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Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber. * Starfinder Society GM. 1,166 posts (1,242 including aliases). 41 reviews. No lists. 1 wishlist. 17 Organized Play characters.


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Grand Lodge

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Will this also have the pdf for free for AP subscribers if we preorder?

Grand Lodge

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Yay, freedom for the plushies.

I was kinda jealous that some friends already received theirs and my order is still in the sidecart.

Grand Lodge

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Yes. 4 different colours of Skitters (blue, green, purple, and red if I recall correctly). We're just still waiting for them to be put in the store.

My wife keeps nagging me that she wants a purple one.

Grand Lodge

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BigNorseWolf wrote:
Damanta wrote:

I read it as:

Pick between biting (ring) with x2 level damage, or racial with 1.5x level tusk.
Same as the nuar could pick between the biting (ring) or the racial horns.

But a non archaic bite right? Which is what I think the poster was getting at. Because mormalaw have a natural weapons trait.

Non-archaic bite yes.

Based on this:
Joe Pasini wrote:
Ascalaphus wrote:
Q2: Is the archaic trait negated even by natural weapons that are clearly not a bite? Vesk natural weapons are a bit vague, but nuar have a gore attack. Does that still remove the archaic trait?
Yep! Guess once you're able to super tail-slap or gore someone, even when they're in armor, you can apply that learned knowledge to biting them real good.

Grand Lodge

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FormerFiend wrote:


Here's what I got;

<snip>

If I've messed up somewhere and put a not actually playable creature down, lemme know.

I somehow managed to fail to enter the Dromada in my spreadsheet.

Thanks for the list!
I'm now also at 101 unique races, and have 113 total options.

Edit: and to stay in theme with the thread:
Playerrace option
- Uplifted Badgers / Badgerfolk
- Horta (or something similar)
- Spacenagas

Grand Lodge 5/5

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The intent is to not be able to interrupt spells with a casting time of 1 standard action or less with a readied action.

There are no more concentration checks or other ways for a spellcaster to keep on going after they take damage from an attack that targetted their (E/K)AC or when they fail a save against an effect that causes them to take damage.

As for the text of Owen you're picking apart, replace the AoO with readied action and you get text inline with the intent of the system.

Grand Lodge

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315 gp to be always armed, always threatening, unable to be disarmed from it, at the cost of magic item slot and it's competitive without investment during the entire career of an SFS character?

Sounds like the ultimate backup weapon for every character, not just those focusing on unarmed.

Grand Lodge

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I assume that also means all your combat encounters are tailored towards players being lower in the combatmath than expected according to the CR system when expected combat happens in those areas?

Grand Lodge

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I use them, quite extensively.
I have all of the currently available pawn collections (Core Rulebook, Pact Worlds, Dead Suns, Against the Aeon Throne, Signal of Screams) and both Alien Archive boxes (and the pawns from the Beginner Box).

I use the ones from the Core Rulebook and Pact Worlds generally for player character pawns.
I use Against the Aeon Throne for that AP I'm running, and I'm going to use the Signal of Screams ones for that AP as well (starting sunday, took a while to get a party).

As for how I like them ... well I'm buying them still aren't I? I like them a lot.

Grand Lodge 5/5

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If talking to the GM in question doesn't work, talk to the local Venture Agent/Lieutenant/Captain to see if it can be resolved.

As for readied actions: here is the post you want to redirect people to.

Grand Lodge

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Operatives didn't need those free skill ranks.
Solarian should've gotten them for the 2 skills they pick with Skill Adept.

Grand Lodge

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The rules do not say you can wear armor over or under armor.
The rules say you can wear clothing over and under armor.

In other words, the rules allow an item from the clothing section of table 7-33 to be worn over and under an item from table 7-14 or table 7-15.

Exception: light armor may be worn while wearing powered armor, but not heavy armor.

Grand Lodge

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Hmmm?

Hacking a computer that's connected by a wireless connection to a world's Infosphere has DC's. They are the same as when you are physically present at that computer.

Hacking a computer that's not connected to the Infosphere requires physical presence, or the mechanic's trick.

You don't hack networks, you hack computers in that network.

