Trainedchimp's page

Organized Play Member. 13 posts (14 including aliases). No reviews. No lists. No wishlists. 21 Organized Play characters.


RSS


aobst128 wrote:
The sidebar on the same page stipulates whatever you're generating has negligible value. So typically not precious metals.

Thank you I did miss the sidebar as the discussion was being done without the books and referring only to AON.

For those wondering the side bar does state:
"Precious Materials: Elements you create (using Base Kinesis to generate an element, for example) must typically be ordinary materials of negligible value. You can’t create precious or valuable materials like silver, gemstones, or duskwood unless otherwise noted."


So, discussing with some friends and we came across a potential to break the economy of the world with Base Kinesis of the metal kineticist.

Base Kinesis states:
“Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses.”

This will create an unworked metal chunk of Light bulk. The question is what does “Ordinary, non-magical" mean. Does that refer to the rarity? Could I make a chunk of Iron or Gold?

What about cold Iron or Silver? They are both common special materials.

What about chunks of other special materials of higher rarity? They are unworked and non-magical.

This would then get even more rediculus if we add in extended Kinesis that would Propogate the chunk into a 5x5x5 cube.

Even with just saying you could do iron/tin/Copper that will still break the economy as there is no duration to the element generated. Also Silver and Gold are listed as trade goods and not only as special materials.


So when doing some theory crafting my friend and I came accross the feat "Canny Acumen" which you "Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice." If you select one of them when taking this feat and then later your class feature also says you become Expert in that choice what happens? Do you just loose out on that class feature?


So looking at the entry for reconfigurable clothing it says

Quote:
When you purchase reconfigurable clothing, choose one or more outfits to incorporate into your clothes.

If a character were to purchase a suit with 2 sets of outfits, does he/she/them need to then purchase a whole new suit later with the same 2 outfits and an additional one if the character wanted to add another?

Could an appropriate skill check be used to just add the extra outfit instead or just paying the cost of the new outfit?


I thought that since the bloodrager and the sorcerer both have the same class feature, I thought the line under retraining that explained a sorcerer retraining their bloodline power would apply to bloodragers as well.

I also was under the impression that all the hybrid classes would use the combination of their parent classes.


According to page 36 of the current season's PFS Roleplaying Guild Guide under the Addendum: Character Revision

Roleplaying Guild Guide wrote:
Retraining: After 1st level, if you own a copy of Pathfinder RPG Ultimate Campaign, you can use the retraining rules beginning on page 188 to alter your character. All changes must be tracked on your Chronicle sheets or Inventory Tracking Sheets, made in the presence of a Roleplaying Guild GM, and initialed by the observing GM. The GM can audit your character before allowing changes, so bring your character sheet and all Chronicle sheets to the GM. Retraining may be limited by time constraints. When retraining, players must expend wealth as outlined in the Retraining section of Ultimate Campaign, as well as 1 Prestige Point per day of retraining since time between adventures is undefined.

For just the bloodline power, I would say it would take 5 days (5 Prestige) and GP equal to 10 x your level x 5.

http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/retrain ing.html


Lanathar wrote:

Investigator - Police Detective (can't explain the alchemy though...)

Classes I can't find an obvious link for that would make sense:
-Barbarian
-Oracle
-Inquisitor
-Ranger (mainly due to weapon proficiencies as woodsmen do still exist - perhaps it should just be more on character equipment choices)
-Alchemist - obviously some kind of chemist but coming up with something on bomb throwing without entering into risky territory seems tricky)

For investigator: Just think of any CSI type position within law enforcement.

For Barbarian: Threre are many who have anger management issues.

For Oracle: whatever did the transporting could have infused them with power and curses.

For Inquisitor: any interrogator, such as those used by law enforcement

For Ranger: many places have special hunting periods for bows and crossbows.

For Alchemist: Any one with proper training in chemistry knows what goes boom. I am more confused about the mutagens.


Matthew Shelton wrote:
The magic infused in the world is what powers arcane stuff. If you want realism, imagine that magic has a finite bandwidth, like an ISP or electrical power grid or the water pressure in your apartment building. With very few users drawing juice from the system, your performance is awesome. But when hordes of casters/customers are sucking out as much as they can, there will be performance issues. Either everyone's performance will suffer loss or the system will overload from the strain and fail like a server DDoS'ed to death.

Maybe this is the reason Golarian is gone. The magic got used up, and with magic being such a vital and intigrated part of the world it just ceased to exist and took about 100 years of knowledge with it.


1 person marked this as a favorite.

Why not do a combo of Tolken's Path of the Dead (Dunharrow) and Pirates of the Caribian's Flying Dutchman. The dwarves were absorbed into the mine and became ghosts or haunts.


Rosgakori wrote:
I'm totally gonna make a Shirren assassin. "I just love killing!"

"I decide who lives and dies. I choose you shall live.

...
Oooh, That was a good decision. *Drool*"


1 person marked this as a favorite.
Hmm wrote:
Leg o' Lamb wrote:
These are both unnecessary and offensive.

I'm sorry to hear that. Both comments were meant to be light humor leading up to the real and actual tips for prepping Starfinder, a game that none of us have the rules for yet! I'm sorry that they fell flat for you.

:(

As for the 'pew pew' I enjoy silly sound effects. I use them and ridiculous voices all the time while GMing. However, I realize that others may not like that approach. I hope you found the rest of the post useful to you, Leg.

Hmm

Maybe some of us don't need practice since we make those noises on a dayly basis? Yes I am a 34 year old who still makes sci-fi gun sounds. Don't judge me. ;P


Take a look at Mental Block (http://archivesofnethys.com/SpellDisplay.aspx?ItemName=Mental%20Block). It is a save or suck spell, but with a high enough DC on a will save will make it so your enemy cant cast spells, use most class featurs, special attacks, special actions, and skills.


What requirements would be suggested for growing a Ghoran using the "Groe Plant Creature" feat from Cohorts & Companions?