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Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


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So far, I have played an alchemist in the pt2 Doomsday Dawn. I like much of its mechanics that I understood. My current complaint is the "infused" trait on the alchemist's daily alchemy items. I can see these alchemy items are only useful for the day they are prepared, but the potions should not require party members to spend resonance to use them. This purely defeats utility-based potions the alchemist can brew. These potions, poisons, and bombs burn up the alchemist's resonance point pool to produce, and therefore are equivalent to a caster's spell slots and spell points. These infused alchemy items should not require the rest of the party to spend resonance points to use them. It is a class feature of the alchemist much like a class feature for any caster to be able to cast enhancement spells on other players.


I am just starting out on character creation. The ability scores was well documented in character generation, but the skills part is like fragmented and scattered with no real process on compiling all the character components. Skills generation rules are poorly documented.

As such, I need help figuring out how to compile the skills information.


I can fix this now by deleting sessions and reentering them, but I am leaving them alone for the week so you can research a few bugs.

The 4 original sessions were created using a method suggested in this thread.

http://paizo.com/threads/rzs2v3t6?Unable-to-report-session

Step 1: Use a "Report" link from another event where it was available. I was using a blank event.

Step 2: Switch the event key in the link with the event key in the link for target event's "Edit" link.

Step 3: Fill out session report.

Another bug I have found, any integer I type in the "Find Another Session" box, if no session exists, the system creates a new blank session with that number. I tried a letter, which didn't work. I tried "2" and "-1", which worked. I tried "5.6" which resulted in "6".

The event # is, again, 602736.


Robert Brandenburg wrote:
Other sessions for the event should be searchable through the "Find another session" field and "Save and Go To New Session". We may add more paging options in the future along with other UI changes to make the reporting page easier to use.

Nope. Event # is 602736. You may want to look at it. The 4 sessions in it are all Session 1. The previous attempts trying to find a session only created new sessions.


Thanks, Robert. That helps with the 1st problem, but the second problem persists.

All edit links for the sessions under 1 event all go to the first session reported.


I have used Firefox 60.0.2 and Chrome 67.0.3396.79.

I am trying to report sessions for my regular event and going back and editing to fix a few errors.

My problems:

1) Under "GM/Event Coordinator" tab, there is no "Sessions" "Clone" or "Report" options next to my event. It appears that once I start adding data to the event and save it, those options disappear.

-- My workaround is I have a blank Event that is untouched. I use its "Sessions" link and modify the address to apply the target event's internal code in place of the blank event's code.

2) I can't edit any session for an event except the first event. I go under "GM Sessions", click the "Edit" link for the session, and I get the report page for the first session. All 4 sessions for that one event, the "Edit" link for each goes to the first reported session, and I have no way to page to that session.

I imagine there are far more problems possible. This have been going on for months as far as I know based on everything in the forums


There is something I find that doesn't make sense. The credit reward for the scenario is based on items being sold for 10%, but you have to buy them afterward at full value if you want to keep them, creating a negative flow of credits to keep any gear relevant to your character.

It would have made sense if the looted items on the chronicle sheet were set to have buy value of 10%, basically making you the buyer of the 10% sell value. Then there is a point to the item level 1 equipment on chronicle sheets.

But as the math works out, a piece of loot that drops in a scenario has a 1.66% price deduction over buying it from the store.


Right now, I am working on a cavalier, but I got some weird idea. If I later took a class that permits having a familiar, can the cavalier's mount be both? Would that require any special feats if possible?


But Akasharose, that example would require checks for each of the 4 rounds you spent moving unless your flight speed is 20 feet.

The problem I am having is that I have not found anywhere in the core rulebook specifies that rotating the character occurs per round or per tile.


Quick question: Why do you want to quicken a level 0 spell?


I am asking a question and getting answers not meant for it. Let me ask the question differently as a response to the given reply.

But I made a 180 degree turn for my move action, that should require a check even if the route is an arc, right?


Yes, but that does not answer the question.

In one round, is the "up to 45 degree" shift in movement applied per square I move in the round or for the entire movement of the round? Given enough movement speed and area, can the character make a half-moon route (180 degree turn in an arc) for one move action without making a fly check?


I am reading through the fly skill and trying to understand the wording. It says that you can turn "up to" 45 degrees at the sacrifice of 5ft of movement without making a check. This is very vague because of all the other flying rules.

What I am compiling from the rules is at the start of the turn you set a direction to fly. Then, you can't deviate from that direction more than 45 degrees without a skill check. It does not specify if the "up to" 45 degree movement is per square of movement or for overall turn.