Pahmet Monk

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Organized Play Member. 11 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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So we are doing in person. So there is no flip map of Map Pack for the AP?


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Am I just missing something? I cannot find map packs associated with the Gatewalkers AP.


Castilliano wrote:
Tunewalker wrote:

So far we have kind of figured that if we leave to go back to town it is a fail as the mission implies a tight time constraint on finding and killing the main big bad.

I am at around 7 health, the barbarian has 3 health left, the rouge only has 3 damage and the ranger has only taken 3 damage, but with me out of spells and half a dungeon to go I am not counting on us surviving to the end without finding a few more healing potions and hopefully the barbarian rolling higher than 1 on the heal effect for it especially since he probably only has 1 or 2 resonance left.

Or you know, you could leave.

The party has a week to recover the Lost Star, and are only 10 minutes away from the surface. So pressing on is foolhardy and serves no purpose.

This. My group left the dungeon for one night and then managed to complete the mission on the second go with no issues at all. It was a hard fought win even with that, but it is completely acceptable.


There seems to be no way to create undead in the system. Is there a spell for this? How would a NPC Necromancer raise Skeletons in combat? What if I have a PC that wants to be a PC Necromancer, how does he create minions?


I am also confused by a lot of this. It seems overly complicated to the old "One item per slot" style of Item restriction.

The way I see it is, if I have to spend an RP to Invest the item to me, that should be all that is really needed except on items that have RP cost in the actual description.

Why does it need to be more complicated than that? I get that this is to prevent the "I have a 18 magic items on my character" trope, but I think it is enough of a restriction to a fighter with a 10 CHA that only gets one RP at 1st level, while the Alchemist with his 18 INT has 5 RP to play with. I know the alchemist has to use RP to make their formula, but could instead just invest every magic item the party finds for the first few adventures.


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Tyrnis wrote:
Overall, we just don't really need the same variety of classes that Pathfinder has simply because the theme/class/archetype combo covers most of the same ground.

I think what we really need is more Archtypes. I would be fine with less classes and more archtypes in SF


So, I have always played that an efficient Quiver can hold Crossbow Bolts. However, I am being told by a new group that it was never intended for that use and that I can only put the exact items listed in the description in it. I cannot see why and would like to know if there has been a ruling on this?


Really hoping to see some other classes like the Magus. Also want to see how Archetypes will work in this new edition?


I am curious if the Magic Dagger from the playtest on The Glass Cannon Podcast is an indicator of what Magic Weapons will now be like? Do all magic weapons get an additional base die type per +1 on the weapon?


Lane_S wrote:
My suggestion, expanded on in other threads, is that the BP you get at each level comes from the salvage of ships you capture or report locations of. Let's say you capture a tier 4 pirate ship. You lay a claim on it and report it to your favorite salvage yard. They handle the recovery and either scrap it or find a buyer. In either case the funds do not come instantly. That ship could provide BP for 4 levels as they sell components or use the to modify your ship.

^^^^ THIS!! ^^^^

This is how I will be handling it in my game.


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ghostunderasheet wrote:
God i want a set of these for my dm. Last session he pushed one of the players to roll perception until he crit failed so he could force a staggeringly hard encounter on the group.

Sounds like you need a new GM...