Sebastian Hirsch wrote:
Not going to lie, I HATE ITS sheets. I'd rather there be as little paperwork as possible in relation to PFS, so the idea of there being multiple different ITS sheets makes me (metaphorically) weep. I think it would be good to have a backup sheet template available for when there isn't enough space on the chronicle, but a definite hard pass from me on there being a (mandatory) separate ITS, for faction related stuff or otherwise.
NielsenE wrote:
I honestly concur with this. I still have no idea how to fill out the faction place properly, even after having read the guide a few times (granted, it has been a long time), so if we could have a less ambiguous and more clear-cut section and entry for this I would greatly appreciate it.
This problem doesn't hold true for the Adamantine Battleaxe nor the cold iron warhammer. It appears from them you only pay the cost listed on the special material page, since adamantine items are 700gp/bulk, and a battleaxe is one bulk, so that would leave me at 1,200gp for a mithral chain shirt, not 1,800gp. I could get that number if it was 3 bulk, but it's listed only as 2, so maybe there's a mistake in its bulk, but that would put it on par with heavy armor, or it was calculated as if it was 3 bulk, which I could see accidentally happening. I do wonder which it is, and if that would affect the price of Elven Chain
First off, if this is the wrong place to post this, I apologize. Second: the prices for items made of special materials don't seem to be calculated correctly on the "special nonmagical items page (page 356). The price for a mithral chain shirt is listed at 1,800gp, but I come up with 1,564.5gp (45sp shirt price + 1,200gp cost of a 2 bulk master mithral item + 360gp master item cost = 1,564.5gp). Now I'm sure I'm missing something and that the price in the boom is actually correct, but I can't find out what it is for the life of me. Could someone help me figure this out? What am I missing that would add 235.5gp to the price?
My friends and I were building first level characters, and we ran into a question that we did eventually find the answer to. 1. When choosing skills to make trained at first level, can you use a "boost" to bring a skill from untrained to trained, can you train it up to expert?
Based off of our best reading, watching the character creation stream, and buying the Herolab Online package, the answer is "no" to question 1 and "yes" to question 2. My request would be that it is more plainly spelled out, perhaps even given an example in the character creation rules if there is space, since we spent a good 30 minutes trying to figure out what the answer would be. Part of the confusion came from the fact that you apply your background before the class, making you "trained" in a skill before you get your training. Another thing we would like to see if possible is the fact that Lore is a signature skill for everyone more prevalent, rather than only written in the skill description itself. Being written under the Signature Skills in the classes would be really helpful, specifically. Will report back once we see what else we find!
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Just saw this thread after finding out my GenCon tables from running demos were still unreported, so here goes. Hopefully someone is still looking at this... Event Name: GenCon 2017
Event Name: GenCon 2017
Event Name: GenCon 2017
Event Name: GenCon 2017
Event Name: GenCon 2017
Event Name: TOZ's PFS 2017
Having just read this in Pact Worlds, this excites me to no end! Half-Elves are my favorite as far as traditional fantasy races go, so being able to combine that with aliens from my favorite planet... I don't even know how to handle it! Now, to get a Legacy Race boon for SFS and see if I can make my half-elf look Ryphorian...
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MorkXII wrote: Something is not right with the shipping calculator. If I buy the Mummy's Mask bundle, its calculating $45 for shipping to 14226. But if I instead order all 7 individual boxes (but still getting the exact same thing), shipping charges are only $23. With shipping, it's cheaper for me to buy them individually by about $10? I'm having a similar problem. When I go 5o check out the store tells me it will ship in three separate packages and shipping/handling will cost me just over $63 to 75034. Is there something up with the shipping algorithm? Because if I have to pay $63 shipping, I unfortunately will not be able to afford the sale before the window has closed, which is a shame since I was hoping to get my family into this, but was daunted by the price.
