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67 posts. Alias of dan westenberger.


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I think the best answer is to have bays be different sizes by ship size.

If we take a medium ship bay to be 20'x20'x10', this will hold 2 TEU containers side by side and hold 25 tons. A TEU container is 20'x8'x8.5' and weighs 25k lbs fully loaded.

A 300' medium transport (150 tons) with 5 expansion bays (4 are cargo) would hold 100 tons (8 TEU). A Boeing 747-8 is 250' long, narrow and holds 154 tons. Not an unreasonable comparison.

Then for the large bay we double the dimensions to 40'x40'x20'. Each of these bays is 4 small ship enhancement bay equivalents and hold 400 tons of cargo (16 TEU-double stacked). Or each can have 4 enhancements, not necessarily all the same.

An 800' large freighter (420 tons - needs to change) with 8 expansion bays (all cargo) can hold 128 TEU for a total of 1600 tons of cargo.

The Huge bays are each 80'x80'x30', hold 1200 tons of cargo each or 16 expansion sets (96 TEU - triple stack). Two of these bays are large enough to hold not only a small shuttle, but also the supporting equipment for them.

A 2000' long bulk freighter (1200 tons - needs to change) with 10 expansion bays can have a shuttle bay (2 expansions) and 8 cargo bays for 96000 tons of cargo (768 TEU). For reference: A 1000' long ocean Panamax freighter holds 3200-5100 TEU.

The Gargantuan bays are each 160'x160'x40'. A rules change would make one of these big enough for a hangar of 8 fighters.

So theoretically a 15,000' long carrier with 10 bays would be able to carry 80 fighters, not unreasonable when you consider a 1000' aircraft carrier has an air wing of 85-90 aircraft the smallest of which is 56'long.

Compare this to a 15000' carrier that can carry 8 fighters and 150 tons of cargo in the remaining 6 bays (the limit of the current rules)...


It doesn't matter what we use for a weight mass-index. The issue is that a shuttle with 3 expansion bays fits into 2 expansion bays. There needs to be a multiplier for cargo capacity of a bay based on ship size.

Then that leads to the larger problem that expansions (labs, etc) are bigger on larger ships but there should be bonuses applied for the larger spaces, or larger expansion slots should allow for multiple expansions to account for the larger size.

As for expansion bays on huge craft: we know they are at least 60' long, and very likely longer (a 120' shuttle fits in 2 bays so the bay must be at least half the length of the shuttle).

If all expansion bays are the same size how does a shuttle fit into 2 expansion bays?


I used water since all mass measurements are related to the specific gravity of water. Using water makes 1 cubic meter equal 1 ton, good for mass to volume measurements.

The sample ship is medium.

Yes, 10x10, 25 tons is perfect for a small ship.

Doubling isn't enough. I would recommend increasing volume by a factor of 8 for each size increment - doubling every dimension.

If you don't increase cargo mass for a larger ship then they need to give larger ships more expansion bays.

Larger ships have more space available and more powerful engines why wouldn't you then also increase cargo capacity?

Cargo is the reason for a freighter. A huge freighter has 10 bays, a larger freighter only has 8 bays. The huge ship cant land so like likely needs a shuttle bay taking 2 bays. Therefore realistically a Huge freighter carries the same amount of cargo as a Large freighter. Since the huge freighter requires more than 3x the crew, why would the huge freighter get built? The large freighter does exactly the same thing for less cost. Even if you remove the shuttle bay, the Huge ship only carries 50 tons more cargo than the huge. How is that ever cost effective?


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1 Cubic meter (35.3 cu ft)is 1 metric ton and weighs 1 ton when filled with fresh water.

Spoilers:

The sample ship in the first adventure path has 2 cargo bays each with 1125 sq ft and with an 8' ceiling means 9000 cubic feet(254 cubic meter) capable of carrying 254 metric tons of cargo for a total cargo capacity of 500 metric tons. For these comparisons, a metric ton (mass) of fresh water weighs essentially 1 ton (weight).

So a medium ships expansion bay (cargo) should be able to carry 250 tons.

A small shuttle with 2 cargo bays has the same cargo capacity as a medium ship with 2 cargo bays.

1 cuft of fresh water weighs 62.43 lbs so 1 ton of fresh water is 32 cuft. 25 tons of fresh water is 800 cuft. This is a cargo bay 8'tall by 10'x10'). Not a very big bay and not born out in their sample ship diagram.


Chess Pwn wrote:
you'd have to use the attack action not a full-attack

However, you do not need to declare that you are making a full-attack until after your first attack.


Sure a noble drow doesn't want to be disadvantaged by being pregnant, but the house slaves (drow) do not have the luxury of deciding to not get/stay pregnant. Just because the matron and her daughters don't stay pregnant doesn't mean there isn't a caste of women in the house that do.

