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Personally my changes to the class would be to allow the Shifter to choose any aspect but you also get the Major Aspect if it's one of your chosen aspects also change the Wild Shape to match the various ______ Shaman Druid archetypes, you count as your level for Wild Shaping into your chosen aspects, level -2 if it isn't one of your chosen aspects
Flagged to be moved to the Organised Play GM forum.
To address your questions::
1) I just ran them as projectile turrets that target KAC
2) Exposed larva should be easy to just stomp on and kill
3) The larva jump further if the bridge door is open, they can still jump out if a PC approaches the bodies close enough. I let the PCs notice that "something" was up with the bodies when they made a perception check to look at them from a distance. The turret they never bothered to check the mirrored position of the faulty turret.
Did anyone else's PCs think the mining uniforms they found in the locker were a hint they should try to disguise themselves as miners? Mine tried it but got unceremoniously blasted when they approached Talbot. I'm not sure if it was an intentional red herring or not, but it was fun.
Mine were too busy looking through the MSDS paperwork in the locker to care about the uniforms.
Michael Eshleman wrote:
Also in PFS it isn't crafting the ammo for the lower cost, you instead purchase at that cost, so it looks like a Spellslinger should be good to go.
Feat: Fiendish Obedience
Special: Must worship an archdevil, infernal duke, or
Nvm, I forgot to check whether or not Asmodeus has a Fiendish Obedience or not. He does. So it just means another feat my cleric has to take.
An important difference here being that in PFS you had two or three types of ammo, and mostly both PCs and NPCs used arrows. But in SFS while all batteries are the same, each class of projectile weapon uses a different bullet. So you really can't presume ever finding the right ammo for your gun.
I'm not sure about Sniper or Heavy weapons but all Small Arms share the same bullets and all Longarms also.
And I'm just realizing that I work at a place that can do this...now I need to find out what kind of employee rate I can get.
In PFS my character has access to an alternate version of an Elixir of Dragon's Breath that does more damage and has a higher caster level (CL 10 instead of CL 7 for the standard version) but this alternate version doesn't mention what the save DC is. Does it remain the DC 16 of the standard version or increase?
Charging batteries between scenarios should become a non issue once you get the Backup Generator armor upgrade. Those upgrades are, for lack of a better term, hot-swappable. So at the end of a scenario spend 10 minutes switching out whatever armor upgrade you have for the generator and hit the treadmill back on Absalom Station and spend another 10 minutes switching upgrades back at the start of the next scenario.
Tonya Woldridge wrote:
Thanks for this info Tonya, I have emailed my RVC to get this all sorted.
Just to address the point on page 1 regarding personal ordinance and risk of explosive decompression, there is a sidebar that describes the damage of ship weapons on PCs as being whatever is rolled x 10, pretty sure you need to be doing damage on that scale to really worry about blowing a hole in a ship or station.
Thurston Hillman wrote:
Perhaps small personal customizations that can be added to an item a PC crafts for a % increase in UPBs that it costs? Something like a personalized grip, so anyone else using the weapon takes a penalty to hit, or even a palm scanner that locks it out for anyone but the intended user.
I'm building a Bloodmarked (werebat-kin) psychic for PFS and can't really think of what to take feat wise beyond lvl 1 (which will be bat shape). I will also grab a Ring of Eloquence for the character (assuming the base languages of Common, Elder, Dwarven and Gnome) to overcome the whole not able to talk as a bat issue.
I just found the relevant section of the Guild Guide (The wording may change in a few weeks time)
"In the Pathfinder Society Roleplaying Guild, a
So if you have an Animal Companion and a Familiar you have to pick one to do anything, even if you use your Familiar as your Mount (Familiars still provide their passive benefits)
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