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![]() Cordell Kintner wrote: When you pick one of the spells, you lose access to the other two, so only the spell you picked for that day is added to your repertoire. They are not added as signature spells, but to your repertoire at the same level you would normally be able to cast them as innate spells. Good point, I mixed my words up on signature and repertoire thank you. I thought it would work like you stated but wasn't certain. ![]()
![]() Kitsune gain several "choose one of these spells during your daily preparation" feats. When combined with Ancestral Mage do they gain all the choices as signature spells or only the choice they made for the day? For example would a Kitsune with Kitsune spell Expertise have Death Ward, Confusion, and Illusory Scene as signature spells? Or if the Kitsune chose Death Ward for the day would that be the only spell they gain as a signature spell for the day, and when they chose confusion the next day that would be the signature spell? ![]()
![]() Perpdepog wrote:
I am a fan of the non-scaling proficiency alternate rules. I get why they did what they did with fighter, it just stands out compared to everyone else. I think there was a little room for a main focus for the fighter but at the end of the day I will still play one on occasion so maybe they were right. Heck they probably were, they are selling books and I am not so what do I know? All in all it is a solid system that I have minor issues with, so a great effort. ![]()
![]() Calybos1 wrote:
I have to ask what the rest of you are doing that you cannot seem to wipe anything or succeed. Honestly sounds at this point like the bard is the only one actually being successful. ![]()
![]() Hydraulic Torrent is normally a fourth level spell and nothing states that that specific spell would be heightened so it should be fourth level. From what I can see any spell cast should be at the standard DC for the hag finishing the spell unless it is the control weather ritual which should be DC 23. Caster level is not a thing anymore but all hags currently use the occult tradition. ![]()
![]() I like the fact ancestry is a thing that is not simply a quick skin at level one and then rarely matters from that point forward. I like the general set up of the action economy in combat. I do not like the "everything scales" nature of proficiency, but otherwise like the proficiency system. I do not appreciate how little stats seem to matter and how little impact stats have for spells and how few spells casters get. However I like the increase in cantrips for their usefulness, and focus powers are a neat way to handle regular use abilities that get fatigued in combat. I do like how healing has generally been handled and every class having a subclass system (except you fighter, you get nothing, sorry). ![]()
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![]() MREs are not rations in the traditional sense. Each package of MRE is 1250(ish) calories. A "typical" diet could survive on 3 MREs every 2 days (3700 calories) easily. MREs are rather bulky because they aren't preserved in the ways traditional rations are; a beef stew MRE when opened is already stew, not a concentrate to be mixed, and fully cooked. In addition you will have some form of drink mix, eating utensils, a wet wipe, coffee, some gum, a desert, et al. ![]()
![]() Matthew Downie wrote:
This is why I asked the questions I did. Basically none of the development of society/civilization can happen if you don't have a stable and growing industrial set up. If you are going to have kingdoms and civilization you literally can't have a savior-based game. Thread for first edition on this. Basically if everyone is simply a goblin attack away from being wiped out then you would never have enough luck or time to actually get to where the setting is today. A base level of assumed competence in the world is mandatory or everyone would have already been wiped out. A society where people latch on to the super-competent and build life around these superior beings would be vastly different than anything we see in Golarion. ![]()
![]() Red Griffyn wrote:
Yeah my other thought was to represent his 'unnatural toughness' with the fast healing feat and toughness and then wait until much higher level and take it if I felt I needed to. Anything I play will likely be homebrew so the timeline would be squishy. I do dislike that it's basically a trap for anyone to take and is so wasted for most levels. ![]()
![]() Kinjar wrote:
I was thinking to take it for fortitude on a sorcerer, and retrain it at 5 to perception. Eventually I would retrain it again back to fortitude for the master proficiency around 17 if the game lasts that long. ![]()
![]() TarkXT wrote: good stuff So one of my primary campaign settings assumes a positive energy linked star Central to a system sized negative energy dyson sphere dragnet. The planets are artificial with onyx cores that prevent souls and energies from "sliding off" out to the sphere (basically providing a magical equivalent to the magnetosphere). The planets are each tied to a school of magic with divination being tied to the system as a whole. The interactions of the energies between the system prevents interaction with the Divine. Mythic level creatures/NPCs provide a "natural law" equivalent maintaining the system. Being caught between planets lower background magic availability and heightens the danger of becoming undead/ having something nasty happen. /CSB ![]()
![]() Jurassic Pratt wrote:
I tend to run with, "If you can find an example of someone doing stunt (x), and it's in line with the character you can try to pull it off too." Even some of the stuff that's likely camera/wire magic. ![]()
