally got a large size bear!
Negative: Since it only gets a +4 to Str upon hitting large size(21 total), it ends up with a lower Str score than a Cow(22) or Hunting Cactus(22).... and the same Str score as a Giant Frilled Lizard(21)

And because Cats must always be the best, the Saber-Toothed Cat ends up with a Str score of 23.....

We do finally get animal companions with damaging ranged attacks, the Corpse-Eater Fungus, and Sniper Cactus.

Oh also we finally get official clarification of the issue with the Animal Companion Archetypes that replace Share Spells on classes that don't get them, like the Cavalier and Samurai. Sadly they chose not to go with this unoffical clarification by the writer and instead decided to nerf the two classes into giving up the ability to start with Light Armor Proficiency on their AC and their ability to ignore the armor check penalty when riding them. To add insult to injure only 3 out of the 16 archetypes in the book don't give up the Share Spells ability. Also ACs with more than one natural attack and only primary natural attacks can't take an archetype that trades out Multiattack for some reason. Was all this really necessary?


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Hrm I don't really want to put out too much, but the base form:

  • Has no magic item slots
  • Cannot benefit from armor
  • Cannot cast spells
  • Cannot hold objects
  • Cannot speak
  • Cannot use any magic item that requires activation, is held or is worn

So yeah.....


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technarken wrote:
The archetypes (both of Shifter and everything else) sound like they'll easily salvage the book if the base Shifter is a redundant mess, so I look forward to forming a final opinion in the next __ days.

I hate to be the bearer of bad news but the archetypes in the book aren't great, there are a handful of good ones though. There's a lot of reprinted content too, which seems to be a trend in recent books. It does however have !duct tape and !fanny packs, also magic trees that are pretty neat. Some of the feats are alright, and the "Mastering the Wild" section is probably the best part of the book since it contains similar stuff as Ultimate Intrigue but nature.


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I've got to agree with Painful Bugger, this class is a real disappointment. Even if you ignore spells, the Druid class is better at shifting than the Shifter. To make matters worse the archetype I was looking forward to most, the Oozemorph is basically unplayable at low levels, you can only maintain humanoid form for 1/hour per level a number of times per day equal to 1/2 your level. That means that at 1st level you can be in humanoid form for 1 hour a day. Sounds bad, but it gets worse, when in ooze form, in addition to other restrictions, you can't hold items. So I hope the rest of the party is cool with carrying your stuff.


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I think you guys are severely underestimating the use of even a lv1 Mystic Cure, likely forgetting about this line:

"On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount"

The Identify spell has a bit of a problem since it gives a +10 to skill checks to identify passwords, but there is no skill check to do that.


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Xenocrat wrote:
One issue I have found is that a level 20 operative with two exploits and max cyber enhancement can move 110' per move action over difficult terrain. That's not fast enough.

You're forgetting the "Fleet" feat for another +10 also if the Space Goblin stats from First Contact are correct, that's another +5.


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Bigguyinblack wrote:

One use was brought up in another thread. Bleed damage. Bleeding doesn't bypass stamina. The damage is done to stamina until all of your stamina is gone then it starts doing HP. Bleed damage is cured by either a DC 15 medicine check or via something that heals HP. While a GM might rule that you can drink your serum to heal the bleeding even though you are not missing any HP it is still a partial waste.

But the "First Aid" use of medicine to stop bleeding doesn't require a medkit, and for some reason having a medkit doesn't even give you bonus when trying first aid.


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  • p191 Transfering a fusion from a low-level weapon to a higher level weapon lets you pay half the cost that the fusion would normally be. Maybe you should only be able to transfer fusions to equal or lower level weapons. Thanks to FLite.


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    huntsfromshadow wrote:
    Has anyone made a form fallible character sheet yet?

    Gilfalas made some HERE


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    The Rot Grub wrote:
    IonutRO wrote:
    Someone already made a thread like this but I see it's been buried.
    Link?

    Here ya go


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    someweirdguy wrote:

    Skill checks are simply when you use a skill. Any and all modifiers you would add outside of a starship, you add when you are in a starship. There's no reason not to.

    Also, every class except for Solarions and Soldiers can get a bonus to skills that are relevant to starship combat. There's nothing making Envoys and Operatives solely effective in starship combat. In fact, Star Shaman Mystics are far better pilots than Envoys, and they're just as good as Operatives.

