ewokalypse |
Kay, well I guess I'll kick this one off with...
How the bloody hell is Iadenveigh pronounced???
Eye-den-vee or eye-den-vay are my guesses, personally i think its the first but could just as easily be the second:)
edit: i now think its the second Eye-den-vay
I'm going with YAHD-en-vay, with the first two syllables close together.
Imagine a stereotypical American Southerner pronouncing "yachting" ("yachtin'!"), but with a /d/ sound in place of the usual /t/ sound.
Misroi |
Kay, well I guess I'll kick this one off with...
How the bloody hell is Iadenveigh pronounced???
Tolkien rules apply here. Just say the name with 100% confidence, and most of the time, nobody will call you on the fact that you're saying it wrong.
It's actually better here, because nobody actually created languages for these fake languages, so your pronunciation of Iadenveigh is equally correct as mine, even if they're different.
For the record, though, "Celebrimbor" is pronounced with a hard C.
James Jacobs Creative Director |
James Jacobs Creative Director |
Nakteo |
Nakteo wrote:Those got cut, since they were basically way too expensive an item for her to have (they were also too similar to boots of teleportation). Then the mention of them in her gear kept apparently slipping through the editorial cracks.Also, one more thing...
** spoiler omitted **
So just ignore completely. Got it. :)
Adam Daigle Developer |
Zaister |
The map is correct.
Sorry about that mismatch. I'm not quite sure what happened there.
Thanks, Adam. A few locations are described (and numbered) in the text that aren't listed on the map, though: Vineyard, Playgrounds, and Bell Tower. Can you point out where these are supposed to be, perhaps?
Adam Daigle Developer |
6 people marked this as a favorite. |
Sure thing.
The Vineyards are directly west of Hands of the Community. The Playgrounds are at the southwest intersection of the road that runs east to west from the High Home to The Perfect Map. The Bell Tower is the large U-shaped building with the round part in the center that is more or less in between Bardleigh Chippers and the Tannery Compound.
Nakteo |
Is Smoke Furnace portable in a sense that it can be disassembled and assembled somewhere else?
Same question about labs 1 and 6.
And,my usual:what's the damage of the android foundry and what's required to repair them?
I don't think the Smoke Furnace Can be reasonably disassembled and reassembled. Its weight isn't given, but owing to its power source being mini portals to the Elemental Plane of Fire, taking it apart could result in either exposing the heat of said plane, making transport of that particular part alone very difficult, or destabilizing the portals, causing them to shut and rendering the Furnace worthless.
Likewise the labs are full-on facilities made up of multiple built-in parts and machines not made to be removed from the lab, as should be evident by the labs needing power to be utilized.
As to the foundry....... Just. Say. No. Repairing it would give the PC's access to a machine that generates sentient beings. This, while potentially cool, could very easily derail the game in a number of different ways.
Vlad Koroboff |
As to the foundry....... Just. Say. No. Repairing it would give the PC's access to a machine that generates sentient beings. This, while potentially cool, could very easily derail the game in a number of different ways.
It's better than machine that generates crazy chaotic evil sentient beings.
And i don't so much believe in rails as in motivation.At this point,nothing,from motivational standpoint,can't actually derail them.The mission is clear as is penalty for failure.
Nakteo |
Wait a minute, looking back over the rules in the Technology Guide... Generators produce their yield in charges per hour, but Labs only require the listed number of charges per day.
That might explain why pouring 20 charges into the Aurora's systems will allow it to power all the lights, the android foundry, the doors, the few functioning panels, and the Nanotech and Production labs (the two of which would draw a total of 200 charges per day should they both be in use), and would do all this for a month before being another 20 charges for the next month. Actually... Nope, I don't get it, how does it do that again?
But how does a lab drawing power from a reactor interact with it when the yield is lower than the daily requirement, but will easily meet this requirement over multiple hours?
James Jacobs Creative Director |
Nakteo |
A laboratory uses its charges up over the day. You basically only need to "charge" a laboratory once per day via a generator. Whether or not you do that as one lump sum (and thus leave the generators with higher yields for the rest of the day) or split up over the day... that's up to you.
