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Can someone point me to the page where it states that critical hits deal an extra dent? It was mentioned in the stream and has come up in conversation more than once, but I cannot seem to find it myself.


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Being reduced to zero HP should be a big deal. Dying should be not as fun as swinging a bastard sword at goblins or using flurry of blows on skeletons.

I think I'm looking for a different experience than you all...


Also I need to read better when I'm out. Not only did @Cantriped make good points, my response was covered in his post as well. Of course I can no longer edit my post to avoid double posting.

I apologize to everyone else for miss-reading the rules and trying to spread my miss-information. :-)


The advanced alchemy feat allows you to not pay the costs, doesn't it? (On phone so I don't have access to the PDF.)


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Per the OP's question

- We know that expert/master/legendary weapons can be made. (Pg 190)
- We know that bombs count as weapons weapons. (Pg 359)
- Therefore expert/master/legendary bombs can be made (And they would add item bonuses to hit)

- When crafting consumables you can make a batch of 4 (Pg 148)
- You etch runes with the same process as the craft activity. (Pg 370)
- Therefore you can etch a single rune onto the 4 bombs you made in a batch. (and would need all of them to transfer it off later if you so choose)

- You can do all this for the low cost of 1 RP per 1/2 batch with the Advanced Alchemy feature. (Pg 45)
- I don't think you can do this with the quick alchemy action though as that only allows alchemical items. (Pg 46, and errata)

If I have misquoted or misinterpreted any rules please let me know.


DataLoreRPG wrote:
Quote:
Where does it say that metamagic is spell list dependent?
It doesn't

Wait? I'm not the one misquoting/reading/interpreting things? 100 points for me!

That and I just made a fighter/gray maiden and I think it went rather well. Really need more to work with though to give a real opinion.


Where does it say that metamagic is spell list dependent? If I have missed this restriction it would sadden me as it would make multi-classing caster/caster to be less cool.

As of right now I think the system is a little to sparse to actually get a good opinion of. With just 4 multi-class, 2 archetypes, and 1 prestige (that 1/2 the genders can't even get into...) there just isn't enough to really sink out teeth into.


Jason S wrote:


The old rules meant you were out of combat for 2-4 rounds. For a player, this is not a great experience.

Dying and near dying are probably going to be the low point of your gaming session. I feel that "not a great experience" describes that accurately.

Or am I missing something? I tend to do that. :-)


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My personal pipedream would let them be etched just like weapons and armor (Number of runes allowed, cost for etching, all that stuff)

The shield potency rune would add hardness and dents. [Kind of like the aforementioned sturdy rune]

Then there could be some fun property runes.
Fire-eater: Lets you put the shield in front of fire damage. [Repeat for the other elements]

Returning: You can use shield bash/boss/spike attacks as a thrown 20 attack and the shield returns to your arm after.

Bashing: +1 to +5: Add the number to attack rolls with shield bash and damage dice from shield bash.

And other stuff like that. Definitely don't add to the AC, TAC, or Saving throws like armor potency does so we don't have to worry about stacking.

Also why does everyone worry so much about shields breaking? You know how much damage is coming in before you use the reaction to actually block with it. Just don't use your shield against an attack that would break it [unless you really want to...] And if you are super worried about the shield breaking invent a trinket that for 1 resonance point will prevent a shield from being destroyed, leaving it damaged/broken instead.


Not being able to etch runes into shields seems to be a really odd choice. Other than "balance", are there any known reasons for this?


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Don't try to figure out How Henah has such a pathetic AC score for her level and kind of armor she is wearing...

10 (Base) +8 (+1 Plate) +1 (Dex Cap) +5 (Level) = 24
In game stat... 20 (Maybe it is actually cursed -1 armor and she is untrained?)

Also her HP are determined incorrectly for a Human (8) with 5 level of paladin (10*5) and Con bonus of +1 (1*5) Her HP should be 63. Giving her 15 extra hit points because reasons make my maths hurt.

At least her damage accidentally works.

I've actively stopped looking at her numbers because I'm sure the rest of them are wrong and will make the maths want to cry as well.


I know this is a little off topic but I can't find any other help on this and don't really want to make a new topic.

I made an alchemist with the level 1 familiar feat. The alchemist doesn't have a spell casting ability, and therefore no spell casting ability modifier. Do I get to use my intelligence? or is my familiar an extra nerfed homunculi?