    One would think, but "Class features and items affect crew actions only if specifically noted in the class feature or item." (p322) So nope, by RAW none of those work.


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    Kiln Norn wrote:
    Though an unofficial errata now says operative edge and envoy dice now work.

    Where was this said?


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    Kiln Norn wrote:
    Two skills, Skill Focus gives a +3 and skill versatility gives a +2 if you pick a class skill.

    Skill Focus and Skill Synergy give insight bonuses, which won't stack, in addition neither stack with the Operative's Edge.

    Kiln Norn wrote:
    Your theme might give a +1 to a relevant skill if you had said skill as a class skiing to start.

    So far only the Ace Pilot theme gives you a relevant bonus.


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    Kiln Norn wrote:

    Ya. I feel like something is missing though.

    Let's look at the BMC Mauler. It's a tier 2 ship.
    Gunnery is BaB (or piloting ranks), +Dex mod, +bonuses from captain and science officer, +any computer bonus you want to use.....

    NPC bonuses aren't calculated like PCs, check out page 326 Crew Levels.

    bookrat wrote:

    Maybe I missed it, but is there some reason why your crew can't aid you, with each crew member adding +2 the the check?

    At that point, you're easily able to make these checks with a large enough crew, you just have to pay for your crew members and keep their morale in check (Is that even a thing in this game?).

    It's unclear, the Captain and Pilot role can only have one person in the role so I don't think it'd work with them, but Gunners can have one per weapon mount and there can be any number of Engineers. The only mention of Aid Another is on page 322 referring to restoring lost Hull Points. The other issue is when you're in a ship that can't hold a large number of crew members.

    I did some math and the results are interesting. Without the bonus from the Operative's Edge (as is RAW according to p322) you're gonna fail a lot, and even with it you're still gonna fail quite a bit. In the end even assuming the best possible circumstances (max ability score, skill ranks, training in the skill, operative's edge bonus and a +10 computer) a 10+(3*Tier) DC for a tier 19-20 ship isn't possible to succeed. Comparison Chart


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    Hidden in the second paragraph in the "Drones" section on page 74 is a bit that says:

  • Your drone is proficient in your choice of small arms or basic melee weapons, and it gains specialization in that weapon type once you reach 3rd level


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    FLite wrote:
    Building a waist high barricade in 2 seconds out of beer cans and paper clips takes a feat...

    "Why are you carrying a trashbag full of beer cans?"

    "You'll see..."


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    To complicate things further, even before the 1 minute drift engine warm up time you need to spend 10 minutes plotting a course(p145) and once you're in "drift space" you need to take the 1min/size category to warm up your conventional thrusters to actually move. There's no support for a "Just jump, it doesn't matter where we end up!" style maneuver.

    There are a bunch of unanswered questions about starship travel/combat unfortunately, like:

    • Are the drift "tunnels" specific to each ship or is it possible to share/intercept another ships drift space?
    • How much damage does a ship do when ramming another?
    • What exactly does "linking weapons"(p301) do?
    • Does a ship being held by a tractor beam take any penalties to it's AC and TL?

    EDIT: I found something interesting in the sidebar on p322 that seems to imply that a starship round is the same or shorter than normal combat round:

    • While your role determines what actions you can take during a
      starship combat encounter, on occasion you might want to perform
      some other kind of action, such as casting a spell or using a class
      feature. The GM has the final say on what kind of regular actions
      you can take, but generally, you can take only a move or standard
      action in a single round, and you can take only a minor crew action
      (see page 326) during that round.


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    Crayfish Hora wrote:
    I don't have the pdf, but when it comes around, I will. Though I imagine, since a Solarin's weapon can't be destroyed, disarmed, dismantled...it would be very unlikely to get anything from an enemy Solarin.

    How the crystals work is that you have your solar mote absorb the crystal, and if your mote is deactivated in any way(like by being dead) it drops out.

    Crayfish Hora wrote:


    The price of normal weapons may be similar, but enemies also use normal weapons and those are free...if you do the Dark Souls thing and kill the chum. So after a battle, you could either maybe afford a brand new crystal, or you can simply pick up the enemy melee meathead's weapon and use that and buy yourself something nice.

    As long as you fight a enemy Solarian once in a while you should be fine. Even if you don't perhaps the enemy pirate was holding onto one to sell, or the space goblin was keeping it because it was shiny. The GM can simply work it into the loot you find.


