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1. What is the difference between regular firearm ammo, a dose of black powder, and the black powder charges/doses that you can make with the Munitions Crafter class feat, if anything?

2. What do you need (if you don't have Munitions Crafter) to turn a dose of black powder into firearm ammo?

Trying to wrap my head around this, so any explanations would be appreciated.


What kind (size and brand, that is) of card sleeves would everyone recommend to use with the cards? And, more importantly, will the cards still fit in the tray while in sleeves?

Thanks


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I know this is a touchy subject for some (try to be respectful you post please). I wanted to see what all the fuss was about and made a chart comparing the two. Most of them aren't actually that far off; others have a bit of a difference. (And for those wondering, PM is short for piecemeal.)

Alchemist
Kit: 40g; 24 lb.
PM: 41g, 8s, 1c; 82 lb.

Barbarian
Kit: 9g; 26 lb.
PM: 8g, 9s, 1c; 29 lb.

Bard
Kit: 41g; 33-1/2 lb.
PM: 41g, 8s, 1c; 36-1/2 lb.

Cavalier
Kit: 23g; 112 lb.
PM: 25g, 9s, 6c; 126 lb.

Cleric
Kit: 16g; 32 lb.
PM: 16g, 8s, 1c; 46 lb.

Druid
Kit: 14g; 44 lb.
PM: 14g, 3s, 6c; 83 lb.

Fighter
Kit: 9g; 29 lb.
PM: 9g, 7s, 1c; 42 lb.

Gunslinger
Kit: 26g; 31 lb.
PM: 27g, 7s; 44-1/2 lb.

Inquisitor
Kit: 30g; 34 lb.
PM: 31g, 8s, 1c; 48 lb.

Magus
Kit: 22g; 31 lb.
PM: 22g, 8s, 1c; 45 lb.

Monk
Kit: 8g; 22 lb.
PM: 8g, 1s, 1c; 35 lb.

Oracle
Kit: 9g; 29 lb.
PM: 9g, 7s, 1c; 42 lb.

Paladin
Kit: 11g; 30 lb.
PM: 11g, 7s, 1c; 43 lb.

Ranger
Kit: 9g; 28 lb.
PM: 9g, 7s, 1c; 42 lb.

Rogue
Kit: 50g; 37 lb.
PM: 52g, 8s, 1c; 54-1/2 lb.

Sorcerer
Kit: 8g; 19 lb.
PM: 7g, 7s, 1c; 32 lb.

Summoner
Kit: 8g; 19 lb.
PM: 7g, 7s, 1c; 32 lb.

Witch
Kit: 21g; 21 lb.
PM: 22g, 1c; 35 lb.

Wizard
Kit: 21g; 21 lb.
PM: 21g, 8s, 1c; 35 lb.

As you can see, the Alchemist and the Druid have the biggest discrepancies in weight (58 lb and 39 lb more if you get the stuff piecemeal respectively).

Another oddity is that the Barbarian's Kit is the only kit where you lose money by taking the kit over buying the stuff piecemeal (9c more expensive). Not really enough to count for anything, but it's still odd.

The only other odd thing that I found while making this chart is that the Gunslinger's Kit is the only one that doesn't come with soap. This doesn't really make any sense. Is there a reason for that?

If I got any of the numbers wrong, please let me know.


It appears to me that the RAW make a Pseudodragon familiar have a lower INT and base Will save than one that isn't a familiar, so I decided to ask on here and get your opinions.

What is the starting Int & base Will save of a Pseudodragon familiar? Would it be the same as a normal Pseudodragon (Int 10; base Will +2) or the same as a 1st level familiar (Int 6; base Will +0)?

It seems stupid that it would be lower, but I don't see anything in the RAW saying that if the familiar's original stats are higher that you would use them instead of the normal familiar ones....


Dungeon ring rules:
A jailer's dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner's dungeon rings. When the wearer of a jailer's ring places a prisoner's ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer's ring can also remove a linked prisoner's ring at any time.

The jailer is aware of any wearer of a linked prisoner's ring like a constant status spell. Additionally, all wearers of linked prisoner's rings count as familiar to the jailer for purposes of spells such as scrying and teleport.