![]() You do understand that the statement, "Something might happen so I take precaution (x)." Is logical while the position, "well you don't always take precaution (x) so it doesn't matter if I don't take it in the same circumstances." Is not? Again there are easy work arounds for the common worries in existing regularly in the environments without clothes in the setting (life bubble lasts days per level and handles 99+% of mentioned concerns). And of course these potential dangers can be ignored too as you pointed out. Heck there are options to not rely on worn equipment for dangerous situations as well. Regardless you asked for opinions. Most have been "you can, it may or may not be weird for those around you based on their norms, also there are some safety considerations to think about outside of extreme dangerous environments." I make no assumptions about what form of nudism applies to you or your characters. I simply point out some considerations that might come up, as well as some of the mitigations for those considerations. ![]()
![]() thejeff wrote:
Points worth considering. I would image that with everyone having light armor proficiency and the stationware being so cheap that it would not be odd for that to be a regular clothing option for most people in normal circumstances. I do agree that it's unlikely that private quarters where personal activities happen would likely have additional protections in place to prevent a lack of emergency gear being on being immediately fatal. In fact I would rely on those extra safety protocols being disabled as a data point for potentially tracking the murderer in my previous scenario. I do think that saying that because there are situations that someone would be exposed to additional risks means that there is no reason to take precautions the rest of the time. Now does this mean there are not nudist? Of course not. We have environmental dangers on Earth and people still go nude. I simply offer that there are still such considerations with station life. An easy work around include the star shaman mystic though, so it's not like these are impossible considerations especially with magic to replace technology options that clothes might normally cover. ![]()
![]() Azalah wrote:
My counter argument is even on a space station/artificial environment you have to worry about the potential blow out or atmosphere lost/ accidental space exposure. For a plot device I could see someone utilizing the knowledge that their target is a nudist in their quarters to engineer such a disaster. Otherwise I would suggest a fusion on armor to call in the case of an emergency. ![]()
![]() Well until I do an actual weapon building system I went along the lines of existing underbarrel weapons. I do need to add a line about a single combo limit. I don't think there is any cheese to be had but for aesthetic reasons I don't think a 3 in 1 is going to fly well. To some extent I understand if why the last couple of +1~2 costs so much (law of diminishing returns), but even so the armors are simply too much alike for there to be reason for. ![]()
![]() It drove me crazy that if I wanted a shotgun toting dwarf I had so many levels between better gear. And no underbarrel grenade launcher? In fact I want lightning spewing guns, and Sonic wobblers that hit a cone... Cryo weapons that entangle you in a layer of ice... So I make a system for developing such. Next I am going to revamp the light and heavy armor because it's video game +1 chasing bad right now. ![]()
![]() Claxon wrote: I don't know why I had thought that you only gained HP at character creation, and everything else was stamina gain thereafter. To be fair when I was first learning the system I assumed it would be that way because HP damage was supposed to be the deadly stuff. But I read the rules and realized my assumption was wrong. ![]()
![]() Combination Weapons have been added to the document. Barring feedback from other people I am likely done with my upgrading weapons document. The only thing I have left is to adjust the damage progression chart to account for the different dice in Starfinder. Next will be a rebuild/upgrade document for armors. I really hate how starfinder armors are literally just "spend money get another +X" my intent will be to have different armors be focused on different areas and include a section on upgrading armors much like this does for weapons. ![]()
![]() The cost is supposed to scale but I see how I failed to word it correctly. Say I am upgrading an azimuth laser pistol. Upgrading to level 2 costs 350 credits. Upgrading to level 3 is supposed to cost 700 credits. Upgrading to level 4 will cost 1,400 credits. The final upgrade to level 5 will be 2800 credits. This means a fully upgraded azimuth laser pistol is going to cost you about 5,600 credits. You will get 14 points total for upgrading. Line, and burst are already explained in the base rules, I don't have to repeat that in the document, but I can put in a link so there is no confusion. Please note if you do upgrade to one of those properties you will only be getting that one property. But I do agree that the range for a burst upgrade needs reduced; a level 2 azimuth laser pistol shouldn't be producing an 80 from cone. Probably adding the burst ability should quarter the normal range of the weapons and probably the same with the line. EDIT I have updated the document to reflect these changes and added bit about upgrading ammunition. ![]()
