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BigNorseWolf wrote:
Non-archaic bite yes. Based on this:Joe Pasini wrote:
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FormerFiend wrote:
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:
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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.
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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.
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I use them, quite extensively.
I use the ones from the Core Rulebook and Pact Worlds generally for player character pawns.
As for how I like them ... well I'm buying them still aren't I? I like them a lot.
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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.
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The rules do not say you can wear armor over or 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.
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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.
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Page 243:
And page 169
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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.
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.
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BigNorseWolf wrote:
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.
Edit: in actual play I generally hear the following if the soldier wants to use the move granted by haste before attacking:
Not "I will move."
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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.
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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.
This is not gonna fly on any table I GM at, but you do you. No, instead it will be:
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.
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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.
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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."
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In case of pathfinder bestiaries as a player you want bestiaries to know how to use:
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.
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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.
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.
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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.
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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."
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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).
And you want to emulate it with a cantrip. This pretty much says houserules.
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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.
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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?
When does the path not stop?
This is like more binary than this it cannot get.
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I do. I'm not targeting the creature.
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.
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One last attempt: We fire a line weapon with a range increment of 60 ft.
01 Start in square 1
A few things to remember for line of effect in respect to lines:
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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?
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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?
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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?
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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.
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.
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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?
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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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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:
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:
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:
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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The max TAC difference for light vs heavy is actually 3.
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.
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:
Looks like a win-win to me.
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Actually, the highest possible AC is Crane Stance monk with 24 dex (at level 20 obviously) and the level 20 bracers of armor.
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