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    I vote for "Pull the Pin", especially since it requires another feat first and they still get a save somehow. Also "Strike Back", since it lets you do something that I've always assumed you could do and has always been allowed at my table.


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    JetSetRadio wrote:
    Has anyone thought that instead of buffing the Envoy you could Nerf the Operative?

    Nerfing is rarely the right option, it's almost always better to buff the underpowered content.

    JetSetRadio wrote:
    4 Attacks? Land Speed of 70ft? Plus under the Triple and Quad it doesn't state extra penalties. Maybe I missed it somewhere but seems a little broken to me.

    There is no extra penalty for triple and quad, however it's not as powerful as you think it is. If you want to see the math compare Operative damage here and Soldier/Solarion damage here. As far as the move speed goes.....I have no idea why they get it.

    Honestly the easiest fix for the Envoy may be may be to give it the bardic performance ability as described on page 505. That should help with the action economy problem and frees them up to do other stuff.


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    Ludovicus wrote:

    I think there are a couple things you missed (which I brought up way down in an earlier thread):

    1. There's nothing stopping solarians from using soldier weapons. In fact, they often should. However, mathematically comparing advanced melee weapons to the solarian's solar weapon is instructive, because it brings out how solar weapon is behind the curve.

    That's true but this is simply a damage comparison to demonstrate that the solar weapon can keep up just fine, and isn't "behind the curve".

    Ludovicus wrote:


    2. Assume item level = character level + 1; that's what you can typically buy (p. 167) and for your main weapon it's worth the cost. So, 10th level, the soldier should be using a 4d8 ultrathin longsword (11th level), at 15th, an 8d10 buzzsaw curve blade (16th level),* which gives the soldier an edge.

    3. It's probably a good idea to assume the solarian has plasma sheath going.

    Alright I made a new sheet with those changes. The results? The numbers fluctuate some but the overall results are the same, Soldier does more at 1st and 5th but Solarion does at 10th, 15th, and 20th.

    Updated Sheet

    Ludovicus wrote:

    ... and a couple more notes not directly about the math:

    4. Solarians only need to make Cha their second-best stat if they take a lot of revelations with save DC's. Otherwise, they can advance Dex from 14, take solar armor, and save the feat. imo this is probably the best solarian build right now.

    True, I just figured the Solarion would be using the ones with saves because those are fun things you can do. And again this is just to show that the Solar Weapon is just as good as a Soldier using a melee weapon.

    Ludovicus wrote:


    5. Soldiers, especially ranged soldiers, are better out of combat than you might think. Since they need at most 12 Str (14 at 10th) to use heavy weapons, and can certainly get by with less, they can advance Int as well as Dex, Con, and Wis, yielding a reasonable number of skill points.

    Correct, but remember that going ranged lowers your damage. Also keep in mind that some revelations can do things that skills can't.


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    Alright there's been a lot of debate about the damage numbers between the two classes, but no real math yet, so I decided to do some. I did something similar in another thread comparing Operative damage with small arms full attacks against sniper rifles and small arms full attacks against small arm trick attacks.

    I've compared Soldier and Solarion damage at 1st, 5th, 10th, and 20th level against ACs 10-50. At each level increment I've compared a Solarion full attack against a Soldier full attack. The numbers I used for everything are on the first page and the green bars on the charts are where the expected AC of equal level enemies are. Also while it's not in the sheet, full attacking is always better than doing a single attack at all levels with either class. The results are that at 1st and 5th level the Soldier does more damage, but the Solarian does more at 10th, 15th and 20th level. That said the differences aren't all that big.

    Comparison Sheet

    Things to consider:
    Solarion
    -Has lower AC and SP due to needing to divert points from Dex and Con into Cha. They also need to take the Heavy Armor Proficiency feat to keep up their AC. Some Revelations are lackluster.
    +Has better social skill bonuses. Has a lot of in-combat tricks to do other than full attacking also gains some out-of-combat utility.

    Soldier
    -Can't do much in combat other than attack. Has no out-of-combat utility. Feats don't make up for class features. Some fighting styles are lackluster.
    +Has higher AC and SP since they don't need Cha. Gains a bunch of feats which can be used to shore up defenses(iron will, lightning reflexes, etc) and later may make feat trees/combos easier to get.