Grand Lodge

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Page 243:
Rounding
Occasionally the rules might ask you to round a result or value.
Unless otherwise stated, always round down. For example, if you are asked to take half of 7, the result would be 3.

And page 169
Weapons that deal multiple types of damage have an ampersand between the types (such as “B & E” for a weapon that deals bludgeoning and electricity damage).
For such weapons, half the damage dealt is one type, and half is the other (if the damage done is an odd number, select one damage type to round up, rounding down the other damage type normally)

Grand Lodge

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This is pretty much table conventions I'm seeing.

At BNW's table picking up the mini and moving it 5 ft. is a Guarded Step when next to an enemy and maybe probably something else when not.
The 10ft. movement and attack is a full-action charge when used in conjuction with melee, or a full-action trick attack from an operative, or a move action followed by a standard action attack if it's neither of the first two.

At my table I expect a player to somehow signal me that their action is a guarded step (usually this is done with the words "I take a 5ft. step" quite often followed within the same breath by "Oh wait, that's a guarded step here".)

Same goes for pretty much all other actions. I'd like to know what is being done before minis are being picked up or dice are rolled. I don't care if you want to describe it with a Shakespearean sonnet, interpretative dance or moviequotes, as long as I can translate that prosa into the action system.

Grand Lodge

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Nothing in the rules excludes drones from getting a reaction, so as far as I can see they can take attack of opportunities.

Grand Lodge

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BigNorseWolf wrote:


So if a soldier has a haste going, when do they have to announce their attacks and movement?

They have to announce at the start of their turn that they want to use a full action: full attack and benefit from the extra movement given by haste.

Then they decide if they want to move first or attack first.
If they decide to attack first, then they get to decide after that attack if they want to move or attack again.
Repeat until all attacks and the move have been done.

Edit: in actual play I generally hear the following if the soldier wants to use the move granted by haste before attacking:
"I will move there and then full attack."

Not "I will move."
Mini moves.
"Now I full attack."

Grand Lodge

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Probably in Bestiary 1-6, and the diverse pathfinder APs ;)

Grand Lodge

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There is however also no support in the rules for turning a move action into a full action, which is what you are doing.

You perform either: a full action, or you perform a move action, a standard action, and/or swift, whereupon you can downgrade the standard action to either a move or swift, or the move action down to a swift.

Nothing in there says you can turn the performing of a move action which you used for the action to move up to your speed into the performing of a full action that happens to include moving up to your speed.

Grand Lodge

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Operative with 50 ft. movement speed wielding a small arm in one manipulator and an operative melee weapon in the other:

The operative performs their move action.
Moves 50 ft.
Spots enemy whom no-one had line of sight to before and who is within 100 ft.
Operative Player: Wait! This is a trick attack, so now I get to roll my trick attack skill and try to get extra damage with my small arm.
Operative performs their full action trick attack.

This is not gonna fly on any table I GM at, but you do you.

No, instead it will be:
The operative performs their move action.
Moves 50 ft.
Spots enemy.
Operative performs their standard action Operative's Pounce, moves up to another 100 ft and does a melee attack with the operative melee weapon.

This is an example how operative's pounce could work.

Also, it's how I personally view actions are taken in combat. No retroactive changing of an action because new information gained by the action taken reveals a more optimal way of gaming the system.

Grand Lodge

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My opinion: they become wrecked at the start of the engineering phase.

They were treated as if undamaged, so the condition goes to glitching during the gunnery fase. At the start of the engineers phase of the next round the hold it together effect wears off, and the condition goes up 2 steps. Thus glitching becoming wrecked.

Grand Lodge

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Keep in mind that bulk is not just weight. It's also size and generic wieldyness/shape.

Heck, in the UPB entry they even say that when aligned 1000 UPBs can easily take up less bulk than the 1 from the raw form amount.

So while those 625 raw UPBs might have a bulk score of 6xL, after configuring them they could have a bulk score of L or even 10.

That said, I'm going with 100 UPB to have bulk L, anything below that is bulk - until you reach 100. This automatically makes 1000 raw UPB be bulk 1 and so on.

Yes, with high level costly items it becomes quite ridiculous with that grinder.

For me this is a case of: "How does it work?" "Very well, thank you."

