Pierce the Heavens! A Pathfinder's Guide to being a Mech Pilot!


Advice

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Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I love the whole concept.

What you say about transportation just begs to be a low level PFS scenario.
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Transportation
This is one of the more difficult portions of the build. You need a way to transport your suit. there are a number of options available and all are pretty useful. The main thing to remember is that your not expected to chart how you transport all your goods in between games. So it can simply be written off as being transported by the Pathfinder Society on your behalf. The only time transportation is a real issue is during the actual game play. Also remember leaving your suit somewhere is not an issue either. As you can return off scene to recover your suit--after all... who the hell is going to steal a statue that size?


Quote:
who the hell is going to steal a statue that size?

You've not met my players...

Sovereign Court

I really need to get caught up on this thread, read and reply to everyones posts and update accordingly the guide with anything super cool dropped in here.

Just did a scan over and had to say... Pfft Man Kadance I wanna meet your players. <3 Also thanks to you folks who have liked the whole idea.

Liberty's Edge

I'm in the Area now FYI.

Sovereign Court

I went to edit my first post to include more of my test runs. Wont seem to let me do it. Oh well. You say your in the area? I missed this post like months ago apparently. You still about Grave?

The Exchange

This build came up in another PFS discussion and it lead back to this thread. I thought I would pop in and say "please don't try this in Pathfinder Society."

There's a multitude of reasons, but here's some of the critical ones:

  • This build relies on stringing together a lot of unrelated stuff and making a lot of assumptions where logistics aren't clearly defined. Or as I often call these builds "It doesn't say I can't do it!"
  • No GM is going to understand this build without spending significant time on it. I see where it is suggested to provide the GM with the build ahead of time. But even then there's SO much related stuff required that even GMs likely to allow it are either going to be reluctant to admit it because they are sure they are missing something or throw their hands up in exasperation.
  • And there's the players at the table who see this unusual build and want to understand how it works. Explaining it is going to take up significant table time (and/or crosstalk).

I think this is an amazing thought exercise. Extremely clever. Maybe doable in a home game or even a private PFS game with the same GM and group of players. But please don't bring it to a public PFS game. It's complex and relies on a lot of interpretation that lives in a very grey area. The best case is your GM going "whatever." The far more likely case is a long debate about what is and isn't OK.

Shadow Lodge

My main suit user is now level 7, and has only actually used the suit twice. The first time was with my weekly group who by then were familiar with what I was planning, and the second I gave the GM the details well in advance. While I plan to use the character in solstice scar C at paizocon, I haven't decided if I will be using this aspect of it, as I worry about transporting the mini on the plane with me. If I do, I will try and contact my GM beforehand (I have no idea how Paizocon actually works yet). Otherwise, I'm still a mediocre paladin.

My other statue user has only activated it once (she's a witch who only uses it to hide in a big DR sink). That one also cleared it with the GM before game.

So yes, I agree that this is not a build you just spring on a GM at run-time. It will delay things while the GM's figure it out, and is honestly rather ridiculous. But once you've got a group who understand it, it's great.

Sovereign Court

2 people marked this as a favorite.

BTW, I did find something helpful & hilarious to deal with the no-talking part. For 500g you can buy an Animated Portrait (ultimate equipment). This lets you record ten 25-word phrases that get played back in response to questions. Set it up so that "questions" can be asked by poking it in various places (like a museum with buttons on exhibits does) then put on the suit. Then poke it in different places to play back the needed phrase.

The phrases I picked are:
I require repair
I'm here to help
I'm Ionnia Rodiana, Paladin of Soralyon
*Intimidating Growl*
Gather near me for greater defences
Want me to handle that?
For Queen Eutropia!
Are You Sure You Want to Do That?
Incoming!
Stop!


Just a question. Magic Jar reads "You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body."

... I think you can cast spells while possessing something, and that magic jar is just saying you don't get to cast the spells that the thing you're possessing knew.

For a home game, I'd ask my GM about this - I genuinely think the text means you can still cast your spells. For a PFS game, though, I think this is another vote for 'don't try this in public games.'


iconoplast wrote:


... I think you can cast spells while possessing something, and that magic jar is just saying you don't get to cast the spells that the thing you're possessing knew.

Horror Adventures contained some rules clarifying possession effects, and it explicitly states that you can cast spells while possessing another creature with a spell like Magic Jar. Keep in mind that the creature's body would need to be appropriate for providing somatic components and would also require access to a component pouch to provide material components.


Oops. From AoNPRD:

"This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you."


iconoplast wrote:

Oops. From AoNPRD:

"This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you."

Unless, that is, you are a projectionist.

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