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![]() Hi guys, In our game of Hell’s Vengeance (which I’m very much enjoying) our clerics back story is he joined the church of Asmodeus to try and find a bargain, devil or deal to reclaim his daughter from hell. His marriage turned out to be a family which had a deal that a devil would claim the first born (classic). Now as the wizard who is trying to get leverage on this noble, I have found out he is looking for his daughter by getting him rather drunk, although in character I have no reason to suspect she is in hell. I was planning to use Scrying to try and find her after rummaging through his stuff and finding a bow he carries that he bought for her. However, she is technically dead from what I understand, her soul was just claimed, rather than her being planar shifted. Would a successful scrying roll instantly fail? Show the corpse? Or show her in hell? My gut says the latter, as she is simply on another plane, physical nature aside. Of course she would gain 10+ to the save with me only having heard of her and being on a different plane. Then apply the -4 for me having an item of hers. Thoughts? ![]()
![]() Hi guys, Quick couple of questions regarding Thrash Requirements You have a foe grabbed.
1) it says add “ferocious specialisation” but I can’t find anything by that name in the book. Even tried search function on PDF and comes up with nothing. Do we know what extra damage it refers to? 2) it says at the end the foe must attempt a basic fort save, but without specifying that it’s against the damage. Is there meant to be a secondary effect? As you can still attack with your free hand during combat, unless the enemy has a silly high AC, I can’t see the reason to use it for a barb, as damage would be less than a good hit in the face with a one handed weapon. ![]()
![]() Hey guy and gals, Spotted that the corpsefolk have an acid dart rifle that does Acid and Peircing damage. Would that work a bit like flamestrike in PF, where if you have resistance to fire, but not radiant you only reduce one half of the damage? Example, my Solarian has DR=level and got hit. Would his DR only apply to half the damage? ![]()
![]() Hey guys, Picked up the pawns as my group digs visuals, and quiet frankly the art is superb. I especially love the elementals. However, was wondering if anyone else got the misprinted peice on the last page? Modified robot one is named correctly, the second not so. ModifiedMaBrainOoze is a great yockle term for an intelligence enhancement, but not so much for a security robot. I’d put up a photo if I could, but alas not ![]()
![]() So, unlike bags of holding Null Spaces and hold people. The party just used the 10 min window for air and one player with a jetpack to avoid a series of difficult traversal checks in Dead Suns 3. The question came up though, could your own suit sustain you with air as per amour rules once the 10 mins is up? Can characters that don’t need to breathe be kept in one indefinitely? Because if so, my Hellknight concept has a new temporary holding cell for transporting prisoners back to face “justice” ![]()
![]() I'm reading in many many places people talking about Specialization Skill Mastery allowing you to take 10 on Trick attacks, which pretty much guarantees the trick success. Doing the maths, 7 ranks in Bluff, 3 from class skill, +4 from Spy, 5 from Charisma (after adding to your 16 when stating up at level 5), and take 10 = 29. That means you auto Trick anything CR+2 to your level. That sounds super OP for a main offensive ability. So I read the rules again. Specialization Skill Mastery: When attempting a skill
Take 10: Unless you have an ability that states otherwise, you cannot take 10 during a combat encounter. Also, you can’t take 10 when the GM rules that a situation is too hectic or that you are distracted, Now how I read this is to split the second part in 2 Unless you have an ability that states otherwise, you cannot take 10 during a combat encounter. - Skill Mastery does not state this. This sentence ends with a full stop meaning the point is over. Also, you can’t take 10 when the GM rules that a situation is too hectic or that you are distracted, - this it does state. I think this is more referring to distractions and stress that are much like old Concentration check modifiers from PF. So it more means an Operative can take 10 despite Winds, sea, jostled in a crowd, deafening noise, suffocating, etc. Am I right or am I just reading into this WAAAAYYYY to much? |