So, just making sure I understand, the book saying that the Smoke Furnace is only sufficient to half power the Military Lab and PC's will need to supply the other half themselves is incorrect?
James Jacobs Creative Director |
1 person marked this as a favorite. |
James Jacobs wrote:A laboratory uses its charges up over the day. You basically only need to "charge" a laboratory once per day via a generator. Whether or not you do that as one lump sum (and thus leave the generators with higher yields for the rest of the day) or split up over the day... that's up to you.So, just making sure I understand, the book saying that the Smoke Furnace is only sufficient to half power the Military Lab and PC's will need to supply the other half themselves is incorrect?
The more I think of it, the more I come to think that generators should have daily yields and not hourly yields, actually.
Pick whatever version you prefer, though—if you want more access and EASIER access to energy, then generators should produce hourly yields. If you want the sci-fi elements to be rarer and harder to collect, then go with generators producing daily yields instead. That would by my preference, since it helps to support the feel of Numeria better.
Nakteo |
Nakteo wrote:Actually... Nope, I don't get it, how does it do that again?
You dare bring SCIENCE into this?!
Also,other half of power...which is not required,actually,could be supplied by 16-level technomancer.
Care to explain that process? Or is it simply using Arcane Battery to funnel spells into the necessary charges?
Vlad Koroboff |
Vlad Koroboff wrote:Care to explain that process? Or is it simply using Arcane Battery to funnel spells into the necessary charges?Nakteo wrote:Actually... Nope, I don't get it, how does it do that again?
You dare bring SCIENCE into this?!
Also,other half of power...which is not required,actually,could be supplied by 16-level technomancer.
It has the ability called Efficient Construction,which,and i kid you not,at 10 level of prestige class reduces energy expenditures of labs by 50 percent!
Because that's what you expect from tech-based prestige class.Well,it's not the only ability it gets on 10,but...
TempusAvatar |
I'm having a hard time visualizing the double doors leading from area A2 to A3 on the map of the Aurora on page 15. If the doors slide up into the ceiling, how does this look? Do they slide up and down independently of each other? Is it one large double-wide door?
I'm trying to recall a reference from an existing sci-fi source, but nothing comes to mind. I've seen double sliding doors that meet in the middle and slide apart to the left and right walls, but the moved in unison with each other, and didn't slide up.
Pendagast |
picture those blast doors from the phantom menace, its a round threshold, the doors are quire and swing in from left and right to meet each other and then slide down once they converge to close the portal off.
when they open, they slide up and then part rotating left and right, respectively until they fully disappear.
Ayanzo |
Nakteo wrote:Those got cut, since they were basically way too expensive an item for her to have (they were also too similar to boots of teleportation). Then the mention of them in her gear kept apparently slipping through the editorial cracks.Also, one more thing...
** spoiler omitted **
I was wondering if replacing them with 'boots of speed' or 'shoes of lightning leaping' is adequate in terms of balance. It seems to be in my mind, my party is still prancing in book 2 so I have time to think about it.
Ayanzo |
Hmm I'm wondering if Ilarris can be recruit-able. Given that she's league that would be problematic, but her attachment to the organization is pretty weak.
I run a game where most non-evil NPCs are recruit-able (dinvaya, Iadrin, Redtooth so far). I think she may be the pepper to my mix of lively NPCs the party may recruit. She is Chaotic Evil however, I'm thinking somewhere along the lines of a female Edwin from BG in terms of her personality.. but with more sass and siren perhaps.
Then again, recruiting her alone will be a feat in itself, but I'll put that option on the table.
I'm assuming Ilarris doesn't play much of a role in future adventure paths other than that blurb of her seeking revenge; hence it's safe to do this.
Crustypeanut |
I'm surprised no one has mentioned the apparent mixup with the Robotic Apprentices vs their normal counterparts, the Clockwork Mages.
