Daughter of Imerta

James Krolak's page

**** Venture-Agent, Minnesota—Champlin 234 posts (236 including aliases). 9 reviews. No lists. No wishlists. 20 Organized Play characters.


RSS

1 to 50 of 234 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Sovereign Court

2 people marked this as a favorite.

Thanks for updating this, Mortagon! I'm just starting to run Carrion Crown and all that you've collected gives me some great info.

I decided to give out a rumor that Jorfa was a famous smith in the River Kingdoms, but refuses to talk about her past. So, it's odd that she ended up in Ravengro. I made her the sister-in-law of the Mosswater Marauder. After her sister's murderer was caught and brought here, she traveled to Ravengro to make sure the man was finally put to death for what he did. She ended up staying so long waiting for his death that she decided to start up a smithy. After the fire, she assumed the justice was served, but she'd come to like the town and its people, so she stayed. This way, she can also provide a bit of background and a personal connection to the criminals for when the PCs do their research.

Sovereign Court

1 person marked this as a favorite.

Wow. This is timely. I'm about to start GMing this on the 10th. Thank you for sharing them!

Sovereign Court

I was able to finally download this scenario properly, but I'm getting "A drawing error occurred" from Acrobat Reader when I get to page 33 and there is nothing in the "Handout 2" section. I made sure I have the latest updates from Acrobat Reader, too.

Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

Ferious Thune wrote:

I also have an Android/Triaxian/Lashunta from a local con (not TPKon). I’ve decided to go the other direction and instead of trading for one, see if I can trade mine away.

Looking for:
New Days, New Choices

Have:
Android/Triaxian/Lashunta
Ghoran/Kobold/Rougarou/Samsaran (have 3 of these)
Duskwalker
Possibly a ratfolk or grippli, though I had characters planned for those.
Various other boons I can look through.

PM Sent

Sovereign Court

3 people marked this as a favorite.

This new FAQ and Errata page looks great, but doesn't seem to have any highlighting that lets us know which are the new entries. Plus, it doesn't show when it was last updated. Could those features be added somehow? It made the old format really easy to figure out what's new and when it was added.

Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

Holy cow. The 2nd boon for The Threefold Conspiracy is a horrible one. You have to sacrifice 10 race boons in order to get a boon to play a

Redacted:
Gray?
That's a really high cost in order to play a race that's nothing special. I played one for a short while when going through Dead Suns and it felt just a generic as 90% of the rest.

By the way, a recommendation to anyone to expects to play this AP: Do NOT look at the boon for the 1st book. It REALLY looks like it will spoil the story line.

Sovereign Court

3 people marked this as a favorite.

So, there's this odd contradiction in the Vanguard class in the new Character Operations Manual.

The Entropic Pool ability says:

Quote:
Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP.
But the Mitigate ability says:
Quote:
As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.

Which is correct?

Sovereign Court

theelcorspectre wrote:
How do the new starship roles look? Do they use DCs closer to the core rulebook or the errata in the FAQ?

They all use the revised DCs of 1.5 times the ship tier. They're options are kind of a mixed bag--some good and some bad. The 2 new roles are Chief Mate and Magic Officer and they both do their actions during the Engineering Phase.

Chief Mate uses Acrobatics or Athletics for all of its checks and can:

  • Improve maneuverability of the ship for 1 turn only during current round
  • Let the Engineer get 2 different results from the Divert Action
  • Let the Science Officer get 1 more piece of info from scanning as if they got a result 5 higher
  • Spend 1 RP to allow 1 Gunner to Fire At Will or Broadsides without the penalty to hit
  • Spend 1 RP to increase the ship's speed by 2 for this round

    Magic Officer uses Mysticism for all of its checks and can:

  • Increase the range of 1 weapon by 5 hexes for 1 shot
  • Give the Pilot +2 to their Initiative check for this round
  • Do the Science Officer Scan action with Mysticism instead of Computers
  • Spend 1 RP to give the ship +1 AC until end of next round and require enemy Scan and Lock On actions to roll twice and take the lower result
  • Spend 1 RP to reduce the ships number of hexes between turns by 1 (to a minimum of 0)

    There are also some "Open Crew" actions that can be taken by any crew member no matter what role they're in. And a few Minor Crew Actions added in.

