Mark Carlson 255's page

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In the RetRL Players Guide traits it often lists special things players can do with the time frame of 1/adventure (once per adventure), so if you are using the Adventure Path how long is this?
Is it;
Once per game session?
Once per module section? (ie from my person experience most modules have 3 sections for players to solve)
Or some other time frame?

Thanks
MDC


I was wondering what the rule would be on the following.
1) Roll nat 20 on Operative trick attack? ie deal double damage for trick damage.
2) Roll nat 20 on attack roll with successful trick attack? ie do I just roll double base damage and single trick damage or do I roll double both.

I think that if you roll a nat 20 for the trick to succeed then you roll double trick damage and if you roll nat 20 for your attack you only roll double damage for your weapon damage.
To get double trick damage and weapon damage you would need to roll a nat 20 for the trick and a nat 20 for the weapon attack.

Thanks
MDC


I was hoping for some ideas for a Glamer fusion for a heavy weapon as I just do not like my ideas.
So for they are...
1) Stuffed toy: Banana, teddy bear, etc
2) watermealon
3) broken instrument (because I do not play one)
4) statue or tiki idol or part of a totem pole

As you can see I am shooting blanks on this so any help would be great.

MDC


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In the book it states that Androids often are created to look like other races.
But can I start with...
1) 4 arms?
2) Size small?

Thanks
MDC


So I was trying to fit stuff in my backpack and I was having a hard time with the limit of 2 BLK.
So 1 hygiene kit=1 BLK and 1 other 1 bulk?

This leaves very little room for anything else.

When I was 12 and in the Boy Scouts I carried a 40 pound pack which would mean 1+3=4 Bulk (IIRC the conversion) to represent my pack. And in the military their pack are often in the 100+ pound range.

So what is off the backpack and the amount it can carry or the hygiene kit or both?

MDC


Am I wrong or is it impossible to by pistol, rifle, 2nd skin, L sword with starting $$.
I get 260+240+250+375=1125
You could change the L Sword for Doshko for this,
260+240+250+240=990
But remember you still have to buy ammo for your weapons and other basic stuff.

You could drop the Doshko for hammer,
260+240+250+95= 845 but if you add in 1 of each ammo you get
845+115=950

Does this seem a bit restrictive to you? Or am I doing something wrong?

Maybe some type of extra bonus for soldier PC that can be spent on weapons only not ammo or other stuff?

Thanks
MDC


I am playing a Soldier who has the prof(merc) and I see I can buy a tool kit for prof skills.
Can someone tell me what is in the tool kit and what it does besides +4 to roll?
Thanks
MDC


I was wondering why stealth was not included in the list of class skills a soldier should have?
MDC


I am going to playing in a game and I would like to know if the following are legal to disrupt a spell.
Thanks

1) If a spell has a casting time of 1 round (not 1 standard action) any damage done to the spell caster disrupts the spells casting?
2) If I use a ready action to say “I am looking for someone casting a spell and then I am going to do X to see if I can do damage while they are casting the spell or disrupt the concentration required to cast the spell.” From reading the book I assume any action the can cause damage, shoot, hand to hand, spell, thrown rock, or an effect that would make casting require too much concentration would disrupt the person trying to cast the spell and cause them to waste the spell slot and take 1 standard action.
2a) Can I attack and then ready the action for the next round to disrupt any spell casting? Or do I have to only say I am looking for a person casting a spell to do X for that round? (I assume only the ready action but after reading the book I was a bit confused on this point)
2b) From the book it seems if my ready action occurs in that round then my initiative count changes to right behind the person I am trying to disrupt their spell but if I say I am taking 1 round to focus on my task of disrupting spell casters and do noting for that round then I keep my initiative order? (The difference is 1 round of inaction vs acting in the round of declaring the ready action)
3) Does this make disrupting spell casters easy and thus cause them to loose spell slots as all it takes is a person looking for spell casters and then trying to disrupt the casting? Or is the fact that it essentially requires 1 person to do nothing except look and react to casters balance out?

Thanks
MDC


Ring of Whispers pg 223

Can someone help me see a use for this item?
Should it not have a range listed vs in the next room through sound proofing?
Would some type of anti magic barrier block this as it seem to work more on magi vs sound waves.
If it is magic would it trigger with telepathy?
When it says name, how big or small of a name qualifies? ie "Big John the "King of the Bayou" Mcdermit Captain of the Dirty Knights of the Sewer". Would they just have to say part of the name to trigger the device or would the thought of Captain as it applied to Big John be enough to trigger the device?

BTW, I do like the theme or idea behind the item but having it be limited to a name make it not very useful but if you expand it to a number of words around the name it becomes a lot more powerful.

Thanks all
MDC


I am curious as to how StarFinder and you all would deal with an old problem we had (and has cropped up ever since) when we first squished together AD&D and Traveller back in the 80's.

