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First question comes from the discounts for Armor Mods that come from the Armor Storm's "Enhanced Tank:" pg. 113 wrote: You gain the Powered Armored Proficiency feat and access to improved armor. This might be the result of your own engineering abilities, having earned the trust of contacts that can get you experimental equipment, or a powerful patron giving you gear not available to the general public to help you achieve mutual goals. You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor. An upgrade placed in this bonus slot costs half the normal credit amount. However! pg. 204 wrote: A creature can personalize armor by purchasing and installing armor upgrades, described below, which add bonuses or customized abilities to armor. Some individuals keep a collection of upgrades at hand, swapping them out as needed (requiring 10 minutes to replace the unit and resecure all connections). Explanations of entries for upgrades’ statistics follow. So does this mean that all 1-slot armor upgrades that can be placed in your chosen armor are Half Price, and they only have to make a 10-minute stop in your bonus slot first? Or (more likely) can your "bonus slot" upgrades only be used in your bonus slot, and short out when inserted anywhere else? My second question is about Armor Upgrades on your Light Armor while wearing Powered Armor: pg. 203 wrote: The cockpit of powered armor is too small to fit a person wearing heavy armor. If you’re wearing light armor while in powered armor, you gain the higher of the EAC bonuses and the higher of the KAC bonuses between the two suits of armor, and you take the worse maximum Dexterity bonus and armor check penalty. Powered armor is normally designed to be operated by any roughly humanoid creature of Small or Medium size—only creatures not matching those criteria must have the armor tailored to fit them (see Adjusting Armor on page 196). Seems well and good, but the Upgrades section of Powered Armor makes no mention of your other armor, only listing the amount of upgrades that can be installed in the Powered Armor itself. Does that mean you can still use Armor Upgrades attached to your Light Armor? If so: which ones?
Both Connection Inkling and Technomantic Dabbler allow you to cast spells from the Mystic and Technomancer spell lists, respectively, using your level as the Caster Level. The question is: does that make you enough of a 'Spellcaster' to activate and use Spell Gems (and Spell Chips) from the associated spell list?
What happens when a Small character riding a Medium flying mount attempts to move through a Wind Wall? Nothing? Rider blown off the saddle? Fly checks? Judging from the High Winds table under the Fly Skill, a Wind Wall seems to fit the bill for Windstorm-strength winds. (Both blow away Small flying creatures) However, I wouldn't be asking the Rules Forum if I was certain.
I've already done a little research into this, so I know retraining base classes into prestige classes is off the table, but what if you take levels in two prestige classes, and one gives the prerequisites for the other? For Example: A Fighter 1 / Wizard 5 / Eldritch Knight 3 prestiges into Arcane Archer at Level 10, since that combination of levels gets it the BAB, feats, and spells it needs. Arcane Archers gain Proficiency with all Martial weapons. Could that character retrain out of Fighter (into Wizard 6) and still qualify for Eldritch Knight? (assuming its Fighter bonus feat isn't "Precise Shot")
If a snakebite striker has the Step Up and Strike feat as well as the ability to combine movement with a feint (from possessing Improved Feint), can the Striker feint as part of her Step Up and Strike movement? My gut says "no," since Snake Feint is specific about combining a move action, and Step Up is listed as an immediate action. The confusion comes from Step Up and Strike's "does not count toward the number of actions you can usually take each round" clause. Does it still 'count' as an immediate action? Or does it 'count' as a move action for the purposes of Snake Feint?
I'm starting up a new character for the Core Campaign, an aspiring Elf Arcane Archer. At 2nd Level, he'll start taking levels of Wizard and receive an Arcane Bond (which I plan to make a Masterwork Composite [1] Longbow). My questions are: 1. Can I (given the funds and Prestige minimum) craft my Bond into an Oathbow?
