Medical Drone

0-hr's page

9 posts. Alias of Ki_Ryn.




The latest campaign from 0-hr.com presents the Panthari Cruiser, a Tier-14 warship with a crew of 26. She also carries a ship's boat, a ground recon vehicle, and a pair of multi-purpose drop pods.

The Kickstarter includes a 24x36 inch deckplan poster, a pair of cast resin miniatures, and extensive supporting documentation with Starfinder stats.

Merchandise will ship in a couple of weeks.


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0-hr.com: Starship deckplans, posters, & miniatures!

I have deckplan posters, starship miniatures, and a whole bunch of downloadable PDFs about starships. I am creating Starfinder stats for the armada and so made up my own deluxe Starfinder Starship Sheet.

It is a form-fillable PDF with drop down menus for common systems and a black and white layer for easy printing.

Visit the 0-hr Starfinder Page to grab a blank copy of the layered PDF or a flat image of the sheet. You can also get the Starfinder stats for my first ship - more will follow!

~Ryan Wolfe


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I have a decade's worth of starships that I've designed, modeled, and mapped out (complete with built in 1 inch=5 ft grids) for no particular sci-fi RPG. My dream is to have the fleet become a part of the Starfinder universe.

I have developed a line of posters, miniatures, and digital documents around this growing armada and would like to see if anyone at Paizo would be interested in using these designs, or my services, in Starfinder products.

Is artsubmissions@paizo.com the proper place to make such inquiries? If not, where or to whom should I send my questions? I've been waiting for Paizo to go sci-fi for a long time and I want to help out in any way I can. A couple of my ships were put to good use at ORIGINS for the Starfinder Society demos. I'd love to refit my fleet or create new designs for organized play, adventure paths, or anything else Starfinder related.

Thank you,
~Ryan Wolfe (0-hr.com)


I sell downloadable products through the Paizo store and need to change some prices and fix some errors, but I can't get any response to my emails. Please have someone contact me at 0hr.art.and.tech@gmail.com ASAP.


Since arrows for a small bow weigh less than those for a large bow, does that mean you need to specifically find (or buy) "small" arrows?

If so, would one assume that magic arrows found on (& used by) small monsters would be sized (only) for small bows?

We've always assumed arrows were one-size-fits-all, but then the difference in weight doesn't make sense.


Are there any combination weapon/instruments in the Paizo material? If I could find something that's not too wacky but could serve as both, then it would let my bard (arcane deulist) avoid being yet another orator/singer in combat.


I noticed that (only) the Caravan Guard trait doesn't grant a +1 bonus when the relavent NPC is attacked.

Is it meant to be different from all of the other traits, or is it just an oversight?


In the Jade Regent player's guide, all of the NPC-centric traits except "Caravan Guard" grant a +1 attack bonus when the relavent NPC is under attack.

Is that a mistake, or is it on purpose?


Does casting a spell end a bard's Inspire Courage?


Does the PC wealth by level (p.399) reprent the buy value, or the sell value, or the PC' equipment?

Also, do new PCs coming in mid-campaign use that chart? If so, do they get to choose their gear or is it rolled randomly?

Because items found while adventuring only sell for half value, serious discrepancies arise when that system is used (either to compare PCs in a campaign or to introduce a new character). Someone who uses only found (or crafted) gear ends up with twice the value of equipment as someone who has to sell found gear in order to purchase stuff they can use. Dose the wealth table represent someone using found/crafted gear, or someone using custom gear?


It's strange that they have multiple human languages in the setting but do not include any of them as potential bonus languages for starting characters with a high INT. If that's not in the setting specific stuff somewhere, I think it would be a good house rule. As an elf I can choose Celestial, Dragonic, and Gnome, but not Varisian or Skald (when I've lived in the region all of my life)?

I'd like to interpret "Common" in the player's guide to really mean "Human" (as in, whatever human language is most common where you are from) and then add "other Human" to everyone's list of potential bonus languages.

I guess my question is "Is this in the setting specific stuff somewhere, or do I need to house rule it?"


When a power affects "all allies" around the caster, does it also affect the caster?

Specificaly, we ran into this with the Paladin "Aura of Justice" ability. While noting that the Bard has an ability that specifically suggests the Bard is an ally, that's not definitve proof either way.

Is it spelled out clearly anywhere?

Quote:


Aura of Justice (Su)

At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. ...

Quote:


Inspire Courage (Su)

A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities.
...


Quote:


As a free action, the wearer can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds.

