![]()
Search Posts
![]()
![]() Replaces: Fatigue, Ray of Exhaustion, Waves of Fatigue Fatigue, Mysticism Spell 0-6
0) You make a melee attack against a single target creature’s EAC at touch range, adding your key ability score modifier to the attack roll instead of your Strength modifier if it is higher. The target must succeed
![]()
![]() I did a ctl-f on the entire CRB, and I can't find a definition of obstacle anywhere. The closest I could find was this, on page 254:
p254 wrote: A low obstacle (i.e., a wall half your height) provides cover, but only to creatures within 30 feet (six squares). The attacker ignores the cover if he’s closer to the obstacle than his target is. Several rules interact with obstacles, without ever explaining what they are, but often bringing into doubt how exactly to interpret the above definition in general, which seems to imply you determine the extent to which something is an obstacle relative to a given entity. For example, when determining if a Bull Rushed or Repositioned opponent must stop moving, do you determine what's an obstacle based on the pushee or the pusher? Both rulings seem to make sense. In either case, how short a wall would be short enough to ignore? For another, I originally encountered this problem when trying to understand Line weapons, which are stopped by obstacles too hard for them to damage. It seems intuitively nonsensical that an intervening wall half the height of the attacker would do a better job of stopping a line weapon while easier to see, but that seems to be the case - the wall is an obstacle, and it has a very low AC, but if you were to conceal it, the attacker could miss and continue to damage opponents behind the wall. I'm assuming I have a fundamental misunderstanding of what constitutes an obstacle. ![]()
![]() The FAQ entry for Enhanced Tank consistently refers to the ability as granting an upgrade slot, as does this sentence from it: "An upgrade placed in this bonus slot costs half the normal credit amount." Enhanced Tank has two sentences saying the ability grants an upgrade, not an upgrade slot: "You can add one more upgrade to your armor than its normal maximum number of upgrade slots. If you add this bonus upgrade to heavy armor, you can select an upgrade normally limited to powered armor." Which is correct? If the answer is "slot", how does the ability interact with multiple-slot upgrades that are normally limited to powered armor? ![]()
![]() Some quick rules to make Elementals less bizarre: All Elementals gain No Breath and Immunity (Disease). Air Elementals have the Aerial template graft, regardless of CR, and lose the extraplanar subtype (except when granted it by Aerial). This does not reduce the elemental's fly speed. Air Elementals treat Acrobatics as a Master Skill. Swap their Dexterity and Constitution bonuses and Fort and Ref saves. Note that this also changes their initiative.
The biggest effects here are that the various elementals are drastically more able to function in their home environments. I may revisit this to bring them even more in line with the Combatant array, which they have some strange interactions with (such as the CR 1/3 and CR 1 elementals having +1 EAC for no apparent reason), and/or the rules covering their home environments, to ensure they can function in them. ![]()
![]() How quickly do things fall? I think page 400 implies that everything has a terminal velocity of 500 feet (A character can’t cast a spell or activate an item while free-falling unless the fall is greater than 500 feet or the spell or item can be used as a reaction.), regardless of atmosphere thickness (including water) or gravity, but I can't find anything concrete on the matter. The description of Gas Giants on page 294 implies that there is some maximum falling speed which is less than light speed and depends on gravity. ![]()
![]() Sprayflesh is a level 5 item that costs 440 credits, which can serve as a medpatch (a 50 credit level 1 item), or - if you want to get use out of paying more credits for it - you can use it to treat Deadly Wounds. This takes 1 minute, and you have to pass a DC 25 Medicine check; if you succeed, the next time the target spends a resolve point after a 10 minute rest (to regain Stamina), it can instead gain the treat deadly wounds result, without using up its daily allotment of receiving treat deadly wounds. So, to sum up: Spend 440 credits and 1 minute passing a DC 25 Medicine check; spend another 10 minutes and a Resolve point and give up Stamina regen to gain 1HP per target's level, +Sprayflesh user's Intelligence modifier if the Medicine check was 30 or more. Total healing varies from a minimum of 1 to a maximum of 29 (Int 28-29 Doctor working on an L20 patient), in practice. Or, that same Sprayflesh wielder can hand the target a belt of 9 bottles of Mk 1 Healing Serum, which is item level 1 and costs 50 credits, plus maybe 1 credit for the belt, or 451 credits - virtually the same as the 440 cost of the Sprayflesh. The bottles will take 1 minute to chain-chug, and the drinker will recover 9-72 hit points now (average 40.5), without needing to pass a skillcheck of any sort. So who the hell actually buys Sprayflesh, and why? ![]()
