Jump to content

Character Creation Q&A


Paxon

Recommended Posts

1 hour ago, Niblooey said:

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.

This is what I get for copying over rules that are supposed to work for pathfinder and DnD 🙂. Changing it to read "natural 20" which would be an auto-hit (so then you hit all you initially target, though the off-turn part of it will be compared against your actual result). Expanded critical threat range doesn't matter for this action.

1 hour ago, Niblooey said:

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

Correct

1 hour ago, Niblooey said:

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 😛

No, since Fencing sphere has that talent, I left it out of the equation. You'll need that talent to accomplish same with fencing sphere. 

 

1 hour ago, Niblooey said:

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.

Yeah, Ace Pilot is fine and it will indeed give ranks in Drive instead of pilot. The tank would not have fly, climb, leap, or swim movement modes of course, so you can't use any of those talents with it. Others will have to actually make sense as well. As fun as it might, no Wall Run in the tank 🙂

1 hour 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 >.>

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?

Perfectly fine. I was close to making dex-to-damage on firearms more accessible in the first place. 

For the Feat replacement, if those come up we'll work something out. In this case, you can pick between the second level of Finesse Fighting, the Weapon Focus feat, or Deft Maneuvers as a replacement feat.

On your last question there, do you mean the 3rd level ability of dex to damage with a weapon? If so, yeah pick a specific weapon.

1 hour ago, Demented said:

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?

1: That was a brain fart. Text added. Taking damage or targeted by melee attack is interruption.

2: Yes, clarification added

3: Only base weapon damage

4: 30 rounds on each turn (i.e. each time you take the action. The action is one turn worth. Consecutive turns of taking the action yields increasing results)

1 hour ago, Demented said:

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.

Rudely put, but my understanding of what a dum dum round is was off. It is basically a cannonball, or a straight up slug of metal. Not something like a hollow point. I'll remove reference to dum dum in the description.

Link to comment
Share on other sites

Is there likely to be enough interaction with NPCs to be worth having a face character? Obviously they'd also need to be able to serve in some of the main tank crew roles also (I presume, more than one, given the possibility of debilitating injuries).

Link to comment
Share on other sites

3 hours ago, dalamb said:

Is there likely to be enough interaction with NPCs to be worth having a face character? Obviously they'd also need to be able to serve in some of the main tank crew roles also (I presume, more than one, given the possibility of debilitating injuries).

Yes, as far as the various encounters and interactions I'm thinking about. That always comes with a bit of an asterisk depending on how the party as a whole ends up operating: as in everyone thinking every problem can be solved with a well-placed tank round.

This is going to be a journey though, and there should be many chances to and in fact likely necessity to interact with settlements, traders, and negotiate your way through territory controlled by one faction or another.

Link to comment
Share on other sites

Thanks. I am contemplating a character who focuses on the Commander role (related to scouting, perception, knowledge of possible enemies), but also secondarily one or two of the other roles. I've been looking into whether any Warleader talents are relevant and interesting.

Link to comment
Share on other sites

9 hours ago, dalamb said:
  1. Can we take the Fated Birth oath boon more than once, to get multiple motifs?
  2. How do we establish an "honor score" for Oath of Honor?

1. I'm going to limit it to once in this game

2. When you take the Oath, your honor score is set 3x your char level (18), which you must maintain. Pick a Code of Honor, examples are here. (NOTE TO SELF: Create and post The Code, the tank's code of honor passed on to the generations, as a possibility for Code of Honor). Most of those would need to be adjusted in some ways to fit the setting, and I would work with any accepted player to adjust their code of honor appropriately.

Link to comment
Share on other sites

Forgive me if this has been covered somewhere, but I looked around and don't see it...

 

The Gunslinger gets proficiency in "all firearms." Is that still the case in this game, including heavy firearms?

 

Looking forward to seeing the Tank Code, I was considering something similar.

Link to comment
Share on other sites

6 minutes ago, PigLickJF said:

Forgive me if this has been covered somewhere, but I looked around and don't see it...

 

The Gunslinger gets proficiency in "all firearms." Is that still the case in this game, including heavy firearms?

 

Looking forward to seeing the Tank Code, I was considering something similar.

It was asked, but probably buried somewhere on the previous pages. It does not include Heavy Weapon firearms. But includes all others.

Link to comment
Share on other sites

I noticed mention of a player using a larger size. Unlike Racebuilder it doesn't mention any physical attribute changes in the Origin creation page about any stat changes. Is that intended?
I know in Racebuilder you become large get +2 Str, -2 Dex.
Second question regarding this is, if I take the Mutant feats, and go with the larger size Origin. Can I look into taking this racial feat? Serpentine Compression? It would be kinda fun to become smaller and fit into the tank with the other players and be like.. How did he fit in there?

Link to comment
Share on other sites

2 hours ago, Steel Warrior said:

I noticed mention of a player using a larger size. Unlike Racebuilder it doesn't mention any physical attribute changes in the Origin creation page about any stat changes. Is that intended?
I know in Racebuilder you become large get +2 Str, -2 Dex.
Second question regarding this is, if I take the Mutant feats, and go with the larger size Origin. Can I look into taking this racial feat? Serpentine Compression? It would be kinda fun to become smaller and fit into the tank with the other players and be like.. How did he fit in there?

