Krackne's page

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Around the release of Guns & Gears people noticed that the prerequisites of Reverse Engineer (expert in Crafting) meant you could not take it at level 2. I saw a handful of people justify that the mix of low level and higher prerequisites meant it was geared towards multiclass characters who could pick it up via the Basic Breakthrough feat. That does not add up to me because part of the appeal of Reverse Engineer is giving the Inventor extra breathing room with his skill selection by lumping the trap disabling niche of Thievery into Craft, as well as early synergy with gadgets. Having to wait until 4th level in order to take the feat not only puts the burden of trap disabling upon other party members for 2 more levels, but competes with the utility of Gadget Specialist and the damage of Megaton Strike.

The objectively negative dip in opportunity cost makes me feel as if the feat (or its prerequisites) got shuffled around during playtest but didn't quite end up where it was supposed to. My GM is willing to compromise/houserule this but I just wanted clarification if this was the intent all along or a genuine mistake.


If I remember correctly back in 3.5/3.0 days the various demon lords/rulers of Hell had weakened "avatar" versions of themselves for the CR 10-16 range. That way PC's could take on Demogorgon without necessarily hitting 20+ and plunging into the Abyss.

So my question is how can I give the avatar treatment to Moloch? The best I've got so far is slapping on the young template, scaling down his spell-likes, and cutting his HD in half.

Anyone else have any experience with this? Alternatively is there a book where he got this treatment and I completely glossed over it?


My party recently arrived in Starfall and found out that the Black Sovereign was under the thumb of the Technic League, but they haven't racked up enough Notoriety to meet up with Mockery yet. Because of having little direction in how to confront the Technic League the party decided to simply to go to Silver Mount to try and confront Unity. How should I bolster the defenses in Silver Mount to accommodate the fact that the Technic League is still a threat? I even read an entry in Part 5 that said Part 6 would go into further detail if such situations popped up, but I can't seem to find it.


How did other GM's handle the sale of all of the gem-based treasure in Part 4? Did you give your PC's the full value for selling them off or use the traditional rule of thumb of receiving half the price?


1 person marked this as FAQ candidate.

Is it possible to 5-foot and then use flying kick? I understand that if you flying kick first it would be illegal, "You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance" but I'm curious if that line means the initial 5-foot would be illegal as well.


I'm working out an encounter where both the PC's and the BBEG have access to maze, so I'm trying to think of contingencies both parties will likely use. So far I've come up with having a solid Int score, the fortune hex, and preemptively casting dimensional anchor. Any other ideas/thoughts?


I tried looking through the modifiers for ranged combat on the srd and I can't seem to find it. I remember it being something like -2 (or -4) for each person in the way of your target but the most I can come up with is rules for soft cover (+4 to the target's AC). Am I just not looking hard enough or is soft cover the way to go?


1 person marked this as FAQ candidate.

In the 5 rounds it takes to transform from vaporous form to material form, are you allowed your usual assortment of actions or more or less barred from doing anything outside of the act of transformation?


If an NPC has access to spell-like abilities along with the fey bloodline of sorcerer (+2 to the DC if it's part of the compulsion subschool), would the compulsion spell-like abilities get the increased DC or not due to being a spell-like ability?