So, a gun smuggler has the following text: Secret Sidearm wrote: "... a gun smuggler gains a battered gun identical to that gained by a 1st-level gunslinger and Gunsmithing as a bonus feat (including the ability to restore her battered gun as if she were a gunslinger), though she must select a coat pistol, dagger pistol, or sword cane pistol as her battered weapon." The sword cane pistol also have the text: Sword Cane/Dagger Pistol wrote: "... is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. The question I have is if they can repair both parts of the weapon with their Secret Sidearm ability (with the associated increase in cost), or if it only applies to the pistol part of it? My interpretation is that it only applies to the firearm portion, because all that's addressed in the Gunsmith c;ass ability of the Gunslinger (and that's the interpretation I'll be using for my PFS character for now), but I want to hear other's opinions on it as well.
syll wrote:
... I don't disagree with your opinion?
syll wrote:
As addressed above, we don't have the specific rules in our hands at the moment, so it's not a complaint about the direction of the playtest. That being said, no one is obligated to look on the bright side of things, and concerns about something like class restricted reactions is something that's absolutely fair to bring up, even if at the moment it's just from a teaser that was released. I'm sure there will be plenty more discussion about it as time rolls on.
I've only ever seen 1 PC smaller than Small. They were riding a fairy dragon the whole adventure. Alright, I'm gonna hop on the weapon wagon too: Weapons!:
-1 Longbow -2 Natural Weapons. Usually Claw/Claw/Bite as a troglodyte -3 Fists or an Obsidian Temple Sword -4 Musket. Really wants a railgun -5 Greatsword, Lucern Hammer, or spiked gauntlets (depending on the needed material) -6 ... They're just having trouble deciding what to do with their life... -7 Lance and Longsword -8 Kukris -9 Bombs and Alchemical Weapons -10 Elven Curved Blade an Deinonychus -11 Falchion -12 Longsword, I think -13 Naginata -14 Bear -15 Pistol I'm unreasonably pleased that only the Longsword shows up twice on that list.
Rahadoum, and priests are definitely executed there, but they're deported fairly frequently as well. The criteria for each punishment is unknown to me, but meh. As for canonical executions of named people, the only that I can think of are in Galt, but that's not at all religiously based. I can't think of any explicitly named religious characters, unfortunately
Male Human Things/20
Well, part of it as I see it is that it can effectively increase your strength modifier, can effectively be wielding more than one weapon at once, and (potentially) have different maneuverability options, like with the spider harness and the flight frame while still having the other upgrade slots in the armor. It's less a complete upgrade and more of a sidegrade, I feel. More like exotic weapons in Pathfinder.
Male Human Things/20
I look forward to it as well :-) Just as a quick note, I will be in the midst of a(nother) move in January, so my posting may be a little sporadic at first. And questions: what are we limited by here? I don't expect to be playing something way out there like a Barathu, but I am liking the look of playing an alien race :-P specifically at the moment I'm looking at playing a Ryhporian who aspired to become one of the Skyfire Legion, but washed out of basic training before even meeting his dragonkin and leaving Triaxus out of shame (shame mostly born of his own hangups). Lemme know what you think.
DM Quoth wrote:
Definitely fair, that's actually a really interesting way to do things. Putting somr finishing touches on my character now, I'll post once I have them ready (no later than tomorrow).
Ok. I think I have my concept down, I want my character to be a medium contacting different spirits to give them a conduit to live once more before everything is gone, and specifically am looking at the Kami Medium, but I need a clarification: how closely do you keep to the mediums needing to find the appropriate locations to call spirits? Are there other ways we can call specific spirits, or would I be out of luck if I wanted to call the Archmage in the middle of the wilderness (or, more to the point, the Kaminari if there are no storms around)? I am more than willing to find ways to roleplay contacting the different spirits (I already have a few ideas in mind), but knowing this will determine what type of medium I choose.
