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According to the text:
"Source Core Rulebook pg. 305 1.1
Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.

If you want to identify a spell but don’t have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of Recall Knowledge because you don’t have the advantage of watching the spell being cast."

My GM says I can't recognize the spell if it is the same spell, which I have slotted as an Arcane version of the spell, because it is being cast from another school such as Occult. (In which I am not trained, so my role would never be better than a failure)

This doesn't seem correct to me. It is the exact same spell! Can someone please confirm the correct interpretation of this rule in this context?

Moved post to here as I had incorrectly posted to general earlier.


Kryzbyn wrote:
Did your GM explain to you from the onset that this would be a difficult thing to play? That new weapons/ammo would be scarce?

I did read a bit on the forums, but I wasn't prepared for the scarcity of ammo since we can't purchase any tech ammo, as others were able to. I'm fully aware that tech items might also be rare, although I thought I had an understanding around the crafting of new items (even eventually) which is why I've been dumping skill points into craft (mechanical) and invested in Technologist. But, the GM feels that tech weapons are OP, and so changed his mind. (which is a little frustrating since the other PC's can out damage me on a round/round attack/attack basis)

I suppose I just have to rule out the bonus from Technic Training as being useful. I mean, should I just re-roll as a regular gunslinger? If I do, I'd be able to craft unlimited ammo with a point in craft alchemy.


I'm playing as a techslinger in an Iron Gods AP, but I'm really regretting it. My biggest issue is with the replacement of Technic Training for Gun Training. My GM doesn't allow me to take this feat for gun types I have not yet encountered, which makes sense.

So, I used the first iteration (at level 5) for the +1 inferno pistol. However, my GM does not allow me to craft any technology ammo, even with the Technologist Feat (was hoping that would allow gun-smithing to help me 'craft' ammo/batteries, etc). As such, I am out of ammo for the 1 weapon that class feature applied to. (GM stated that we would not be able to purchase batteries or nanite canisters.

I am level 7, only 2 levels away from having to pick another firearm class, but most everything else I have found is timeworn. With only 2 grit, I can't effectively full-round attack without the risk of quickly making those weapons useless.

The GM has recently decided to disallow the possibility of crafting tech weapons (even if I have a timeworn version to reverse engineer), and quite honestly, even batteries are now scarce at the beginning of book 3. I have a pistol, which I can use, but I can't use Tech Training on. What are my options?