    Let me know what you guys think and if I made any errors.


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    There's also this thread you can check out.


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    Mark Seifter wrote:


    The postmonster ate my longer post where I did some math :(

    Anyways, the short version is: Great work on the spreadsheet! Trick Attack is going to be against -2 AC, so though it's not on the chart right now, even if you assume that the trick attacking small arm operative is the same operative who bought two pistols instead of one bigger pistol and took the Multiweapon feat (and presumably the exploit for debilitations), the damage on trick attack small arms is going be higher than triple attack (28.5 vs 21.97 at level 10 on the highlighted row) and about the same as quad attack (52.65 vs 52.95 on the highlighted row). So triple attack is slightly lower expected damage and probably won't debilitate, but it has a niche for dropping several weaker foes (possibly after the technomancer blew them up). Quad attack is about equal, so it's better against mooks and worse against bosses or DR, so depending on the situation, you might choose one or the other (if you don't prepare for Quad Attacking with feat/exploit/gear support, the breakpoints are different and more in favor of trick attack, but even then quad is still a good bet against mooks or if you have an envoy). If this conclusion seems similar to what I said above, it's because I've done something similar to what you did here with spreadsheets during Starfinder math time! :)...

    Oh right, I forgot about that. If anyone wants the numbers I threw together two more sheets, comparing small arm full attack with small arm trick attack. Sheet 1 Sheet 2 And surprise surprise it comes out exactly as you said.

    Conclusions:
    At super long range use a sniper rifle(duh) otherwise ignore them.
    From level 1-12 a single attack trick attack is better than a full attack, as long as you can reliably hit the skill DC.
    From level 13+ full attacks and trick attacks are roughly equal with full attack being better against multiple mooks and trick attack being favored against single enemies.


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    Mark Seifter wrote:
    From a math standpoint, if you have trick attack with longarms, heavy weapons, sniper rifles, etc you will wind up dealing (significantly) more damage than any other character in the game, soldier included. Remember that right now, they work with small arms and operative weapons, which aren't the ones that do a lot of damage at higher levels.

    I made a damage comparison, it took me a while to prepare but I think it's worth a look. I'm using this damage calculator, it should work the same with Starfinder data, hopefully.

    In depth stuff:
    I've crunched some numbers about the Operative damage using small arms and sniper rifles at 1st, 5th, 10th, and 20th level against ACs 10-50. I've got 2 sheets, on the first I've ignored the credit cost of things and just did it by the item level. The second sheet I made sure that at each level the weapons cost was less than the WBL for that level and that the cost of the small arm is less that half the cost of the sniper rifle since you have to dual wield. At each level increment I've compared a full attack with small arms, a single attack with a sniper rifle without trick attack damage, and a single attack with a sniper rifle with trick attack damage. The numbers I used for everything are on the first page and the green bars on the charts are where the expected AC of equal level enemies are. Also while it's only in the overview sheet I did the numbers for a single attack with small arms with trick attack damage, amusingly it's always better than a sniper rifle without trick attack damage. At 1st through 7th level using a sniper rifle is better than a full attack with small arms, but it swaps at 8th level and above because of triple and quad attack.

    Operative Damage Comparison by WBL

    Operative Damage Comparison by Item Level

    tl;dr
    1st-7th level
    Single attack with a small arm with trick attack damage > Single attack with a sniper rifle > Full attack with small arms

    8th-20th level
    Full attack with small arms > Single attack with a small arm with trick attack damage > Single attack with a sniper rifle


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    I was gonna make a thread like this, so I'll just post here. Hopefully it's not too much info. Here's a list of changes/things people may miss, please let me know if I've made a mistake.

    p132 A lot of skills have been consolidated/changed. Also no more UMD

    p166 In SF you sell loot for 10% of full value.

    p171 Unarmed strikes are not operative weapons

    p183 Your attack bonus for thrown weapons key off strength, but for some reason the save DC for grenades key off Dex.

    p198 All armor can be activated to keep out airborne stuff and provide oxygen

    p222 You can only wear up to two magic items at once and have both function normally—beyond that, the magical fields start to interfere with each other (except aeon stones)

    p224 Potions are now "Spell Ampoules" and scrolls are "Spell Gems"

    p243 You use your rerolled result only if it is better than your original result

    p244 You can use your standard action to perform either a move action or a swift action, if you wish, and you can also use your move action to perform a swift action.

