Danny StarDust wrote:
You either have some inefficient finger counting, some different hands, or way, way too many antimagic pits. I got a count of 1 048 575 for 20 fingers.
deuxhero wrote:
I genuinely believe that, at the moment, pokemon is too based in anime for me. It's an RPG with a deep and complex battle system, they don't need to dumb it down just because their "main character" is a complete idiot.
Scrapper wrote: Elven Druid, shape shift at lvl 5, has shield/medium armor proficiency, Elven Weapons(Long/Short bow, Long sword/Rapier), have a selection of spells, just no metal armor, which I am not sure if Link every had any true full metal armor. The Twilight Princess version of the Hero's clothes includes a chain shirt under the tunic. The Magic Armour from the same game is also very clearly metal. Never mind the extremely obvious metal shield. TP link is also one of the least casting-based iterations, and can be one of the more reliant on dealing damage with weapons other than a sword or bow.
David knott 242 wrote:
I wouldn't exactly say thermodynamics is that unstoppable in PF.
pocsaclypse wrote: I can't think of a single reason why it couldnt be whatever color the caster wanted it to be each time they cast it. I read this, and immediately thought of using a cantrip as a gamma ray source. Unfortunately I'm not currently up to the task of calculating whether that would actually produce enough to have an offensive use.
To me, the Loader seems like it has the most opportunities for a Technomancer to actually make use of their magic. Aside from buffing the weapon (mentioned earlier), you could also rule that Fabricate Arms could be used for ammo in the event you run low, as well as the possibility of using the Fabricate Scrap cantrip on spent casings for compaction and/or later magic use.
For me, I can't say I've had to many changes of my interests, strengths, or weaknesses. I had a scratch in my proverbial record, so I ran the same state for enough time for it to become ingrained into everything I do. I came into a world with too many people, and in a sense I only withstood it by believing it is better to be one of one than one of many. That my stat total matters less than the fact that it is minmaxed (min Cha, max Int, for the curious). And, because of how heredity works, I can't say I have ever known what normalcy is like. The PF afterlife can be a new blank slate to start again. But my slate has never been blank. There would be no "again". The part of my existence that was built around bumps that have since been smoothed over would be conclusively and utterly finished. I can't really call it life-after-death when I am completely gone, can I? Heck, pushing back the Maelstrom is probably something important enough to be worth true death. I just object to the intermediary step of being just another face defined by a different definition than how I define myself.
Brother Fen wrote: Hey, reviewers! We're literally at the end of this edition cycle and you guys STILL haven't figured out that Campaign Setting books are for game masters and Player Companions are for players. I would normally be fine with leaving it be. However, because we are at the end of the cycle, the book needs to hold up to being quite possibly the only construct-focused splatbook in the entire run of the game, and thus provide for both players and GMs.
My headcanon: Normally, there isn't a way of containing the power of 9th level spellcasting at low levels. Prepared casters get around this by not taking in that much energy at low levels. Psychics do something similar, building up their power incrementally through their discipline. Sorcerers have their bloodline to contain the power, which itself is allowed to be more expressed at higher levels when its use as a buffer is not as necessary. An Oracle needs to have this power dumped on them all at once (so that there is no need for future contact between Oracle and patron), so something needs to be removed so they don't overload. The secondary benefits improve with level because a lack of other abilities is no longer needed to contain the magic.
Part 7 I finally reach Mt. Pyre, and can now have a full team. Well, theoretically. I'm locked out of Fly if I keep to a 6-mon combat team, and I'll run into problems If I try dumping all the water HMs on azumarill (since their main damage is physical, and all water moves are special). One of those is a later problem, so I can at least add shuppet to the team. After finishing up the trainers near Fortree, I remember that there was actually something important to other people at the mountain. They got the orbs (maybe I shouldn't have been sidetracked as much), but it's still pretty sad that they managed 21 total damage, and that 7 of that was from rough skin. Looks like somebody from team Magma left a personal belonging behind. No reason I can't try to return it, though everybody seems annoyed I just walked into their secret base and won't let me return it peaceably. Something about needing to awaken Groudon or something.
Maxie:
I lead Sableye, though his mightyena outlevels me. He misses swagger the first turn, though not after. I am lucky this time, and night shade him to 0 with only one self-hit. I switch to Gardevoir and ohko with psychic, especially nice since the attack and previous damage only left me with 7hp. Cameupt does not take a mystic water-boosted Surf from Azumarill So apparently anybody can just walk up to experimental submarines and run off with them. Good to know, I guess.
Planar Adventures confirms that the demiplane in question does have associated petitioners. If the setup is well-designed, there would be some way of releasing Rov's power in a controlled manner so it doesn't build up to be unstoppable. We know that there are monsters that exit the demiplane occasionally (Rov's Spawn and the Wrackworms also from Planar Adventures), but whether that means the seal is working as intended or beginning to fail is up for debate.
