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In any case, I'm not sure to track how many of them are being worn at once, so it may be a moot point. The Bandolier states that only two may be used at once, but there's no code in the LWD item to enforce that restriction; they don't have check boxes to indicate that they're being worn, and I can add three of them to a character without HL throwing an error. For the moment then, I'll yank the wrist slot link and put the restrictions in as an addendum to the canonical descriptive text. Quote:
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As to my 'group', I'm the only player in this campaign. :D I'm adapting a 3.5 OGL product called 'Dungeon Bash' (by 'The Other Game Company') to Pathfinder usage. It lets you dungeon crawl Solo and/or GM free, sort of like the 1st Edition of Warhammer Quest from the 90s (haven't looked at last year's version). Its one of my ways to pass the time between RW Pathfinder sessions with my friends, and it lets me experiment with new (to me) classes without risking a character that I'm likely to become emotionally invested in. :) |
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[RULES LAWYER] Magical bracers come in pairs which must be worn together for their magic to take effect, such as is indicated in the description of Bracers of Armor, Core book, p504. If a mundane bracer is already taking up the majority of the forearm, then there's no room to wear a magical bracer on that arm. Thus your suggestion that a Potion Bracer shouldn't occupy the Wrist slot puzzles me. If, as you suggested, mundane items don't take up item slots, then it should be perfectly valid to wear, say, Banded Mail +1 over the top of mundane Full Plate, since the Full Plate doesn't occupy the slot for magical armor. [/rules lawyer] --- On a lighter note, without knowing of API calls to implement a 2 potion bracer limitation, the item has been completed to the same standard as LWD's Bandolier and I hereby respectfully submit it for consideration to be added to the CP. I have deliberately left the 'Source' blank, since my copy uses a source defined in my custom .1st file and I don't want to presume that it meets CP standards for using the 'official' CP Sharn City of Towers source. I do appreciate all of the assistance. |
So your telling me that if your player wears two gold non-magic rings and they try and add a Ring of Protection +1 that you you tell them it won't work. I mean you are using your two "ring" slots for non-magic items so you can't add a third ring correct?
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You will be affected by the weight of both and the ACP penalties DO stack. But the bonuses (ie AC) only the highest is in use. In this case you would get +9 from full plate, -11 ACP and carrying 85lbs of armor. Totally legit in the rules. This is no different than someone who uses two shields, a very popular build in pathfinder and PFS. You get the AC bonuses from the highest shield but the ACP penalties still stack. |
Out of curiosity I searched through the Paizo boards concerning the very similar case of the Wrist Sheath, and allowing Wrist Sheaths to be worn along with magical Wrist Slot items was consistently approved.
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Sorry for replying to this so late, I will get you this file now.
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I guess I'm just too much of an instinctive simulationist. I'll try to keep that in check in the future. :) |
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But yeah I have learned for community stuff it is used by many people and I try to not enforce how "my" games run into the what I provide. Lots of people play differently and by trying to go exactly by the rules as written I usually get less "bug" reports from people. Not saying its all perfect or I have not had to go back make changes. But we try. :) Also why I have a different data pack (Shadow d20) that makes use of the community pack that is for my players. It has lots of small tweaks and changes to the rules that work for my group. ;) |
Community Pack v1.7 Bug Report (Eberron Dolgaunt)
Eberron Campaign Setting (ECS) p. 281 lists the Dolgaunt as having +3 Natural Armor, but the Community Pack v1.7 (CP17) version is lacking said protection.
Also, and I'll admit that this second one may just be my own inexperience with Hero Lab and/or the Editor, but as configured, it looks to me like Hero Lab is reporting the Dolgaunt's Damage Resistance as DR 5/Byeshk AND Magic rather than DR 5/Byeshk OR Magic. --- Edit --- I just noticed a problem with the Empty Vessel as well. ECS p. 291 (top of right-hand column) states that the Empty Vessel gains Knowledge (Planes) as an automatic Class Skill. This isn't implemented in CP17. |
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