Brinaku's page

6 posts. No reviews. No lists. No wishlists.


RSS


gnomersy wrote:
Also why do most of the grit feats have to suck so hard?

Probably, the designers were hesitant with the gunslinger. True, guns are awesome, and gunslingers in game are very neat. But it's sort of anachronistic with the rest of the game, and so they didn't want to overpower. Enemy NPCs can do everything with the guns, abilities, and feats available that PCs can, and it'd suck to run into a slightly-higher level enemy with guns that can decimate your party with a gun or two and some abilities. If you really want a gun-based game, they're out there. PfRPG is more focused on a medieval setting.


I believe he's saying that all the item's properties only work against evil characters/creatures. For example, if a chaotic neutral spellcaster tried to mind control the user of the item, they could do it, since the immunity would only apply to evil mind controllers.

Not sure about the divisor. It seems reasonable that the item's cost should go down since the effectiveness does (it now only affects roughly 1/3 people or things in the world). I'd say a divisor of 3 makes more sense than 4 though.


But as level increases, so does money. Eventually you'll be able to afford Wisdom enhancers, and maybe even an enchanted pistol that allows you to do something like this more easily or extra grit items? If you allow this feat into the game to begin with, obviously the goal is making reloading dual-wielded pistols easier, so I'm sure you'd allow other stuff.


Thanks, I was pretty sure that it just negated possession and 1-day, and not the limit. Just awkward wording in the book I suppose. Makes sense to make that houserule, too.


I'm GMing a game with some friends, and I have to play NPC party members to fill out the group... I also love character creation, so I'm making multiple lower-level support NPCs. Right now I'm making a 2nd level half-elf alchemist using APG rules.

My question is this: when an alchemist learns the infusion discovery, it seems to imply the ability to make as many extracts as they want, assuming the extracts are used.

Explanation of why I think this: in the infusion description it says, "As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots." This indicates that once the extract no longer exists, i.e., is drunk, it no longer counts against the slots, which would leave a slot open for the alchemist to make another extract.

Now, I don't think that's how it works, I feel that I'm missing something here. I also think that if that is how it works, I'll houserule to change it, because that's a very imbalanced discovery to be able to pick at 2nd level. Please just let me know on this one, I'm by no means a rules officianado, I don't like to worry about rules and mechanics too much, I just want to clear this up.


Skerek is win.