I can only assume it is intended. You're talking about the Tremendous talent, right? That one actually specifies even if you take it twice and become large, your ability scores and natural armor don't change (as would be usual for changing size). I'm going to go with it as is in the origin sphere and see how it plays out. You may take the Serpentine Compression, yes, since racial restrictions are removed. Particularly if you are a mutant.

Link to comment
Share on other sites

1 hour ago, Paxon said:

I can only assume it is intended. You're talking about the Tremendous talent, right? That one actually specifies even if you take it twice and become large, your ability scores and natural armor don't change (as would be usual for changing size). I'm going to go with it as is in the origin sphere and see how it plays out. You may take the Serpentine Compression, yes, since racial restrictions are removed. Particularly if you are a mutant.

Yeah, the cost of 2 potent to truly become large with no other benefit of being just large is too much of a penalty since you can get so much more converting one potent for 3 aux and 1 latent.
True, I probably have 10' reach and wield weapons 1 size larger, but I think there's better ways to get that.
No problem though, better to ask in advance.

Actually, I think I found a solution. Greater Mutation and take the alteration talent Powerful Limbs.
 

Edited by Steel Warrior (see edit history)
Link to comment
Share on other sites

39 minutes ago, Steel Warrior said:

Yeah, the cost of 2 potent to truly become large with no other benefit of being just large is too much of a penalty since you can get so much more converting one potent for 3 aux and 1 latent.
True, I probably have 10' reach and wield weapons 1 size larger, but I think there's better ways to get that.
No problem though, better to ask in advance.

Actually, I think I found a solution. Greater Mutation and take the alteration talent Powerful Limbs.
 

You still get the Reach/Size benefits of being Large. Granted, I think not getting the stat change/nat armour thing is actually kinda sucky too, for the cost, but you do still get *some* benefit. EDIT: nvm, I didn't see the second paragraph before I posted.  :s  That'll teach me to read the whole post before I respond. 🙂

Edited by Arklytte (see edit history)
Link to comment
Share on other sites

8 hours ago, Arklytte said:

You still get the Reach/Size benefits of being Large. Granted, I think not getting the stat change/nat armour thing is actually kinda sucky too, for the cost, but you do still get *some* benefit. EDIT: nvm, I didn't see the second paragraph before I posted.  :s  That'll teach me to read the whole post before I respond. 🙂

All good. I am thinking about walking beside the tank with a gattling gun.

 

If the GM permits it with the powerful limbs. or a Large Light Machine gun, which technically is the same damage with shorter range.


* HMG can only be fired mounted on a vehicle or emplacement
Aaahh.. 4000 gold even for a light machine gun.. so making it large would be not be possible especially with no pre-game crafting permitted.

 

I was looking at taking the Unchained Barbarian Painted Savage Archetype.

Can we change up the Mystical Tattoos (Sp) to Mystical Tattoos (Ex) and replace enhancement talents with either combat stamina feats or berserker talents that only function when I use my stamina pool.

Example: At 4th level, and every 4 levels thereafter, the painted savage gains one Combat stamina feat or a (berserker) talent from the Berserker sphere as a bonus talent. She may utilize mystic tattoos to use any Combat stamina or (berserker) talent she knows as a swift action. When using mystic tattoos in this way, she may only target her own body or tattoos she possesses and their effects last for only a number of rounds equal to the painted savage’s Constitution modifier, or for 1 minute if the painted savage spends 5 points from her stamina pool when activating the ability. The effective caster level of (beserker) talents or abilities used this way is equal to her painted savage level, this does not stack with class levels from other sources. The save DC for (berserker) talents used this way is 10 + 1/2 her painted savage level + her Constitution modifier.


I would like to take the legendary talents Cone of Death, Death Blossom and Fragmenting Shot

 

Clarification on the Mutant Feat line.
Per Mutation: You get Eternal Transformation feat and Improved Transformation Feat.

Now Improved Transformation feat says you get 1 talent for every 5 character levels, minimum 1, the feat requires 5th level.
In this case, are we getting Improved Transformation at 1st when we pick our mutation?, Meaning I get a talent at 1st and 6th?

Next, Greater Mutation gives players the Alteration Sphere which allows players to use combat traits for Alteration talents.
Per the Alteration Sphere rules. You can have base 1, +1 trait per 5 caster levels cap. (with ways to work around that)

If we take a drawback (like vulnerability) and I already have 2 traits, does the bonus trait from the drawback give me a 3rd trait that stacks with the two I already have?
 

Finally Favored Form, that's self explanatory, I spend a feat I increase the cap by 1 and get to pick a talent.

 

In regards to the Alteration talent Greater Changes it says: Increase the number of traits you may apply with your shapeshift by 1.
Since it doesn't say I can take it more than once, but doing this means I have to spend 1 talent for Greater Changes, and 1 talent for the alteration talent I want to add. So my question is, can I choose to take Greater Changes more than once?


 

Also, looking over the EITR rules in the thread, do you prefer we use the updated 2021 pdf vs the original

An example is that they did not remove Point Blank Shot, now requires Precise Shot and Precise shot is now the requirement for many other ranged feats.


The-Elephant-in-the-Room-Feat-Taxes-in-Pathfinder (2021).pdf


LOL Thanks for reading my page of text of questions!

Edited by Steel Warrior (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...