    In particular, I like the Quick Rescan action where you do a Computers check to find out the enemy's current Hull Points and distribution of Shield Points. That should really help you to be more tactical with positioning--and it seems more realistic for a futuristic ship combat system. So, you don't need to keep someone in the Science Officer role if you just want to know how you're doing against the enemy and where you should aim.

  • Sovereign Court

    Rysky the Dark Solarion wrote:
    Mechalibur wrote:
    Any cool new gravonic revelations, or solarion feats/items that encourage switching between stellar modes?

    For Revelations we have: Maneuvers at range, damage boost, saves boost, sunder, make difficult terrain with attacks, and can cause damage to people who have been hit (nice, but the cooldown prevents this one from being really good).

    Also one that lets you use other Graviton Revelations when wounded in addition to safe movement, but it’s really high level.

    For Zenith: SUMMONS, wide range difficult terrain planting and damage.

    Haven’t read the item section yet.

    Sadly, several of the new Revelations have a stipulation that makes them really bad choices. And the Zenith Revelations were really written horribly.

    The summons abilities say that you can choose which 4 creatures you can summon each time you gain a level--but then immediately tells you that all the creatures must be of 1 specific type. So...you actually have no choice, which makes no sense.

    The area effect ones are completely unusable. They both state that they create three 10' radius bursts--but each burst must be centered 15' from the center of another one of the bursts but they cannot overlap. That's not possible to do without overlapping. They would have to be centered 20' from the center of another burst in order to not overlap.

    Sovereign Court

    pithica42 wrote:

    Weapons with the Force property still deal Bludgeoning, Slashing, or Piercing damage, and are subject to DR as normal for Kinetic weapons. They just target EAC and deal full damage to incorporeal creatures.

    Here is an example of a weapon with the force property. You can see that it still deals Bludgeoning Damage (1d6 B) even though it has the force property.

    Interesting. What about spells like Magic Missile that just say they deal force damage?

    Sovereign Court

    On page 28 in the Armory, it states:

    Quote:
    Force weapons deal kinetic damage but still target EAC.

    So...what does it even matter that force is kinetic damage? DR still doesn't apply against it 'cuz the DR definition in the Core Rulebook states that it only applies against Bludgeoning, Piercing, and Slashing kinetic damage. So...does force being kinetic damage actually mean anything in game? As far as I can tell, this is the same as saying that force is its own unique type of damage 'cuz it only matters when dealing with incorporeal creatures. Or am I missing something?

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    3 people marked this as a favorite.

    I GM'd this today at 2D Con in Minneapolis. Knowing it could easily be a TPK, I warned all the players at the beginning of the scenario's reputation and that there was something in it they were not supposed to try to fight. I had 5 pregens and 2 actual PCs being played. Three of the players have Org Play numbers with 3 or 4 digits, so there were some very sharp folks at the table. (One of them texted Thursty when the golem got the first hit and his response was, "RUN CHILDREN! RUN!")

    When the golem appeared almost right at the beginning, one of the PCs got a great Engineering check and another got a great Mysticism check. So, I gave them some hints about what it might be like while trying to maintain the sense that it was ancient and of a strange design. I pointed out that it seemed to be moving sluggishly compared to what they would expect from such a creature. They used this and some tests to figure out what its limitations seemed to be.

    Once they attempted to attack it and missed against an EAC in the mid 20s, they realized that they were never going to hit it. At that point, it was focused on the solarion, who began leading it in a loop between the Lounge, Rear Entrance, and the Elevator Room while the rest of the party spread out to dig up important items and clues. They finally entered the last room, triggering the golem to appear there among them. When it started zeroing in on 1 of the PCs, that person just lead it from one end of the room to the other, while the rest of the party tried and tried and tried to get the door open. I fully believe this would have been a horrible train wreck if I hadn't warned them--and if the golem's tactics didn't say that it focused on 1 target until dead.