Grand Lodge

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In case of pathfinder bestiaries as a player you want bestiaries to know how to use:
Summon Monster I - IX
Summon Nature's Ally I - IX
Summon Good Monster
Summon Evil Monster
Beast Shape I - IV
Elemental Body I - IV
Giant Form I - II
Undead Anatomy I - IV
Alter Self
Form of the Dragon I - III
Form of the Exotic Dragon I - III
Form of the Alien Dragon I - III

And I'm sure I'm missing a bunch.

For Starfinder you want the Alien Archives for extra races, extra player options like Summon Monster and Polymorph spells, and items.

Grand Lodge

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I'm unsure how to react to this, mostly because there are non-vehicle shields outside the Mechanic's Energy Shield.

Look at the Phase Shield: a personal, onehanded EAC booster.
Or the Titan Shield: a personal projector of an energy shield that provides cover against all types of attack.
Or the Absorbtion Shield: a device that allows you to draw in an explosion to protect others.
Or the Adaptive Energy Shield: a polymer weave that transforms to protect you from energy attacks.
Or the Life Shield: runes on an armor plate that give the effect of a Death Ward Spell.
Or the Privacy Shield: a talisman that protects against divination magic and surveillance technology.

All of them shields, and all of them functioning completely different from starship shields.

Vehicles actually don't have shields (at least, none that I could find in the CRB or Armory), they have hitpoints and hardness.

To me pulling in shield-mechanics from the Starship section to try and justify some kind of perceived language confusion is not the correct way of going about it.

A Mechanic's Energy Shield is a barrier that protects against hitpoint removing effects, by providing temporary hitpoints. That's the only similarity they have with Force Fields. They do not allow light/laser sources to pass through to Stamina, nor do they regenerate like a Force Field.

Grand Lodge

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The weapon with exotic untyped damage does not say it targets EAC, so it targets EAC, in spite of the rules telling you that it needs to be called out and if it isn't called it out doesn't target EAC (which automatically makes it KAC because that's the only other type of AC there is).

I'm out. This type of circular logic cannot be countered.

Grand Lodge

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Energy Armor Class (EAC) wrote:
Your Energy Armor Class (EAC) represents the defenses you have against attacks that only deal damage as a result of some kind of energy (such as acid, cold, electricity, fire, or sonic damage). When an opponent’s attack would deal only energy damage (if he is using, for example, a laser pistol), his attack roll result is compared to your EAC to determine whether he hits you. Some weapons and effects that use magical or exotic untyped energies might also target your EAC; the description of the weapon or effect tells you if this is the case.

I'm unsure how you could interpret this as, "the weapon does not say it targets EAC, thus it targets EAC because it is untyped damage."

Grand Lodge

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Doesn't matter.
EAC specifically mentions that the weapon or effect needs to call it out. If it doesn't call it out it reverts to the other one.

Grand Lodge

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Considering the section of the forum we're having this discussion in, I must say I am sad seeing some of the reactions.

Grand Lodge

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Pull the Pin requires 2 feats, and a succesful disarm combat maneuver (which is a melee maneuver last time I checked).
It also reduces the blast radius by half (and yes, the person who was carrying the grenade gets a penalty to his save).

And you want to emulate it with a cantrip.

This pretty much says houserules.

Grand Lodge

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Grenades have the explode special quality. This means they need to be aimed at a grid intersection.

Telekinetic Projectile targets a creature, which is not a grid intersection.

Grenades cannot be used in the way you want, unless your GM houserules it okay.

Grand Lodge

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If we make it as followed?

, if an attack fails to damage a creature or obstacle hit in the line (typcially due to damage reduction or hardness), the path is stopped and the attack doesn't damage creatures father away.

When does the path stop?
If I fail to deal damage to a creature or object I hit.

When does the path not stop?
All other results.

This is like more binary than this it cannot get.

Grand Lodge

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I do. I'm not targeting the creature.
It happens to be in the area of effect created by line and is then subjected to the effect, which in case of a line weapon is started by checking if my attack roll beats the relevant AC

Edit: actually, based on all of this I retract my statement about cover applying to line weapons. It doesn't apply because my effect never interacts with cover other than checking for stopping completely.

Even concealment wouldn't apply.

