Here is the Gunbunny. Being broke sucks...I need a job! Background story is almost complete.
A = Attributes (24 points)
B = Skills (36 points + 5 skill group points)
C = Adept (4 Magic and +2 any one active skill [Armorer])
D = Human (3 special attribute points)
E = Nguyen (6000)
B 5, A 5, R 5(8), S 2(3), W 4, L 3*, I 6, C 3, ESS 6, EDG 3, M 6
Condition Monitor (P/S): 11 / 10
Armor: 12 (optional +2 from helmet) Dodge: 16
Limits: Physical 7, Mental 6, Social 6
Physical Initiative: 14+4D6
Active Skills: Armorer 4, Automatics 6 (Assault Rifles), Blades 1*, Computer 2, Con 2 (+2*), Demolitions 2, Disguise 1, First Aid 2, Gunnery 2, Gymnastics 2, Heavy Weapons 2, Instruction 2, Leadership 1*, Longarms 2, Negotiation 2, Palming 1, Perception 6, Pilot Ground Craft 2, Pistols 6 (Tasers), Running 2, Sneaking 1, Swimming 2, Throwing Weapons 1* (unbroken groups are Stealth and Athletics in Italics)
Knowledge Skills: Awakened Hangouts 1, Bars and Clubs 2, Black Markets 1, Firearms 2, Government Procedures 1, Parazoology 1, Police: UCAS 1, Security Procedures 1, Shadow Community 2, Small Unit Tactics 6
Languages: English N
Qualities: Ambidextrous, Mentor Spirit: Dragonslayer, Natural Athlete, Toughness, Allergy (Common, Mild [Gold]), Bad Rep (Notoriety 3), Dependent (Nuisance), SINner (National [UCAS])
Powers: Improved Reflexes (Rating 3), Improved Physical Attribute [STR] (Rating 1), Combat Sense (Rating 2), Enhanced Accuracy Skill [Automatics] [Pistols] (Rating 1**), Danger Sense (Rating 2**)
* increased by one with Karma (all Karma spent)
Daniel Stewart wrote:
I can see where your confusion comes from. You have selected race as your lowest priority. On page 65 there is a chart for the priorities that shows how many special points you get for the race selection in parenthesis. In the example you cite, the character chose D priority instead of E for race and that human selection comes with 3 special points instead of 1.
Do not forget to include your knowledge skills at this point. Vrog Skyreaver included the formula in his last post.
Storm Dragon wrote:
That extra 5 is for skill groups. The skill groups are as follows:
Each one includes the skills associated with it (you can find them in the tables in the book on page 90. Once you raise a skill from a skill group above the rest of the group it becomes a "broken" group and you can no longer raise it as a group until all of the associated skills have the same level. You can still raise your individual skills though, just not as a group once broken.
EDIT: I recommend figuring out your skill groups first for this reason. For example, I raised Firearms to level 2, and then broke it to raise two of the skills individually higher.
First things first, I had it right my first time around, I wanted skills as my B and magic as my C. I had lost track of the option to increase my magic attribute with the 3 special attribute points I achieved with my race D choice, which led to my sleep deprived confusion yesterday. If you are not magical or your magic is a six, they generally get used as Edge increases (lots of Edge is good). They can also be used as resonance if you go down that road. So, with that, I still had 6 Magic after using two of those points to increase the 4 to a 6, so the options in the past post stand and my skill breakdown is as follows: 5 group points, 36 active points, and 18 knowledge points
Note: My skill group for Firearms is now broken up and can no longer be raised until all the associated skills have the same level.
Another note: Thanks for the suggestion on Chummer, it can be set to only allow for options by book which helped getting through selection a little faster than digitally flipping pages.
