| Pyrius_42 |
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Hello everybody,
in order to get a hang on character creation I tried to rebuild the Iconics. Also the way I do this provides me with some sort of list view which helps me later to put them into fantasy ground VTT :-)
While doing this I noticed some oddities. Maybe I missed something here and there or there are some mistakes in the PDF versions of the Iconics.
Here is an overview of what I found. Please let me know if I missed some rules that explain these or if you think these are mistakes.
Chk Chk
The PDF version seems to miss a language.
Chk Chk should have Common, Shirren, + 1 regional language and a number of additional languages equal to the INT modifier (which is 1 for Chk Chk).
The PDF "only" lists Common, Shirren and Vercite.
The playtest version of Chk Chk also listed Shadow Tongue.
So Shadow Tongue is probably the missing language.
Also the Level 7 PDF adds a second commercial repair toolkit.
This probably should be an upgrade of the existing commercial repair toolkit to a tactical repair toolkit instead.
Dae
The Level 5 PDF version only grants 3 Attribute boosts.
So here seems to be missing an Attribute boost (probably not to INT, because this would also grant a new Skill and a Language which then would be missing too).
Iseph
The Level 1 and 3 version of the PDF does not list a "Level" for the Zero knife. Most likely it will be "commercial" (which is listed in the Level 5 and 7 versions).
The Level 1 PDF version is listing the attack bonus for the Semi-auto pistol with +9/+4/-1.
Whatever I do, in my calculations I end up with to +7/+2/-3.
All higher Levels seem to calculate the attack bonus higher than I do, so I´m almost certain I am missing something here!
The Level 3 version in the PDF does not add the skill increase.
This probably should be Expert in Piloting (the Level 5 version of the PDF lists Piloting and Acrobatics at Expert and the Level 7 Piloting at Master so I would go with Piloting at Level 3 over Acrobatics which would also be a possibility at that point).
The Level 5 PDF version only grants 3 Attribute boosts.
So here seems to be missing an Attribute boost.
Also the Level 7 version of the PDF does not add a general feat.
So any available general feat at this point would be possible.
Navasi
The Level 1 version has a medpatch listed in the descriptions of the Equipment (page 2) but the medpatch does not appear in the overview of the equipment (page 1).
In the Level 3/5/7 versions the medpatch in no longer listed anywhere.
Also all Versions seem to be missing a Skill.
Based on the Playtest version this might be Society.
The PDF adds Society at Level 5 through the INT attribute boost. So at Level 5 another Skill should be chosen through the INT boost.
The Level 3,5 and 7 versions are missing the Comm unit in the overview of the equipment (page 1) that is listed in the Level 1 version and also appears in the description of Equipment (page 2) of the Level 1,3,5 and 7 versions.
The Level 5 PDF version only grants 3 Attribute boosts.
So here seems to be missing an Attribute boost.
Obozaya
The Level 5 version of the PDF adds Widen Area and Intimidating Taunt as class feats.
It probably will only be Widen Area since Intimidating Taunt is a Level 6 feat and only 1 class feat can be added at Level 5.
Zemir
The Level 5 PDF version only grants 3 Attribute boosts.
So here seems to be missing an Attribute boost (probably not to INT, because this would also grant a new Skill and a Language which then would be missing too).
So that´s it. Please let me know if I missed anything or if I got something wrong!
| Pyrius_42 |
Hello everybody,
I figured some things out which might solve some of the points in my original posting.
The Level 5 PDF version only grants 3 Attribute boosts.
After looking through this "issue" on Dae, Iseph and Navasi it might be possible, the 4th attribute boost went to an Attribute already at +4, so it would only be a partial boost and these are not shown on the character sheet.
On Zemir this would be INT, who then still would be missing an additional Skill and a Language
Iseph
The Level 1 PDF version is listing the attack bonus for the Semi-auto pistol with +9/+4/-1.
Whatever I do, in my calculations I end up with to +7/+2/-3.
All higher Levels seem to calculate the attack bonus higher than I do, so I´m almost certain I am missing something here!
This one was on me. I did miss Operatives are experts with simple guns (which the semi-auto is).
| Pyrius_42 |
Hello again,
I finally finished leveling them all up to the Level 3/5/7 versions and I noticed some other things.
Again it is very possible that I missed something that explains the following:
Chk Chk
The Level 7 PDF version lists Performance at +1. In my calculations it only is +0.
Dae
The Level 1 PDF lists Deception at +3. In my calculations it only is +2.
The Level 1 PDF lists Stealth at +4. In my calculations it is +5.
The Level 3 PDF lists Stealth at +6. In my calculations it is +7.
The Level 5 PDF lists Stealth at +9. In my calculations it is +10.
The Level 5 PDF lists an attack bonus of +14 in melee for the solar weapon. In my calculations it only is +13.
The Level 5 PDF lists an attack bonus of +13 in ranged for the solar weapon. In my calculations it only is +12.
The Level 7 PDF lists Stealth at +11. In my calculations it is +12.
The Level 7 PDF lists an attack bonus of +16 in melee for the solar weapon. In my calculations it only is +15.
The Level 7 PDF lists an attack bonus of +15 in ranged for the solar weapon. In my calculations it only is +14.
Iseph
The Level 7 PDF lists Society as trained and Crafting as not trained. This should be the other way around because the Level 5 version added Crafting as trained (the playtest Level 5 also added Crafting).
Navasi
The Skill gained from the increase in INT at Level 5 seems to be Survival, because this is listed as trained in the Level 7 version.
The Level 7 PDF lists AC at 24. In my calculations it only is 23.
Obozaya
The Level 3 and 5 PDF lists a speed of 20”. In my calculations it only is 15”.
The Level 7 PDF lists a speed of 25”. In my calculations it only is 20”.
The Level 7 PDF lists Diplomacy at +1. In my calculations it only is +0.
The Level 7 PDF lists an attack bonus of +14 for the doshko and the machine gun. In my calculations it is +15 for each.
Zemir
The Level 5 PDF adds Lightning Bolt as Rank 3 (Signature)Spell. This should be Void Whisper which is the Spell granted by the Paradox.
The Level 6 PDF adds Void Whispers, which then should be Lightning Bolt.
Also Zemir´s 4th attribute boost at Level 5 could be INT. Because it only will be a partial boost this will not grant another Skill and Language (This will only happen if INT goes up to +5).
So that´s it.
Again: Please let me know if I missed anything or if I got something wrong!
| Pyrius_42 |
You missed the part where Dae has more Traits on his Solar Weapons then allowed.
Hi, thank´s for your answer.
I´m not sure if I get you right here, but I looked deeper into the rules for the Solar Weapon (Player Core pg 141).
To me it looks like it is OK.
All versions of Dae "only" took the range trait which counts as 2 of the 2 allowed traits a Solarian could select for his Solar Weapons.
Or is this not what you meant?
Nevertheless while looking deeper into the Solarian I found the reason for the differences in the attack bonus of Dae I mentioned in my last post.
The potency crystals solve this. But nowhere on the PDFs it is mentioned that they are already calculated into the attack bonus.
In additon I noticed two other things on Dae:
The bonus fire damage on the photon attuned solar weapon is listed as 1 in all versions.
This should scale with the level of Dae since the formula is 1/2 Level rounded up. So on Level 3 it should be 2, on Level 5 it should be 3 and on Level 7 it should be 4.
And finally the Level 7 version lists the damage of the photon attuned solar weapon with 2D8+4 this sholud be 2D8+6 since the weapon specialisation at Level 7 adds +2 damage (for the graviton attuned solar weapon and both versions of the solar flare this is calculated correctly).