Reiko

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It appears that the restrictive wording has been removed as best as I can tell, and I cannot find the following text anywhere:

Quote:
Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).

The Skill tag itself says:

Player Core pg. 461 (2.0) wrote:
A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.

Given the wording that is now present:

GM Core pg. 84 (2.0) wrote:

The only difference between a normal character and a free archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. You might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game.

If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character.

Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters’ increased access to archetype feats, you should place a limit on the number of feats that scale based on a character’s number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate.

Does this mean that we can now take [Archetype] feats with the [Skill] tag with the free archetype class feats given at every even level with the variant rule, and additionally pick up [Skill] tagged archetype feats with traditional skill feats if we wish?


The remote operation spell states that it targets a "one operable technological device no larger than a vehicle that is not a starship" but I was curious if it could allow a technomancer to man an empty station in starship combat, if say an empty gunner's seat controlling one of the guns counts for targeting or if the 'not a starship' clause completely disables any use of the spell within a starship.


I'm brainstorming character concepts for an upcoming campaign and I thought of something I'd find entertaining to play but I'm unsure if it could even work.

I'd like to build him as a bard using oratory as his performance, and the idea is he'd be monologing about what a great and powerful wizard he is as magic Springs to life around him.

Is there a way I can conceal/bluff my casting so that my party members and anyone we come across would believe I'm a wizard?

Is monologing even a valid Bardic performance?

I've been browsing the feats bit so far I haven't found anything that could let me feasibly pass myself off as a wizard once I "cast" my first spell.

Secondly if my character was raised and trained (incorrectly) to believe that he is indeed a wizard, would a bluff check be necessary to state he is one?

Thanks for any tips you can give me.

If this is a terrible concept please let me know too. I'm not sure how this would float in a party especially once one of the members manages to see through his unknown charade


If you cast a spell with a duration of say 10 days, when the next day comes do you get the slot back?

Or would preparing a new spell in the slot used to create the original effect make the effect expire?

I ask because I'm looking at Delayed Consumption for the alchemist.

Delayed Casting wrote:

CASTING

Casting Time 1 standard action
Components S

EFFECT
Range personal
Targets you
Duration 1 day/level (D) or until discharged

DESCRIPTION
When you consume this extract, you quickly consume another extract of your choice-this second extract's effects do not come into effect until a later point. You must consume this second, companion extract on the round following delayed consumption or waste the extract. The companion extract can be no higher than 4th level, and you must pay any costs associated with the companion extract when you consume it.

At any point during the duration of this extract, you can cause the companion extract to take effect as an immediate action. You can only have one delayed consumption in effect at one time. If a second is consumed, the first is dispelled without any effect.

I have a party of 3 including myself.

My question is thus:

I hand out 3 of these infusions plus another infusion to actually use it with (6 infusions total) to provide each person with their own little 'contingency' effect.

When the next day comes, do I get all my extract slots back and do the delayed consumptions still stay in effect?


18 people marked this as FAQ candidate. 2 people marked this as a favorite.

I did some preliminary googling to find any kind of answer and so far I've only found threads pertaining to the Alch's vestigial arm discovery and it's prohibition on gaining extra attacks.

Can a Kasatha wield a pair of greatswords two handed; one in each pair of hands?

How would the strength bonuses work for that? 1.5, 0.75 (1.5 x 0.5)? Would double slice bring that back to 1.5, 1.5?

Or would it be 1.5, 0.5 with double slice bringing it to 1.5, 1.0? Kind of defeats the idea of wielding a pair of two handers though.

I know there are going to be massive attack penalties for using two non-light weapons with two-weapon fighting.

I also found the feat 'multi-weapon fighting.' Is this legal for players to take? Can I take Improved Two-Weapon fighting and Greater Two-Weapon fighting to gain a 2nd and 3rd iterative attack on the other greatsword if I take this in replacement of the original TWF?

-Hydro


So I saw the thread about the bloody skeleton Owb being used as a jetpack and I have begun constructing a character around that idea, but I wanted to get an opinion on what has come up as an interesting question:

Lord Salinger Shadstone's bloody skeleton owb resides in his backpack, lovingly named "Backpack," his faithful magical flying backpack slash jetpack (GM approved me combining a backpack with an exotic military saddle).

The space should be no problem as I think most of us would agree a human torso's skeletal structure would fit into a backpack especially in Lord Shadstone's case, as he's cut holes in the side to allow the owb's arms to freely operate outside of the backpack.

Backpack's head peeks out from the top of the backpack underneath the flap.

What I'm wanting your opinion on is:

Would Backpack's enemies be granted cover or concealment from him, as he's having to peek out from the top of the backpack? And having to peer around Lord Shadstone's shoulders to see the enemy?

Lord Shadstone would not want the fact that Backpack is an undead creature in a bag to get out, and would very much perpetuate that it is just a magically animated backpack, so the idea of Backpack's head coming right out of the bag in full view is right out the window.

For those curious, the owb has a nice crimson dress shirt on and tattered red cloth gloves to disguise the, uh, skeletonyness of it.

TL;DR: Owb inside backpack. Would you grant enemies of the Owb cover or concealment? I'd like your opinion as RAW/RAI is pretty much nonapplicable in this situation. Unlesss you can find some RAW/RAI support for yes or no


If I were to successfully use Transfer Magic from the Trickster's path abilities on someone who's highest level spell effect is a permanency'd Arcane Sight, would the stolen arcane sight be permanent? That I could end on a standard action if need be (not sure why I would)?