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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?


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


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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...


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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?