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Niblooey

Niblooey


Don't like the smiley, was trying to put a :P there :/ | Added Ace Pilot text

Oh, nice! Right, uh, quick question on Suppressing Fire. How do you determine whether or not it crits? You can roll a crit threat, but there's no number to beat so you can confirm it, since it's against all foes.

The benefits listed at the bottom of the Rapid Reload section only applies to people with Rapid Reload/Expert Reloading, right?

On the Sniper quality, does it also apply to the Fencing sphere's Fatal Thrusts, or is that still limited to 30ft? Fencing sphere has an option to increase the range to the 1st ranged increment, so it's not like, a big deal, for me. More talents than I know what to do with 😛

Also, if you're worried about grenade DCs, remember that this feat exists for people wanting to specialize; it lets the DCs scale. Might need to make a change, though, since there's no CAM?

Grenade Master

Grenade Master (General)

Benefit: When determining the save DC of an explosive or splash weapons such as an alchemical weapon, dust, oil, or potion you are activating, you may add your casting ability modifier (or Intelligence modifier, if you do not possess the casting class feature) to the save DC. This only applies to explosives and splash weapons that do not already add an ability modifier to the DC (so while it would apply to alchemical weapons, it would not apply to an Alchemist’s bomb class feature).

Erk, these spoilers are clunky :c

A question more focused on uh, my character, I guess. Was thinking of going for a driving specialist who uses Ace PilotAce Pilot [EO2]
You gain 5 ranks in the Profession (pilot) skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Profession (pilot) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. When piloting a vehicle, you may benefit from Athletics sphere abilities you possess, substituting your Profession (pilot) skill for any skill checks called for by those abilities. The piloted vehicle must still possess movements modes appropriate to the packages you possess.
talent to let her use Athletics sphere stuff with the tank, is that okay? Might need to change the skill used to Drive, though, so it's consistent with the rest of the tank controls.

Also, is it bad that I'm planning on dipping Gunslinger for Dex-to-Damage? It feels kinda cheesey, cause even if it slows down talent progression slightly... it's well, yanno, a dip for more damage >.>

EDIT: Ah, wait! Remembered, uh, Unchained Rogues get the Finesse TrainingFinesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. class feature. Since the houserules get rid of Weapon Finesse, what happens to the feat? Know the uh, 3.0 version (the PDF) has it get swapped with Deft Manuevers, but dunno if you're gonna do it that way or make a more standardized thing? Also, does it apply to Weapon Groups, as per the feat changes, or just the individual weapons chosen?

Niblooey

Niblooey


Don't like the smiley, was trying to put a :P there :/

Oh, nice! Right, uh, quick question on Suppressing Fire. How do you determine whether or not it crits? You can roll a crit threat, but there's no number to beat so you can confirm it, since it's against all foes.

The benefits listed at the bottom of the Rapid Reload section only applies to people with Rapid Reload/Expert Reloading, right?

On the Sniper quality, does it also apply to the Fencing sphere's Fatal Thrusts, or is that still limited to 30ft? Fencing sphere has an option to increase the range to the 1st ranged increment, so it's not like, a big deal, for me. More talents than I know what to do with 😛

Also, if you're worried about grenade DCs, remember that this feat exists for people wanting to specialize; it lets the DCs scale. Might need to make a change, though, since there's no CAM?

Grenade Master

Grenade Master (General)

Benefit: When determining the save DC of an explosive or splash weapons such as an alchemical weapon, dust, oil, or potion you are activating, you may add your casting ability modifier (or Intelligence modifier, if you do not possess the casting class feature) to the save DC. This only applies to explosives and splash weapons that do not already add an ability modifier to the DC (so while it would apply to alchemical weapons, it would not apply to an Alchemist’s bomb class feature).

Erk, these spoilers are clunky :c

A question more focused on uh, my character, I guess. Was thinking of going for a driving specialist who uses Ace Pilot talent to let her use Athletics sphere stuff with the tank, is that okay? Might need to change the skill used to Drive, though, so it's consistent with the rest of the tank controls.

Also, is it bad that I'm planning on dipping Gunslinger for Dex-to-Damage? It feels kinda cheesey, cause even if it slows down talent progression slightly... it's well, yanno, a dip for more damage >.>

EDIT: Ah, wait! Remembered, uh, Unchained Rogues get the Finesse TrainingFinesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. class feature. Since the houserules get rid of Weapon Finesse, what happens to the feat? Know the uh, 3.0 version (the PDF) has it get swapped with Deft Manuevers, but dunno if you're gonna do it that way or make a more standardized thing? Also, does it apply to Weapon Groups, as per the feat changes, or just the individual weapons chosen?

Niblooey

Niblooey

Oh, nice! Right, uh, quick question on Suppressing Fire. How do you determine whether or not it crits? You can roll a crit threat, but there's no number to beat so you can confirm it, since it's against all foes.