Are they SUPPOSED to have stupidly-low DCs for their spells? Clockwork Mages' DCs are on par with wands (Which are still rather low for a CR 9 creature, I mean come on, DC 14 at CR 9? My players' characters at level 3 can make that), while the Robotic Apprentices have DC 7 and 8, which makes absolutely no sense.
I'm not sure why they have such low DCs, but I'm certain its a typo, so I'm going to use the Clockwork Mages' DCs instead. I don't understand why they are considered 'Spells Known' instead of being labeled as wand magic. I know they're variants, but if they were casting actual spells like a wizard, then they are unable to do so except for the most basic spells, due to their 10 Int.
Solomani |
3 people marked this as a favorite. |
Just spitballing as I am still in LoR - I was thinking of adding proper technic league archeological team to the choking tower (ala Eli and The Seekers from Maure Castle) and making them more the central bad guys than the ghost. Who will still be there but not so relevant.
This would put the characters head to head with some real League position before Starfall.
Gratz |
Just spitballing as I am still in LoR - I was thinking of adding proper technic league archeological team to the choking tower (ala Eli and The Seekers from Maure Castle) and making them more the central bad guys than the ghost. Who will still be there but not so relevant.
This would put the characters head to head with some real League position before Starfall.
This sounds like a great idea, my group already had a small scuffle with some henchman of the Technic League. I Could bring those back, with some reinforcements, else the thread of the Technic League, might feel a bit few and far between, as my PCs have been more worried about the Dominion, because of the Rhu-Chalik.
DM_aka_Dudemeister |
I'm surprised no one has mentioned the apparent mixup with the Robotic Apprentices vs their normal counterparts, the Clockwork Mages.
Are they SUPPOSED to have stupidly-low DCs for their spells? Clockwork Mages' DCs are on par with wands (Which are still rather low for a CR 9 creature, I mean come on, DC 14 at CR 9? My players' characters at level 3 can make that), while the Robotic Apprentices have DC 7 and 8, which makes absolutely no sense.
I'm not sure why they have such low DCs, but I'm certain its a typo, so I'm going to use the Clockwork Mages' DCs instead. I don't understand why they are considered 'Spells Known' instead of being labeled as wand magic. I know they're variants, but if they were casting actual spells like a wizard, then they are unable to do so except for the most basic spells, due to their 10 Int.
This is a problem I encountered when designing encounters in Kingmaker. I added a new ability:
overclock: A clockwork mage may increase the Save DC of a spell by casting it as a full-round action. Doing so increases the Save DC by an amount equal to half the Clockwork mage's HD. Doing so leaves the clockwork mage staggered for one round per spell level cast.
RinnBlack |
** spoiler omitted **
For the setting any vehicle can be acceptably updated with powered source instead of animals. I would say robots hauling a wagon would be your first step. But that defeats the idea of super awesome Tech based Vehicle. To see what would be acceptable for it's stats,
I would build a Light Wagon or a carriage for the PC's and give it Tech power inserts so they use batteries.
Wheeled vehicle
Large Land vehicle
Squares 4 (10 ft. by 10 ft.; 5 feet high); Cost: 100,000
DEFENSE
AC 9; Hardness 5
hp 60 (29)
Base Save +1
OFFENSE
Speed: 50 ft.
Maximum Speed: 100 ft.
Attack ram 1d8
CMB +1; CMD 11
DRIVE
Usage 10 charges/hour
Propulsion mechanical (pushed, internal electrical engine)
Driving Check Ride or Profession (driver)
Forward Facing toward the direction desired
Driving Device Wheel
Driving Space the two most forward squares of the wagon
LOAD
Decks 1
Cargo Up to 1,000 lbs.
---
The major problem is getting a vehicle to fly in gravity. Every tech item able to do that has a Usage of charge/round. A hovering vehicle jet propelled would use an enormous amount of charges if calculated this way. But I tried the math if you're interested. Same stats as the light wagon as above but adjustments for hovering.
Hovering vehicle
Large Air vehicle
Squares 4 (10 ft. by 10 ft.; 5 feet high); Cost: The material plane?
DEFENSE
AC 9; Hardness 5
hp 60 (29)
Base Save +1
OFFENSE
Speed: 60 ft.