![]() All Pistols are Bulk L, all Rifles are Bulk 1, and both have Line and Unwieldy. They all have Critical Burn X, where X = the weapon's damage, and the weapon's damage type is always F. Syntax is Level Price Damage Range Usage, where Usage is in Petrol. Flame Pistol, Ifrit-Class (this is the one in the CRB):
Flame Rifle, Ifrit-Class (this is the one in the CRB):
![]()
![]() To the best I can tell, these ranged weapons work in vacuum:
These do not:
Do I have it right? If not, where am I wrong, how, and why? ![]()
![]() I am deeply confused by the rules on what can and can't be injected. The Injection special rule:
p181 wrote: This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. But wait. Injection Gloves and Needlers have different wording: p189 wrote: A flat cartridge containing an injectable substance (such as a medicinal or poison) is inserted into a slot in the pointer finger of the glove, where it connects with a retractable needle. p189 wrote: This injection gun can be fitted with cartridges containing medicine or poison. But wait, there's more. p224 wrote: Spell ampoules are injectable magic, where the essence of a magic spell has been condensed into a liquid form and prepared for injection into a creature. p231 wrote: Drugs are normally weaponized by loading a single dose into a weapon with the injection weapon property, such as an injection glove or needler pistol. Drugs can also be slipped into the food or drink of a target, normally requiring both that a character succeed at a DC 20 Sleight of Hand check and that the imbiber fail a separate DC 20 Perception check to notice the change in the drugged food or drink. p232 wrote: Medicinals can be delivered in the same way as drugs, including via a successful attack with a weapon with the injection weapon special property. [...] Poisons are normally weaponized by loading a single dose into a weapon with the injection special property, such as an injection glove or needler pistol. It’s also possible to add a dose of poison to a melee weapon that deals piercing or slashing damage, though this takes a standard action and requires the poison to be in a vial that’s already in hand. p419 wrote: A contact affliction can also be injected like an injury affliction. [...] An ingested affliction is delivered by tricking the intended target into eating or drinking it. [...] An inhaled affliction is delivered the moment a creature that breathes (and isn’t wearing a space suit or suit of armor that filters out such toxins) enters an area containing such an affliction. [...] An injury affliction is delivered through damage to the target, usually via a slashing or piercing kinetic attack dosed with the affliction. So, questions:
One last item, where I think the least confusion lies, but I want to make sure I cover all my bases: p225 wrote: Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action. Serums are normally 1 ounce of liquid (though it is possible to make serums with larger volumes, these are no more effective than standard serums), and lose potency if they are mixed with any other material. There's absolutely no indication anywhere in the book that Serums can be injected, so they can't be, right? Definitely ingestion (well, imbibation) only? ![]()
![]() I'm trying to decide how much a turret should cost, with various options. You can acquire a computer controlled turret: p215 wrote: When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2-1/2 × its tier. Such controlled objects are normally mounted to a specific location (such as a controlled longarm placed in a turret with line of sight to the computer’s terminal), in which case the mount and related components are included in the control unit price. This seems to imply the cost of a T1 Control Module, 5 credits, includes - if you're attaching the computer to a turret - a camera. Is that accurate? Cameras are apparently so expensive, comm units don't have them (and there's no way I can find in the book to upgrade your phone to have a camera). I don't want to run amok buying free cameras in a setting where you have no way to just buy a camera for love or money. ![]()