The benefits listed at the bottom of the Rapid Reload section only applies to people with Rapid Reload/Expert Reloading, right?

On the Sniper quality, does it also apply to the Fencing sphere's Fatal Thrusts, or is that still limited to 30ft? Fencing sphere has an option to increase the range to the 1st ranged increment, so it's not like, a big deal, for me. More talents than I know what to do with 😛

Also, if you're worried about grenade DCs, remember that this feat exists for people wanting to specialize; it lets the DCs scale. Might need to make a change, though, since there's no CAM?

Grenade Master

Grenade Master (General)

Benefit: When determining the save DC of an explosive or splash weapons such as an alchemical weapon, dust, oil, or potion you are activating, you may add your casting ability modifier (or Intelligence modifier, if you do not possess the casting class feature) to the save DC. This only applies to explosives and splash weapons that do not already add an ability modifier to the DC (so while it would apply to alchemical weapons, it would not apply to an Alchemist’s bomb class feature).

Erk, these spoilers are clunky :c

A question more focused on uh, my character, I guess. Was thinking of going for a driving specialist who uses Ace Pilot talent to let her use Athletics sphere stuff with the tank, is that okay? Might need to change the skill used to Drive, though, so it's consistent with the rest of the tank controls.

Also, is it bad that I'm planning on dipping Gunslinger for Dex-to-Damage? It feels kinda cheesey, cause even if it slows down talent progression slightly... it's well, yanno, a dip for more damage >.>

EDIT: Ah, wait! Remembered, uh, Unchained Rogues get the Finesse TrainingFinesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. class feature. Since the houserules get rid of Weapon Finesse, what happens to the feat? Know the uh, 3.0 version (the PDF) has it get swapped with Deft Manuevers, but dunno if you're gonna do it that way or make a more standardized thing? Also, does it apply to Weapon Groups, as per the feat changes, or just the individual weapons chosen?

Niblooey

Niblooey

Oh, nice! Right, uh, quick question on Suppressing Fire. How do you determine whether or not it crits? You can roll a crit threat, but there's no number to beat so you can confirm it, since it's against all foes.

The benefits listed at the bottom of the Rapid Reload section only applies to people with Rapid Reload/Expert Reloading, right?

On the Sniper quality, does it also apply to the Fencing sphere's Fatal Thrusts, or is that still limited to 30ft? Fencing sphere has an option to increase the range to the 1st ranged increment, so it's not like, a big deal, for me. More talents than I know what to do with 😛

Also, if you're worried about grenade DCs, remember that this feat exists for people wanting to specialize; it lets the DCs scale. Might need to make a change, though, since there's no CAM?

Grenade Master

Grenade Master (General)

Benefit: When determining the save DC of an explosive or splash weapons such as an alchemical weapon, dust, oil, or potion you are activating, you may add your casting ability modifier (or Intelligence modifier, if you do not possess the casting class feature) to the save DC. This only applies to explosives and splash weapons that do not already add an ability modifier to the DC (so while it would apply to alchemical weapons, it would not apply to an Alchemist’s bomb class feature).

Erk, these spoilers are clunky :c

A question more focused on uh, my character, I guess. Was thinking of going for a driving specialist who uses Ace Pilot talent to let her use Athletics sphere stuff with the tank, is that okay? Might need to change the skill used to Drive, though, so it's consistent with the rest of the tank controls.

Also, is it bad that I'm planning on dipping Gunslinger for Dex-to-Damage? It feels kinda cheesey, cause even if it slows down talent progression slightly... it's well, yanno, a dip for more damage >.>

EDIT: Ah, wait! Remembered, uh, Unchained Rogues get the Finesse TrainingFinesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. class feature. Since the houserules get rid of Weapon Finesse, what happens to the feat? Know the uh, 3.0 version (the PDF) has it get swapped with Deft Manuevers, but dunno if you're gonna do it that way or make a more standardized thing? Also, does it apply to Weapon Groups, as per the feat changes, or just the individual weapons chosen?

Niblooey

Niblooey

Oh, nice! Right, uh, quick question on Suppressing Fire. How do you determine whether or not it crits? You can roll a crit threat, but there's no number to beat so you can confirm it, since it's against all foes.

The benefits listed at the bottom of the Rapid Reload section only applies to people with Rapid Reload/Expert Reloading, right?

On the Sniper quality, does it also apply to the Fencing sphere's Fatal Thrusts, or is that still limited to 30ft? Fencing sphere has an option to increase the range to the 1st ranged increment, so it's not like, a big deal, for me.

Also, if you're worried about grenade DCs, remember that this feat exists for people wanting to specialize; it lets the DCs scale. Might need to make a change, though, since there's no CAM?