Storm Dragon wrote:
Do not forget we are limited to 25 Karma worth of positive qualities at character generation. The extra Karma can go toward improving attributes, skills, or converted to cash (which will also have to be spent during generation).
oops, I just realized I made a mistake in the ordering of my priorities. I have my skills and magic backwards. Kinda matters for this step:
with a Magic rating of 6, I get 6 power points and would buy:
Improved Reflexes, level 3 = 3.5
Qualities (capped at 25 points for character generation) are evened out with good and bad, but outlined below (subject to GM approval):
Toughness = 9
These are all explained in his backstory.
thanks for all the fish wrote:
That divide still exists for scribing a spell as it may not be on the caster's spell list.
Bolded to highlight the specific part of this quote that seems to be the key piece of information that resolves the vast majority of issues with this idea. If a spell is not on your spell list, you cannot cast it. this is supported in the FAQ quoted in its entirety below:
This is a similar but different comparison, but the core rule is there, if the spell is not on your spell list, you cannot cast it. Rejoice, for there is a way to still make it happen: spell research. But that is a subject for another thread.
Let the debate about spell source (divine or arcane) on scrolls continue.
Go technomancer, I seen one in play and they are the future of deckers
I lack the time to look up a proper source, but if memory serves it was either the FAQ or a ask James Jacobs thread post where he stated that only if the class itself gains the class ability without any external modification (archetypes are an exception) do you qualify as having such an ability. Because you have to modify a spell with a feat, it does not work because you are not able to actually cast second level divine spells. Again, the answer is out there and I am 99% sure it is one of the two places I mentioned.
Storm Dragon wrote:
Vrog Skyreaver is correct, you can disregard any stats that do not apply. Essence is good to track because it is also the limit of invasive technologies. As a reminder, starting characters are limited to a single maxed attribute, Essence by default starts at max and counts backwards. Review shows there are two here. I am not an expert with all aspects of this version of Shadowrun, but I want to help out anyone who is willing with building their character. Feel free to send any PMs.
Daniel Stewart wrote:
Just dropped in to see how we are doing. Looks like you are one over for your attributes and a priority E human only gets 1 edge. Have you given thought to which tradition you want to use? As a primary magic user, you got lots of choices.
Um, too many combat/adept/combatadepts, it seems... I'll have to look for further inspiration.
I see it too, so to also help with a "well rounded" group, here are some roles to consider for the new folks:
Combat - Street Samurai, Physical Adept, some Riggers
Lesser roles include a driver and scout:
Driver - Any team member with good driving skills, usually a Rigger. Everyone should be able to at least have basic skill to drive one or more of bikes, cars, boats, planes, etc.
Here are the attributes for my PHYSAD:
Priority A gives me 24 points for attributes and as I am limited to a single attribute maximum and speed/initiative are tied to the combination of REA and INT, I am giving 5 points to INT and 4 to REA. As I have a combat role as a shooter, I also add 4 points each to BOD and AGI. This character was not planned to be a Face, but if necessary, I can adjust to fill the role later. I am at 17 of 24 and give the rest of them a more or less equal share, 1 to STR and LOG each, 2 to CHA and 3 to WIL. I gave WIL a higher priority than STR because I do not intend to be in hand to hand very much and WIL directly influences my stun damage track. This gives me the following totals:
Essence and Magic are not adjusted at this stage, but they are very important to my character, so I am always keeping them in mind.
I have a fully fleshed character that has been on one run with a local group. He is a gun adept with the following priorities and crafted using only the core book:
I had a single skill from run and gun that will need to be changed as it is a complex skill and I do not want to burden you while learning the core rules. Will work on an alias this weekend.
YES! A shadowrun game that is not already on the go when I find it. I would most definitely want to get in on this. I got a chance to play one mission in the 5E before our RL group had to disband about a year ago. The GM work schedule changed. I still have that runner ready (PHYS AD gun specialist) to go having used the core book only and only a single mission under his belt.