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![]() First off this is very much a work in progress. So use as you like, but if something doesn't really work let me know. Second the why I made this. I didn't like buying a shotgun at level 1 and not having another avialable until so much later. With all the tech available and skill it seems really odd to me that there is no way to actually improve an item. I imagine that Paizo will eventually get to this but for the time being I figure this should help. Finally as I mentioned its still not finished. I have not put in a DC for skill check because I am uncertain what it should be. I am thinking the (new item level x 1.5) + 10. Now I apologize for taking so long but here it is: Upgrading Weapons (for fun and profit). ![]()
![]() It's a level 1 item. ITEM LEVEL wrote:
MULTIPLE FUSIONS AND MULTIPLE TARGETS wrote:
So no, not really. However my personal short term solution is simply to use the weapon design system from Pathfinder. My homerule is you can upgrade an item to the next item level for the cost of the item. This gives you a points you can use to improve the weapon characteristics of the weapon (improving the damage or such). Each weapon can only be upgraded 4 levels over it's original item level. This will also allow better/more fusions to be added on. I intend to do something similar for armor. ![]()
![]() There's also a lack of room for the upgrades, or the funds to spend on them. Try finding a decent armor at 3rd level that is affordable and can hold the force field mod. Heavy armors have hardly any slots until mid levels while these almost skin level lights have room. It's nonsensical. I feel like I like/love 75-80% of what they have made. That last but though is almost enough to make me scream. I have big hopes for the armory to help fix some of this. I should not have to put off having an upgrade for shotgun from level 1 to level 6-7 for example. ![]()
![]() Losobal wrote: I do find some of the costs odd too. "wait to go up like 2 points in armor, this now costs half a million credits?" The economy of equipment in Starfinder is killing me. The prices are wonky as you pointed out, it's literally MMO incrementalism, the armors are bland with little to nothing distinguishing them from each other. There is no real difference between total protection from heavy or light armor (just how you get that protection), the weapons start at wet noodle, and grow from there and you can't actually expect a weapon style to he something you can stick with if you want to stay in the mix correctly. It's just one big mess. ![]()
![]() Blake's SF Iconic 2 wrote: The drone definitely beats out the exocortex on action economy and damage output, but as a fan of Ender, I just can't resist. My intent for my exocortex is toughness and unexpected action/abilities. Mine is an android and I intend to pack extra equipment in him and take the shield ability and pack one of those charging upgrades as well. I am considering the makeshift baracade and the overcharge abilities, but the extra drain might not be worth it. All in all it will be interesting to see how it comes out. Personally I think moving the multitasking down and having the third tier add an attack would balance out exocortex just right. ![]()
![]() Souls At War wrote:
Look if it's good enough for the force, it should be fine for some good. ![]()
![]() blahpers wrote: It isn't odd, but it is relatively uncommon. Walk from the city gate all the way through to the local viscount's audience chamber and the number of PC-class NPCs will be utterly dwarfed by commoners, experts, warriors, and aristocrats. It has been a minute since I dug through it, but if I recall correctly the number of generic NPCs with non-npc class levels wasn't low. Granted most NPCs still had at least one NPC class level. Purely non-npc class NPCs tend to be really rare, but still, a level 2-5 expert, warrior, or aristocrat isn't in bar shape compared to level 1-3 PCs typically. Granted there is a gap and it grows (intentionally) the higher the levels get, but as the levels grow the tendency is to find more of those more effective NPC builds. TL:DR, my main qualm was about the idea that level 1 PCs were much better off than NPCs and that a 13 was very high for the average NPC. ![]()
![]() Dasrak wrote: Not to mention that PC's typically have way better stats than NPC's. To an average person a 13 is considered a high attribute. The standard array for non-heroic NPCs is 13,12,11,10,9,8 which is to say a 3 point buy before race. So while 13 starts as the high 15 is easily done, and we could see 2~3 thirteen plus stats. The heroic array is 15,14,13,12,10,8, which is a 15 point buy, or "standard". Also it isn't odd to see NPCs with standard class levels either. So while I agree most NPCs have at least some class levels. Indeed the "average person" level range is 1-5. So it is actually quite likely that while a level 1 PC has great potential, the NPCs are not typically going to be looking at someone that is literally head and shoulders above anything they have ever seen. ![]()
![]() quindraco wrote:
Yeah this is actually something I am working through on homebrew. The equipment section is hopelessly convoluted and simply bad. ![]()
![]() Murdock Mudeater wrote:
Actually I think you are correct. I am still getting use to the item levels and their various interactions. ![]()
![]() I don't disagree with people about cleric, but sorcerer has the same problem (no choices, poor choices that are not as good) only worse. The sorcerer gets to make one actual choice, which bloodline to take. Most of its archetypes are junk. I would argue the oracle shows just how much sorcerers need a rebuild. It is not that there is no power in the class, it's the fact the class is boring, has little room for customization, and needs updated.
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