Grenade Master

Grenade Master (General)

Benefit: When determining the save DC of an explosive or splash weapons such as an alchemical weapon, dust, oil, or potion you are activating, you may add your casting ability modifier (or Intelligence modifier, if you do not possess the casting class feature) to the save DC. This only applies to explosives and splash weapons that do not already add an ability modifier to the DC (so while it would apply to alchemical weapons, it would not apply to an Alchemist’s bomb class feature).

Erk, these spoilers are clunky :c

A question more focused on uh, my character, I guess. Was thinking of going for a driving specialist who uses Ace Pilot talent to let her use Athletics sphere stuff with the tank, is that okay? Might need to change the skill used to Drive, though, so it's consistent with the rest of the tank controls.

Also, is it bad that I'm planning on dipping Gunslinger for Dex-to-Damage? It feels kinda cheesey, cause even if it slows down talent progression slightly... it's well, yanno, a dip for more damage >.>

EDIT: Ah, wait! Remembered, uh, Unchained Rogues get the Finesse TrainingFinesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. class feature. Since the houserules get rid of Weapon Finesse, what happens to the feat? Know the uh, 3.0 version (the PDF) has it get swapped with Deft Manuevers, but dunno if you're gonna do it that way or make a more standardized thing? Also, does it apply to Weapon Groups, as per the feat changes, or just the individual weapons chosen?

Niblooey

Niblooey

Oh, nice! Right, uh, quick question on Suppressing Fire. How do you determine whether or not it crits? You can roll a crit threat, but there's no number to beat so you can confirm it, since it's against all foes.

The benefits listed at the bottom of the Rapid Reload section only applies to people with Rapid Reload/Expert Reloading, right?

On the Sniper quality, does it also apply to the Fencing sphere's Fatal Thrusts, or is that still limited to 30ft? Fencing sphere has an option to increase the range to the 1st ranged increment, so it's not like, a big deal, for me.

Also, if you're worried about grenade DCs, remember that this feat exists for people wanting to specialize; it lets the DCs scale. Might need to make a change, though, since there's no CAM?

Grenade Master

Grenade Master (General)

Benefit: When determining the save DC of an explosive or splash weapons such as an alchemical weapon, dust, oil, or potion you are activating, you may add your casting ability modifier (or Intelligence modifier, if you do not possess the casting class feature) to the save DC. This only applies to explosives and splash weapons that do not already add an ability modifier to the DC (so while it would apply to alchemical weapons, it would not apply to an Alchemist’s bomb class feature).

Erk, these spoilers are clunky :c

A question more focused on uh, my character, I guess. Was thinking of going for a driving specialist who uses Ace Pilot talent to let her use Athletics sphere stuff with the tank, is that okay? Might need to change the skill used to Drive, though, so it's consistent with the rest of the tank controls.

Also, is it bad that I'm planning on dipping Gunslinger for Dex-to-Damage? It feels kinda cheesey, cause even if it slows down talent progression slightly... it's well, yanno, a dip for more damage >.>

EDIT: Ah, wait! Remembered, uh, Unchained Rogues get the Finesse TrainingFinesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. class feature. Since the houserules get rid of Weapon Finesse, what happens to the feat? Know the uh, 3.0 version (the PDF) has it get swapped with Deft Manuevers, but dunno if you're gonna do it that way or make a more standardized thing?

Niblooey

Niblooey

Oh, nice! Right, uh, quick question on Suppressing Fire. How do you determine whether or not it crits? You can roll a crit threat, but there's no number to beat so you can confirm it, since it's against all foes.

The benefits listed at the bottom of the Rapid Reload section only applies to people with Rapid Reload/Expert Reloading, right?

On the Sniper quality, does it also apply to the Fencing sphere's Fatal Thrusts, or is that still limited to 30ft? Fencing sphere has an option to increase the range to the 1st ranged increment, so it's not like, a big deal, for me.

Also, if you're worried about grenade DCs, remember that this feat exists for people wanting to specialize; it lets the DCs scale. Might need to make a change, though, since there's no CAM?

Grenade Master

Grenade Master (General)

Benefit: When determining the save DC of an explosive or splash weapons such as an alchemical weapon, dust, oil, or potion you are activating, you may add your casting ability modifier (or Intelligence modifier, if you do not possess the casting class feature) to the save DC. This only applies to explosives and splash weapons that do not already add an ability modifier to the DC (so while it would apply to alchemical weapons, it would not apply to an Alchemist’s bomb class feature).

Erk, these spoilers are clunky :c

A question more focused on uh, my character, I guess. Was thinking of going for a driving specialist who uses Ace Pilot talent to let her use Athletics sphere stuff with the tank, is that okay? Might need to change the skill used to Drive, though, so it's consistent with the rest of the tank controls.

Also, is it bad that I'm planning on dipping Gunslinger for Dex-to-Damage? It feels kinda cheesey, cause even if it slows down talent progression slightly... it's well, yanno, a dip for more damage >.>

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