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Community
General Tabletop Discussion
*Pathfinder & Starfinder
high level attack bonuses?
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<blockquote data-quote="theNater" data-source="post: 4315450" data-attributes="member: 62560"><p>Couple of things that make this less horrible.</p><p></p><p>The int of 20 at start becomes an int of 28 by level 28, which is +9, rather than +8.</p><p>The Atropal has a 42 AC, 42 fort, 37 ref, and 40 will.</p><p>With a +29 to hit, your character has a 50% chance to hit will(11+). Ref is a 65% chance to hit(8+), fort is a 40%(13+). Attacks that target AC are assumed to have a weapon proficiency bonus behind them, say it's +2 and you're at a 50% to hit AC. Targeting its weakness gives you better than 50%, targeting its strength gives you worse than 50%, and targeting its middling scores gives you exactly 50%. This seems quite reasonable to me.</p><p></p><p>Assuming the character starts with a 16 int, rather than a 20, he's got a 55% chance to hit reflex, a 40% chance to hit will and AC, and a 30% chance to hit fort. In this case, it is significantly more important to target the critter's weaknesses, rather than its strengths. But I think you're still in pretty good shape.</p><p></p><p>According to the DMG, when you make a monster into an elite, its defenses are increased. Given that the Atropal is an elite monster, I think your chance to hit is right where it should be.</p><p></p><p>My theory is that monster defenses are designed around the assumption that the PC's started with a 16 in their attack stat and increased it every time they got a chance. This is supported by the fact that the standard array tops out at 16 and is apparently intended to be viable for all race/class combinations, even those that do not provide bonuses to the attack stat.</p></blockquote><p></p>
[QUOTE="theNater, post: 4315450, member: 62560"] Couple of things that make this less horrible. The int of 20 at start becomes an int of 28 by level 28, which is +9, rather than +8. The Atropal has a 42 AC, 42 fort, 37 ref, and 40 will. With a +29 to hit, your character has a 50% chance to hit will(11+). Ref is a 65% chance to hit(8+), fort is a 40%(13+). Attacks that target AC are assumed to have a weapon proficiency bonus behind them, say it's +2 and you're at a 50% to hit AC. Targeting its weakness gives you better than 50%, targeting its strength gives you worse than 50%, and targeting its middling scores gives you exactly 50%. This seems quite reasonable to me. Assuming the character starts with a 16 int, rather than a 20, he's got a 55% chance to hit reflex, a 40% chance to hit will and AC, and a 30% chance to hit fort. In this case, it is significantly more important to target the critter's weaknesses, rather than its strengths. But I think you're still in pretty good shape. According to the DMG, when you make a monster into an elite, its defenses are increased. Given that the Atropal is an elite monster, I think your chance to hit is right where it should be. My theory is that monster defenses are designed around the assumption that the PC's started with a 16 in their attack stat and increased it every time they got a chance. This is supported by the fact that the standard array tops out at 16 and is apparently intended to be viable for all race/class combinations, even those that do not provide bonuses to the attack stat. [/QUOTE]
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