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Hi,

I placed order 2741842 on 27 October but only got shipment notification on 23 November - 20 business days later.

I then placed order 2885321 on 9 November and received shipping notification on 15 November.

Why did it take so long for the first order to process and ship? I know you are busy with the sale but I run an online toy store and we manage to get all orders out within one working day, even during the busy Christmas period. Do you not have enough warehouse staff or did you not have some of the items in stock?


We're about halfway through book 1 in the campaign I am DMing. One of the characters is an Oracle of Time with an interesting backstory about why she is not always "in the present".

I am trying to come up with ways to have an in-game effect. So far I have a very simple 1-10 table where if the character is under stress (takes damage etc) I roll on the chart to see if any spells she casts get off normally, effects are delayed for a round or two, wrong spell is cast, extra spell cast etc.

I'd be interested in any ideas/suggestions people have.


Great series, great characters, lots of fun to watch, but....

Seriously, by the end of Season Two they should have a better handle on how to fight zombies.

Driving around on farm at high speed wasting bullets, no plans on how to deal with an expected attack (don't get me started on camping on a hill overlooking Atlanta with open fires at night....), splitting the party (great for dramatic tension only) and so on.

So here's a start...... make some longspears for keeping zombies at a distance while you poke them in the eye.

What would you do?

Admit it, you have all thought about how you would react to a real zombie apocalypse ;-)


I'm not having much fun playing my Witch/Druid (2/2) in Serpent's Skull so he is going to retire to the jungle at the end of book 1.....

So as a replacement I was thinking of playing a character who only uses Unarmed Strike in melee - a kind of boxer/wrestler/streetfighter kind of character. My Kingmaker character is a fighter with a heavy-flail so I'd like to try a melee type who doesn't have a big weapon to smack things with, and the challenge of playing a melee type who is unarmoured (or light armour only) appeals.

I like the idea of a few levels of monk (possibly either Master of Many Styles or Martial Artist) and a couple of levels of Fighter (Brawler Archetype for the level 3 weapon training) or perhaps Urban Barbarian for the rage powers (Beast Totem line).

At this stage he/she will only be level 4, but I'd be interested in ideas for progression up to about level 14.

A few considerations:

I don't want to play a single class character, so any combination of classes is fine.

Race - human or half-orc (biting people while grappling is encouraged :)

Point Buy - 20

I'd like to use the Crane Style combat feat chain (for the one attack per round deflection) and possibly Boar style (for the extra damage).

Anyway, there seem so many possible combinations so I'd be interested in your thoughts.

Thanks!


My group is starting Serpent's Skull tonight and I am planning to play a "Witch Doctor" style character, with the aim of taking the Mystic Theurge PrC at level 7. He would not be a "blaster" but do lots of summoning and buffing/utility stuff.

I know MT has some potential power issues but still want to give it a go as much for RP potential as anything else. My DM says I can take the Magical Knack trait twice to boost my caster level of both classes to help compensate for the slower access to higher level spells.

I am starting as a Druid (Saurian Shaman from UM). But I am not sure whether to have my arcane class as a Wizard (Divination or Conjuration) or Witch.

The other members of the party look like being an Elf Alchemist and a TW Fighter or Ranger (not sure of race - though me and the TW player are thinking of having "pygmy" like characters - basically small humans - to fit in with the jungle theme).

A Witch feels more flavoursome, but with an animal companion already I'm not sure a familiar is what I want. Given I'll probably initially only take 3 levels of each class (levels 17+ not really in my thoughts at the moment), what do you think?

A wizard gets scribe scroll and bonded item.
A Witch gets two hexes and a familiar.

With Boon Companion my Triceratops companion will become large at level 7 but not progress beyond that unless I keep taking some levels of Druid (which I probably will do anyway to get basic wildshaping).


I would be interested in your views on a variant to the Cavalier based around a foot soldier. (Noting that a cavalier without a horse would need a different name!)

By way of background, I am playing Kingmaker and have reached the dizzying heights of Fighter 2. As we will apparently be building a kingdom and taking on leadership roles within it, my character is aiming to be a "general" down the track.

Much of the cavalier appeals to me as it seems to be the closest to a military leader in terms of abilities - tactics, banner etc.

My character is modelled roughly on a 15th century European mercenary (sole survivor of a defeated mercenary company [insert random backstory tale of woe here]), such as a Swiss pikeman/halberdier. He wields a halberd and is a "follow me" kind of guy as he launches into battle.

As such I like much of the Cavalier but the riding around on a noble steed doesn't suit (particularly for RP reasons).

I have been chatting with my DM about some modifications, such as....

Charge ability when charging on foot only.