I'm a fan of this xkcd when it comes to toying with the government.
GM: And should we roll initiative for the "raven"? (actually a voidworm protean, the raven was chosen as one of the animal forms because it talking is slightly easier to get away with) Witch: They have spells, so they might be useful *checks sheet* never mind. These aren't going to help. It'll hide in the robes.
The cosmology is actually extremely inefficient at transferring mortal knowledge to the outer planes since 99.99% of being's memories are wiped before they arrive at their final destination. It wouldn't surprise me if most deities were too focused on Golarion to start figuring out tech from other locations. Maybe the planes only got off their butt when some adventurer showed up with a couple tanks.
Tarik Blackhands wrote:
There was a campaign a while back that I was thinking of joining, but didn't. There was a point where gear was stripped (a full 1/5 of playtime if I remember), but it was "okay," because you were handwaved to still have numerical bonuses. I looked at the Occultist I was going to run, and stayed well away from that group in the future.
I could never figure this spell out, for this reason:
Quote: Components V, S, M (red, yellow, and blue powder or colored sand) If it was anything resembling an actual light display or a neural screw, it would be based in the colours that a person's light receptors recognize. It's not, so it needs to be a partially reflective surface, which doesn't fit at all with an illusion that can still be deployed in the dark.
Sword&gun is a pain to accomplish in PF. Keeping several pistols gets cost-prohibitive quickly, and you can't reload efficiently with a sword in your hand (swashbuckler by default also wouldn't let you get your big damage from precise strike with a gun in your other hand) Ordinarily, this would be where I recommend an alchemist or Juggler Bard dip, but the restriction against magic-users dampens that. (even if alchemist wouldn't normally be considered magic, you'd be there to grow a third arm)
Most important in the world, huh? I would lean towards a relatively low number due to either being an early part of a new run,the system was getting overhauled and they happened to be rechristened quickly, or the final digits reset after a given time frame I would lean towards
From where I'm standing,
So a (one-chamber) gun loaded with metal carts but has +1 misfire is very slightly worse than the same gun loaded with paper carts and normal misfire rate (since the ammo costs slightly more, but otherwise the weapons are identical) So I would just say that whatever you use to mod the gun increases the misfire chance by 1.
For the pokemon, I went with the following rules: 1. the current roster includes 9 distinct movesets (and pichu). A total of 7 (one per generation) seemed like a reasonable amount. 1 per generation is going to mean a lot of ones in Smash not seeing use since 6 of those 9 are gen 1.
Another thing you might notice is that the version of Charizard I suggested is not the same version used in Smash. Smash 'zard is slow, sturdy, and relatively-close ranged (it uses the X mega form, which is physical [only due to its ability, in games without them it has equal attack and SpA] but isn't especially sturdy and is known for boosting its speed). I went with the original version which has its best stats in special attack and speed (it more closely aligns with the Y mega, which summons strong enough sunlight to boost fire moves and weaken water moves in addition to having more special attack than unmodified mewtwo) So actually, I don't believe that any of the ones I suggested are in Smash at present. This may have been deliberate. Re: Ness, the above is exactly why I was worried. Wouldn't be fair to focus on the original source only for my favourites, would it? Anyway, that list seems to map closer to a divine caster, and Warpirest does see some use as the "can make any weapon good" class... Re: Bayonetta, spellslinger effectively turns any caster with offensive spells into a ranged gun-based magus. I kept going back-and-forth whether to go with the White-haired archetype to make it a weapon or just using the prehensile hair hex as a way to get a free "hand" to reload the guns. Accuracy doesn't matter as much when you're going for touch AC, so I didn't think the lower BAB was an issue. If you want a more focused build, hexcrafter does stack with the magus archetype that shifts the focus to ranged weapons. Re: Damiel, the Iconic alchemist in the playtest for PF2 is a goblin named Fumbus.
Ironically on-topic for reviving a thread. It's worth noting that several of the records do depict Hel as Evil, while others don't. The current best guess is that the myths started getting written down at around the same time as Christianity was taking hold and putting some effort into demonizing various death-related deities. Neutral Hel is probably the original version. Probably.
First guess is Amiri, since the Barbarian is the first class outside the "classic four" to be mentioned in the Beginner Box, her showing up in the Kingmaker video game, and rage being potentially more portable to different combat rulesets than e.g. vancian casting. Otherwise, it'd probably one of the Iconics for a class that identifies PF rather than any similar games. Maybe this is what Damiel's been doing since he lost the position of Iconic alchemist...
Doesn't explain shields or this piece of armour. As for quantity, the lightest armour that includes metal is 1lb Dual-wielding flails in guantlet-clad hands is 12 lb.
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