![]() One of the most common ways to build a Solarian is to take Blitz Soldier 1 first, and one of the reasons for that is simply to let you avoid having Charisma set your Resolve Points. I think that's really unnecessary, in general (and that it's utterly bizarre that Solarians have any reliance on Charisma at all). Use the rules below to change the Key Ability Modifier for various classes; go through each class and change specific Ability references to generic ones agnostic to the Key Ability Score for the class (such as the necessary score for a Mystic or Technomancy to learn or cast a spell). In all cases, set the score once and never let it be changed again, as Soldiers work now for Strength vs Dexterity. Envoys:
Mechanics:
Mystics:
Operatives:
Solarians:
Soldiers:
Technomancer:
![]()
![]() Just making sure I'm understanding correctly. Chuck is a level 20 Android Soldier with Constitution 28 (+9). Chuck is wearing a Filtered Rebreather and a Radiation Buffer on his armor, underneath a lead-lined yet stylish suit, and has the Great Fortitude feat, so his Fortitude save against Radiation is +30. Like all L20 Android Soldiers, Chuck has 144 HP, since HP is not based on your Constitution. He also has 340 Stamina Points (he took the Toughness feat, too). Bob is a Swarm Thresher Lord. He's CR 10, and has 165 HP - 21 more than Chuck does, because NPCs don't differentiate their SP from their HP. Both are sealed in separate pits lined with paint doped with uranium. The pits are effectively filled with Low Radiation. Chuck will die first, right? He's exposed every round, which deals 3 damage directly to his HP, regardless of his save (DC 13 save, page 404; poison punches you in the HP when you're exposed to it, no matter how good your save is, page 425). I'm not misreading? ![]()
![]() Clarification: Cargo Racks help with any "carried" object, like a backpack, including a rider when combined with Riding Saddle.
Riding Drone (accepts mods that Combat Drones can):
Familiar Drone (accepts mods that Stealth Drones can):
![]()
![]() Add the following ammunition, compatible with any arrow-thrower (bows, crossbolters of either type): Injection Arrow Level 1 Price 66 Cartridges 20 Bulk L Injection, Critical Injection DC + 2 or Corrode <Acid Damage>
Darts use the same rules of being Hardness 5, HP 1 for being filled with acid, as well as the generic rules for supplying their thrower with the relevant critical effects for both types of chemicals. For both ammunition types, because no two liquid chemicals are identical densities, and modern weapons are extraordinarily sensitive to density, as their weapon-feed mechanisms are designed to work in both zero-g and high or very high gravitic conditions, attempting to fire an automatic weapon with ammunition of more than 1 chemical (e.g. a 20-arrow weapon with 10 acid arrows and 10 healing serum arrows) automatically jams the weapon, firing only 1 round. The weapon must be reloaded to clear the jam. Basic weapons-grade acid can be bought with the following profile per "dose" (enough to fill the reservoir of 1 dart or arrow):
Move Needler Pistols to Projectile.
Move Needler Rifles to Projectile.
![]()
![]() p246 wrote:
p162-163 wrote:
What does this do? The problem I run into is, "Any creature with an AC equal to or less than your attack roll is affected by the selected effect.", but Covering Fire does not affect enemy targets, so that doesn't seem to do anything. On the other hand, the final sentence doesn't seem to be predicated on actually hitting anything - does this force you to spend 10 ammo to effectively automatically pass the normal hit requirement on Covering Fire?![]()
![]() Given a sample of a potential (but unknown) toxin, such as the atmosphere from a strange planet or a leaf, you may Identify its properties when inhaled, ingested, contacted, or injected, without actually needing to "imbibe". Roll Life Sciences or Physical Sciences. The base DC is 5, to learn the top item of the list below; for each 5 by which you beat the check, you progress 1 step down the line of what you learn about the substance. The process takes 1 hour. At the GM's discretion, Mysticism can use these rules to identify a Curse, given a Cursed object/substance to study. Note that Identify Drug/Poison and Identify Disease must be rolled separately, but Identify Drug/Poison is 1 question. What you learn (roll knowledge, and divide by 5, rounding down; go down that many rows in this list, and you learn that row and everything above it):
![]()
![]() How are people ruling what effects are blocked by force fields and what aren't? I'm currently leaning towards them blocking sonic weapons based on the environment (in atmosphere it's punching you with a gas, while underwater it's punching you with a liquid), but that seems like one of the stranger corner cases, and having them not block shock or disintegrator guns, since those fling electrons and protons, respectively, both of which should be "harder" to block than a gas (and for obvious reasons, cryo and plasma weapons definitely ignore force fields). But then it's a fine question how to resolve spell damage - do force fields block magic missiles? How are you people resolving this? |