Replace "mount" with man-at-arms. This is the tricky variant. How to make what could effectively be seen as a cohort work when my character is only level 3 (Ftr2/Cav1)? I was thinking of him being more of a standard-bearer who carries my company's banner for me (even if my company is only me, 5 hirelings who guard Oleg's and one (hopefuly) reformed bandit! The rest of the party wouldn't see themselves as part of "my" company) When I get the banner ability at Cav5 (iirc) he would actually have a role rather than just largely be a RP device.

Or could the man-at-arms be more of a "shield-bearer" who covers my flank (ie participates in combat primarily in a defensive role).

Grateful any thoughts or suggestions.

Gallo (aka Joseph Freiherr von Wolfenbuettel, Freikompanie Reislaufer)


I think the rules - both Pathfinder and previous D&D variants - undersell both the damaging power and difficulty of use of the sling.

Historically sling bullets (lead or clay/ceramic) had a greater range and more pentrative power than arrows from simple bows (a short bow in D&D rules). There are various reference for this - try www.slinging.org

Plus the sling is not a "simple" weapon - it takes a lot of practice to be proficient. It should be a martial weapon. At least with a short bow (a martial weapon) you can point in the right direction and hope for the best. With a sling you need to have far more trainig to make sure the bullet heads in the right direction (and not sidewards or backwards!)

So I suggest - as I use in my own "house rules" - that the sling be a martial weapon. Damage using a sling bullet should be 1d4 / 1d6 and range increment 60ft. Damage using a stone should be 1d3/1d4 and range say 40ft.

Then there is the whole damage/range issue of using larger stones - baseball sized - that would have a shorter range if thrown from a hand sling (one with the the appropriately sized "cup") but a longer range if thrown from a staff-sling.

Race

Init +2 Perc +6 (blindsense 30 ft) | Speed 20 feet | Skills: Ac +0, At +3, Co +11, Cu +10, En +12, Me +8, PS +10, Pi +7, Su +5 |

Classes/Levels

Temporary Effects: None

Gender

Host Shirren Xenoarcheologist Mechanic | SP 15/15 HP 24/24 RP 5/5 | EAC 17 KAC 19 | F +2 R +5 W +1 |

About Driskinet

Host Shirren (Scout) Xenoarcheologist Mechanic 3
NG Medium Humanoid (Shirren)
Init: +2; Senses: Blindsense 30 ft.; Perception +6

DEFENSE
EAC: 17; KAC: 19; AC vs. Combat Maneuvers: 27
HP: 24; SP: 15; RP 5
Fort: +2; Reflex: +5; Will: +1

OFFENSE
Speed: 20 feet
Melee: Tactical Dueling Sword +3 (1d6+4 S) (Analog)
Ranged: Tactical Acid Dart Rifle +4 (1d8 A&P) (80 ft; Crit Corrode 1d4; 10 darts, usage 1; Analog)

STATISTICS
Str 12 (+1), Dex 14 (+2), Con 8 (-1), Int 18 (+4), Wis 11 (+0), Cha 10 (+0)
Base Attack Bonus: +2
Feats: Longarm Proficiency, Skill Synergy (Culture & Survival)
Skills:
Acrobatics: +0 (0 ranks, +2 Dex, -2 ACP)
*Athletics: +3 (1 ranks, +1 Str, +3 Class, -2 ACP)
Bluff: +0 (0 ranks, +0 Cha)
^*Computers: +11 (3 ranks, +4 Int, +3 Class, +1 Insight)
^*Culture: +10 (3 ranks, +4 Int, +3 Class)
Diplomacy: +0 (0 ranks, +0 Cha)
Disguise: +0 (0 ranks, +0 Cha)
^*Engineering: +12 (3 ranks, +4 Int, +3 Class, +1 Insight, +1 Theme)
Intimidate: +0 (0 ranks, +0 Cha)
^Life Science: +NA (0 ranks, +4 Int)
^*Medicine: +8 (1 ranks, +4 Int, +3 Class)
^Mysticism: +NA (0 ranks, +0 Wis)
*Perception: +6 (3 ranks, +0 Wis, +3 Class)
^*Physical Science: +10 (3 ranks, +4 Int, +3 Class)
*Piloting: +7 (2 ranks, +2 Dex, +3 Class)
^*Profession (Archeologist): +10 (3 ranks, +4 Int, +3 Class)
Sense Motive: +0 (0 ranks, +0 Wis)
^Sleight of Hand: +NA (0 ranks, +2 Dex)
Stealth: +0 (0 ranks, +2 Dex, -2 ACP)
*Survival: +5 (2 ranks, +0 Wis, +3 Class)
* Class Skills, # Trained Only
Modifiers: none