I don't have a horse in the race (yet), but I think Horror Adventures would be very thematic for your setting, if you hadn't considered it already for this or future games. That being said, I'm going to get a character ready with the assumption that it isn't allowed :-P I'll be back once I have a concept ready. Edit: given the description, what firearm rules would you be using for the pricing of said weapons (very rare, emerging, commonplace, guns everywhere)?
Male Human Things/20
I've had a lot of fun with my vigilante and switching between different identities (a kalistocrat and her blackjacket bodyguard), but I mostly play with the same eight people all the time over roll20 :-P and she's currently on bedrest due to a recent and unexpected death just outside of Bloodcove...
Male Human Things/20
M8, hence the 8 movement :-P I'm sure on wanting the explorer, but I'm open to hearing what the others have to say. I was also going to build a Transport later when I had time to see what people thought of that one as well. And I'd rather just have the escape pods JUST in case. One never knows what happens in space and the drift.
Male Human Things/20
Medium explorer
Leaves us with 0 BP and 2 PCU. It's also an explorer, but the good maneuverability is something I find really, really useful to almost always have. Turning is important, yo. As well, having a 6-8 move I feel gives us more room for maneuvering, as well as the stunts that make you up to/only half your speed. This, of course, it just my opinion, and I believe we still have much of the group that has not weighed in.
Male Human Things/20
Going first each round is actualy the penalty for LOSING initiative ;-P I see what you're saying, but I don't think that 50 shields at this juncture is going to matter as much. My experience with a tier 2 ship that had Basic 40 was that the science officer and engineer were able to divert and balance enough each round to make it so the shields were never breached or were only breached minimally (damn goblins all firing at the same side... Even then only took 3 to the hull all fight). Bringing it down to 40 gives us another 5 PCU and another BP to work with. I don't necessarily like cutting down the sensors to cut-rate, simply because it gives a penalty to the science officer attempting checks with the sensors. I'm willing to do it if the science officer is cool with it until we get to upgrade, but it's not my preference. With the gun... My other issue is that we're going for one big gun, meaning we're putting all or nothing on the big-ass gun. Mt preference would be to have a small gun aft and forward and have a slightly bigger gun on the turret so we have more coverage. Basic computer with an eye toward getting a better one later is excellent by me! (my ship on the way to show my design philosophy)
Male Human Things/20
Ok. Interesting thoughts. But a couple counter points: We only have 1 heavy mount: the forward, which is tied with the rear for smallest firing arc. What happens when the enemy gets anywhere but our front? I think having a heavy weapon isn't bad at all, but it can't be our only weapon. We could upgrade the turret to a Heavy Weapon Mount, but it would cost 6 BP, and we'd still only have one gun. Pulse Brown only fits on Tiny and Small ships, so we'd have to get at least a Pulse Gray. On the subject of power, all your desired upgrades will drain a total of 112 PCU, which is 22 above your desired Pulse Brown and 12 above Pulse Gray, so we'll have to trim that somewhere (probably Sensors, Shields, and/or Thrusters, as M4 thrusters would fix the power issue) As for defenses, our AC and TL are sitting at 11 and 12, respectively, which makes me uncomfortable. I'd prefer to at least have those numbers reversed, since most of the weapons I have seen on low tier star ships aren't tracking weapons (course, now that Rando knows that fighters will be armed with torpedos >_>), so that tends to be more useful at least early on, and it would only cost twice the BP of Mk1 defenses to get Mk 2 armor. To shields, I like the idea of having the basic 50, but basic 40 would work almost as well (assuming we're trying to evenly distribute shield points for when we first hit combat), and 5 point reduction in PCU and 1 point in BP leads to my final point... Escape pods. I'm making a hard sell for these, because they're only 1 BP and I would REALLY rather have them when we need them than not have them at all. Call me paranoid and selfish for wanting to stay alive :-P And that's it for me. I will build a counter ship if someone desires, but for now I have to prepare for a Hell's Rebels game I'm running tonight and don't have the time at this second.
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