As a DM I have made changes to feat selection on the grounds I am making a challenging and interesting encounter for the party. That said, it looks like you are creating the monsters above for the PCs to play, yes? Would it not be best to let them choose them for the roles they expect them to fill for the individual player? If not, here is what I got:
Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)//drop the critical feats as they are limited in scope and bleed is only effective once the opponent has been dealt with. I would also drop improved disarm unless the player likes that sort of thing. It is not very useful against a wide array of monsters. Improved critical is iffy, it can be substituted for with magic, or even a spell for short term use. Some folks like it because it frees up the limited number of feats they get for something else by enchanting the weapon instead. Replacements, ability focus (Crushing Coils) to increase DC, unconscious opponents are no longer threats; multi weapon defense (this one requires giving the creature a 2 point bump in DEX); any spell like ability metamagic (more if you want to do away with other combat abilities)
Elder Air Elemental
Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB//drop cleave it is practically useless at the levels you are looking at and no one really lines up for it anyway, iron will, I am sure there is something better than a +3 to a save, improved initiative, you got a high enough bonus without it, and weapon finesse, your strength is high enough to do this. replacements, ability focus (whirlwind) to increase the DC; improved bull rush, prereq for; awesome blow, knock your opponents around, and improved natural attack to increase damage die
Adult Silver Dragon
The excuse always depends on what is going on at the moment. Our current game is the World's Largest Dungeon, and since there are certain restrictions, I have had to get quite creative for missing PCs. I roll with a group of 8 knowing that we are lucky to have more than 4 at the table in any given week. Everyone knows it is a hand wave cause the player is gone, but it is fun coming up with new and inventive ways for "wandering off". If we have less than 4 we cancel the session, cause it gets hard (they struggle with a good mix of six).
In other games, when players change from week to week, a supporting organization "requests" their appearance by swapping out the missing this week PC for the now attending PC with magic. Works for any situation if you need it. Almost everything detail wise flows with the PC's profession and background. In any case, I rarely allow missing player's PCs to function in their absence. When I do, it is usually because someone had to leave early and we were in the middle of something, especially if their skill set is needed.
Stone Shape and Passwall; the various teleport spells; stat buff spells, for emergency needs on saves; time stop so you can catch your breath if surprised; all the protection from [insert here] spells; summoning spells that are not summon monster; fabricate to have access to about anything you need, but do not have at hand; transmutation spells for any environment you expect to be in alot; illusions to reshape reality when needed; telepathy and true seeing for when things get weird.
The key thing to remember in picking such spells is to only get ones that are standard action or faster cause you are already spending a standard action to make the switch; anything really that is more than a round to cast should be part of an unfilled spell slot to memorize from the spellbook in 15 minutes instead, cause it is not being used in combat anyway and you can save your reservoir points for other immediate needs.
Point Blank Master wrote:
I think you may have misread the feat as it only allows you to avoid the AOO for firing while threatened, but does not provide a "threat" by itself.
While it is hard to prove a negative, when you read all the entries about flanking, they specifically use the "melee attack" language, which has led the community to believe ranged attacks do not suffice (without specific feats that state it does, which reinforces this theory).
In my experience, this has largely been left to DM fiat. However, considering that the arcane classes get spells for spellbooks when they have them for each level, there should be a minimum number based on this calculation. In addition, any spell the arcane caster has memorized should very well be in the book (otherwise, how did it get memorized?). This is a good way to introduce any new spells or limited resources spells (i.e. Deep Magic by Kobold Press) to the campaign.
Exception, travel spell books probably only have the memorized spells on it plus any others you feel you want introduced. It costs money to make these spell books afterall and that is amplified by every spell added.
Hi! Two things, a conversion of this module to D&D 3.5 is available on Enworld conversion thread. May be a PF version as well, I do not recall. Second, I am very familiar with the module and the issue with the final encounter. Might I recommend creating an archtype to downplay some of the spell casting for some other benefit, increased DCs perhaps for its SU abilities? If memory serves, I think I took the same approach you did, but in other modules (tomb of the Lizard King) I had to do one of my suggestions above.
Intrest Check- A Mythic Spheres of Power / Might game Based In The planescape Setting--- Via Discord
I would like to spend some time learning all the cool stuff in my SOP book (I am awaiting delivery of the new one from kickstarter). There is no better way to learn than to do, but, my issue will primarily be no weeknights as I will not be available until approximately 10 PM EST due to work schedule.