Drow society isn't total annihilation. They can go to drug dens with a reasonable expectation of survival, or the drug den wouldn't exist. There are public baths as well were they can feel secure enough to get cleaned up, even pampered.

Chaotic Evil is not Chaotic Stupid.


A sorcerer does not need to spend an hour per day to have their spell slots refreshed each day, it just happens after they rest.

However, my understanding of the arcanist's spellcasting is that they do not gain new spells per day until after they prepare spells, even if they didn't want to change their spell selection. Correct?

I assume this also applies to the vigilante-warlock (playtest-ultimate intrigue)?


http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/lodgingAndService s.html

The price of Inn Stay (poor) and the price range in the fluff text is incorrect.

Well, something is off between the costs in the list and the cost in the fluff.


Does a zealot vigilante require a holy symbol to cast spells?


Charon's Little Helper wrote:
Dark Sorcerer wrote:
The magic store complex can be resolved by allowing your magic item creators to "consume" magic items as part of the process of upgrading a magic item. So a +1 sword provides 1000gp in materials needed to upgrade your +2 flaming sword to a +2 Flaming Burst sword.
There are already rules for upgrading magic items. It just costs the difference. You're 'houseruling' something which is already a rule. Except that it sounds like you're paying for the masterwork weapon again and again.

The houserule removes the need for the magic store middleman. The crafter uses the magic of the low level items as components on a gp for gp basis.


The magic store complex can be resolved by allowing your magic item creators to "consume" magic items as part of the process of upgrading a magic item. So a +1 sword provides 1000gp in materials needed to upgrade your +2 flaming sword to a +2 Flaming Burst sword.


http://paizo.com/pathfinderRPG/prd/advanced/advancedFeats.html#elemental-fi st

Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Should the word "Strike" above be "Fist"?


http://paizo.com/pathfinderRPG/prd/advanced/advancedGear.html

On this page the brass knuckles still say " and can use their monk unarmed damage when fighting with them."

This has been supplanted by devs and rulings. Would it be possible to replace this line in the PRD to reflect the entry in the Ultimate Equipment?

Even better please change the line to read: " but don't use their monk unarmed damage when fighting with them."


My NE rogues try to fit into the group because they are good protection. What's best for me is to help them so they can take the damage and I can get my coin.


Are you evil. It seems that is your only question.

You were trying to scare the noble into releasing your friend and he got hurt. An evil person would have finished him off to make sure he couldn't cause you any more harm.

I don't see any evil in this action.


Change the Paladin's code to reflect two of their god's domains.

A paladin of Torag (Law and Good) would not have the same Paladin's code as a paladin of Torag (Earth and Protection). The first would use the Paladin's code as defined in core, the second's code would require him to place himself in front of others to prevent them from taking harm, a true defender. He would also have an affinity for earth creatures and would likely not be allowed to fly or go on a boat.


The Gods are essentially equal in power. In general, any 2 gods are more powerful than a single god. Gods of good are better at banding together for the common good than evil gods are at banding together for the common weal.

Lawful gods have a natural bent on creation and recognize they gain strength from their followers.

Even evil gods don't want their followers destroyed.

When a god of destruction gets it into his head to destroy the planet, the other gods band together and stop them. Ask Rovagug about the last time he tried to destroy Golarion.

As I recall he was stopped by the might of a good god and trapped by an evil god. To this day an evil god holds the keys to his prison.


Does anyone have houserule alternate feats for the stalwart defender? Requiring mobility for a class that is designed to not move strikes me as misplaced. Do you have alternatives that make sense?


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Kharnag (Male dwarf expert 7, age 120, Int 15, Wis 13)
Kharnag is a dwarven smith. He oversees three apprentices who turn out blades for the guard. He himself is busy with a great sword that takes most of his attention. He doesn't like being interrupted and his responses are gruff. He tries to foster most callers onto his oldest apprentice (Kellik, a young 60 year old dwarf). Kellik is used to his master's behavior and mentions Kharnag has been working on that sword for a month. He is friendly for a dwarf and tries to show off the shop's well made swords and daggers.

All the dwarves in the shop are of course single and live in the back of the shop.


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Samuel (Male human expert 2, Int 10, Wis 12)
Samuel is a strong man of medium height, age 24. His hands are calloused from splitting wood all day. He is leader of a team of colliers at the edge of town.

Five men build a massive pile of split wood, cover it in sod, light a smoking fire and let it burn a few days. They sell the resulting charcoal to the towns smiths.

Samuel is married to Jessica and they have a 3 year old son who plays with a wooden sword.


The classes in the ACG plytest are listed as Alternate Classes for two other classes. Is there any ruling anywhere that states that classes can gain the feats of their alternates.