Do you spend a free action each round to keep them going?

If not, how do you shut them off?


Is it possible to craft a wondrous item for a slot other than the normal? For example, could you make an Amulet of Dexterity +2 instead of a belt?

If so, how does this affect the cost?

I can see where adding Dex +2 to an exiting magic amulet would cost 150% of the dex item, but there is nothing about just changing the slot rather than adding it to an already-filled body slot. Back in 3.5 there was stuff about how certain areas of the body had affinities for certain types of items, but that no longer exists in the Pathfinder rulebook...


5 people marked this as FAQ candidate. 1 person marked this as a favorite.

from the PRD.

Quote:


The target gains a +1 competence bonus per five caster levels (maximum +3 bonus)

What bonus is granted by a Bard who is level 1 to 4?


Suppose a wizard casts a lightning bolt due north (the origin is the upper left corner of his square and the line goes straight up along the grid). What squares does it affect?

If a line running along the edge of a square counts as going through the square, then this bolt should affect a path 10 feet wide and 120 feet long.

If the the edge doesn't count as the square, then the bolt affects an area zero feet wide and 120 feet long (that is, NO squares).

If the caster gets to choose a side, then the rules need to say so.

I realize that there are diagrams in the book, but those lack origin and end points and so are not very useful. They also don't match the words of the text.

SRD.


If you cast Flame Arrow on some bolts and fired them from a Flaming crossbow, would they do +2d6 fire damage?

Quote:


Flaming weapon
Aura Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.

DescriptionUpon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.

Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition.

Quote:


Flame Arrow
This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.


If you hit a grey ooze with a sword and fail the save, the weapon takes 1d6 acid damage. A longsword +1 has a hardness of 7. Is it effectively immune to this acid effect, or are weapons supposed to be considered "vulnerable" to grey ooze acid (or all acid?) and so not get their hardness subtracted from the damage?


I'm trying to come up with a melee build that makes use of the various combat manoeuvres. Aside from all of those feats under Combat Expertise, what else

Are there feats/traits/items that specifically raise CMB or help with the AoO's and such provoked?

I'm looking for stuff in the 4th to 9th level range cost-wise. Aside from a fighter with high STR and lots of those Combat Expertise feats, I got nuthin...


I have memories of reading a FAQ and lots of good information about Vital Strike and thinking "when I get that feat I'll need to read all that stuff".

Now I have the feat but cannot, for the life of me, find where the FAQ has gone...

So anyway, where in the rulebook is "attack action" defined?


1) The person who inititates the grapple gets a +5 to maintain the grapple on subsequent rounds.

Someone with the grappled condition gets a -2 to CMB except to break grapples.

So the person who initiates the grapple has a net of +3 to maintain the grapple on subsequent rounds?


Is there a Pathfinder druid option like the Shapeshift variant in the PHB II? It replaces wild shape and the animal companion with an at-will shape change.

I like the domain option for replacing an animal companion, and I like how wildshape (via Beastshape) just modifies the druid's base scores - but I still miss being able to change form easily and often, even if the overall power level was less.

If there isn't a Shapeshift option already, has someone knowledgeable in the rules made up a homebrew version? With the way wildshape works now, would it be balanced to just say in exchange for no-animal companion (or domain spells) you can wildshape at will as a swift action but cannot cast spells in animal form (regardless of feats)?


2 people marked this as FAQ candidate.

Is this bit from the SRD in the actual books anywhere? It's not in the Bestiary in the part about Lycanthropy. If it is in the books, how does it relate to the what IS in the bestiary (which covers a character bitten by a natural lycanthrope).

Quote:


Werewolf Lycanthropy
Type curse, injury; Save Fortitude DC 15 negates, Will DC 15 to avoid effects

Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured

Effect target transforms into a wolf under the GM's control until the next morning

Can an afflicted character be cured by a remove curse weeks after being afflicted?

I don't see that changing form lowers intelligence or changes alignment so, even while run by the GM, I don't get why a normally good character would become a raving murderer when transformed. Is there something to indicate otherwise this side of D&D?


Quote:


Melee bite +6 (1d6+3), 2 claws +6 (1d3+3)

Given a full attack, does this creature get:

A) 1 bite AND 2 claws, all at +6
B) 1 bite OR 2 claws, all at +6
C) 1 bite at +6 and 2 claws at +1

More importantly, where the heck are the rules for figuring this out?


If you try to activate a wand and fail, does it use a charge?