    This type of scenario can be great. The players really enjoyed it. However, I want to point out:
    - The key to such scenarios is to make the enemy unkillable, NOT to make it unkillable AND able to 1 or 2 shot PCs in tier. It should have a high AC and/or obvious regen/DR/resistances, but its damage should be a HECK of a lot lower.
    - The checks on the final door were a bit too high for the tier.
    - It would really help to make the layout of the place less linear. More options for the whole group to get away from the thing and circle around to finish up with items or clues that they noticed, but didn't have time to spend on would help.
    - The auto-opening doors really work against the PCs in this. It prevents them from being stealthy to check on where the golem is and trying to avoid it or get past it. I would rather allow for clever players to come up with ways to deal with the situation than forcing them to resolve the challenge the way the author thought they would.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Steven Schopmeyer wrote:
    Still looking for Aspis Defector, picked up a few Extra Traits and such at GenCon.

    Didn't I trade you an Aspis Defector boon back in June?

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Can you elaborate on what these boons do?

    #3 - Relaxation Suite
    #4 - Lone Agent
    #5 - Tune-Bot 2000
    #6 - Public Relations Specialist
    #8 - Universal Explorer
    #10- Temporal Anomaly

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Donovan Du Bois wrote:

    You are completely right! My bad. I traded both of my SFS #7s, but SFS #9 is a slotless boon that gives you 1 XP for each SFS scenario you have played with any character. At 15 completed it gives you either life science or phys science as a class skill, and at 30 completed it gives you the ability to crit on a 19 once per adventure.

    PFS #9 gives you an extra trait from any legal source, as long as it is a different type to the ones you already possess.

    PFS #4 gives you an ancestral ally, which allows you to choose from a list of race specific mounts for the Divine Bond or Mount class features.

    That SFS #9 gives you XP??? Or is it just letting you check off boxes to earn those skills as class skills?

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Donovan Du Bois wrote:

    Hay everyone, just got back from Gen Con, I'm just getting into SFS and so I'm looking to trade some prize boons away for ones that unlock new equipment, races, or class options for me. I am especially interested in getting the Skittermander race.

    Have: [Gen Con 2019 Starfinder Society Convention Boon 7], [Gen Con 2019 Starfinder Society Convention Boon 9], [Gen Con 2019 Pathfinder Society Convention Boon 4], and [Gen Con 2019 Pathfinder Society Convention Boon 9].

    Want: I'm not sure, message me with what you want to offer. My Discord is Donovan Du Bois#3951, send me a message.

    Most likely, you're going to have to explain what each of those boons does--in general, at the very least. Unless someone happens to already have one of those, they wouldn't know what each one does. There is an ongoing spreadsheet of boons that's being collected, but it's dependent upon folks who have the boons contributing the text 'cuz no one person is likely to have it all. And there's no way anyone has started adding the latest GenCon stuff yet.

    link

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    6 people marked this as a favorite.

    Really? I thought we had to fight a VL one-on-one in a no-holds-barred cage match to claim their title. I was even waiting until Jack had his leg in a big old cast/boot so I could quickly get all the way to VC!
    Aw, man...

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    He was playing an SRO Operative. He's probably played with some of you folks at PaizoCon. I want to say that he had a 70' normal land movement. For sure, he's got the bonus from Operative, Fleet, and Cybernetics. I'm not sure if he also had a level of Soldier for more movement. He most likely had Jet Dash and was doubling the result of his jump check and telling me that, rather than doubling the distance.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    jordan eagle bears wrote:
    jordan eagle bears wrote:
    James Krolak wrote:

    My updated boon list:

    SFS
    Dragonkin/Aasimar/Tiefling
    Legacy Heritage (not sure this is worth anything anymore)
    Emergency Resupply
    Mystical Guidance Systems
    Light Plasma Cannon
    Light Spore Torpedo Launcher
    Relics of Lost Golarion (x2)

    PFS
    Aasimar
    Ganzi
    Grippli
    Naiad/Character Rebuild
    Tiefling
    Samsaran (x2)
    Ratfolk
    Vishkanya
    Brutal Reputation (x2)
    Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Fire)/Paragon of the Society
    Elemental Ancestry (Water)/Paragon of the Society
    Factor
    Fighting Off Corruption (Hellbound)
    Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
    Frontier Hero/Just What I Wanted
    Genie Grudge
    Hypnotic Therapy
    Martial Tradition
    Mendevian Weapon Training
    Magaambyan Dilettante
    New Days, New Choices
    Niche Specialist #2
    Numerian Dabbler
    Personal Physician
    Pathfinder Apprentice (x2)
    Professional Reputation
    Share The Wealth (Equipment)
    Share the Wealth (Companions)
    Season Explorer (Seasons 6-7)
    Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
    Treasure Map

    Looking For
    Numerian Weapon Training
    Explorer of Azlant
    SFS Boons, especially race boons

    Im not sure how to PM people, i have draelik/witchwyrd race boon, also pahtra/ghoran/formian, witchwyrd/phentomite/embri i have a tradable elebrian, will eventually have a tradable uplifted bear
    Forgot to add, i am interested in a dragonkin boon

    Sorry, I've already traded the Dragonkin boon for something else.

