Thesing the Vampire

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Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




There is a rather glaring absence of basic-melee batons between level 1 and 19. The only advanced ones with Operative tag I see are Cryo. For some reason the shock truncheons are not operative. o_0

Kind of a weird oversight. A billy club is an ideal weapon for an operative conceptually.

This also raises a side question... Why do Operatives not get Advanced Melee Weapons? If they want to take advantage of some of the nice Operative tagged weapons in there, they have to spend like 3 extra feats to get full use out of them.


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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


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?


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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:

    Base Frame = 10,000 / BP
    Drift Engine, Expansion Bays = 1,000 / BP
    Power Core, Thrusters = (500 x Size) / BP
    Other Systems = 250 / BP


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...
  Mechanics (untrained - Class skill Envoy, Mechanic, Operative, Soldier, Technowizard) - Repair vehicles or tiny and small ships, detect/disable traps, craft/repair general tech

  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