Huh, this makes me want to multiclass Mechanic and Technomancer to get Recalibrate, Overcharge, Supercharge, and Empowered weapon all on one shot. Seems like it'd be a great Sniper shot thing, could put a hole in the side of a starship hah
Empowered Weapon and Overcharge are not great together on the same character; Empowered Weapon buffs based on spell level; Overcharge buffs based on trick tier... you're going to lose out on one if you go for the other. Ideally a Technomancer and a Mechanic would be friends; the Mechanic has Technomantic Dabbler with Supercharge Weapon, as well as Overcharge and Recalibrate Weapon. The Technomancer has Empowered Weapon and Supercharge Weapon.
First round, both cast Supercharge.
Second round, the Mechanic takes a Move action to Overcharge the Technomancer's gun and then takes a Standard Overcharge shot herself. The Technomancer uses their highest level spell slot (let's say 2nd). Both of them do their gun dice +6d6 damage.
One of my SFS characters was initially going to be a Ysoki Sharpshooter Soldier 3/Mechanic X that used the Diaspora sniper rifle; I planned to have a lot of overcharging shenanigans; recalibrate works even better with sniper rifles, methinks, because their range is so long.
Makes sense. I’m thinking of abandoning the overcharge tricks in my build. It will free up three truck slots and I didn’t realize how much ammo it consumed.
Overcharge is still really good. And your Technomancer (or you yourself if you take Technomantic Dabbler at 5th) can vampire down batteries that you find on enemies with Transfer Charge in order to top off your battery, so the extra charge usage isn't as important.
And the fact that it stacks with Recalibrate Weapon means that it's a huge benefit to mechanics. Those laser weapons most folks use have a huge range, so it doesn't matter so much if you lower it.
Sam Hatch wrote:
1. No. It doesn't do "0" damage, it doesn't do damage. There's nothing to add Specialization onto.
2. You can overcharge them or supercharge them like any energy or powered weapon, but it's a waste of charges: since the weapon doesn't have a normal damage component, there is, again, nothing to add the damage to. The Burn effect is separate.
A GM could theoretically make a ruling that added some damage to the burn effect to compensate for this, but according to RAW, neither example applies. If you could add damage to a non-damaging attack, all of a sudden Graviton Pistols and Shield Projectors would start doing damage, too.
What I did was let everyone search for the nodes, and then com over to the mechanic(s) so they don't have to keep looking. Then I let Nako "help" by kicking the node with Athletics, Gazigaz by encouraging Quonx with Diplomacy, and Dakoyo by channeling mystic forces with Mysticism... they don't turn off the nodes themselves, but they can give +2 bonuses with Aid Another.
You could also let the others be able to deal with the traps somehow.
I ran this for Charli Poshkettle and her team on Wednesday!
Hmm insisted on singing a Starfinder song. So here's another one (to the tune of the Teen Titans theme).
When there's trouble, you know who to call (Starfinders!)
With their Venture Captains, they unite (Starfinders!)
If your heart is black, you better watch out
S-t-a-r-f-i-n-d-e-r-s! Starfinders! Let's go!
When there's evil on the attack
One, two, three, four, go!
Okay, so the cred value that's listed isn't actually a cred value, it's just a rep of getting the Heartfriends boon. Wish they wouldn't include it if it's not actually a sale value, especially since the amount changes by subtier but you get the same boon either way, that's the part that was confusing me. Makes it seem like I should either add or subtract that value if they do or don't complete it.
I think it's mostly for those that play the scenario in non-SFS play. All of the scenarios have elements of that. I think it's good overall because it lets people who run non-society home games have a wider choice of adventures to run, and less to have to come up with on their own.
I don't think that works.
You already got credit for that scenario; you can't get more credit.
What you CAN do is both play and run Skitter Shot, resulting in two boon sheets. You can mark scenarios played on one (for one check each), and scenarios run on the other (for up to three checks each).
It is a good incentive to both play and run the adventure.
Yes, but how many of those air time heroes have been female lizard people?
Murder hobos are still murder hobos, but the clubhouse no longer has the "no lizard girls" sign on the door.
The Ragi wrote:
It's an old story trope that you can end a magic spell by killing the person who cast it. It is pretty reasonable that the GM let it slide. I assume the elf didn't let the PCs ransack the temple afterwards, so they're already missing out on some loot.
"Those of you lucky enough to have your lives, take them with you. However, leave the limbs you've lost. They belong to me now."
