Pax Miles's page

Organized Play Member. 254 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.



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55 posts this time. This is an impasse, you are at. Give up. Ask your respective GMs and go with their ruling.


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Mallecks wrote:
** spoiler omitted **** spoiler omitted **...

Stop ignoring the first sentenance of dying. "Dying creatures are unconscious and near death."

Dying is also defined in the Combat section.
"If your HP total is negative, but not equal to or greater than your Constitution Score, you're dying."


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DarkPhoenixx wrote:
A Chaotic Good divine spellcaster got an Amulet of Euphoric Healing and used it to heal villagers after an attack. Some of them got addicted and now come to his "chapel" for healing, even purposefully injure themselves to get it. The priest requests some services and accepts minor gifts (tho refuses them from poor folk and heals them for free). Would that change his alignment to Chaotic Neutral? He still preaches justice and helps the community.

It's within Good Alignment for a spellcaster charge for spellcasting services (CRB lists them valued at Caster Level x Spell Level x 10 GP, plus any material costs). If they accept gifts instead of gold, that's find too.

That said, if divine spellcaster is aware that injuries are self inflicted, a good-aligned character would feel obligated to fix the problem. Either by removing the addiction, or by providing free healing (since the need for the healing is the fault of the divine spellcaster).

Though honestly, preaching justice and helping the community sounds like Lawful Behaviour.

I'd be inclined to make them neutral good (for the community and justice and the organized religion they seem to be starting), and if they didn't fix the addiction, as described above, I'd make them true neutral (because if they don't have remorse for getting people addicted to the point where they are hurting themselves, they are not good).

None of this is evil yet, but nothing descibed is remotely chaotic good either...

Beyond that, I would recommend having a superior member of the player's religion visit their "chapel" and request/demand donations towards the greater temple of their religion. Basically, make it so the PC doesn't make any profit with their temple and that should quash the PC's desire for a crackhouse church. Especially to good deities, temples shouldn't be profitable.


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Berselius wrote:
If I used the Mute Oracle Curse from Jade Regent do you think it would affect my NPC's Challenge Rating in any way?

Are you the player or the GM?

As the GM, usually things like class choices don't affect the CR, but you might adjust if a particular combination is employed that strongly unbalances an encounter.

I would also stay away from dual cursed oracles as a GM for my NPCs. Not really fair to balance an NPC with multiple afflictions that will only exist for one encounter. No rule against, just seems like bad form to me. Especially unbalanced if you use Oracle's Burden during the encounter.


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Gallant Armor wrote:

Pax Miles wrote:
And it especially matters if the attack deals bonus damage via lethal or non-lethal damage. A merciful weapon, for example, deals additional damage when attacking
...

I hate how the site cuts off long posts...

Regarding Merificul weapons, if you click the link (above) and read it, you'll note that the mericful weapon specially deals "All" non-lethal damage. If you rule that damage dealt is considered lethal "for all intents and purposes," then the weapon property is dysfunctional. It can't deal "all non-lethal damage" while dealing lethal damage and you've created a paradox.

So, roll to attack, roll damage, apply resistances/DR, determine damage taken, and then resolve the differrence between lethal and non-lethal.

If you resolve the damage taken in the same step as resolving the effects of non-lethal damage, the system starts breaking.


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Gallant Armor wrote:


If you think that those passages make sense by your interpretation then you are deeply delusional.

Please refrain from accusations of insanity, and otherwise personally insulting phrases. They don't help these conversations and don't resolve anything. It's also hate speech against the mentally ill when you refer to mental illness as an insult.


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Toxicsyn wrote:

If I'm playing a early stage barathu (a blimp-like creature vaguely reminiscent of jellyfish, land base speed 0 ft. and average flight speed of 30 ft.) and I purchase the standard prosthetic limbs (legs) twice (200 credits)...

does this mean I now have a land base speed?

If I'm a blitz soldier (+10 ft. at first level to base land speed)

or have the fleet feat... (+10 ft. to base land speed)

does this give me a land base speed?

None of this grants a land speed. I would certainly give you a bonus to disguise checks to appear as a legged creature if you had prosthetic limbs added to your non-legged creature.