    p246 Casting in melee combat is a very bad idea, except for some spells (like some touch attacks) you always provoke and if you get hit and take damage, the spell automatically fails and is lost. As such Combat Casting now gives you a bonus to you AC and saves to avoid being interrupted

    p246 Combat maneuvers are a melee attack roll against the opponent’s KAC + 8

    p247 5ft step is now a move action called "Guarded Step"

    p247 Dropping prone is a swift action

    p248 Charging now gives a -2 to attack and AC

    p248 CdG DC is now 10+level or CR

    p248 Taking an AoO is a reaction now (which you only get one per round) and there is no combat reflexes feat to be able to take more.

    p248 AoOs only occur on 3 things: movement, ranged attacks, and some spellcasting

    p249 Except for AoOs offensive readied actions now occur after the action

    p250 SP/HP, dying and death are completely different

    p250 Massive damage rule is different and core

    p250 Your HP can't drop below 0, once there you're unconsious and start "bleeding" resolve points until you stabilize (via spending RP, being healed, etc) If you run out of RP at the end of your turn you die.

    p252 Nonlethal damage only matters if it's the hit that drops someone to 0

    p252 Ability damage to your key ability score reduces your RP and Con damage reduces SP first

    p252 Negative levels reduce your SP and HP

    p255 A reach weapon only increases reach by 5-ft regardless of size and you threaten the entire thing

    p259 Fight maneuverability is reduced to three ranks

    p273 The DC to stop burning is 10+damage delt by the fire that round

    p273 Many condictions have changed, including that you're not helpless when paralyzed

    The Raven Black wrote:
    I guess AoOs are "reactions". Are there other kind of "reactions" ? Are reactions a mix of AoOs and Immediate ?

    Pretty much, stuff like "deflect projectiles" is a reaction.


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    • p26 2nd paragraph last sentence- Says you get an ability score increase at 4th level when you don't get your first increases till 5th level
    • p69 Custom rig, Functions as a Mk 1 Comm unit but that doesn't exist. Comm units come in 1st/personal, 6th/system wide, and 12th/unlimited

    I'm guessing they mean the 1st level one, but still an error

    • p70 Expert rig, Says it now functions as "any engineering or hacking specialty kit of item level 6th or lower" but there aren't hacking specialty kits and the kits are only level 1 and 2

    Might be that they're going to introduce other kits in future books, but seems like an error now.

    • p87 Mindkiller doesn't cost a resolve point?

    Most of the other abilities cost a resolve point, but an extremely powerful phantasmal killer-like effect doesn't? Surely that's a mistake.

    • p181 "Weapon special property and critical hit DCs" sidebar indicates Dex is used for thrown weapons but all other places say Str

    • p275 "Dying" condition says you must spend 3RP to stabilize but p251 says 1/4 your maximum RP (min 1-max3)

    • p374 Resistant Armor, Lesser the formating for "saving throw and spell resistance" are off


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    Ikiry0 wrote:
    The Soldier's absolute lack of anything in the way of a non-combat boost really hurts it.

    This is the biggest thing that bothers me so far. The fighting styles are varied and interesting, except for the Sharpshoot since it doesn't work with sniper rifles for some reason. The gear boosts are okay. But they run into the same problem as the PF fighter, bonus combat feats don't stack up to the "tricks" the other classes can choose from. And there's nothing for out of combat support.


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    Lanitril wrote:


    Back on track, is it possible you might be able to tell me anything about the Mechanic that you did like? I have a friend who's been looking to play one.

    Or anything about Themes that you liked as well. Less general, more specific. Any cool or standout abilities?

    I really like the Mechanic, it's right behind Operative for me. It's got a bunch of class features built around hacking stuff and obviously the choice of the drone or exocortex. On even levels you get a "trick" ability to choose from a list of 30 options(some locked till higher levels). The drone itself get to choose "mods" picking from another 30 choices. The exocortex can do some remote hacking using your bonuses and can give you effectively full bab against 1-3 enemies at a time.

    JetSetRadio wrote:


    The Solarian being combo based sounds fun. Kind of like the tome of battle.

    It's less ToB more Jedi, it's also seems somewhat complicated. It does however get some cool abilities.