For reference: The Oathbow
Because I figured, why not. This will be a more thug-like investigator, but her undeniable grasp of this new theory called "Gravity" aids her immensely both an and off the battlefield. She knows exactly how to size up an opponent, find their center of mass, and destabilize them in short order. Outside of Combat, she makes a very good Trap Disarmer, organic library, and all-purpose skill monkey. She also uses her Intelligence for Perception, Sense Motive, Diplomacy, Disable Device, and UMD (Empiricist lvl 2). She may not have as many skills as other Investigators, but that doesn't mean that she doesn't count herself among the (arguably) best skill class in the game. I haven't built her much past 14, and I'm looking for some advice on the final touches (otherwise I wouldn't be posting here). I'm looking forward to playing her in PFS. The build is based on these factors: 1) Studied Combat - a bonus to attack means a bonus to Trip. Bonus Precision Damage when you (almost certainly) hit is delicious gravy. 2) Extracts for DAYS - Enlarge Person, Alchemical Allocation, Long Arm (for MORE reach). These and many more help with the build. 3) Skills to pay the bills - Traps? haha. Class - Investigator (Empiricist): 12 [Fauchard]
20-Point Buy:
Traits: Student of Philosophy / Elven Reflexes Feats:
Skills: Acrobatics +19, Craft: Alchemy +19 (+36 Day Job [level bonuses & crafter's fortune]), Diplomacy +13, Disable Device +25, Linguistics* +19 (Headband), Perception +21, Sense Motive +19, Spellcraft* +13, Use Magic Device +19, Knowledge: Engineering/Geography/History/Nobility* +8, Knowledge: Duneoneering/Local/Religion/Planes* +10, Knowledge Arcana/Nature* +11. *Can be used with inspiration at no charge. Inspiration (10 points): 1d8 + 3 --- To determine CMB and DPR, I will be using the following metrics: Metric 1 - Absolute Base. Ninjas have started attacking the party, and you have zero time to buff. Metric 2 - Moderate Buff. The party is exploring a dungeon, and you have your long-lasting enhancements up (anything > min/level) Metric 3 - Ideal Circumstances. You all KNOW the BBEG is through that door, and have had upwards for five rounds to buff yourselves up. These values can be increased mid-battle with extracts of haste/boots of speed. 10 times per day, 1d8+3 can be added to the trip/attack roll (inspiration + favored class). She can also get a free trip attempt after making a Studied Strike. ---Metric 1: Gear (I'm not 100% on WBL, but this is an estimate):
AC: 21 (7 Armor, 4 Dex)
Fort: 7 (4 Class, 1 Con, 2 Resist)
Trip CMB (Studied Opponent): 32 (9 BAB, 6 Str, 4 Dex, 4 Feats, 6 Studied, 2 Weapon, 1 Weapon Focus)
DPR (Studied): 2d10 + 28 (15% Crit for additional 1d10 + 8)
---Metric 2: add a Dex Mutagen AC: 25 (+2 MutDex [total 6], +2 Nat Armor)
Reflex: 17
Trip (Studied): 34
---Metric 3: add Cat's Grace, Bull's Strength, Heroism (Alchemical Allocation), Monstrous Physique I/I (Medium Creature), Shield AC: 31
Fort: 9
Trip (Studied): 41
DPR (Studied): 2d10 + 34
--- So, what does the Internet think? It's the best I can do on a low feat-salary, and dumping Wisdom AND Charisma isn't ideal, but I think this turned out rather well. There's no lulls in the progression that I can perceive, and I can un-dump wisdom for level 1 before going in for the long haul. (Empiricists get all those skills int-based at lvl 2, plus bonuses to saves v. Illusions that get better with age, and there's always spending 2 inspiration to add 1d8+3 to avoid being dominated)
Hey all. I'm relatively new to these boards, so I don't know if there's a 'proper procedure' for this type of thing. I'll get right to it then. I'm playing an Elven Investigator in an incarnation of this very adventure path. Our GM wanted us to write up back-stories for our characters, seeing as we're all supposed to know each other prior to the adventure and all. I set up my character, Ren (Short for Renaldlon, an in-universe alias inspired by an in-universe version of Casablanca), as growing up in a small, mostly human village nestled in the Pillars of the Sun. Growing up, his mother told him stories about her adventuring days, and how she met and traded riddles with a Sphinx [Sphinx Riddler] from dawn till dusk. This inspired Ren to pursue knowledge wherever he could, especially if it was kept under wraps. And he was very good at it. Now, Act 2 is where everything falls apart. The basic gist is that Ren tried going toe-to-toe with a criminal mastermind and severely underestimated him, falling to his "death" (in plain view of his human fiancee). Think "The Final Problem," only Moriarty skips the whole "falling" bit. Ren is then saved from actual death by his mother (thank god for feather fall), and he reluctantly decided that "staying dead" is the best option. He spent the next quarter-century roaming the desert, tagging along with trade caravans and learning the science of alchemy, occasionally stopping for a while to make some coin as a Private Eye, eventually meeting the party. My question is: who should play Moriarty in this instance? My first thought was a Szcarni mastermind, but they're mostly in Varisia or Absalom. I been trying to talk with my GM about tying it into the narrative of the path (similar to Dennek's RotRL campaign), but he's running three other games, and it's been roughly a month since I started asking. I'm curious: does the collective have any thoughts? EDIT: Yes, I know how dangerous it is for a player to be on these boards, especially since I think I found a thread by my GM when I scrolled down (Hi!) |