I just wanted to verify that you can't remove a prisoner's dungeon ring by chopping off your finger. Would that be correct?


Hello.

I found this homebrew template on the Giants in the Playground forum that lets you downgrade a Psuedodragon so that it can be taken by a 1st level wizard. Unfortunately, it's for 3.5, not PF. I was hoping that maybe if I posted it here, you all could help me adapt this to PF rules.

IMMATURE PSEUDODRAGON
Size/Type: Tiny Dragon
Hit Dice: 1d12+1 (7 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Bite +5 melee (1)
Space/Reach: 2½ ft./0 ft.
Special Qualities: cannot speak, low-light vision
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 6, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Skills: Hide +18*, Listen +5, Search +4, Sense Motive +5, Spot +5
Feats: Weapon Finesse
Alignment: neutral good

At 2nd level: gains darkvision and fly 60 ft (good)
At 3rd level: gains immunity to paralysis and +1 natural armor
At 4th level: gains +2 Int (add 2 ranks in Diplomacy and 2 ranks in Survival) and immunity to sleep
At 5th level: gains telepathy and +1 natural armor
At 6th level: gains spell resistance and poison sting (poison DC is 13)
At 7th level: gains blindsense and advances to 2 HD (add +1 base attack, +1 to all saves, +1 to poison save DC, increase hit points to 15, and +1 rank in Diplomacy, Hide, Listen, Search, Sense Motive, and Spot). Gain +2 natural armor. Also, Weapon Finesse becomes a bonus feat. Gain Alertness in its place (for an additional +2 to Listen and Spot)

I know that the natural armor and SR are lower on the PF pseudodragon, the strength is 1 higher, it doesn't get the alertness feat anymore, and the skills are all different. It's mostly the skills that I'm having problems with.

Any help you can give would be appreciated.


Hello.

I found this homebrew template on the Giants in the Playground forum that lets you downgrade a Psuedodragon so that it can be taken by a 1st level wizard. Unfortunately, it's for 3.5, not PF. I was hoping that maybe if I posted it here, you all could help me adapt this to PF rules.

IMMATURE PSEUDODRAGON
Size/Type: Tiny Dragon
Hit Dice: 1d12+1 (7 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Bite +5 melee (1)
Space/Reach: 2½ ft./0 ft.
Special Qualities: cannot speak, low-light vision
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 6, Dex 15, Con 13, Int 8, Wis 12, Cha 10
Skills: Hide +18*, Listen +5, Search +4, Sense Motive +5, Spot +5
Feats: Weapon Finesse
Alignment: neutral good

At 2nd level: gains darkvision and fly 60 ft (good)
At 3rd level: gains immunity to paralysis and +1 natural armor
At 4th level: gains +2 Int (add 2 ranks in Diplomacy and 2 ranks in Survival) and immunity to sleep
At 5th level: gains telepathy and +1 natural armor
At 6th level: gains spell resistance and poison sting (poison DC is 13)
At 7th level: gains blindsense and advances to 2 HD (add +1 base attack, +1 to all saves, +1 to poison save DC, increase hit points to 15, and +1 rank in Diplomacy, Hide, Listen, Search, Sense Motive, and Spot). Gain +2 natural armor. Also, Weapon Finesse becomes a bonus feat. Gain Alertness in its place (for an additional +2 to Listen and Spot)

I know that the natural armor and SR are lower on the PF pseudodragon, the strength is 1 higher, it doesn't get the alertness feat anymore, and the skills are all different. It's mostly the skills that I'm having problems with.

Any help you can give would be appreciated.


I got in the package that had all of the non-pdf items from my order, but after checking and rechecking, the Gem Cards (http://paizo.com/store/byCompany/t/tangentGames/v5748btpy8885) were not in the package (even though you have them listed as being set out with the other items). Please let me know what I need to do to get them set to me.

Thanks,

Greg


Some of the (Barbarian) Rage Powers require the player to be a certain level. Is that the minimum levels of Barbarian that the player must be, or is that the minimum level total (i.e. for a rage power that requires you to be 8th level, do you have to be a Bar8, or can you have other classes [Bar2/Drd6])?