Grand Lodge

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One last attempt:

We fire a line weapon with a range increment of 60 ft.
We draw a line starting from our square 60 ft straight following the schematics for lines on page 269, thereby hitting 12 squares
Then we roll damage.
Then we roll our attack and note the result.
If critical roll the crit damage separately and apply only to the first target hit in line.
From there on the following function starts:

01 Start in square 1
02 Check for creature or object
03 If creature or object go to 05
04 If no creature or object go to 12
05 Is the noted down attack roll equal or higher to the relevant AC of the creature or object.
06 Yes, go to 08
07 No, go to 12
08 Apply the damage to the creature or object
09 Does the creature or object take hitpoint damage
10 Yes, go to 12
11 No, go to 17
12 Check if end of line is reached
13 Yes, go to 17
14 No, go to 15
15 Go to next square
16 Go to 02
17 END

A few things to remember for line of effect in respect to lines:
You need clear line of effect to the point of origin of the effect, which means the corner of the square the creator of the effect is in.
It is blocked by a solid barrier that can stop the effect in question, which for line weapons is stated to be an object or creature it fails to deal hitpoint damage on a succesful attack to.

Grand Lodge

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The AC should at least take the potency of the armor worn into account.

Level 12 is +3 armor I think?
So AC should be 10 +7 (armor/dex combo) +3 potency +12 (trained) = 32 for normal form.
Dragon form would be AC 30 when accounting for potency, which is still 2 points too low, but slightly more acceptable than AC 27.

Grand Lodge

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Page 320: "If the attack is made with a tracking weapon such as a missile launcher (see page 303) and the result of the gunnery check equals or exceeds the target’s TL, the tracking weapon’s projectile moves its speed toward the target, making turns during this movement as needed (a projectile from a tracking weapon has perfect maneuverability)."

So if the initial roll is not high enough, the projectile doesn't move towards the target and stays in the tube. Pretty clear no?

Grand Lodge

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The point is now, that with that 541 point of damage, the 10x10 ft. wall stops being a 10x10 ft section of the wall. It's destroyed.

A 5x5 ft section would have 135 hitpoints, not 270 btw. a 10x10 ft consist of 4 5x5 ft sections. Still bullets don't have a 5x5 ft surface, they are way smaller. So can we agree on 1 ft? Which reduces the HP of a 1 ft section to 5.4, so let's round up to 6. With hardness 15 that comes out to needing 22 points of damage for a bullet to pass through if we use your reasoning without having to completely destroy the entire section.

I'm not destroying a piece of wall, I'm sending small bits of metal through it in the hopes of hitting something behind it.

Yes, bullets don't travel in a straight line after each other, not really sure why that is being brought up.

I'm talking about a single bullet simply going through a wall and retaining enough energy to still hurt something behind it. Kinda like this video or like this one

Now this is modern day weaponry, simple 9mm and 5.57mm and simple shotgun slugs. Why would a futuristic weapon with bullets made from materials that's designed to ignore a certain amount of hardness be incapable of doing the same?
Especially weapons that have specific ingame rules that allow them to actually do this, in other words, line weapons.

Grand Lodge

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*starts handing out pamphlets to people with page 409*

An adamantine bullet fired from the basic Rail Cannon does not get stopped by normal walls that easily. Hence the solid barrier that can stop the effect doesn't really apply.
That same normal wall would stop the flamethrower pretty much dead in it's tracks because it's not designed for going through that stuff, and the solid barrier that stops the effect happens.

I'm using the word normal here which to me represent the standard method of constructing outer walls for housing here in the Netherlands, which is 35-40 cm (roughly 1 to 1,5 ft.)

I'm really confused about people building houses with 50 ft walls, you lose way too much space that way. Hell, even the Chinese Wall doesn't go thicker than 30 ft.

Though, since that seems to be the standard method of building, let's use a weapon to counter that. I present the Ulrikka Duster Paragon Rail Cannon (I'm not even bothering with adamantine bullets here). With an average damage of 66 before character specialisation, this fine weapon will punch through walls of hardness 131 (granted, with only 1 hp to spare). Since we don't know the muzzle velocity, nor the dragcoefficient of the 50 ft stone wall it's probably fair to call in page 409 and say that even that weapon is ineffective. However if we put this weapon against a 2 ft stone wall, I'm not convinced that it's going to be stopped, and the line will continu because the line of effect didn't run into a solid barrier that can stop the effect.

