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A couple of questions about this wild talent.

"With a touch, you can heal a willing living creature of an amount
of damage equal to your kinetic blast’s damage."

Does the Kinetisist themselves count as a willing living creature?

Does the word "living" used here mean this power doesn't work on undead or constructs?


Reading the description of the divinity drive itself and I came across this.

"All teleportation and extradimensional travel within Silver Mount (or within a 1-mile radius if the Divinity Drive is removed from Silver Mount) is suppressed, as if by a dimensional lock effect."

Just curious. Does this mean if one of the party is a Summoner, they should probably stay home?


Ah, gotcha. I didn't realize there was a different between 'regular' non-magical items and technological items. Thanks!


Any reason a caster couldn't use Mending or Make Whole to restore silverdisks into batteries?


Spoiler:
"The two space suits worn by the undead are ruined, but they still grant a small armor bonus if worn. They effectively have the broken condition." If the players cast Make Whole on the space suits. Do they now have four 90,000gp functioning Space Suits?


James Jacobs wrote:
raverbane wrote:

In the description of the spell Technomancy it says,

"This spell functions as detect magic, except it detects the presence of technological objects instead of magical objects"

Does that mean it can be made permanent with a Permanency spell like Detect Magic?

Sure!

:)


In the description of the spell Technomancy it says,

"This spell functions as detect magic, except it detects the presence of technological objects instead of magical objects"

Does that mean it can be made permanent with a Permanency spell like Detect Magic?


James Jacobs wrote:
raverbane wrote:
Just read thru LoR and enjoyed it. Looks like a good throw back to Thunderdome and Hell Comes to Frogtown. This is gonna sound sorta nitpicky and I do apologize. Maybe I sorta over-think these kinda things. But, where do the denizens of Scrapyard get their food and water? It was late when I was reading it and if that was covered and I missed it. I do apologize. Thanks for a fun adventure and keep up the great work!

There's a nearby river for water, and rain is not unknown in the region.

For food, they either hunt local animals/pests (particularly rats), eat scavenged food like goo tubes, raid the surrounding area, or eat what they kill. Which might include PCs.

Those with access to divine spellcasters get to add create water and create food and water to their resource list.

That's about what I figured. Just wanted to make sure I hadn't missed something other than the prevalence of the 'other' white meat..


Just read thru LoR and enjoyed it. Looks like a good throw back to Thunderdome and Hell Comes to Frogtown. This is gonna sound sorta nitpicky and I do apologize. Maybe I sorta over-think these kinda things. But, where do the denizens of Scrapyard get their food and water? It was late when I was reading it and if that was covered and I missed it. I do apologize. Thanks for a fun adventure and keep up the great work!


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I apologize ahead of time if I have missed something.

On page 5 under Disable Device is says

"Disable Electronic Device: Disabling an electronically controlled trap or unlocking an electronically locked door is easier if you use an e-pick (see page 43). Without an e-pick, you take a –5 penalty on any attempt to use Disable Device on an electronic device."

On page 43 under E-pics is says

"e-picks allow a user to make Disable Device checks against electronic devices without penalty; those of higher ratings also grant a competence bonus (as indicated below). See page 5 for more information on how the Disable Device skill works in regards to technology"

I don't see any kind of chart or listing with the DC for unlocking the various electronic locks. Most often when using skill on devices it involves some formula involving the craft DC of the device. But, I cant seem to find any kind of craft DC for electronic locks.

UPDATE:

Ok, I found the table on page 49 under Lock Coder. In the FAQ / errata or even second printing. Might want to reference the chart on page 49 in the description for Disable Device and E-pics.

Thanks for the fantastic book and keep up the great work!


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Overall, I really enjoy the Technology Guide and I think it will add a lot to our games. There are a few things that I don't see eye to book spine with and making a few house rules.

Changing the power that the technology runs on. After a few hundred years I don't see why some enterprising item crafter couldn't have figured out the voltage and amperage of the technology and use Craft Wondrous Item to make magical electric generators to plug gadgets into.

So, we're saying it runs on "Alien" energy that cant be directly duplicated by magic. I say "directly" because that leads into the Recharge Spell.