    To send someone a PM on here, click on their username. On the page it takes you to, there is a link at the top for "Send Private Message." You might want to do that in a separate window in case you need to reference their boon list when typing your PM to them.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Aaron Reichgott wrote:
    Given that the main thing that keeps contestants from skipping obstacles is the lava pit, what's too keep PC's with a fly speed from skipping to the end? I can't seem to find anything, but am considering inserting some force barriers between each obstacle.

    When I ran it, I had a player with a PC in it who was built for jumping. He could easily get a 96 on his jump checks, so when he wasn't waiting for other PCs that were getting stuck, he would leap to clear multiple obstacles at a time.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    BigNorseWolf wrote:
    What makes this combat go long is that it takes x party members Y turns to complete no matter how well they do. In a normal adventure more people put the monsters down faster with say, a party of four taking 4 turns each as opposed to a party of 6 taking 3 turns each.

    Good point. The action economy kinda works against the players in this one 'cuz it just makes the whole scenario take a lot longer.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    1 person marked this as a favorite.
    Xalxe wrote:
    Any recommendations on images for the two animals in Combat Cooking that don't have official art?

    I like this one.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    2 people marked this as a favorite.

    Just finished running this tonight. It was a ton of fun, but ran WAAAY too long. Ours took 5 1/2 hours and I just called the last event before it was done because the PCs were ahead 250pts to 110pts. And this was at high tier with only 4 PCs. (Channels with Keskodai in event C really racks up points! On the other hand, Keskodai literally swam through the lava in event A multiple times.) Either event B or C really should be Optional.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    My updated boon list:

    SFS
    Dragonkin/Aasimar/Tiefling
    Legacy Heritage (not sure this is worth anything anymore)
    Emergency Resupply
    Mystical Guidance Systems
    Light Plasma Cannon
    Light Spore Torpedo Launcher
    Relics of Lost Golarion (x2)

    PFS
    Aasimar
    Ganzi
    Grippli
    Naiad/Character Rebuild
    Tiefling
    Samsaran (x2)
    Ratfolk
    Vishkanya
    Brutal Reputation (x2)
    Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Fire)/Paragon of the Society
    Elemental Ancestry (Water)/Paragon of the Society
    Factor
    Fighting Off Corruption (Hellbound)
    Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
    Frontier Hero/Just What I Wanted
    Genie Grudge
    Hypnotic Therapy
    Martial Tradition
    Mendevian Weapon Training
    Magaambyan Dilettante
    New Days, New Choices
    Niche Specialist #2
    Numerian Dabbler
    Personal Physician
    Pathfinder Apprentice (x2)
    Professional Reputation
    Share The Wealth (Equipment)
    Share the Wealth (Companions)
    Season Explorer (Seasons 6-7)
    Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
    Treasure Map

    Looking For
    Numerian Weapon Training
    Explorer of Azlant
    SFS Boons, especially race boons

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    My updated boon list:

    SFS
    Dragonkin/Aasimar/Tiefling
    Legacy Heritage (not sure this is worth anything anymore)
    Emergency Resupply
    Mystical Guidance Systems
    Light Plasma Cannon
    Light Spore Torpedo Launcher
    Relics of Lost Golarion (x2)

    PFS
    Aasimar
    Ganzi
    Grippli
    Naiad/Character Rebuild
    Tiefling
    Samsaran (x2)
    Ratfolk
    Vishkanya
    Brutal Reputation (x2)
    Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Fire)/Paragon of the Society
    Elemental Ancestry (Water)/Paragon of the Society
    Factor
    Fighting Off Corruption (Hellbound)
    Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
    Frontier Hero/Just What I Wanted
    Genie Grudge
    Hypnotic Therapy
    Martial Tradition
    Mendevian Weapon Training
    Magaambyan Dilettante
    New Days, New Choices
    Niche Specialist #2
    Numerian Dabbler
    Personal Physician
    Pathfinder Apprentice (x2)
    Professional Reputation
    Share The Wealth (Equipment)
    Share the Wealth (Companions)
    Season Explorer (Seasons 6-7)
    Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
    Treasure Map

