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No posts. Organized Play character for meepothegreat.



Dark Archive

I was reading through some long arms and I can across the Aspis Consortium gem that is Serpent Lasers. I love the flavor text for this but was disappointed by the stats. With 2/1 usage pretty much across the board how does this really undercut competitors? Between levels 5-8 yeah I see the price difference...But the battery usage alone requires you to carry a bulk of batteries for a meager number of shots.

Surely not every item needs to be used from our growing array of weaponry, but at least change the usage to something like 2/.5. Sure it only doubles the amount of shots but it also makes it worth a little more consideration then a joke item. As it is all I can see it being is a Laser Musket for a rather bad space pirate. Heck, a Mechanic can't even boost the damage with Overcharge because it requires three times the charges.

Dark Archive

3 people marked this as FAQ candidate.

So I was looking at items in the armoury for future use on my characters in SFS. Finding this "weapon" really sparked an idea in my head for a Mechanic. From my experience with bots while playing and GMing I never feel impressed. Instead of focusing on doing damage I had the thought of making it a helper bot. Sure it cost 1300 credits but it would be great to have it fulfill a support role.

There are a few problems though that I see with how this item is written. It is not very clear whether or not you need to roll to hit with this "weapon." I would rule at my tables if this ever appeared that you do not need to do so. The 1d4 temporary hit points is not going to be a game breaking reduction in damage. For those that build their characters to not take damage by using damage reduction this is simply a little extra on top. These 1d4 temporary hit points only last until the start of my next turn too, it is not a prolonged condition.

My other problem with the "weapon" is how it is affected by overcharge and weapon specialization. If I overclock using overcharge it will only drain extra charges? Adding another 1d6 at the cost of 12 charges, essentially three shots from the max ten(40/4 usage) is not exactly game breaking either. The least this adds is 2 temporary hit points, at most 10. On average it would stop 3.5 and 2.5, rounding down to 5. The amount of damage that gets tossed around as you level up certainly out paces this.

Add in weapon specialization and you really only add half your level since it is a small arm. This aspect is harder to argue since the feat specifically mentions damage. The overcharge I would consider easier to explain away. Being a tech level 4 item the earliest you can purchase it is level 3. So Your average only moves to 7, and goes up by one every even level. True the amount of this would stop wouldn't be huge but it could mean the difference of a team mate falling in battle.

The next upgrade for this item is at 8th level since the Defender is tech level 9. This version provides 2d6 temporary hit points and cost 13,800 credits. This is not a cheap way to provide support at either version. Maybe this is just me rattling a saber for a futile cause...But I would love a rules clarification on this item or a possible official ruling I can point to when questioned about its use.

Dark Archive

I was looking at a bow wielding character concept for society play. The thing that made me sad was that the specialized bow only does 1d6 points of damage. I cant seem to find if the grenade arrows do arrow damage and grenade damage either. When I started looking through the Dead Suns adventure path I spotted some bows of various tech levels that do more damage. The draw back is they are all classified as archaic weapons.

Is there a way to improve these weapons to remove or ignore the archaic quality. One hope was hope was adding a fusion to see if that does the trick, but it does not seem to say so.

Anyone have an idea on the grenade arrow part too?

Dark Archive

So I have a build idea for a combat drone for my mechanic I’m building. I wanted to try to incorporate him using a net along with his dueling sword.

Assuming I give him the proficiency to use said item, do I just install it as a weapon mount? Or do I need to get the manipulator arms so he can use it?

The other route would be building him to use the lesser shadow staff.

Dark Archive 2/5 5/55/5

I was mapping out my naga aspirant character and I was curious what magic items are usable when you're shifted. I know natural spell talks about this but in my search I can't seem to find what is allowable. My main concern is for my naga shape at sixth. I assume head and eye slots since I keep my characters head and face. Would the neck slot still function? Or the chest? Having no arms or shoulders I figure no gloves, bracers, cloaks. Also no boots or belts?

Dark Archive 2/5 5/55/5

Exactly as the title reads is what my question is. Items such as the Scabbard of Vigor appear in two different source materials. In the APG and UE. In the APG it is listed as a belt slot item but in the UE it is under the slotless magic items. Which is the correct one to use? What if I own the APG and not the UE? Am I disallowed to use the item then?

In the case of a feat I was thinking of Fencing Grace. Now I know it was faq'd I believe so that they read the same so it isn't an issue. But if owned ACO and not UI and the wording hadn't been faq'd for this resource which is the right one to use?

Dark Archive 2/5 5/55/5

Spoiler:
Hey if I have the boon from slave masters mirror from a non-core character, can I use this weapon on a core character? It says all of my pathfinder society characters.

Dark Archive

1 person marked this as FAQ candidate.

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I'm playing a Wonder Woman build and I have of course been using the lasso. I recently found the strangler feat in the monster codex, and that' it is legal in society play! My confusion is from the mention of beating someones combat manuvers defense by five or more. My understanding of how the lasso works is I hit the targets touch armour class and they gain the entangled condition. When would ever I be rolling against them to bring cmd into the fray? You can; cut out ac2 10hp, dc15 escape artist, dc23 str check. As listed in the item description.

Dark Archive

I'm playing a Wonder Woman build and I have of course been using the lasso. I recently found the strangler feat in the monster codex, and that' it is legal I society play! My confusion is from the mention of beating someones combat manuvers defense by five or more. My understanding of how the lasso works is I hit the targets touch armour class and they gain the entangled condition. When would ever I be rolling against them to bring cmd into the fray? You can; cut out ac2 10hp, dc15 escape artist, dc23 str check. As listed in the item description.

Dark Archive

So for gateway con I made some friends and we all want to do a dc hero team. I picked Wonder Woman and I'm trying to work out a build for her. I was thinking maybe brawler for the decent unarmed combat damge and attacks. Also I was looking at the lasso and was wondering if anyone knew of ways to improve it or fun tricks I probably don't know. I will most likely play human and try to focus on strength.