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Character Creation Q&A


Paxon

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1 hour ago, PigLickJF said:

Can we add masterwork bonuses to weapons created with tech sphere talents, technician inventions, etc. by paying the appropriate costs?

Tech Sphere: yes, if it is a permanent gadget (no if it's a temporary one). In fact, permanent gadgets are already considered masterwork. So I'll let you apply that +1 bonus however you want within the new rules, and you can add additional bonus for additional cost as per those rules.

 

Technician Inventions: Inventions actually modify existing weapons. So in that sense yes. You would take, for instance, a masterwork pistol and turn it into an improved firearm invention. Inventions basically just add improvements onto an existing item.

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1 hour ago, Demented said:

I don't know about categorization, but I suggest calling it "Easy Rider".😀

Social or Regional I would think. Something like...

 

"You spent much of your early life in what remains of the Great Plains region, racing across the rolling hills there in various forms of powered vehicles. Your familiarity has shown in a natural knack for piloting any such vehicle you come across. You gain the Drive skill as a class skill and a +1 trait bonus to such skill checks."

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16 hours ago, relekorlagunis said:

Can we take a trait to gain Drive as a class skill, presumably with the usual +1 trait bonus as well?  If so, what should we call it and what category of trait is it?

 

15 hours ago, Demented said:

I don't know about categorization, but I suggest calling it "Easy Rider".😀

 

13 hours ago, Djacob91 said:

Social or Regional I would think. Something like...

 

"You spent much of your early life in what remains of the Great Plains region, racing across the rolling hills there in various forms of powered vehicles. Your familiarity has shown in a natural knack for piloting any such vehicle you come across. You gain the Drive skill as a class skill and a +1 trait bonus to such skill checks."

Beautiful. Consider it done. Easy Rider with the +1 trait bonus. Let's just call it a campaign trait. 

I'm also inclined to be fairly lenient on which classes gain drive as a class skill. While knowledge of driving is perhaps not as common as our current world, it isn't super rare either. Let me know if you think one of your classes has a good case for drive, I'll consider it.

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3 hours ago, Paxon said:

Beautiful. Consider it done. Easy Rider with the +1 trait bonus. Let's just call it a campaign trait. 

I'm also inclined to be fairly lenient on which classes gain drive as a class skill. While knowledge of driving is perhaps not as common as our current world, it isn't super rare either. Let me know if you think one of your classes has a good case for drive, I'll consider it.

I just re-read my list of class skills and Conscript gives me three skills of my choice.  So, I won't need the trait.

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9 minutes ago, Llyarden said:

Not sure if I missed it in somewhere - is there a deadline for characters?

I actually have it in the handy-dandy new calendar... thingy. Tab. Topic. Whatever. June 6 is the date I currently have down. I'm considering extending that given the wiki hack, but level 6 characters shouldn't be too tough to assemble either.

 

Edit: the "Events" tab

Edited by Paxon (see edit history)
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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?

Edited by Niblooey
Don't like the smiley, was trying to put a :P there :/ | Added Ace Pilot text (see edit history)
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6 minutes ago, Niblooey said:


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 >.>

In a campaign that's firearms focused?  Hardly.

 

I have questions about sustained fire myself.

1:  The first time it talks about interruption, there's an asterisk, like it's going to define what that entails, but it never gets around to that.

2:  Do the 2nd and subsequent rolls require attack rolls to do their max x2/4 damage?

3:  Does this damage increase only apply to base weapon damage, or is all damage like sneak attack included?  This can get scary fast.

4:  When do the 30 rounds get expended?  Is it 10 per turn, or something else?

 

Also, not mechanics, but the idea of a dum-dum tank shell makes me cringe hard enough I needed to whack myself in the head to get my eyes to un-roll.  I'd literally rather have the cannonball, because dum-dums are designed flatten themselves against whatever they hit.  This is great for inflicting huge flesh wounds, and self-defeating when trying to pierce armor.  Anything getting tank gun treatment is going to qualify as a hard target.

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Think a dum-dum tank shell could work against real big stuff, like mutated land whales with thick, blubbery skin. Too much flesh for a bullet to penetrate, and super tough, but not in a way that's helped much by armor penetration. Though if regular tank shells don't cut it, specialized flesh-rending rounds probably won't either? And don't think dum-dums scale, though there's probably some way to make an equivalent effect for larger rounds, as impractical as it'd be IRL...

Edited by Niblooey (see edit history)
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