1of1 wrote:
It goes quite well with your natural complexion. I myself am a mechanical being, so it would probably get stuck in my gears and clog everything. My maker hasn't done a very good job in creating me (*sad beep)
dragonhunterq wrote:
It would indeed be the time to get a new one, as i'm playing a half-orc MALE fighter... although it could mean that it's easier and quicker to don, and much more breathable.
Also, as i reread all the armor entries in PF 1ed, i see no such thing as a statted bikini-mail or boob-plate, so every argument is kinda silly. You can't ask people not to imagine things the way they like, just as people don't ask you to come out of your comfort zone (which you have all the rights to have). Not everyone is a pervert, some of us even prefer more historically accurate representation of certain suits of armor (and/or weapon).
Corvo Spiritwind wrote:
And what confuses me is that many people seem to not understand the difference between playable race and CORE race. I don't mind having goblin pc stats in the bestiary or PF2 ARG; i mind that goblins go from pests you kill at first level to gain exp (with the OCCASIONAL goblin adventurer/NPC that stands out from the mass) to socially accepted race of lovable critters.
Mewzard wrote:
If anything i would have chosen intelligence for a mental stat to give a bonus to. Goblins have a knack for crafting stuff from nothing valuable (it screams intelligence). They know HOW to make fire (+2int), definetly DON'T know WHEN to use it (-2wis), many are pyros, not a particularly magnetic personality trait (no cha alterations). I did played a goblin rogue once, it was very fun (and surprisingly resilient thanks to his bouncyness), but definetly wasn't a serious character, it was THE plucky comic relief of the group venturing through Rappan Athuk.
Evan Tarlton wrote: The resonance rules gives me some hope for a version of the Artificer. I have been playing a wordfoarforged artificet in an eberron campaign for some time now (about 4 years) and i have been through several iteration of both race and class (it did't help that we tried to introduce psionic/psychic powers WAY before occult adventures). Me and the GM hoped for an official artificer that never came, and finally resigned to a homebrew occultist archetype. We NEED an artificer.
I HATE armor class! It adds nothing but frustration to the game.
ryric wrote:
"A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, wish counts as a 9th-level spell." So technically the save DC difference ranges between 2 and 0I understand that some people like to play a class that has spells as the main option, but when you are out of high level spells you become a helpless bystander. YMMV depending on the GM, my GM tends to put two or three difficult encounters one after the other with almost no time to rest (we kinda have to choose between healing and keeping the short-time buffs).
Since the campaign i'm mastering is in the Star Wars universe it doesn't make much sense to use the vanilla DRIFT to rule FTL travel. After some thought and a long trial and error phase, me and krinn have finally come up with a solid Hyperspace ruleset, using THIS MAP as a reference. I know it is setting-specific, but so is the one offered by paizo. Hyperspace Travel Time Calculator (yes, it's the same format of Nickela's Starfinder Ship Calculator. It's efficient) Random User: «But theGlitch, how does it work?»
*:
Technically speaking it's not a straight line as it would probably pass through the "gravitational shadow" of a large object (big asteroid and larger, starship usually don't count as such), crushing the ship. So in the file i have included a little additive variable for direct travel to simulate the small route corrections, roll 2d10 and put the result in the appropriate cell. Annoyed Random User:«Ok, but how does it MECHANICALLY work?»
To calculate the distance count the squares as per tactical movement, so diagonal moves count as 1.5 squares. If you are using a hyperlane you count (Count Dooku approves)the sectors it goes through (GMs can approssimate if it only crosses a smidge of a corner). I know it can be seem finicky, but it really isn't and having a printed map helps as it allows to precisely measure the length of the route. The duration of the jump depends on many factors: the result of the piloting check (a good pilot can plot an optimal route and squeeze every ounce of power from the engine without damaging it), the Engine Rating** (even the best pilot can't do miracles with a low tier hyperdrive) the distance, whether you are travelling on a hyperlane (they are about 1.5 faster) and (at your own risk, if you choose to) overclocking done by the engeneer***. **:
We had to tinker a bit with the numbers to make everything work properly so now the engine rating goes from 1 to 3 instead of 1 to 5. ***:
The engineer can use an action similar to Divert every hour of travel (either you do from start to finish or you don't, no "every two or three hours" shenanigan) with a DC of 10+1,5*tier. A failure means that the engine gets the Glitching condition. Failing twice means it is Damaged. At the third fail it gets Wrecked and the ship is kicked out of hyperspace. Note that the piloting roll and the engineering roll are separate, it is possible to pass the former and fail the latter, however passing the piloting roll is mandatory in order to succesfully hyperjump. In summation all you have to do is fill in the BLUE cells and read out the YELLOW ones to know how long it will take. The spreadsheet is there to help the user to do educated guesses on how long a jump will take; to make sure you don't read the wrong value use the bottom cells. To all those who think it's "too complex" always remember:
|