Maximum Speed: 90 ft.
Attack ram 1d8
CMB +1; CMD 11
DRIVE
Usage 2,400 charges/hour (3,000 charges/hour if moving)
Propulsion mechanical (pushed, internal electrical jet engine)
Driving Check Fly or Profession (driver)
Forward Facing toward the direction desired
Driving Device Wheel or flight stick
Driving Space the two most forward squares of the wagon
LOAD
Decks 1
Cargo Up to 500 lbs.(1/2 weight from hovering)
---
I hope this helps with people making vehicles.
Acolyte of Mushu |
GM Facepalm wrote:** spoiler omitted **For the setting any vehicle can be acceptably updated with powered source instead of animals. I would say robots hauling a wagon would be your first step. But that defeats the idea of super awesome Tech based Vehicle. To see what would be acceptable for it's stats,** spoiler omitted **
I would build a Light Wagon or a carriage for the PC's and give it Tech power inserts so they use batteries.
** spoiler omitted **The major problem is getting a vehicle to fly in gravity. Every tech item able to do that has a Usage of charge/round. A hovering vehicle jet propelled would use an enormous amount of charges if calculated this way. But I tried the math if you're interested. Same stats as the light wagon as above but adjustments for hovering. ** spoiler omitted **
** spoiler omitted **...
This is helpful. I do recall The Divinity Drive mentioning that personal vehicles and other crafts use a more traditional form of propulsion, as in gasoline fuel or an analogue of such.
Acolyte of Mushu |
I'd like to discuss the Red Terror, a warden robot variant found in the Red Redoubt of Karamoss on the Isle of Kortos. This warden robot is made of djezeteel, an alloy of the skymetal djezet and steel, and has seven ranger levels. Would this mean the Red Terror could cast ranger spells? The description says it could have been created by the Machine Mage from Androffan schematics or by a modification of his own design. What're people's thoughts?
KestlerGunner |
Mushu - It is made out of magical material and has spent enough time on Golarion to have experimented enough with magic - I would let it cast spells. A good precedent for this would be the Furkas apprentices.
Rinn - 3,000 charges per hour is... a crazy amount of power for ten by ten feet of hovering vehicle. Without having the text on hand, I imagine this means not even the super advanced geothermal generator complex could power a floating vehicle.
I would recommend having a transport vehicle with either an in-built reactor (dangerous if damaged or destroyed!) or multiple solar panels/solar sails to alleviate the power use problems.
We can also alleviate the weight/gravity issues by enchanting the vehicle to have multiple 'floating disc' spells remove a lot of the gravity problems. This will make the device fail to function in an antimagic field though.
Otherwise, if we want to go down the fuel route, we will probably need a sor/wiz/alchemist spell that allows use to use raw materials to synthesize a biofuel. For instance, you buy enough pounds of lead from a smelter or blacksmith, cast the spell and generate the fuel.
Acolyte of Mushu |
KestlerGunner wrote:Mushu - It is made out of magical material and has spent enough time on Golarion to have experimented enough with magic - I would let it cast spells. A good precedent for this would be the Furkas apprentices.
Rinn - 3,000 charges per hour is... a crazy amount of power for ten by ten feet of hovering vehicle. Without having the text on hand, I imagine this means not even the super advanced geothermal generator complex could power a floating vehicle.
I would recommend having a transport vehicle with either an in-built reactor (dangerous if damaged or destroyed!) or multiple solar panels/solar sails to alleviate the power use problems.
We can also alleviate the weight/gravity issues by enchanting the vehicle to have multiple 'floating disc' spells remove a lot of the gravity problems. This will make the device fail to function in an antimagic field though.
Otherwise, if we want to go down the fuel route, we will probably need a sor/wiz/alchemist spell that allows use to use raw materials to synthesize a biofuel. For instance, you buy enough pounds of lead from a smelter or blacksmith, cast the spell and generate the fuel.
Djezeteel isn't a magic material, it's just another skymetal alloy. Other than that, I suppose that could be right, if the Red Terror is of the Machine Mage's design.