Ravingdork wrote:
I mean, those Institute Synths don't sit well with anybody really. :P
So tell me if this is correct for a form, and if not, why it is wrong -------------------------------------------
As far as i can see it's legal i think?
Yakman wrote:
Well the reason why is that in the grand scheme of things this is just another drop in the bucket. The outer planes have dealt with the constant erosion of existence for aeons now. The Maelstrom is constantly eating away at them and recycling that soul energy back into new souls, and they are constantly shoving more souls into the plane to make up for lost space. So really they have so much experience dealing with this i doubt it even pops up on their radar short of the occasional accident where someone notable gets yanked into the drift for a bit.
Back on the topic though, an idea i came up with today is that the Drift is what caused the gap. Dead Suns showed that it can take a bite out of any plane when someone jumps and in PF the Plane of Time is a thing referenced in multiple places. If one of the original Drift jumps took a bite out of the Plane of Time, who is to say that taking that bite wouldn't redact the entire affected space of time out of history? After that point time just had to continue going from where it was with that bit missing from existence, hence the "gap" in time.
Metaphysician wrote: My own ruling would be, no, you absolutely cannot do any of the above, because once you've used up that engineering kit to make a Custom Rig, its not an engineering kit anymore. You could rule this as a GM, but it would be a houserule given that it reverts to being the kit it was before, only now it is installed into an augment slot. Custom Rig wrote: 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. (the type being "Mazecore'd Engineering Kit + Gun hybrid") Now, you can make an argument that by reverting to it's prior state it would have to be removed as an augment, but currently that is a grey area so it could really go in any direction.
Ravingdork wrote:
If you mean for abilities, you get the same number as an Expert of a CR based on the spell level would get (so check the table in AA1 for that.)
Ravingdork wrote: This thread is meant to act as a discussion of those rules, specifically what your initial impressions are, whether you think there is room for abuse, how you might plan to use it, what some of the optimal PC choices are, etc. After reading the spell i spent some time going through and reading through races for fun traits to steal. A few that I think are pretty strong or interesting are:
And these are only by dipping into the playable races. I can't wait to see what kind of things GM's are gonna let players snag by imitating monsters. Ultimately this spell is strong but also very flavorful and it limits itself to just a small handful of forms. Which i think is pretty good because it allows you to make fun stuff without the GM having to worry about approving 50 million different forms.
Xoshak4545 wrote: also the penetrating weapon quality + the other two...any one have any thoughts? In the SF discord we had a discussion about this exact question. I believe the general consensus was that in the absence of some clarification by the Devs or a GM houserule, you follow mathematical order of operations. So that would be reducing the hardness by half, THEN reducing the halved hardness by the Penetrating amount. As for how this interacts with Adamantine weapons, i am not sure. I'd be inclined to let your ulrikka duster adamantine sword cut through anything reduced below 30 by the fusion, but that's just my interpretation.
Well obviously any method of doing it is gonna require you to talk to the GM first. The one i outlined is merely one that works without any additional work on the GM's part (I know several who are fine with doing weird and fun things so long as it doesn't take them more work to do). Edit: Harold. lol. That's definitely a new mispelling of my name.
HammerJack wrote: Without house rules to the contrary, you can't maze core cybernetics with anything. Funny you should mention that because if you Maze-core a gun with an engineering toolkit then have your friend implant it into your arm as a custom rig, you kind of can have a maze-cored cybernetic in a roundabout fashion.
Ravingdork wrote:
That's why i said Celerity Rigging specifically, it only has a bulk of 5 by default, so 6 total as a Maze Core.
Sorry for being awol the last few days, I’ve been getting dragged into free landscaping every day since last Thursday Now as for the Taking 10 bit, that’s actually really commonly confused with taking 20. Taking 10 can be done when Danger is involved, it just requires time That said I’m just trying to clear that up, I’ll go roll this time since it’s no big deal
I could fly one if you like Edit: I originally had this in the post but thought it better to post here Hazrond wrote: We aren’t using comms at all, but they are right? Could I use Computers or Engineering to use their comm signals to locate their positions relative to us and use that to give us an edge by sneaking around where they aren’t at? Like what cops do with cell phones
well, the thing is that, from the way you describe it, you kind of have it flipped. You see outdoors at night is the one place where Low-light shines over Darkvision normally. Because while darkvision has a set limit (60 ft usually, and no further than that maximum) to the Low-Light users its clear as day thanks to moonlight. This is why i was kind of disappointed. Because i had hoped our party would be able to exploit the limits of their darkvision for sneaking purposes.
If the cores life support systems are small enough to fit in a chassis the size of Cross, then if they were mining some heavy elements like lead we could probably rig their life support with some low-tech EMP shielding by fabbing them a shell to wrap around their life support system, couldn’t we? Googling it, aluminum would work as well for a faraday cage to create some low-tech EMP shielding. It’s not feasible for the entire ship but we could protect the Cores themselves easily enough
A bard is nice for a street performer, but a magician? Go for a Mesmerist. They are literally based off stage magicians and hypnotists, their abilities lend themselves PERFECTLY to appearing to be simple parlor tricks. To boot they don't use any somatic components so no penalty for that either when using Conceal Spell.
Definitely remember that you’ve always got two faces. One for the outside world, and one for yourself. Consider how your character thinks about this fact pretty heavily. Are they cocky? Is it all too easy to pull the wool over these hapless humans eyes?
Putting some thought into the two-faced aspect of it more than the “Fox” aspect of it is really important I think to having an interesting kitsune character.
Wasn't a cestus, was a Thunderstrike gauntlet. A sonic weapon. I planned to keep it. As for the pulsecaster, I could part with it, but having a nonlethal backup is always nice. Sorry for being a bit slow this week, im in a bit of a slump and i can't really think of anything offhand Jin would actually want to buy.
okay so for the paths we have available i can see two main ones. >Head to Cyrune and hide out till things calm down, which could give us time to compose ourselves and possibly lead to getting work there >Head to Castrovel and hunt for information relating to this secret military op and who funded it alternatively, we could also possibly veer off of the existing story paths and latch onto a different nearby hook, if we so desire.
About Hunter PayleMessy brown curls frame the angular, youthful face of this sturdy young man. His soft mouth and bright green eyes convey an earnest and kindhearted demeanor. Hunter Payle
AC 13 (Flat Footed 13, Touch 10)
Speed 30 ft, Initiative -1 HP 10 (Max 10) BAB +0
Race and Class Abilities:
Feats and Traits:
Power Attack Dodge Weapon Proficiency: Morningstar
Skills:
Acrobatics -1 Appraise -1 Bluff +3 Climb +3 (Craft) Diplomacy +3 Disguise +3 Escape Artist -1 Fly -1 Handle Animal +3 Heal +6 [1 rank] Intimidate +3 Knowledge Perception +5 (Perform) (Profession) Ride -1 Sense Motive +5 Stealth -1 Survival +5 Swim +3 Gear:
Morningstar Leather armor Klar Wooden holy symbol of Buzziel Backpack Fishing kit Grooming kit Rope Waterskin Trowel Jug of mead 53 gold pieces Group Loot:
Background Personality |