I recall in Pathfinder that there's some obscure ruling where bonuses to your base land speed apply to your base speed, even if that's not a land speed. Sounds like your base speed is fly, so I'd give both class and feat bonuses to fly speed.

That said, if you really just want a land speed, I think the easiest way to get one, effectively, would be via a vehicle or mount. Powered Armor also uses it's own speeds. At 1st level, the easiest option here is a Mechanic with a Drone that has the Riding Saddle (Ex) drone modification.


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Are the Starship's weapons considered weapons for the purposes of spells, class abilities and Fusions?

Obviously, the ability in question would need to specify that it applied to weapons, and not just certain weapons. Weapon Specialization, in example, only applies to weapons where the character has proficiency, so it certainly doesn't apply to Starship weapons as those do not have any proficiency feats.

For example, the Soldier's Arcane Sigil can be applied to any weapon, even one they are not wielding or even holding. It counts as magic at 1st, and gains fusion effects at 5th.

Supercharge Weapon, the spell, requires touching of the targeted weapon. For that, the caster may need to be outside the ship, or would being the gunner be sufficient?

Is this covered somewhere?


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Ravingdork wrote:
Why would anyone bother with that when healing serums exist?

Cost, mainly. Definitely depends on your build. A medpatch is only 50 credits.

You heal their HD + you Int bonus with treat deadly wounds. At 1st level, you could heal upto 5 HP, which is slightly above the average result of a Mk1 healing serum (d8 is 4.5 average). So at first level, the difference is neglible. As the levels improve, the Mk1 Healing Serum doesn't get better, while treating deadly wounds is based on your INT and the treated creature's HD. The MK 2 and 3 healing serums are better, but they do cost a lot more. And, if you have an INT build character anyway, it may heal substancial ammounts at higher levels (With +10 INT I could heal 30 HP to a 20th level character for only 50credits and without using any magic...).

The other big difference is in applications. Using a healing serum on an ally can only be done if they are unconscious or helpless. Meanwhile, treating deadly wounds merely requires them to be wounded, so I can heal an ally currently in combat without them having to waste any actions on their own healing. Basically, Medical Expert changes the medicine skill into a non-magical mystic cure.

The limitation on 1/day for treating deadly wounds does still apply, so while this feat is pretty potent and cheap, it doesn't replace the usefulness of magical healing or serums. Just makes your supply of serums last longer and takes a load off the party's healer (if you have one).


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pithica42 wrote:
It's so vague that I suspect that it will get ignored by some GM's. I'm certainly going to ignore it, it sounds like you are too.

I gottcha. Yeah, wasn't suggesting it was a rule. Just meant that given a 30 day trip, I'd expect the GM to mess with us during that, unless it was specifically designated as down time. We could spend an entire campaign on what was supposed to be a 30 day trip across the galaxy.


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pithica42 wrote:
You said "random encounters". There's only one kind of random encounter mentioned anywhere in the CRB that I can find, and it's in the Drift section that thejeff quoted. Even if it is listed somewhere else and I just missed it, the kind of travel we're talking about is drift travel, so those would be the ones that apply.

Random Encounters is something that each GM writes up in advance. It's a personal list of random encounters designed to save time when you decide that the PCs need it. Usually a pecentile with both good and bad encounters, as well as the possibility of no encounter. Depending how exact your campaign is, you may keep random encounters to a minimum or you have mostly random encounters.

In a pregenerated scenario, the encounters are usually built in, so there's no need to include a random element to the encounter.

Random encounters are useful for both the PCs and the GM and can result in some unexpected character developement that can be very rewarding for the players. For example, something like:

0-30% nothing of note

31-50% Mundane Encounter (Need groceries, wiper fluid, haircuts, and so forth. No danger here, unless the PCs provoke it. Grants them time to embelish their character and make the setting feel more real)

51-70% Non-Combat Encounter (Puzzles, Riddling Sphinx, diplomat, and so forth. Something the PCs can only resolve with skill checks, role playing, or magic).