The Recharge Spell is changed from an evocation to a transmutation spell. It doesn't recharge the device rather it transmutates the device into a fully charged state. This drops the chance to overcharge a device. Which leads into the next house rule.

A race that crafts starships and vortex guns but doesn't put power readouts on their gadgets like my cellphone has? Anyone that as Technologist or Weapon Proficiency with the tech weapon they are using can use a free action to look at the power readout to see how many charges are left in a device.

With a battery having a 1 in 5 chance of burning out when recharged. Seems like after several hundred years. Just about all the batteries would be toast. A battery still has a 20% to burnout when the target of a Recharge Spell. A Technomancer can safely recharge a battery without the burnout chance with a Recharge Spell as part of his Arcane Battery class skill. Batteries charged from generators don't have a burnout chance.


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This is aimed at folks that have had a chance to look over the PDF.

The back on the tech artifacts section talks about the rules for generators. One of the things it stresses is the scarcity of generators and the non-existence of portable generators.

The rules also have a section about magic and technology and the ways of combining them.

Why hasn't any Technomancer or even just a Technologist caster type thought to use an electric spell (Shock Grasp for instance) and Craft Wondrous Item to make a portable magic item that constantly generates electricity? Plug one end of a power cord to it and the other to a laser pistol...


Something about upkeep.

On page 81 under the upkeep phase it says this.

"Step 1—Add Up Costs: These costs include ongoing or recurring costs for your buildings, organizations, and other previous downtime activities that have accrued since the last time you have had a downtime session"

On page 92 under Earnings it says this.

"For a room, the Earnings amount already subtracts the cost of having unskilled employees to do the basic work for you. For example, the Earnings listed for having a Bar already account for the wages of a bartender and servers. For a team, the Earnings amount assumes they are working at a building you own. If you don’t provide a building for the team to work in or from, halve the Earnings for that team."

I can find no references about the upkeep costs of rooms, teams, buildings or organizations. Only thing I can find is the wages for managers. What am I missing?


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A question about earning capital / income from a room or team.

This is a quote from page 92.

"Most of the time, it’s simplest and quickest to just apply all the gp bonuses from all the rooms in each of your buildings and take 10 on the roll. Other times, you might want to generate other types of capital to construct new rooms, recruit new teams, and make upgrades."

Why would I ever want to combine the bonuses and take 10 on the roll?

Say I have a building with six rooms generating capital and income. For the sake of discussion, say each room generates +8.
Why would I want to do 8+8+8+8+8+8+take10=58?
When I can do 8+take10=18, 8+take10=18, 8+take10=18, 8+take10=18, 8+take10=18, 8+take10=18.

The rules do not specifically say I am required to combine the rooms when rolling for the same type of resource.


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If the character in question has more than one base movement type. Do you apply each application of the fleet feat to all of them? Or does it only affect one type of movement each time the feat is chosen?


A way we handled the Shadowdancer to make it more viable.

The class stays the same except for the following changes.

Cut the class down to five levels for reasons that will be aparent in a moment.

1)Leave the Summon Shadow as is using the literal interpretation.
"Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion."
Make this to mean every three 'character' levels. Regardless of class. This will make the shadow tough enough and as it progresses up in levels, the player can expand on it's skills, feats as per monster progression in 3.5 and maybe feats from Liber Mortis. For instance. If the character is a 6th level Rogue / 3rd level Shadowdancer the summoned shadow would have 6 more hit dice with the accompanying increase in attributes, skills, feats, ect. ect.

2)Shadow Jump 20ft becomes a use at will move-equivalent action. But, with the limitation that the jump as to begin and end in a shadow and has to be seen by the character. This keeps it from becoming the ultimate way around solid walls (unless there is a window or crack to see through), but useful enough to be fun.

3)Levels of Shadowdancer stack with Rogue levels for the purposes of sneak attack damage progression or gives the character sneak attack, if they dont have it. This gives them some nice offensive capasity.

4)Evasion becomes Improved Evasion if the character already possesses the ability from a previous class.

5)Move Uncanny dodge to the 5th level of the class. And it becomes Improved Uncanny Dodge of Uncanny dodge is possessed by the character from a previous class.