I may have a way of understanding how these spells interact. The key thought being that magic has its own set of rules that may not match the physical world we live in. So, consider the wall of force to be similar to a one way mirror. From one side, you can see through as if peering through a window pane (this would be the none spell effect side) on the other, the "mirror" side (which of course is not actually a mirror) reflects the spell effect on the same side so that its effect does not pass through. So, on the side of the spell effect, it takes place as normal, but as you encroach upon the wall, it appears more as the light ends at a curtain of darkness that defies conventional logic (assuming the other side is not lit). The same for the other side, you can see the light source and any anything it shines upon until it hits the barrier, and somehow, you are unable to see details as you would should the barrier not be there. This works the same for darkness with appropriate descriptive effort. The funny part is that normal light and darkness is not impeded by the barrier, only sources of magic and supernatural causes as per the spell description of the wall of force.
It is something I would explain should the PC think to use their knowledge arcana skill and succeed on the roll.
But wait, my PC has darkvision...all visual acuities still work as intended. Where ever the barrier begins, the change in vision would also begin, another dead giveaway that something is up.
Jason Nelson wrote:
Aw, you misunderstand me Sir, I thought it was a fair trade, not bad at all...
ready (an action) wrote:
So, "ready" is a specific standard action which allows you to take an action lower in the initiative, and potentially in response to something else kind of like an AOO, but not the same. First, if you exercise your readied action, your initiative changes to the new place in the order where you interrupted the flow. Second, it allows for a larger array of actions than normal AOOs. There is nothing that says the readied action has to be done before or after a move, swift, or free action or that you have to give them up on your initiative (unless you take a 5 foot step which itself prohibits the move action in the same round). If you do not take those actions on your initiative, then you lose them until your turn. Ready locks your action to a condition and once complete, so is your turn for the round. Immediate actions have their own language which defines when they can be used and normally are used in response to something else, and again, are not prohibited in any way by the language of the ready action. As always, your DM may alter this as they see fit, I just hope they tell you before you get to that point.
Not to nitpic, as I have an interest in this exercise, but I am having trouble following some of these numbers. For example, Widen Spell does not give any extra damage dice:
Widen Spell wrote:
and you show that both Potent Magic and Wild Arcana as a +5D (whatever) increase, when they both have an effect of adding only 2 caster levels each.
Finally, there is no demonstration of breaking the die cap of the spell for Fireball at 10D (whatever). For example, Intensify Spell.
spell casting wrote:
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
spell selection and preparation (magic chapter) wrote:
Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.
Unfortunately, there is no direct answer to this question, and you have to bounce around a little to find relevant entries for this action. The first two quotes are from the Arcanist description of abilities. The last quote is from the magic chapter in the CRB. It is strongly suggested and backed up in certain FAQ entries that the term Wizard is synonymous with prepared arcane caster when referring to information which predates the addition of the newer prepared casters, such as the Arcanist. It is also reinforced by the wording of the abilities for Wizard and Arcanist as they are practically a cut and paste (substituting words as needed for class and gender differences). All this is to say, again, it is strongly suggested but not actually said that a prepared caster must have their spellbook to memorize spells. I will easily concede that there is an argument against this interpretation, the largest being that an Arcanist does not release spells as a Wizard does, so needs not actually choose new spells each day (albeit locking in the current choices), just refreshing slots as a Sorcerer does. My interpretation is based on the requirements for the Wizard half of selecting spells so that its Sorcerer half can expend slots to cast them. This interpretation allows the two disparate rules to interact with each other and make sense from their source material without making one or the other superfluous in the process.
I use a modification similar to the one Ryze Kuja quoted which I learned from my first PF DM (thanks Brother Fen!). I further modified it to be a whole category, such as senses, offensive qualities, special defenses, DR, SR, spell casting (and relative strength). The more obscure the information, the more difficult the check needed to achieve it, so even though they ask, I may deflect due to not enough on the check. It is a rather fluid system that I should quantify one day. What I do not provide is mechanical data, such as AC. They figure that out themselves most of the time anyway, if it survives long enough.
