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The_Mather1

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Everything posted by The_Mather1

  1. Stationary computer almost back up and running. These have been a boring few weeks after Windows went haywire and refused any attempts to repair itself.
  2. Well you're alone in having that opinion.
  3. Any chance someone can post a summary of what happened yesterday? I sort of managed to take a 17 hour nap, not waking up until exactly midnight.
  4. That just ruins the roleplaying instead.
  5. You could say I directly loathe it. Not just as in I tend to avoid it at all costs, but rather that just the knowledge that it exists serves as a negative influence on my experience of life as a whole. There are two things I like about magic; the ability to use it whenever and wherever, and McGyvering. That kind of magic not only lacks both, but pretty much tells anyone who like those traits to go [bleep] themselves.
  6. That they do, but this has little to do with this as the use of the magic gained by spellcaster levels is so limited that it is nearly useless alone. What this does is to change magic from a utility you can use every once in a while to something you can actually rely on for combat or other purposes. Though of course you could just apply the same limitation as in To Aru Majutsu no Index; that when espers use normal magic, they suffer damage and bleed from the strain of their body being incompatible with mana.
  7. Not really that unbalanced, after all they require levels just slightly below those where the spells would be available to spellcasters anyways, they're extremely limited and they take up a trait and a lot of feats.This is essentially replacing any other chance of having decent combat or money making capability with the ability to actually use magic as a tool rather than a commodity, and thanks to the limitation to a specific field, it severely punishes people for not thinking ahead when taking it.
  8. I just translated esper powers from To Aru Majutsu no Index into Pathfinder feats. It was vaguely entertaining and I figure I will at some point grow very tired of how magic works here. https://dl.dropbox.c...ESPer feats.png
  9. Yeah, +4 INT, which makes for a 12 skill points' difference. Hence why I'm asking, because that's enough to make the removal of templates go from a hassle to a direct pain in the ass. I mean, I don't care about the loss of direct ability bonuses, since so what if my equipment suddenly is a medium encumbrance instead of a light one? I'm still faster than the rest of you. But when it suddenly includes removing 1/4th of your character's expertise, it just turns into a problem because that's 1/4th of your character you have to get rid of.
  10. No, but I should still have it until the beginning of the next session, seeing as modifying it in the middle of my action there would be akin to a moderator abusing the kill function in the game console on a server. But how is this going to affect our skill points? Are we going to have to decide upon which skill points to get rid of in order to retroactively remove it, or do we just lose all current bonuses from it.
  11. 25mph? 240ft is equivalent to 31mph, or 50kmph.
  12. Wouldn't it be better to just skip the template's bonus for lvl 11+? I mean, it's tiered, so by just pretending the last tier doesn't exist, we get rid of the problem.
  13. Unless you know if you're fighting the battle with the intent to kill or get past them, in which case chaining them down offers no other benefit than to prevent them from following should you retreat. Also I can't find anywhere that states that Dragon's Breath cartridges are incompatible with the Reliable enchantment. Rather the closest thing I have come to any indicator is the Reliable description on Paizo's own guide, which states that Reliable is accounted for after anything that might increase the misfire rate, which in this case would mean 1 on either d6 -> 0 on either d6. Though if you really find that to be an issue, the Reliable can always be replaced by a Slate Spider, which outright states "If commanded to do so as a free action, it perches on the muzzle of a one-handed or two-handed firearm barrel and, after the firearm is fired, travels down the barrel and cleans out the firearm. Each time the slate spider cleans a firearm, the next shot the firearm fires has no chance of misfiring.", so it would not just lower the misfire rate to something it is impossible to get, but rather negate misfiring completely.
  14. It reloads as a free action because that's how alchemical cardridges work, they reduce the reload time Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action) Not actually playing as this character, at least not yet. They still can't swim further than they are physically capable of moving, so if they're chained down or have a partial roof over them, it would force them to stay underwater. And we've got 16,000 gp staring money. Nowhere does it state that Dragon's Breath cartridges are exempt from Reliable, so we are therefore to regard it as still in effect, thus negating the possibility of the cartridges misfiring. Because this ammunition forces a saving throw instead of making an attack roll, the misfire rules are slightly different. If you roll a 1 with either of the damage dice, the firearm misfires. Among demons, devils and draconic creatures, yes. Not so much among others.
  15. Depends on what we're fighting. If it's some sort of gargantuan juggernaut, then we have no way of fighting it except by wasting several hundred GPs worth of ranged ammo, and in that case drowning it would be a very clever solution to the problem. EDIT: Rebuilding my Goblin Firebomber/Gunslinger according to these rules: In a single round he can deal 4 attacks with his shotgun using Dragon's Breath alchemical cartridges, each of the two barrels of which deal 1d4+2d6+12 damage. Adding up to a minimum of 14 damage per barrel or 112 total damage should the enemy succeed on a reflex roll. At most he can deal 28 damage per barrel for a total of 224 damage. The shotgun is Reliable and hence has a misfire value of 0, it skips the attack roll and is guaranteed to hit every target within a 20ft cone. He also has an initiative of +12, AC of 25 (Touch:23, Flat-Footed:17), Fort of 9, Reflex of 16, Will of 5 and CMD of 24. All in all he's one mean little bugger, one who can roast a room full of creatures with twice his CR. Or with good rolls a room full of endgame level creatures with fire vulnerability, such as wendigos.
  16. 93 rounds = 9min, 18sec. It sounds longer than it is.
  17. I assume that it is a viable way to kill enemies I otherwise have no way to kill. Dropping water on them is only going to work against creatures of the fire subtype. However if they're in an enclosed area and I have the ability to claim higher ground with my flight, flooding that area is a viable way to leave them exposed. And if they for some reason are prevented from swimming more than a certain distance upwards, drowning them is entirely feasible.
  18. It's not unfair, it's gamebreaking. Unfair is how a fighter class can maul a Bard at no risk, gamebreaking is how a spellcaster can force a fighter to maul the party and then kill himself.
  19. PC-to-PC mind control is banned that much we've already agreed on. If you want not to die, then make yourself able to either flee or fight back properly.
  20. So you're saying that for example by enchanting a firearm with Mending, it wouldn't make it less prone to breaking? EDIT: Then how about letting me enchant a pair of boots with Thrice Expeditious Retreat? Essentially the same thing as Expeditious Retreat but thrice the bonus for the price to the power of three?
  21. It was just enough to bring me up to the max for light encumbrance, so with the stuff I looted from the one guy and the consul, I'm at medium encumbrance. On another note, I'd like to discuss the possibility of a custom magic item that boosts either flying or all speed, a cape enchanted with Force Punch would be the most reasonable for that. Res suggests having it cost 6k, as would be the price of an item enchanted with that spell, and having it boost +5ft/round². I'd prefer a version that uses a multiplier, and has a price along the lines of (Multiplier-1)*10k, so that double speed costs 10k, triple speed costs 20k, quadruple speed costs 30k...
  22. What I'm carrying. Also you forgot some of the guards' loot, including a masterwork full plate armor and the two tents that I gave to Archi. Additionally there's the (soon to be ex-)corpse of the consul which I am currently trying to bring to someone who can raise dead.
  23. If you want to spicen up that last name to a suitably Nordic sound too, it would be Sterkarm in Norwegian and Danish, or Stärkarm in Swedish. And for a more exotic (and correctly spelled) appearance to the first name, you could use ø (Norwegian/Danish) or ö (Swedish) in place of o. Also that name is suitably semi-redundant for a tabletop RPG, since Bjørn/Björn means bear.
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