    TheGoofyGE3K wrote:
    So just checking, it seems we've found one rather unfortunate error in the game so far (the icon increase instead of a decrease) and another in the operative? or is the Ghost/Thief/Daredevil "issue" intentional?

    The Ghost/Thief/Daredevil thing, as Mark himself pointed out, will need to be decided officially.

    I did find another error though. On page 26 under step 1 2nd paragraph last sentence, it says you get an ability score increase at 4th level but you don't get one till 5th level.


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    Kalindlara wrote:
    I think they all changed, but I can't be sure. The only one I knew was the dusty rose (+2 CMB/CMD) which took a significant hit (+1 CMB).

    Another hit to combat maneuver builds? Along with the Lore Warden it looks like Paizo really wants people to use combat maneuvers even less than the 1% of players that were actually using them. Yay more uneeded stealth balance changes!


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    Crossposting my thoughts from the other thread:
    Is it that time of the year again? Alright lets see what Paizo thinks is errata this year. First impressions:

    Owls, sleighs, and Dwarven Shout doubled in price
    Halfling Trail Rations now cost 20x what they were
    Hireling and inn stay prices plummeted
    Casting Plaster now requires an insane DC 25 craft check putting it on par with advanced firearms

    Brawling armor, Ring of Inner Fortitude, staff of the master, quick runner's shirt, feather step slippers, tremor boots, gloves of recon, cap of free thinker, jingasa, bracers of falcon's aim, and goblin fire drum all got tossed into the useless bin. At least Horn of Shattering got a buff, right?
    Yay more examples of Paizo only seemingly having only settings of either "way too good" or "nerfed into the ground". Sigh I really wish they would realize that a middle ground exists. Overall not as bad as last years, but another one that I'll be ignoring.

    Ragoz wrote:

    Online game patches tend to buff options as well to bring them up to par. Erratas have been significantly in favor of only making the options worse. Any well-known character option can probably expect a nerf at this point.

    When I think of a balance patch for an online game I'm excited to see new potential for what was improved even if I might miss something which was taken away. Paizo errata documents don't carry same feeling because options aren't being made better; they are almost exclusively worse.

    When your change at best inspires a feeling of "Good riddance, I hated that option" and at worst makes others feel regret and frustration you have failed to create a positive atmosphere in your game. There is a certain amount of magic and excitement which comes with balance patches in other games; what's new, how can I use this, let me give this a try. In this respect Paizo has completely lost sight of this aspect of game design. The errata has only created anxiety in people hoping their characters won't be the next effected and frustration from those who were.

    Yeah, they should really stop calling this "errata" and call it what it is, balancing patches.


    2 people marked this as a favorite.

    Is it that time of the year again? Alright lets see what Paizo thinks is errata this year. First impressions:

    Owls, sleighs, and Dwarven Shout doubled in price
    Halfling Trail Rations now cost 20x what they were
    Hireling and inn stay prices plummeted
    Casting Plaster now requires an insane DC 25 craft check putting it on par with advanced firearms

    Brawling armor, Ring of Inner Fortitude, staff of the master, quick runner's shirt, feather step slippers, tremor boots, gloves of recon, cap of free thinker, jingasa, bracers of falcon's aim, and goblin fire drum all got tossed into the useless bin. At least Horn of Shattering got a buff, right?
    Yay more examples of Paizo only seemingly having only settings of either "way too good" or "nerfed into the ground". Sigh I really wish they would realize that a middle ground exists. Overall not as bad as last years, but another one that I'll be ignoring.


    8 people marked this as FAQ candidate. 7 people marked this as a favorite.

    p. 58 Under the Magical Child archetype spellcasting:

    "(she cannot choose spells that would affect an eidolon)"

    Considering that most spells can affect an eidolon your list is extremely limited. It should be:

    "(she cannot choose spells that would only affect an eidolon)"

    A single word can make all the difference.


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    How's this for an answer?


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    Basic Chaokinesis (Page 6) wrote:
    You can create a shadow that protects a target from bright light. You can also change gravity to increase a creature’s carrying capacity by half or grant a creature a +4 bonus on Acrobatics checks to jump. Each benefit lasts 1 hour or until you use basic chaokinesis again.

    What does this do mechanically? Stop dazzled? Save vampires from the sun? Negate "light" based (Searing Light, etc) spells? Give a bonus vs sunburns?