71-85% Avoidable Combat Encounter (like a security checkpoint, or a lost ship needing directions or supplies, maybe a dangerous enemy with very bad detection skills).

86-95% Unavoidable Combat Encounter (PCs might still be able to avoid this combat encounter, but it would require creativity on their part as this one is just combat. Likely only 1 real threat.)

96-99% Dangerous Combat Encounter (A minefield appears in the ship's path so you stop, and as you do so, enemies appear from behind, leaving you stuck between a dangerous minefield and enemy attackers. Should face at least 2 threats.)

100% GMs choice (Usually something weird, that's not really good or bad inherently. GM might even have something specific set aside for this roll).

Of these, GM probably has them divided down into more specific encounters so during play, they merely need to roll percentile and consult the correct file. If you note, with the example table, 85% of the time, PCs aren't encountering anything really dangerous (unless the PCs are looking to pick fights with every NPC they encounter, which is some groups).

As GM, I'd roll about 6 times every 7 days of uneventful traveling. And maybe not once per day, just 6 times every week. Not really an issue until the PCs decide to spend month traveling non-stop across the galaxy.


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That whole class strikes me as a bit of masochism.

That said, at 9th level, shouldn't Solarian have some degree of fire resistance also granted by the class?


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I agree that this one is going in circles. Just houserule it and be done. Don't bother looking for exact rules support because at best it's murky and at worst it just isn't there. Houserule that guy and stop wasting your time on this thread.

Anyway, I'm done here. Thank you those that contributed. I hope you reach an acceptable conclusion.


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How are you adding fusions to a club? My copy of the book has the Club as item Level zero, making it inelligible for fusions.


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But sure, point by.

1: A Control Module is an upgrade for an existing computer (as are all modules). It does not grant Autonomy, but if it is installed on something that already has autonomy (examples in the book are a robot or another computer), the controlling computer can give orders to that device. It does not make them into constructs, they are still whatever type of object/creature they were before.

Regarding Powered Armor, the armor may have a computer installed, but the armor is not controlled by the computer. The Wearer is controlling the Powered Armor. Without Wearer, the powered armor lacks control.

2: If you read the description for the list strength of all Powered Armors, you will note that strength stat is not the strength of the object, but the strentgh that of the wearer while they are wearing the Powered Armor. A Battle Harness has no strength stat of it own, only while being worn does the strength of the Powered Armor have any effect in-game.

That's not alone, most of the Powered Armor features modify the wearer, not the armor. AC, for example, is modifying the Wearer's AC and has no affect on the object's AC.

3: No, Control Module does not transforms ordinary objects into constructs. That is not a listed feature.

4: Powered Armor, with or without a Control Module, is not a Construct. Normally, the durability of an object is determined by their item level, but is only used when the object is attacked directly (like via sunder).

A Battle Harness, for example, with Tensile Reinforcement is a 10th level item for the purposes of HP and Hardness, so as a sturdy object is has 25 hardness (5 + 2 x item level) and 45 HP (15 + 3 x item level). The HP isn't much of an issue, but -25 to the damage of all attacks against pretty strong....Especially when the PC in question is only 7th level.

5: So now you have an Object that can transform between being object and being a Construct. What messy rules interactions.

As for spells, it really counts as both armor AND a construct, whichever is currently being used? What a mess of rules.


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Heavy Weapon Proficency and Heavy Armor Proficency both require Strength 13 in their feat form

Some classes can start with these feats (Soldier for both, Mechanic with Exocortex for Heavy Armor). Does a character using a class with proficency need to meet the feat requirements in order to benefit from having the proficency?

In example, if my Soldier dumps strength, can they wear Heavy Armor or use Heavy Weapons without suffering non-proficency Penalties?

Question could also be asked as, is having proficencies in the class regarded as having the feat (and therefore needing to meet feat prerequisites to use)?


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willuwontu wrote:

The idea is to abuse the Gift of consumption hex.

Since Coup de grace has you make a fort save if you survive the damage, and you move that save to an enemy (in 30 feet of you).

Even if the GM allows coup de grace against yourself, strongly doubt they would allow this combination.