    Looking For
    Numerian Weapon Training
    Explorer of Azlant
    SFS Boons, especially race boons

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Someone directly emailed me with the key text for this boon:

    Risen Rune Explorer (Basic): Gain knowledge history as a class skill. Risen Rune Explorer (Elite): at the end of an adventure, reduce the PP cost of spellcasting services to remove conditions by 1 for every 4 ranks in Knowledge (History) you posess (minimum 1). This reduction does not stack with other such discounts.

    Worldwound Explorer (Basic): Gain Knowledge (planes) as class skill
    Worldwound Explorer (Elite): The Worldwound appears to have closed at long last. Mendev remains alert, but it is qilling to sell you cold iron weaponry at a discount. When purchasing or enchanting cold iron equipment, you no longer increase its price by 2,000 gp.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Anyone know what these boons do? The master spreadsheet that someone is maintaining doesn't have any text for these in it.

    Goblin Patronage
    Season Explorer (Seasons 4–5)

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Have PFS
    Kobold/Catfolk/Rougarou/Character Rebuild
    Ganzi
    Aasimar
    Tiefling
    Samsaran (x2)
    Naiad/Character Rebuild
    Ratfolk
    Grippli
    Vishkanya
    Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Fire)/Paragon of the Society
    Elemental Ancestry (Water)/Paragon of the Society
    Share the Wealth (Equipment)
    Share the Wealth (companions)
    Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
    Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
    Martial Tradition
    Genie Grudge
    Niche Specialist #2
    Brutal Reputation
    Fighting Off Corruption (Hellbound)
    Frontier Hero/Just What I Wanted
    Hypnotic Therapy
    Personal Physician
    Pathfinder Apprentice (x2)
    Aspis Defector
    Mendevian Weapon Training
    Magaambyan Dilettante
    New Days, New Choices

    Have SFS
    Formian/Ikeshti
    Legacy Heritage (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, or Halfling)
    Relics of Lost Golarion (x2)
    Emergency Resupply
    Light Spore Torpedo Launcher
    Mystical Guidance Systems
    Light Plasma Cannon

    Want
    Some SFS race boon that I don't already have.
    Or make me an offer. There's no way I'll end up using most of these at this point.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Here are the boons I have:

    Have SFS
    Formian/Ikeshti
    Legacy Heritage (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, or Halfling)
    Relics of Lost Golarion (x2)
    Emergency Resupply
    Light Spore Torpedo Launcher
    Mystical Guidance Systems
    Light Plasma Cannon

    Have PFS
    Kobold/Catfolk/Rougarou/Character Rebuild
    Ganzi
    Aasimar
    Tiefling
    Samsaran (x2)
    Naiad/Character Rebuild
    Ratfolk
    Grippli
    Vishkanya
    Elemental Ancestry (Air)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Earth)/Paragon of the Society/Elemental Dilettante (combine with other 3 to make a Suli)
    Elemental Ancestry (Fire)/Paragon of the Society
    Elemental Ancestry (Water)/Paragon of the Society
    Share the Wealth (Equipment)
    Share the Wealth (companions)
    Freedom's Champion (Liberty's Edge)/Argent Knight (Silver Crusade)
    Seasoned Archivist (Dark Archive)/Taldan Courtier (Sovereign Court)
    Martial Tradition
    Genie Grudge
    Niche Specialist #2
    Brutal Reputation
    Fighting Off Corruption (Hellbound)
    Frontier Hero/Just What I Wanted
    Hypnotic Therapy
    Personal Physician
    Pathfinder Apprentice (x2)
    Aspis Defector
    Mendevian Weapon Training
    Magaambyan Dilettante
    New Days, New Choices

    Want
    Some SFS race boon that I don't already have.
    Or make me an offer. There's no way I'll end up using most of these at this point.

