Something for the warrior cleric types... 1st - Heavy Armor Proficiency, and qualify for Powered Armor Proficiency at 5th if they meet the Str requirement. 3rd - Reduce movement and skill penalties in heavy armor or power armor per the Nimble Juggernaut gear boost Replaces Healing Touch and Mind Link
Leon Aquilla wrote: Because it also calls it to your hand as a swift action. As I said... I get why each pocket needs to be the same type of thing, because of the AI porting its contents into your hand. But that seems a silly limitation of being able to only one kind of specific thing. It would be more useful if you could store any item that could normally fit into the pocket.
This item has an oddly specific description... Quote: This bandolier fits over any Medium creature and contains five compartments, each corresponding to a specific type of weapon: melee weapons, small arms, longarms, heavy weapons, and explosives. Each compartment contains an extradimensional space designed to house up to 1 bulk of ammunition or batteries For what rational reason is it limited to only weapon magazines and batteries? I get why each pocket needs to be the same type of thing, because of the AI porting its contents into your hand. But can anyone see a problem with holding each pocket holding 1 bulk of a type of grenade, or demo charges, or whatever else you want to designate in each pocket up to 1 bulk?
Garretmander wrote:
I don't even know how to respond to that first part. An RPG needs some form of an economy. O_o As to the second... in a space opera setting a ship absolutely IS meant to be affordable for an individual. I compare it to owning a house. A huge investment, but actually possible. I now wonder if having it be a separate currency was meant to make it adaptable to the setting. Early in a space age, ships would be multi millions. By Star Wars type setting, not so much. It still should have a conversion tho. Leave it up to each GM.
It's not silly to want to know how to invest in a ship. To find out that it's unattainable without this specific form of currency is honestly absurd. I'll never understand what the heck Paizo writers were thinking with this. Owning something like a freighter in a sci-fi setting should not cost hundreds of millions or no one would.
The orignal build was just BP. He said it was part credits we'd made as scavengers, part loan. How much that loan was is up in the air till we figure this out. Upgrade is from party loot. I just ran these numbers against the ship we built (currently lvl 6) and it came too 106,500... Which seems to low for a heavy freighter (like a Bebop or a Serenity size). Now thinking...
That's 254,500... Which seems more like it.
So I know this has been talked about a lot. Probably the most useful post on the subject is in here... http://paizo.com/threads/rzs2ukqs?How-much-is-1-BP-worth I liked Porridge's approach in that thread, but that seemed to make ships way too cheap. And my concern wasn't so much with the cost of a ship, but the cost of upgrading since our GM started us at 4th level with a tier 4 ship to build up. Here's where I am now with a conversion chart suggestion... Round estimate for a full ship = (d6 x 1000) x BP Breakdown for building/upgrading:
Drift Engine, Expansion Bays = 1,000 / BP Power Core, Thrusters = (500 x Size) / BP Other Systems = 250 / BP
Not sure where some of you guys were getting that I said they weren't useful enough. I said they were redundant, which wasn't the right word either. They were so broad they overlapped too much. Isaac got what I was trying to say. Though yeah, splitting them was too overcomplicated. Adding just one more skill to invest points in and establish your professional focus helped a lot, so we weren't all thinking we could do the same thing.
After my first game, it quickly became clear that computers and engineering skills were a little too redundant. With no guide to help characters stay in their lane, we were kinda tripping over each other. My Mechanic felt kinda useless. So I proposed this to my GM... Split Engineering...
Electrical Engineering - (trained - Class skill Mechanic, Technowizard) Perform engineer actions on large+ ships, craft/repair starship tech + robots Weapons Engineering (trained - Class skill Mechanic, Operative, Soldier, Technowizard) - Craft/repair weapons, arm/disarm explosives, can be used for gunnery checks Split computers... Computer Operation (untrained - Class skill Envoy, Mechanic, Operative, Soldier Technowizard) - Access unsecured system, Bypass electronic locks, forgery Computer Coding (trained, Clsss skill Mechanic, Operative, Technowizard) - All other computer actions New skill to encourage characters to take something else. Just because it's the future doesn't mean EVERYONE knows computers and engineering. Weapons Training (trained - Class skill Operative, Envoy, Soldier) - repair weapon in specified group, +1 hit per 2 ranks in skill |