Put bluntly: can a warpriest (Fighter/cleric) gain the disruptive feat?


Ipslore, yes that is true. I agree its is 2 material components but the bloodmoney spell only replaces one material component of the spell. If the provided component is not a component of the limited wish then blood money cannot be used to replace the component of the duplicated spell.

Specifically:
Using Blood money then casting limited wish (with a 1500gp diamond) to duplicate fabricate to create mithril full plate.


I understand that, my question is: Is the provided material component for the duplicated spell a material component of limited wish?


What about casting the spell as a limited wish?


Is the expensive material component of a spell duplicated by limited wish a material component of the limited wish spell.

from limited wish:
When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).


FLite wrote:

Correct. Just make sure you have at least 11 points of strength. (Well, actually a 4,999 gp piece bar. A 5000 gp bar is 11 points of strength.)

Of course, unless you have a spell that requires a 10 lb bar of gold, and you start casting it that same round, the gold turns back into blood. Which is messy.

The platinum would remain because it IS the end product of the fabricate. The raw platinum would become a worked platinum which would remain since it is used by the spell.


By RAW you simply need to make a DC 20 UMD (emulate a class feature) and a 30 UMD (Emulate an Alignment) to use the Holy Avenger.

Some would argue that emulating a class feature is not the same as emulating a class but how can you emulate a class feature without emulating the class itself.


Am I understanding bloodmoney correctly? I cast bloodmoney, take 1d6 hp of damage and 10 points of strength damage then cast fabricate to create a 10lb (5000gp) bar of platinum.


Thanks


Is the Purify Food and Drink Orison powerful enough to make forage gathered in the worldwound safe to eat?


Studded leather has enough metal to prevent a druid from wearing it, does it have enough metal to grant DR 1/- if the studs were adamantine?


DM_Blake, I agree with most of what you say, perhaps just semantics.

DM_Blake wrote:
I can easily see many GMs would read that to mean that your entire Full-Attack must use the ranged weapon.

I read all attacks must be made with the ranged weapon, but don't necessarily need to be ranged attacks.

I agree the extra attack cannot be a melee attack and agree the -2 must be taken the entire round.


No. Can you take the bonus attack from rapid shot if you take a melee attack with the hammer.

Picture a dwarf with a throwing hammer, point blank shot, rapid shot, quickdraw, and a blinkback belt.

Rapid shot says you have to take a full attack action with a ranged weapon, it doesn't say all the attacks have to be ranged attacks.


Can you take a rapid shot with a (throwing) hammer if you take melee attacks with the hammer.


http://paizo.com/pathfinderRPG/prd/feats.html

Two-Weapon Rend should be listed after Improved Two Weapon Fighting on the chart.


How many NPCs can be assigned to an army?


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Thank you JJ for taking time on a weekend to answer questions.


I would treat the Newly Awakened Sword of Valor as if it were properly mounted on a wall of the castle.


Does Nurah's Horn of Assured Victory have any effect if she isn't the commander of the army?


Do the NPCs grant their army bonuses to the PCs second army (Rescued mercenary Army).


Ultimate Campaign mass combat rules do not make a provision for advisors adding boons, tactics and special abilities.

However, Sword of Valor has several NPCs that seem to act as advisors granting abilities to the army (Spellbreaker, Permanent Battlefield Advantage, and unnamed bonuses).

How many advisors can a commander/army have.
Can advisors add their bonuses to more than one army travelling together?


Question about Aravashnial and adding Spellbreaker.

Does he always add this (DV +4 vs Spellcasters) to the army or does the commander have to choose the Spellbreaker Tactic during tactic selection.

Shouldn't spellbreaker actually be a Special Ability and not a tactic?


Can a magus archetype's Blackblade (the weapon itself) benefit from a tome of intellect?


Can a Fighter (Archer) 5/Magus (Myrmidarch) 6 take bows as his fighter weapon training?

Does Expert Archer stack with Fighter Weapons Training (Bows) with a long bow?


Is there an equivalent to Clustered Shots for Energy Resistance?

I want to total the damage from Flaming on arrows before applying the demon's fire resistance. Is there a feat for this?


Does the sheath of bladestealth change its own size or does it change the size of the weapon?

This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of bladestealth, both it and the weapon become invisible (as the invisibility spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on Sleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.


Empower Spell

Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

Empower Spell would apply to Sun Metal. The Sun metal would do 1d4 *1.5.

dazing spell feat
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.

I was about to agree with you but then I reread the last sentence. Does the spell inflict the damage or does the spell augment the damage caused by the attack?


Thanks,

You nailed it.

from prd...
Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.


Sun Metal does not do damage to the target of the spell. It targets one melee weapon. The Dazing does not apply because Sun Metal does not do damage to its target.


Are you using common sense or do you have a source?

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