    Sovereign Court

    Does a swarmbane clasp work on a Bionanite Cloud? My GM is telling us that it doesn't because the Cloud is immune to all weapon attacks for a reason other than Swarm Traits. They give you a Swarmbane Clasp somewhere in Book 1, so I would assume that they did that intentionally so you have a way to deal with these Clouds. I haven't gone looking through the AP, of course, so I don't know what the stat block says.

    Sovereign Court

    Technology guide says wrote:

    This bulky bracelet is covered in blinking blue lights and pulsing holographic emitters. A hard light shield produces a translucent but substantial holographic barrier when activated. The shield bonus counts as a force effect and applies to the wielder's touch AC against beam and ray attacks (but not other touch attacks). As a transparent force effect, a hard light shield provides no bonus against lasers. A hard light shield can be used to deliver shield bash attacks like a heavy shield.

    When turned off, a hard light shield provides no AC bonus and imposes no spell failure chance. Activating or deactivating a hard light shield is a move action. This item occupies the wearer's wrist slot.

    Does the hard light shield occupy a hand as well as the wrists slot?

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Am I reading this correctly that if I play a level 8 playtest character and want to apply the credit to a brand new, completely unplayed character that I CANNOT hold the chronicle until that unplayed character reaches 8th level? I MUST reduce the credits to 720 and apply it to them immediately?

    Sovereign Court

    2 people marked this as a favorite.

    I generally liked this book. I was hoping for options like ways for your character to become a construct over time--piece by piece. Or something that lets you merge with a construct similar to the Synthesist Summoner. Of the archetypes included, there are a bunch of bad ones, a few moderately interesting ones, 1 that is horribly written as to be contradictory (at least, it seems that way) and a couple that are actually pretty good. The Construct Saboteur gives some good options for rogues.

    The shining star is the Voice of Brigh bard, though. It's 12th level ability lets you use bardic performance to heal and control any construct that has been deactivated/killed--healing it of HP equal to your level per round. While performing, you can give it orders and it must obey you. If you manage to heal it to full, it must follow your orders for 24 hours. After that, it returns to its original programming. What a fun option for a construct heavy campaign like Iron Gods! (and, yes, I'm playing in one of those at present, so I really want to find a way to switch characters) It's unfortunate that you don't get this amazing ability until 12th level, though. I think a better option would be gaining this at 5th or 6th level in such a way that you're limited to a round per level of control. Then, upon reaching 9th level having it switch to a minute per level maximum. And at 12th level increasing it to an hour per level. Possibly changing it to 24 hours or a day per level when you hit 15th. I think all of that would drive home the significance of Brigh as patron of constructs. Oh well, it's still bound to be fun for anyone that gets to play it at high enough level.

    Sovereign Court

    1 person marked this as a favorite.
    Souls At War wrote:
    anything useful for "Constructs as PCs"?

    Sadly, no.

    Sovereign Court

    1 person marked this as a favorite.

    Most of the archetypes are just okay, but 2 stand out: Construct Saboteur and Voice of Brigh. The Construct Collector archetype is really confusing. It seems to contradict itself.

    I REALLY want to play a Voice of Brigh in my Iron Gods campaign, but I'm presently the only front line fighter.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    1 person marked this as a favorite.

    Those look great! What did you use for the Ksarik?

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Dracomicron wrote:
    James Krolak wrote:
    James Krolak wrote:

    That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

    I take back my praise of the changes to the Drake. In comparing page for page with the old guide, I can find only 1 or 2 changes. The Tier 2 is an improvement, but you should have continued that emphasis upon turrets for all the higher tiers, as well. Anything that isn't all that maneuverable should have more emphasis upon turrets.

    For that matter, when I upgrade or build a ship in our Dead Suns game, I just strip off all other weapon mounts and put the 3 biggest weapons I can in turret mounts. And crank up shields as high as they'll go. Forget about AC, computers, sensors, and the rest as they aren't worth the points.

    I seem to recall that the number of possible turrets is determined by the frame of the ship, and you can't really just slap turrets everywhere.

    Yes, but a Medium ship can have 3 turrets, which is way more than you see on any of the ships in the Guide--and is more than enough unless you somehow have 4+ gunners. Here's the text from the CRB:

    Tiny and Small starships can have only two weapon mounts per arc (and per turret). Medium and Large starships can have only three weapon mounts per arc (and per turret). Huge and larger starships can have only four weapon mounts per arc (and per turret).

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    1 person marked this as a favorite.

    Man, it is a challenge to find all the little changes throughout the Guide. I'm literally looking at the old one and the new one side-by-side going one page at a time looking for what headings and paragraphs don't like up the same. It sure would be nice if changes would be highlighted in red like in Additional Resources.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    James Krolak wrote:

    That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

    I take back my praise of the changes to the Drake. In comparing page for page with the old guide, I can find only 1 or 2 changes. The Tier 2 is an improvement, but you should have continued that emphasis upon turrets for all the higher tiers, as well. Anything that isn't all that maneuverable should have more emphasis upon turrets.

    For that matter, when I upgrade or build a ship in our Dead Suns game, I just strip off all other weapon mounts and put the 3 biggest weapons I can in turret mounts. And crank up shields as high as they'll go. Forget about AC, computers, sensors, and the rest as they aren't worth the points.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Glen Parnell wrote:
    @James Don't forget that the Legacy Race boon gives a +2 to one of your stats that is under 16, and that boon is the only way you can have that on an Elf, Half-elf, or Gnome.

    Sadly, the GM boon I got from a charity auction doesn't have that +2 text in it. The ones you can earn by playing certain scenarios do, however.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

    Sovereign Court 3/5 5/5 Venture-Agent, Minnesota—Champlin

    Dang. I haven't even had a chance to make use of my Legacy Race boon that I donate a ton of money for at a local con. I never should have outbid Michael that last time. Oh well, at least it went to charity.

    Sovereign Court

    My group played this book over the last 2 weekends. It felt like we really got VERY little loot across the whole book. I went looking back through it to see if we missed something. I realized that other groups got the majority of their actual loot by fighting the Aeon Guard in tactical combat. My group blew them up in Ship Combat, so we got NONE of their gear. That's a really bad design if you are penalized for going through actual ship combat.

    Sovereign Court

    When I click the link to download the full rulebook, I'm only getting the Rulebook Updates document.

    Sovereign Court

    4 people marked this as a favorite.

    I find when I look at the bloodlines that I really like some of the bloodline powers, but hate the spell list that I'm required to use in order to get those powers. Like, Abyssal looks kinda cool to me, but I don't want to use the divine spell list. And I would like to be able to be a non-druid and get all the polymorph spells in the primal list, but the Fey bloodline powers don't really fit well with that.

    Sovereign Court

    For that matter, if you're going to make Lay on Hands a spell, then why not just use the Heal spell and dictate that he can only use the single action version or something? Lay on Hands is strictly weaker than the Heal spell, so you're better off using that if you can.

    Sovereign Court

    OK. This is confusing. There appears to be 2 conflicting rules listed about Natural 20s in the Rulebook.

    On page 8:

    Quote:
    Rolling 20 is better! Rolling a 20 on the die means you critically succeed, which often has a greater effect than normal. You also gain a critical success if your total meets or exceeds the Difficulty Class by 10 or more. More about critical successes is on page 292.
    On page 292:
    Quote:

    Success and Critical Success

    If your result is equal to or greater than the DC, you succeed and apply any success effect (or generally achieve what you set out to do). However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed. You apply the critical success effect instead of the success effect. If the critical success was an attack roll, it is sometimes called a critical hit.

    So, which is correct?

    Sovereign Court

    1 person marked this as a favorite.

    OK. This is confusing. There appears to be 2 conflicting rules listed about nat 20s in the Rulebook.

    On page 8:

    Quote:
    Rolling 20 is better! Rolling a 20 on the die means you critically succeed, which often has a greater effect than normal. You also gain a critical success if your total meets or exceeds the Difficulty Class by 10 or more. More about critical successes is on page 292.
    On page 292:
    Quote:

    Success and Critical Success

    If your result is equal to or greater than the DC, you succeed and apply any success effect (or generally achieve what you set out to do). However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed. You apply the critical success effect instead of the success effect. If the critical success was an attack roll, it is sometimes called a critical hit.

    Sovereign Court

    I noticed that you're missing the spells for Erastil and Gorum in your spreadsheet.

    Sovereign Court

    1 person marked this as a favorite.

    Holy cow. That "reader friendly" version is with ALL formatting stripped out. The columns on tables don't even line up on it.

    1 to 50 of 234 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>