Magic allows for extra dimensional space. Space is generally the limiting factor in starship construction, as the ships foot print has to contain all of the necessary equipment and infrastructure needed. But if you have Extra D Space added it allows for builds that generally break the system. ie, Millennium Falcon with Star destroyer drive in it, Death Star with twice the generators than it would have if it did not have Extra D Space.

In the past we have dealt whit it in a number of ways;
1) Its ok, no problem Extra D Space away to you hearts content.
2) Simply Ban it as rules breaking
3) Rationalize the ban, ie FTL drives in some way destabilize large Extra D Space's but all for bag's of holding and portable hole's to exist.

So what is your opine?
MDC


Talking with some people about the Alchemist abilities/discoveries Tentacle and Vestigial Arm I brought up the point that after you grow the new appendage you need to either have you armor re-crafted in some way for the new limb or simply have new armor created.
The following questions arose and I am interested in your answers and comments.

If theses questions have been answered before please point me to the location(s) as it is a bit of a heated discussion right now. Thanks

1) Can you re-craft you armor for your new limb or do you have to have new armor specially made?

2) What is the cost? Is it the same as for unusual creatures (medium is cost x2 and no extra weight, from d20PSRD.com)?

3) Should the basic anatomy, physiology (study of normal functions of living organisms and their parts) and kinesiology (study of mechanics of body movement) prevent specific types of armor from being worn? (ie vestigial arm's shoulder may prevent you from wearing full plate, field plate, etc do to simple space requirements of extra limb and where the armor needs to be but breast plate should/might be fine.)

Thanks again.
MDC


This is my first attempted at an arch-type and is in response to a thread entitled Int to Damage.

The write up is devoid of fluff as that can be added in later.

Kyonin Battle Magus: (simple write up no fluff)
Requirement: Elf, ½ Elf
Requirement: Elvish Weapon Familiarity

Base Class: Magus
Weapon and Armor Proficiency:
KBM is familiar with, light armor and all simple weapons as well as the weapons in the Elvish Weapon Group listed in the description of the Elvish race.
The Dueling Sword is treated as having the world Elvish in front of it for all feats and ability's. (ie Dueling Sword is now Elvish Dueling Sword and referred to as such from here on)
Note: Alters Armor and Weapon Proficiency

Arcane Pool:
At 5th level the KBM list of abilities that his weapon can have are changed (remove dancing).
Add Elvin Weapon Transformation to list of abilities as +1: This ability allows the KBM to change their Elvish Dueling Sword into any of the following weapons as a free action at the beginning or end of their turn (Long Sword, Rapier, Elvish Curved Sword, Short Sword or Dagger) with the following limitations: Dagger to Short Sword; Short Sword to (Elvish Dueling Sword, Long Sword, Rapier) and (Elvish Dueling Sword, Long Sword or Rapier) to Elvish Curved Sword. At the end of the Arcane Pool enhancement period the weapon changes back to its original form.
Note: Alters Arcane Pools weapon possible enchantments and adds and enchantment option.

1st Level Gain The Following Feats for free:
Weapon Finesse
Elven Battle Training

Reduced Spell Casting:
A KBM has 1 less spell per level than a normal Magus.

Level 2:
Gain Elven Battle Style feat for free.

Level 3:
Gain Elven Battle Focus for free

Fixed Ability Score Increase: (Level 4, 8, 12)
Do to the focus on Elvish Battle Techniques the KBM's ability score increases are fixed at levels 4, 8 and 12 to one of the two options. Pick either Dex, Int, Dex or Int, Dex and Int for your first 3 stat increases. A KMB may chose any stat to increase at levels 16 and 20. If a PC decides to retrain or not stay with the progression they pick then they lose the following feats gained by the KBM class: Weapon Finesse, Elvish Battle Training, Elvin Battle Style and Elvin Battle Focus.

Lose Spell Recall*, Improved Spell Recall* and Heavy Armor Training*. *Note Spell Recall and Improved Spell Recall can be bought as Special KBM only Magus Arcana as listed below:
Note: Alters base Magus abilities.

5th Level Bonus Feat: As well as the options listed can also buy Magus Arcana with the free feats.
Note: Alters 5th, 11th and 17th bonus feats.

Level 10:
KBM Lesser Spell Access:
Add 1 spell from the wizard/sorcerer spell list of the following level's to you spell list, 0, 1, 2.
Note: Alters Greater Spell Access

Level 15:
KBM Spell Access:
Add 1 spell from the wizard/sorcerer spell list of the following level's to you list of spells 3, 4.
Note: Alters Greater Spell Access

Level 19:
KBM Greater Spell Access:
Add 1 spell from the wizard/sorcerer spell list of the following spell level's to you spell list 0, 1, 2, 3, 4 and add 2 spells from the wizards/sorcerer spell list of the following levels to you spell list 5, 6.
Note: Alters Greater Spell Access

KMB Unique Magus Arcana:
Kyonin Blade Arcana: Level 6
Functions as the Enduring Blade Arcana with the following additions, add's KBM Deft Edge to weapon enhancements (+1).
Kyonin Deft Edge (+1): This weapon enhancement functions as the deft weapon ability but when it enchants an Elvish Dueling Sword, Rapier or a Elvish Curved Blade it allows the KBM to add their Dex and Int bonuses to damage. (It allows Elvin Battle Focus and Deft to function at the same time)

Kyonin Recall Arcana: Level 6
As Spell Recall base Magus ability.

