Goblins: Is Unbreakable a noob trap?


Advice


While the 4 HP looks nice on paper and on low-level Characters, it feels like Charhide might be the overall best option defensively.

While making a defensive character such as a Champion, is it preferable to take Charhide over Unbreakable? The 4hp looks like a noob trap in the long run, while Fire resist looks to be a very good resist to have overall.

PS: Also, does Fire resistance work against Persistent Fire damage?


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Halving falling damage is pretty nice now that falling damage is a lot more lethal. The 4 bonus HP is just a bonus for first level. Maybe not as useful as fire resistance, but nothing to sneeze at.


Resistances/vulnerabilities apply to persistent damage normally AND seperately than the base damage.

So, if someone throws alchemist fire on a fire resistant enemyboth the base damage will be reduced, and the persistent afterwards will be reduced.

the opposite is also true for vulnerabilities (and it's why the litany that gives weakenss to holy for paladin is so nice, since it applies both to your base damage and to your persistent holy damage)


Pathfinder Rulebook Subscriber

Yeah the half damage on falling is really the long term benefit. Falling is more common than people think and is one of the more common PC killers.

Now if you also take catfall and legendary acrobatics, then you have wasted your heritage.


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Fall damage is extremely campaign dependent. It's the kind of thing some tables hardly ever see, while others deal with it regularly.
Which makes this option very much a "know your GM and party's style" worthy one.
If you do get use out of it, it's great. If not, it's 4 HP.


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Captain Morgan wrote:

Yeah the half damage on falling is really the long term benefit. Falling is more common than people think and is one of the more common PC killers.

Now if you also take catfall and legendary acrobatics, then you have wasted your heritage.

On the other hand, the lower levels of Cat Fall seems like it would combo fairly well with Unbreakable for making someone who can hurl themselves off fairly significant drops from earlier levels.


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Revan wrote:
Captain Morgan wrote:

Yeah the half damage on falling is really the long term benefit. Falling is more common than people think and is one of the more common PC killers.

Now if you also take catfall and legendary acrobatics, then you have wasted your heritage.

On the other hand, the lower levels of Cat Fall seems like it would combo fairly well with Unbreakable for making someone who can hurl themselves off fairly significant drops from earlier levels.

This. Fall damage is fairly common in games I've played. So Unbreakable is exactly the heritage I took for my Goblin Rogue with Cat Fall.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Explain the interaction, please. How high can you fall with minimal damage, and how does that compare to the standard feat-less fall?

Inquiring minds want to know.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

By my reading, Unbreakable basically adds 10 ft. to the safe fall distance under Cat Fall, where you would be taking no damage--you subtract your Cat Fall distance, at which point you'd be taking damage as if falling 10 ft. Unbreakable then makes you take damage as if you fell half that distance--i.e., give feet, at which point, you're below the threshold at which damage is taken from falling.

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