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![]() As fan of the old Phantasy Star series and Lovecraft, I've been looking forward to this AP since I first heard about it. It's going to be the first PF AP I've ever DMed, so I'd appreciate some feedback on this. 1. Eventually providing a fortunate/unfortunate PC with fast healing in radioactive areas. 2. Given what the AP reveals about Unity, I want to provide some way to get the machine race thriving on The Horse involved. The Distant Worlds setting explains they have a fascination with Divine Spellcasting. Possibly bring one of those robots back to Golarion. 3. Haven't seen it in the AP, yet, but intelligent robots should have the ability to cast arcane spells. Might be funny to have a Star Wars mouse droid equivalent break out a Color Spray on an unexpecting party. 4. Drop a vague hint that it wasn't the desperate actions of the Divinity's crew that allowed the ship to escape the Dominion of the Black, but was Aroden intervening to save the ship and send it to Golarion. Would that cause any major conflicts with the existing lore? 5. As circumstances allow, bring a PC back from the dead via "renegade nanites," but afflict them with some form of madness, as laid out in the rule books. 6. Have an easter egg area discoverable by the PCs that functions as a failed robot prototype museum and includes some suspiciously familiar robots that attack the PCs. Think the killer robot from Disney's The Black Hole or the one from Lost in Space. ![]()
![]() I'm not clear on this and I apologize if its been brought up a million times or is clearly indicated some where in the rules. A character wielding two weapons, both light and with the TWF feat (or any other combo), takes a -2 to hit with each weapon. If the same character takes a move action, greater than a 5 ft step, the character can only make a single attack. That said, if the character can only make a single attack, despite having two weapons, does the character still incur the -2 to hit for that single attack? Slightly different scenario, the same character does not move but only chooses to make a single attack in a round. Does the penalty apply? If the penalties do apply in these situations, it strikes me as a little unfair. Equipping a shield or holding an item in one's offhand does not incur a two weapon penalty unless you attempt to attack with whatever is on the offhand. It also strikes me as odd that wielding two weapons would not only fail to gain you an extra attack after moving, but would still penalize you for making a single attack with one weapon. I mean, do I have to specify to the DM that I'm not wielding a weapon in my offhand, just holding onto it, until I'm able and willing to make a FRA, so I can avoid the penalty? ![]()
![]() My gaming group is preparing to run Skull and Shackles and we're working on our characters. I'm considering running a Fighter (Corsair)/Rogue (Thug), but the Corsair's Armored Pirate ability has me confused. First, it replaces the Fighter's Armor Training 1 at 3rd level to allow you to take a 0 penalty for Swim and Acrobatics checks while wearing light armor. That's fine. But at 7th level, you're supposed to be able to take a 0 penalty for Swim and Acrobatics checks while wearing Medium armor. And 11th is heavy armor. But, the Acrobatics skill doesn't work in Medium and Heavy armors. Except for swimming, it kind of makes the Armored Pirate ability moot. Also, Armor Training 1 provides the ability to use your full movement speed when wearing medium armor. If you take that and the proceeding armor training skills away for Armored Pirate, you end up with the absurd result of a pirate in chain mail only able to move 20' on the deck of a ship, but able to swim like a fish when knocked overboard. So, is this a mistake in the Pirates of the Inner Sea Player's Companion Guide? I liked the archetype until I started considering the mechanics of this ability. I might just be better off with a vanilla fighter if the Armored Pirate ability is written as intended. Thanks. |