One the one hand, the SRD says

Quote:


You make a Use Magic Device check each time you activate a device such as a wand.

which makes me think it does use a charge (as activating a device uses a charge).

On the other hand, it says

Quote:


Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class

So if you fail, its as if you DON'T have the spell ability needed and so would not use a charge (like a Fighter without UMD trying to use a wand - he can't waste charges even if he wants too).


Can a 6th level character craft a bane weapon (CL 8) by increasing the Spellcraft DC by 5 (since he doesn't meet that particular prereq)?


Could I caste Flame Arrow on a some bolts and then Flame Arrow with Elemental Spell (Acid) applied (as a 3rd level spell) to the same bolts for an extra d6 of fire AND an extra d6 of acid damage?

As an aside, would the gold dragon sorceror bloodline (which adds +1 per die to fire damage spells) apply to the d6 of fire damage from Flame Arrow?

Quote:


Flame Arrow
School transmutation [fire]; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a drop of oil and a small piece of flint)
Range close (25 ft. + 5 ft./2 levels)
Target fifty projectiles, all of which must be together at the time of casting
Duration 10 min./level
Saving Throw none; Spell Resistance no

This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.


I can see that neither Rapid Reload nor Quick Draw will work to more quickly reload a repeating crossbow. Is there a way to speed up that process?


After reading pg. 64 in Kingmaker, part 2 of 6 I want to make sure I have this right:

Some buildings can generate items. With an Econ roll, you can turn items that cost more than 4,000 gp into BP depending on the item type.

I'm guessing this really means to say "equal to or more than 4,000gp".

The BP generated doesn't depend on the value of the item (for example, a 100k major item is 15 BP and a 4k major item is 15 BP).

The cities Base Value does not limit what items can be generated or sold.


I'm really new to the kingdom bit and my main question right now is "what is the benefit of claiming more hexes?" I can see where certain hexes may give you a bonus to one stat, but EVERY hex increases your DC against all three stats, so it's a big net loss. The occassional free building you might get is a bit of an offset, but once you have a few farms going, I don't see the real incentive to claim further territory. No doubt I'm missing something crucial.

What makes it really worth it to claim dozens of hexes instead of the bare minimum you need for cities and farms?


Are there rules for legacy weapons (items that "power up" as the character advances) anywhere in Pathfinder?


Mechanically, do you lose anything other than a potential weapon proficiency if you worhip an ideal rather than a specific deity?

If you're not interested in your deity's favored weapon, it seems you might as well pick whatever domains you want...


Summon Monster has a 1 round casting time, so to trigger it from a Wand also takes 1 round (the effect going off just before the start of your next turn).

Does this mean that the triggering can be interrupted (by damage or whatever before your next turn) like casting the actual spell could be?

I would think that, by default, that would be the case - but then the wand description mentions how only a single word is needed, and it can be used while grappling, and doesn't provoke AoO's etc.; so that makes it hard to imagine the wand user standing there incanting and concentrating for a full 6 seconds...


I have a (halfling) rogue with a +7 dexterity bonus and so even his mithril chain shirt is too confining (allowing only a +6 dex bonus). Are there other armor options that would support his full dexterity bonus?

I considered Mage Armor but the flat 4 AC ends up no better than a mithril chain shirt +1 for me. Our group is currently in the +1 to +2 bonus range for armor.


For how long is the victim of a Screaming Bolt shaken?

The caster level is 5 and it's based on Doom. Does that determine the duration, or is it just 1 round by default?


If a creature uses a Shatter ability on an attended, non-magical weapon and the wielder fails the save, what happens to the weapon?

Is it destroyed, or does it just get the Broken condition? The answer seems to lie in how much damage it done, but Shatter doesn't list any damage...

http://www.d20pfsrd.com/magic/all-spells---final/shatter

The spell says it "sunders" a solid item and sunder says:

Quote:


If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition (see Conditions). If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.


If you try to use Acrobatics to move past someone without provoking an AoO and fail, what are the consequences?

a) you continue to move but take an AoO
b) you stop moving and take an AoO

Is the answer different if you are trying to move through an occupied square?

http://www.d20pfsrd.com/skills/acrobatics


If my character (a human barbarian) has a base speed of 40 ft, what is his speed when wearing medium armor?

I would have assumed that it would be 30 ft, but the actual text for the armor speed doesn's say that (or anything) about fast folks. All it says is:

Quote:


Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column.

And the first column says "20 ft" in this case. So is the intent that medium armor reduces humans and such by 10 ft, or is the intent that it limits them to 20 ft no matter what they started at? Or maybe being 10 ft faster than normal only gives you 5ft extra in medium armor since being 10 ft slower than normal (like a halfling) only slows you from 20 to 15 in medium armor?

The barbarian text is:

Quote:


A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.


I'm new to Pathfinder and just have the core rulebook from which to draw. I'm making a low level rogue and feel like (in order to get good use out of sneak attack) I pretty much HAVE to go the TWF route. Is that true, or is there another path that can be as combat effective at low level? We have a couple of tanks in the group so finding a flank should be easy enough.


This is a minor point in the grand scheme of things, but would you consider (if just for a moment) having arrows that do not automatically shatter into kindling upon striking an opponent? When archers have to go into a dungeon with 60+ arrows, it's just getting silly. Wouldn't it be great to go in with just one quiver?

I haven't put a lot of thought into the actual mechanics, but how about something like this:

"Arrows are not automatically destroyed by striking (or missing) a target though a target struck can snap all arrows currently imbedded in them with a standard action. Arrows are assumed to survive combat (hit or miss) unless purposefully destroyed. Those which hit are assumed to end up in the creature struck. Those which miss may be lost or too far away to recover depending on the situation. Enchanted arrows lose their enchantment after the attack, but the arrow itself is unaffected (and still masterwork quality)."

Some clarity on whether long bow and shortbow arrows are interchangeable would also be useful (same for hand/light/heavy crossbow ammo).


The wording for the cleric changes the alignement restriction.

D&D:

Quote:


A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Paizo:

Quote:


A cleric's alignment must be within one step of her deity's, either along the law/chaos axis or the good/evil axis.

So, with Paizo, I would be Chaotic Evil and follow a Lawful Neutral god (because I am within one step on the good-evil axis). Is that the intent, or an unwanted side effect of reducing the verbage?


I'm a player about to start in a Rise of the Runelords campaign and so we're all talking about characters and house rules. Many of the players are concerned that though this campaign says it is made for 4 characters of 1st level, that may not actually be the case (we've had some bad experiences with that sort of thing before).

So far, our parameters are 1st level, 32 point buy, SRD only, and (probably) 5 players.

Is that appropriate to start out this series? We've talked about upping skillpoints, or hit points, or starting at level 2 or 3, or starting with a free CLW wand. I've played the start of Burning Sky (which was overly deadly) and Age of Worms (which seemed just about right). Where does Runelords fall in the deadliness spectrum? Can normal roleplayers survive without help, or does it assume an uber squad of tweaked out munchkins drawing exploits from every splat book and magazine under the sun?

And PLEASE, no spoilers! :)


The Sword of Aqaa is listed with a Price of 35k, but that is way low - about half of what it should be. Did the author mean "Cost" (as in creation cost) rather than "Prices" (as in market value), or was it some other mistake?

Below is the text for the sword. Note that a +2 mithral axiomatic longsword alone would be worth 34k, meaning that the wind proc and lightning combo only cost 1000gp (ignoring the saphires as flavor text).

--------------------------------------------------------

Quote:


Sword of Aqaa
The sword of Aqaa is a +2 mithral axiomatic longsword with a hilt set with six pale sapphires the size of grapes. Used by the Wind Duke Icosiol on the battlefield of Pesh, the sword of Aqaa is the companion blade to the lightning sword. Whenever the wielder scores a critical hit on a creature with the sword of Aqaa (even if that creature is normally immune to damage from critical hits), the sword creates a powerful blast of windstorm-force wind. The creature hit can make a DC 18 Fortitude save to resist the effects of the wind. Small or smaller creatures (or flying medium creatures) are blown away by this blast of wind. Creatures on the ground are knocked down and roll 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6x10 feet and take 2d6 points of nonlethal damage. Medium creatures (or flying large creatures) that fail this save are knocked down. Huge (or land-bound large) and larger creatures suffer no noticeable effect from the blast of wind.

If the wielder fights with the lightning sword and the sword of Aqaa, he may strike the two swords together as a standard action to generate a 30 foot line of sonic energy. All creautres in this area take 6d6 sonic damage (Reflex DC 18 half). This ability can be used three times per day.

Moderate transmutation; CL 9th; Craft Magic Arms & Armor, order's wrath, control winds; Price 35,000gp.

--------------------------------------------------------

I have the same question for the Lightning Sword and the new-and-improved Diadem of Zoziel. What should the actual market value be?