Slayers do get rogue/ninja talents, just less of them. Sneak attack applies in situations as part of an attack, ranged or melee is not one of those requirements, but it is far easier to qualify in melee because of flanking, which does not apply to ranged.
I am playing a modified gestalt Paladin Arcanist (modified that the gestalt addition is half the level instead of full) now and I find the boost of the Arcane defensive spells (just think of the personal spells that arcanist can not normally share) and concentrating on my Paladin and combat abilities for feats makes him a very mobile combat monster. With the breath of abilities, I find that it can take two rounds to completely set up for combat due to action economy when you are in a big fight.
EDIT after reading the post while I wrote, use the still metamagic and metamixing to ensure your spells go off while wearing armor, wear bracers of armor, or use spells to cover this deficiency, potent magic increases caster level by 2 with use of a reservoir point and caster level increases the duration of the protective spells. My arcanists go through their allotment of reservoir points daily and I cannot trade away the consume spells ability in an archetype because of it.
As a slayer or rogue arcanist, I would concentrate my arcanist abilities on stealth (invisibility) to increase my sneak chances at range. Use feats and talents to improve those ranged strikes.
As an arcanist is also a full caster with complete access to the sorcerer/wizard spell list, that is a lot of extra utility to add to any skill monkey, let alone the blasting capacity, which can be augmented with certain sneak combinations.
There is a thing called a spellstaff from Flaming Crab Games that is very close thematically to what you are describing. It requires its own feet to use, but becomes a ranged weapon only a magic user can wield. The PDF is like $1 and I think it is available here on Paizo. This does nothing for the shield half of your concept, so that will rely on the other advice.
downtime extract wrote:
These rules assume the reader is a player making decisions about what his character does during downtime. However, the GM is still in charge of the campaign and the final judge of what is possible using this system
That said, RAW, the building would benefit from a single character (party choice) and the rest of the characters could do the same just without the +10. Alternatively, the DM may decide they split the bonus in some fashion, or bend the rule completely to benefit all as suggested by the OP in 1 above. I would not recommend the last though as it would quickly become all buildings are group loot and they can all share it slippery slope kind of thing.
Your DM, not me, however, is in charge of that decision.
I am also undergoing a rework to fix the things that do not work well together. This has led to a great degree of updating since so much crosses over into different parts of the game. I have a great interest in your idea Quixote if you are willing to share, via PM of course.
To be clear:
An Immovable Rod is a magic item, powered by magic.
Antimagic Field wrote:
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.
So, if in this scenario, the Immovable Rod is hovering close to the ground and the Antimagic Field encounters it, then the magic is suppressed and the rod will fall to the ground (if the ground is still within the area of the Antimagic Field) and once the field is gone or no longer affecting he rod, then the rod will still be in its activated mode. A rod cannot be activated within the Antimagic Field as the effect is suppressed, but it would be a comical site as someone tries to run out of the field and the rod once again activates as it has left the suppression of the field. Finally, if the rod is in the air, over a chasm, etc., and the Antimagic Field encounters it, it may not fall to the ground in these instances as it will be no longer suppressed once it is outside of the Antimagic Field, and will once again be activated and hover in that spot.
Here are the relevant entries for the spells in question:
Force Sword wrote:
Lead Blades wrote:
Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see table below). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.
Omitted the chart at the end.
As a note, neither spell is a conjuration effect. I am actually surprised at the line that allows the Force Sword to be handed off, that is unusual for a non conjuration. That said, there is nothing in precedent or in the spell descriptions which indicate these two spells will not interact with each other as stated (I have not scoured any FAQs however for this situation as I do not recall any that would be relevant to review). Of note, however, is that Lead Blades is a Ranger spell only and personal range. Force Sword is an arcane spell on multiple lists.
Taken from the FAQ page. Making it truly three dimensional will be a house rule.
Here is the rule extract from the Fly skill:
It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check.