Grand Lodge

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But you don't need to be aiming at a person with a line weapon. You just fire the damn thing in a direction and see if it his anything. If it happens to hit something dense enough to get stuck (aka fail to deal damage) the line stops, otherwise it runs until the end of it's increment.

Instead of aiming at Iseph behind the 6x12 makeshift door in the 5x10 doorway (because I'm assuming a 15 ft high room with 10 ft high doors), I'm just putting bullets through the door in the hope of hitting something behind it.

Iseph benefits from both 50% concealment and at least a +8 to AC from improved cover, because total cover only says you can't aim directly, I'm taking the highest amount in the rules that still has a value.

So, let's stop aiming directly at people behind walls in total cover with line weapons, and just have them be in the way of the speeding projectile?

Would that be more in line with adamantine projectiles fired from a rail cannon with the line property going through walls and potentially hitting enemies behind them?

Grand Lodge

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My FLGS is also still pretty much all-in for Paizo products, but neither of his two distributors are particularly fast.

I only got my copy of the Starfinder Armory book last friday.

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I'd like to point out a little tidbit of data on page 409:

CRB wrote:
Ineffective Weapons: Certain weapons can’t effectively deal damage to certain objects. Most low-level melee weapons have little effect on metal walls and doors. Certain pieces of equipment are designed to cut through metal, however.

This means that you as GM can simply rule that the <insert elemental line weapon> is an ineffective weapon against an iron door and thus doesn't affect it at all, which stops the line.

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Or you just use the quick array of 18, 14, 11, 10, 10, 10.
This both negates the -2 on con and gives you 18 Str straight out of the box.

Grand Lodge

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This basically means you will not start with property runes on your weapon or armor, or different material for your weapon or armor at higher levels.

If I take the level 17 as example you need to fill:
Max potency Melee Weapon item level 16 (+4 because I need to keep up with the curve)
Max potency Ranged Weapon item level 16 oh cannot do that because I only get 1 item level 16. Need to drop it by one potency, which makes it item level 12. Right there goes one of the itemlevel 13 slots.
Max potency Armor item level 15 (because if I do not do this I'm a liability as the tank)
Potency item item level 14 (Strength in my melee case, because I need to keep up with the expected curve)
Shield: item level 12 (which also costs me my a level 13 slot)

That's 5 of 6 items spend already, and now I still need something to improve my legendary skills to keep up with the expected curves. Since I'm legendary crafting and intimidate my potency item doesn't do the trick (strength gives athleticicm). The Demon Mask which helps my intimidate is a level 14 item, guess that goes into the level 15 slot.

This means my slots are filled:
level 16: an actual level 16 item per the treasure guide (weapon)
level 15: an actual level 15 item per the treasure guide (armor)
level 15: a level 14 item per the treasure guide (skill item)
level 14: an actual level 14 item per the treasure guide (potency item)
level 13: a level 12 shield
level 13: a level 12 weapon

Because all the math is so tightly controlled I guess that would make sense. I had hoped being able to have magic items for other purposes than to keep up with the expected math curves.

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We haven't had any tpk or character deaths yet.

That said we've had everyone go down into dying in the level 1 part and 2 people go into dying in the level 4 part.

Level 1 was primarily because of action economy of enemies with bows and the fact that CR 0 monsters hit way too often on level 1s without maxed out AC.

Level 4 had 2 players go down because a certain flying boss monster focused itself on two of us (we were using our ranged option) while the other two were bumbling about trying to be cool. My ranger kept standing because I was able to maximize AC (22) while the cleric was less lucky with AC 20, and he went down. Once it finally landed and they came into melee it one round triple critted the AC 17 barbarian taking her from 77 to 3 hp, and knocking her into dying the next round.

Next week will see us go into the level 7 bit, with 2 clerics, 1 paladin and 1 divine sorcerer. Both my cleric and the paladin are maxed out on AC, and my cleric is also capable of channeling 12 times. We'll see how that goes :).

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Lucas Yew wrote:
Stamina is one fantastic solution, as long as NPCs have them, too.

I'm going to challenge this.