Languages: Aballonian, Common, Elvish, Kasatha, Lashunta, Shirren, Vercite, Vesk, Ysoki
Special Qualities: Blindsense, Bypass (+1), Communalism, Custom Rig, Experimental Prototype (Armor), Limited Telepathy, Linguistic Acculturation, Mechanic Tricks (Energy Shield), Overload, Theme Knowledge, Weapon Specialization
Combat Gear: Acid Dart Rifle (Tactical), Darts (50), Dueling Sword (Tactical), Golemforged Plating 2 (Armor Upgrade: Infrared Sensors, Pet Carrier)
Other Equipment: Backpack (Industrial), Battery (Standard, 2), Cable Line (Titanium Alloy, 50 feet), Clothing (Everyday (2), Travel (2)), Datapad (Tier 1 Computer, Artificial Personality, Hardened, Miniaturization 1, Secure Data (Average), Self-Charging), Flashlight, Hygiene Kit (Shirren), Lantern, Professional’s Tools (Archeologists), R2E (4), Zipstick
Creature Companion: Empathnid (Level 2)
Currencies: 257 credits
Augmentations: Custom Rig (Left Arm)
Height: 5' 6"
Weight: 110 lbs
Age: 12
Bulk Limit: 7 (7 2L)

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Botting Information:
In combat, Driskinet will in general take action in the following order of precedence:

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Blindsense:
Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flatfooted against attacks from creatures it can’t see.

Bypass (+1):
You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.[/dice]

[spoiler=Communalism]Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.

Custom Rig:
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Chapter 7: Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter 7: Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.

If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

Experimental Prototype:
You construct an experimental prototype, a unique item that represents your research and development into a specific new type of technology. Your experimental prototype can take one of two forms: an armor or a weapon. You must choose one of these forms upon taking your first level of mechanic, and once this choice is made, it can’t be changed.
If your experimental prototype is ever destroyed or lost, you retain its schematics in your custom rig and can rebuild a version of it for free using your custom rig after 24 hours of uninterrupted work. This free version is of an item level no greater than your mechanic level – 2 (minimum 1st level). You can take a single 8-hour rest during each 24 hours spent working, but any interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your experimental prototype. In addition, every time you gain a mechanic level, you can rebuild your experimental prototype with the same amount of work, allowing you to change the type of armor or weapon you chose as a basis for your experimental prototype (selecting an item of the same type with an item level no higher than the item level of your previous prototype).
Experimental prototype replaces the artificial intelligence (AI) class feature.

Experimental Prototype (Armor) Features:

You have designed and built a sophisticated suit of armor, which you are constantly optimizing and upgrading with the latest technological breakthroughs. You begin play with one suit of armor with an item level of 1 for free, or you can buy any armor normally and designate it as your armor prototype. You design and build this armor and, while it may be similar in aesthetics and function to an existing type of armor, it is fundamentally unique from any mass-produced product. Due to its experimental design and custom fitting, you are the only one who can benefit from wearing this armor. As you gain levels, your armor prototype advances in sophistication. If you acquire a different suit of armor, you can disassemble your existing prototype and turn the new armor into your prototype with 8 hours of work.
Your armor prototype works as normal for a suit of its type, but it also gains specific benefits based on your mechanic level, as defined below. You can have only one suit of armor designated as your armor prototype at a time.

Armor Prototype Proficiency: You gain proficiency in heavy armor. Your armor prototype’s hardness, HP, and save bonuses are calculated as if its item level were 5 higher.
Calibrate Defenses: While wearing your experimental armor prototype, you can bolster your defenses against certain attacks. As a move action, you analyze the weapons and attack patterns of one enemy you can see, programming your armor prototype with this information to improve your ability to defend against that enemy. You gain a +1 shield bonus to AC against the next attack from that opponent, as long as it occurs before the end of your next turn. This bonus increases to +2 at 8th level and to +3 at 16th level. Calibrating your defenses against another enemy causes you to immediately lose this bonus against the previous enemy’s attacks.
Extra Upgrade: Your armor prototype’s efficient design allows you to install one additional armor upgrade beyond what that armor’s upgrade slots would normally allow. You must purchase the upgrade to be installed in this slot at its normal price.

Feats:

Longarm Proficiency: You gain proficiency in longarms (see Weapon Proficiency on page 243).

Skill Synergy (Culture & Survival): Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

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Weapon Specialization Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Limited Telepathy:
Shirrens can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.

Linguistic Acculturation:
Shirrens quickly adapt to new languages they encounter, because doing so enables them to communicate their thoughts with new people and learn from them in turn. Shirrens with this trait gain a +2 bonus to Culture checks and learn two languages for each skill rank they have in the Culture skill.

Mechanic Tricks:
As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a custom rig or other gear.

You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier.

Unless otherwise specified, you can’t learn mechanic tricks more than once. The list of mechanic tricks appears on page 71.

Mechanic Tricks Chosen:

Energy Shield: As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.

Overload:
As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.

Theme Knowledge:
You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Weapon Specialization:
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

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Appearance: