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Thank you to everyone who helped me clarify these rules. Thank goodness for these messageboards.


Grick wrote:
Alexander Rosenberg wrote:
So basically, No matter what, there's still that +1 that is a base enhancement, leaving only 9 more enhancement counts?

Yes.

Keep in mind, using the wealth by level table and keeping no item above half WBL, you would be level 17 before you could afford a +10 equivalent weapon (which costs 200,000 gold).

Wait, why can't I have an item over half my WBL? I've never heard of that rule.


Also, I'm assuming, if you make a Weapon a Guarding weapon, it only allocates the Enhancement Bonus, meaning every number on the bonus that isn't a magical addition... so a +9 Guarding Sword is technically +10, but the +1 from Guarding doesn't count when activating the Guarding ability.


Well, my next DM says she wants to get the group to level 20, and we play the game rather lightly, so if she maintains consistent Gold, so we get the proper difference per level, maybe with a few story twists and good diplomacy checks, I can get some weapon free-bees =D

Thanks for all the help though. Sometimes I have difficulty deciphering exact Paizo wording.


So basically, No matter what, there's still that +1 that is a base enhancement, leaving only 9 more enhancement counts?


Can you create a weapon out of more than one special material? I.e: Mithril & Adamantine?

The site says you can only use the benefits of the most PREVALENT material, but I can't figure out if they only mean HP, Hardness, and DR, of the created weapon, or the outward Overcoming DR qualities of the weapon as well.

So; Would an Adamantine/Mithril Sword count as Adamantine and Silver for overcoming DR, and keep the Adamantine HP/Hardness/DR? Or just count as Adamantine altogether, with the expense of the Mithril being a waste?

Could I instead put a Silversheen on my Adamantine Weapon to get the same effects of the Mithril's silver quality if the Mithril doesn't work?

Also, should I put a magical quality on my Weapon, such as Holy, being a +2, does creating the weapon from Adamantine, add a +1 to the weapon, only leaving 7 more enhancement bonuses, since it would be +1 Adamantine +2 Holy? Or would forging a Holy Adamantine weapon simply become +2 if forged all at once, leaving me 8 more enhancement points?

(Rules state a weapon can only have a maximum of +10)


Mark Sweetman wrote:
Alexander Rosenberg wrote:
He's just from a part of the world whose government is more willing to allow torturous experiments at the expense of humanity than other parts of the world. (Which to be fair was most of Europe at one point).
Which to be fair encompasses pretty much anywhere on Earth - not just Europe. Many many governments from North to South and East to West have done some pretty despicable things when it comes to civil liberties and unlawful experimentation on people.

You're probably right there. I can't say I recall enough of my darker points of history to claim ONLY Europe did that kind of stuff. But when I do think on it, remember; Medieval torture tools from England, I remember German experimentation for War, and I remember plethora's of reports citing Russian experiments on people in labs. I KNOW there's more, but I don't know specifics. I also, don't want to turn this thread into a conversation about who did what when in history to rob folks of their civil liberties. The goal was to find out how to create a German character in a world with no Germany, but clear parallels to races in our world, and I did! So thank you.


KingmanHighborn wrote:

Molthune is way more Soviet Russia then a Nazi Germany.

I'd have to ask, are you looking to make him what the nazi's considered ideal Arayan? (i.e. blue eyes, blonde hair) Or more 'normal' German population representive?

The idea Hitler had was that Arayans had ties to the Vikings of old, meaning I'd make your villian Ulfen, and probably from Nidal, or Cheliaxian.

Otherwise a plan Varisian makes a good parallel to the 'natural' people of Germany. Especially if your looking to slide a bit more into Eastern Europe background.

Actually, yes, I was hoping for a more natural German, NOT the Arayan race at ALL. My character has deep brown hair (though grayed in middle age) and Blue eyes, simply because I schemed my bosses as Chromatic Dragon Lords, and he's the blue one.


LearnTheRules wrote:

There's no clear German stereotype in Pathfinder as far as I can see, although Charlie bell probably got as close to it as he could. Molthune is an expansionist empire run by people with somewhat Aryan features, but they wouldn't be close to the Nazi ideology. They aren't genocidal and allow people (and monstrous races) from different nations equal rights as long as they join them.

Also, no people screaming "RACIST!"? I was expecting a ****storm coming into this thread :P

I actually was too, considering how badly I phrased that title. He's not a Nazi per se, but when I said "villain German" I didn't think there was any other thought to discredit the stereotype. The character is more based on the Team Fortress 2 medic, but in a WW2 "let's experiment on everything and make it intensely powerful" kind of f$+~ with biology mindset.

Everyone in my campaign has been calling him a Nazi, much to my dismay, and I guess I stooped to their level. So for everyone who sees this, I'm sorry if I came off rudely. It's really not like that. It's just fun character building.

I should not have said Nazi. He's just from a part of the world whose government is more willing to allow torturous experiments at the expense of humanity than other parts of the world. (Which to be fair was most of Europe at one point).


Charlie Bell wrote:
Chelaxian from Molthune.

Thank you!


I know it's a weird question, but I have an Alchemist villain, who's kind of a psychotic Nazi. I wanted a more authentic race to call him by, rather than "German" for the sake of keeping authenticity in the realm.

It doesn't seem too far fetched though. The game CLEARLY has Nords (Ulfen) and Japanese (Tian) as well as African races and Indian and Arabic races, with more English looking races and even Spanish looking folk.

Anyone know the lore well enough to help me out here?


ossian666 wrote:

Uhh...it would be nice if they would prevent Vital Strike, but I see why it is not. Vital Strike takes all iterative attacks and puts them into 1 hit. Taking away someone's iterative attacks is kind of a low blow.

I am sure it could be houseruled into play, but then the player is just going to full attack instead of Vital Strike.

While I took that into consideration as to why the ability doesn't apply to the Discovery, it also occurred to me, that, everyone has their edge as a class, ya know? Sometimes Feats don't apply to certain scenarios, and with only one class capable of such a talent, it seemed fair enough to let a Vital Strike (by definition of the words in the title) not hit the Alchemist's Vital organs.

But if it's not in the rules, it's not in the rules. Sad... Especially since there's a clarification on the Vital Strike page, stating you can move AND Vital Strike. Without the assumption it was a full round action, it's kind of broken... Especially when that amps up to rolling damage like 4 times at the highest branch of the Feat Tree.


It's wonderful that the Discovery prevents against Sneak Attacks and Criticals, but wouldn't it also make sense to protect against things like Vital Strikes? Considering you're preserving your Vital organs, the application seems appropriate.