Why?
Narratively it doesn't matter if they only have HP or only Stamina or a combination.

For your average combat encounter it doesn't matter, as players will have to go through both stamina and hp of the npcs to down them anyway, and it's not like the npcs can take a 10 minute rest during combat to replenish their stamina.

For the escaping boss it also doesn't matter, because once he's away he can heal up.

The only thing giving stamina to npcs does is add more paperwork to a GM.

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Which is why halfplate is the best heavy armor if you want to have a decent reflex save.

The biggest issue for heavy armor is the -10 ft. movement speed. Granted, at level 17 fighters and paladins reduce that to -5 ft. (and grey maidens at level 18). But that's a level that won't see much play.

Clumsy is the next big issue. This basically means that any heavy armor user will be easier to trip than any other class, because there is no reason for anyone not wearing heavy armor to not put one of the 4 stat boosts at level 5/10/15/20 into dex. (The other 3 stat boosts will go to con (fort + hp), wisdom (will + perception) and class stat or charisma if class stat is dex or wis already.)

The next issue is ACP. This is however fixed over the levels by item quality and using mithral. Paladins at level 17 and Grey Maidens at level 18 using legendary mithral full plate actually have 0 ACP.

The final issue is that wearing heavy armor offers no direct benefit over light or medium armor. All the benefits come online very late when the proficiency modifiers start to come online (level 11/17 for fighters, level 7/13/17 for paladins and level 8/14/18 for grey maidens).

It would be nice if there was a rune or special material that removes clumsy from heavy armor.

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Exactly:
Professional's Toolkit (musician) will contain your sheet music, your standard, and other things you need to make your music with. (+4 untyped bonus). The bonus you gain from the toolkit can be used for all checks made with Profession Musician.
Music Instrument will be what you're actually playing, giving you a +2 insight bonus. This bonus is limited to the earn a living portion of the profession skill though. It does however stack with the untyped bonus from the Professional's Toolkit.

For good measure you should also be wearing professional clothing for an additional +1 circumstance bonus to the earn a living portion of the profession skill.

This gives you a +7 bonus to profession (musician) to earn a living, although the +2 bonus from the instrument will not stack with skill focus or operative's edge.

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Bleh. Stupid ruling. Dex already does more than enough, it doesn't need all these extra abilities.

Ah well.

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The max TAC difference for light vs heavy is actually 3.
Chainshirt has TAC 6 vs TAC 3 of the fullplate/grey maiden plate.
Studded leather with TAC 5 vs TAC 4 of the halfplate (the best heavy armor ingame that because it doesn't penalize your reflex save) is only a 1 difference.

It's most the extreme movement penalty and the ACP for low levels that is murderous on heavy armor users. (Mithral and Legendary proficiency in heavy armor removes the ACP completely, but that is at level 17/18).

Taking a page from Starfinder would be a good idea, removing the medium armors completely, giving heavy armors a +1 AC and lowering the movement penalty to -5 instead of -10. Make ACP go down if you have plenty of strength. Remove the idiotic clumsy trait as it only restricts heavy armor users to halfplate and penalizes the Grey Maiden for being one of the two options to get legendary in a heavy armor.

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Meh, just remove the entire medium armor category.

Have 1 type of light armor, 1 type of heavy.
Light armor: 6 AC, 7 TAC
Heavy armor: 7 AC, 6 TAC, -5 ft speed

Completely removes dex from the equation making that one less thing that keys off it, and now heavy armor actually has a benefit as most attacks with weapons are made against AC and not TAC.

Edit: added benefits:
Dwarfs now are no longer slowed by heavy armor, and classes that get master in heavy armor reduce their speed penalty as well.

Looks like a win-win to me.

Grand Lodge

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Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Actually, the highest possible AC is Crane Stance monk with 24 dex (at level 20 obviously) and the level 20 bracers of armor.
They will have 47 AC (and TAC) and can use a reaction to go to 48 for a single attack with Crane Flutter (Note, Crane flutter gives a +2 circumstance, but since Crane Stance already provides a +1 circumstance bonus it overwrites this).
A board paladin or grey maiden will have 45 AC (and 41 TAC) without shield raised, 47 AC (43 TAC) with shield raised.

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