Antwort auf: Rules clarification

Forum Forum Pathfinder 2nd Edition Rules clarification Antwort auf: Rules clarification

#17658

Ultra
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@olli76

Nur zur Info falls Du es nicht selbst schon selbst weißt: Wenn Du Maui bei thievery covern willst sind dafür u.U. auch mal höhere proficiency levels notwendig, da man nicht alle Schlösser öffnen oder alle Fallen mit „trained“ öffen/entschärfen kann. Gibt nen entsprechend fetten thread im Forum, daß z.B. ein trained Level 20 Magier und +26 Modifier nicht das machen darf, was ein Level 1 Rogue mit +7 schon versuchen dürfte. Aber natürlich k.A. wie oft der Skill am Ende in Gebrauch ist.

@thomas

Ggfs. nochmal Gedanken machen über die „weapon of choice“, spätestens wenn man besser weiß wie Combat genau funktioniert und später mal Waffenspezialisierung ins Spiel kommt, v.a. da Du als Fighter mit dem besten to-hit auch am öftesten critten wirst (crit = zusätzlicher Effekt, je nach Waffe).

Axe: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn’t doubled, and no bonuses or other additional dice apply to this damage.
Bomb: Increase the radius of the bomb’s splash damage (if any) to 10 feet.
Bow: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Brawling: The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of
your next turn.
Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement (page 475).
Dart: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
Flail: The target is knocked prone.
Hammer: The target is knocked prone.
Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
Pick: The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.
Polearm: The target is moved 5 feet in a direction of your choice. This is forced movement (page 475).
Shield: You knock the target back from you 5 feet. This is forced movement (page 475).
Sling: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Spear: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.
Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Stop! Hammertime?

@allgemein

Bitte mal schauen wer über Skills im Kampf auch andere Actions als Strike benutzen kann, z.B. mit Hilfe von Athletics oder Intimidate. Der Trick hier ist conditions zu verursachen, welche entweder äußerst hilfreich für alle sind oder einfach weil es leichter geht als z.B. ein 3. Strike (Demoralize hat z.B. kein Attack trait und geht deshalb auch als 3. Aktion mit vollem Bonus).

GRAPPLE [one-action]
ATTACK
Requirements You have at least one free hand. Your target cannot be more than one size larger than you. You attempt to grab an opponent with your free hand. Attempt an Athletics check against their Fortitude DC. You can also Grapple to keep your hold on a creature you already grabbed.
Critical Success Your opponent is restrained until the end of your next turn unless you move or your opponent Escapes (page 470).
Success Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.
Failure You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.
Critical Failure If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

DEMORALIZE [one-action]
AUDITORY CONCENTRATE EMOTION MENTAL
With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.