Kyonin Improved Recall Arcana: Level 12 and Kyonin Recall Arcana
As Improved Spell Recall base Magus ability.

Kyonin Heavy Infantry: Level 12
Gain the Heavy Armor ability of the base Magus class.

Notes/Analysis:
Requirements:
Elf or ½ Elf
Elvish Weapon Familiarity

Base Class Losses:
Lose martial weapon proficiency
Reduced spell casting
Dancing weapon ability
Fixed Stat Gains for levels 4, 8 and 12
Spell Recall
Improved Spell Recall
Heavy Armor

Base Class Gains:
Add Dueling Sword to Elvish Weapon Familiarity Group, ie essentially change name to Elvish Dueling Sword.
Add Elvish Weapon Transformation to list of Arcane Pool enhancements
Weapon Finesse
Elven Battle Training
Elven Battle Style
Elvin Battle Focus
Alter Bonus Feat choices
Alter Greater Spell Access to provide some benefit earlier.
Add ability to regain Spell Recall, Improved Spell Recall and Heavy Armor Training through unique KBM Magus Arcana
Alter the Enduring Balde Magus Arcana to also provide unique ability to combine the Deft property and Elven Battle Focus on their blade.

MDC


I was contacted by a friend to try and help out with a perceived problem and after getting their ok to post about it I was going to try and put the power of the forum to help them out.

Problem: How to reduce high level spell casters over all power at high levels and over all power of cap stone abilities.

(Note: You may not have a problem with these in you game but the person who contacted me does so I put my thinking cap on to try and help)

Solution:
(Note not my first or second as those required too much work for the person (and I agree) but my third)

A PC must multi-class by every 5th level. So at 5th level the max you could have is 4 levels in one class and 1 in another, 10th level would be 8 in one and 2 in another, 15th would be 12 in one and 3 in another, 20th would be 16 in one and 4 in another and at 25th level you could take your 20th level in a class.

Why it solves the problem:
By requiring multi-classing you push back the cap stone ability to 25th level (obviously the easiest) but with requiring the spell casters to multi-class also you also delay their access to essentially high level spells so they do not have them to deal with the higher CR obstacles.

Problems it causes:
The main problem I can see this causing is that delayed spell casting classes also have their spell progression delayed.
The second problem is that it pushes the game to 25th level, which they did not have a problem with but it should be mentioned as some people might.

Other Benefits:
The main other benefits I see is often PC's and PC concepts benefit from s dip into at least one other class and this requirement would essentially add flexibility to other PC concepts while still reducing spell casters access to high level spells.

Comments good and bad are welcome, with the bad being more helpful as I am no expert in the PF system (as I told the person) and they are simply seeking info to help them out in a planned long running home game.

Thanks
MDC


Maybe this has been answered be fore and if it has please point me to the location.

If you use the spell Polymorph any object and the duration on the spell by using the factor table turns out to be permanent does a dispel magic or anti-magic sphere change it back or is it assumed to be the new substance (ie its natural state)?
If the new state is considered its natural state now, should the effect be treated like a curse and be possibly done away with in the way curses are dispelled?

Thanks
MDC


This question came about when I started to think about the Thread Should Ships have levels.
That the problem with things blowing up and experience for people being on them.

So does Luke Skywalker (5 level) get all the exp from destroying the death star? Would he get any more or less in no one was on it? What if the empire was on the death star would he get more Exp?
And the big one what level is Luke after blowing up the death star?

The main problem I see is that in future games you have access to powerful equipment and vehicles that allow a relative novice the ability to kill a very powerful NPC easily and do you get Exp for every person on a vehicle/space ship/star port you kill?

Example 1: Darth Vader takes a nap on a Imperial Transport (and the fore is not with him) so he does not know that Imp Trans has a bomb on board set by a 1st level player who is hoping to strike a blow against the enemy by simply disabling one of their ships and causing them delays and money. But now that 1st level PC has managed to kill Darth Vader so how much Exp do they get?

Example 2: See Luke Skywalker question above.

MDC


In my years of gaming I have seen a couple of different takes on starships and crew requirements. The idea that it takes a whole bunch of people, robots, androids and the idea that it takes just a few to run the ship?
Which do you prefer and why?
MDC


Hello,
I am trying to get an idea on the racial point cost for the 1/2 giant ability Powerful build, any ideas?
Note: I know that it came out before the race creation rules so there is a bit of a problem there but IMHO it should not be too much of a stretch to have an official guess at it.

Thanks
MDC


Can anyone give me the official or your best guess what the race point cost would be for the 1/2 giants Powerful Build racial ability is?
Thanks

MDC