If that's the case, then it sure seems like the Starfinder Armory is turning a lot of racial traits into drawbacks. This is but one example I've come across lately.
It's not a drawback for the vesk. They already don't get a penalty for their unarmed attacks. They can still use other archaic weapons without penalty.
Just because other races get more from this particular gear boost doesn't mean that the vesk get screwed. They can already get Unarmed Mauler for a pretty badass crit effect.
Jim Sharples wrote:
Bear with me here.
What is a "hit point?" What about that term indicates that it is the amount of damage that you can take before collapsing to the ground? If I were looking at it from a fresh perspective, I might think it was something related to a sports game, where I got points for making a strike. Maybe it's how many points I inflict when I make a successful attack.
If we're talking about your ability to take strikes, why not call it "Health" or "Sturdiness?"
No. We call them "hit points" because that's the jargon that Dave Arneson and Gary Gygax came up with in the 1970s.
And every game has jargon. I remember back in 4th grade when I was reading through the 1E D&D Dungeon Master's Guide, and I read about the "Elemental Plane of Fire" and thought, "they made an airplane OUT OF FIRE? Awesome!"
But when I was a little older and my reading comprehension was a little better, I figured it out in context (and by reading the appendix).
I have no idea as to whether or not your daughter would enjoy Pathfinder 2E, but dropping it because of jargon in the playtest seems a little silly and arbitrary. The playtest is not a finished product, by definition, so it's not entirely surprising that it's hard to parse certain segments.
I would suggest perhaps revisiting it when it's out of playtest, and a more cohesive index can be expected to be available.
Unless there's something special about the Polarity Gauntlets, I don't think that they actually use 10% of the battery per hit. Melee weapon charges last 1 minute, or 10 combat rounds. So you pay that charge cost and you can make quad attacks 10 times before you have to spend more charges. Melee weapons are really efficient that way.
I think that one of the crafting rules is that you can use 10% of an item's cost as components for crafting a similar item instead of UPBs (basically the same as just selling an item and getting 10% of the credits as a downpayment on the upgrade). I'm not sure if there is an upper limit to that process (could you dismantle fifteen 1000 credit swords to make one 1500 credit sword?).
If there is an upper limit, I'd let you spend up to that with the raw Noqual (not 10% of it since it's a trade good) and, if the end product is lighter than that much Noqual, then say that the process refined and purified the metal, effectively using a greater bulk than what actually went into the item.
Send me your book. I'll make sure it finds a good home.
But seriously, why is this bad? As long as the damage is not out of line, I'm not sure it is a problem. Operatives shouldn't be penalized for taking proficiency in other weapons. I have a Dwarf Operative and was having a crisis about her Advanced Melee Proficiency because her attack bonus was 5 less with an advanced weapon than just a basic operative weapon.
Thanks for the ideas. Character just hit second, so I still have the option to tweak him. I mostly went arcane assault for the "bonded weapon" paladin ability. I had thought about taking Connection Inkling when I get to 3rd. His theme is Mercenary, but that will probably change. I also have the Divine Blessing feat, for the ignoring DR/resistance for evil outsiders/dragons. I hope in the next few books they bring out an improved version of Connection Inkling. He's also primarily a swordsman (Long sword, and shield as soon as I can get one.) I will say he is more of an avenging paladin type. Fusions will probably be Holy, axiomatic. But first up is his armor, and maybe a small-arm when he can't carry the hunting rifle (All I could afford. :( )
1. Connection Inkling has a 5th level minimum.2. The only shields right now are armor upgrades, the Phase Shield at 6th level (+1 EAC) and the Titan Shield at 14th (acts as mobile cover, powered armor only)
3. If you are a melee soldier, ditch the guns. Get a Called Starknife for 230 credits instead. You can use your strength modifier to attack with it, and you get strength to damage.
4. Maybe check out the Solar Disciple theme for a champion of Iomedae? At 12th level you can dish out extra damage when you get hit with fire, like a holy supercharge.
5. I'm really not that impressed with Arcane Assailant, because fusions aren't that expensive, and you're likely to have a good weapon anyway. Guard or Armor Storm are probably superior for a paladin-type.
In other words, you only get ammo back if you miss every target.
The Society takes the creds like they take everything else you earn on assignment.
They put it towards the Heart Friend Forever boon, which can have a considerable credit value, if I'm remembering correctly.
Arc Riley wrote:
I have an operative, and she isn't close to the best at everything. She didn't even have Computers until level 2. Mechanics and Technomancers routinely do better at Engineering. Envoys and some Solarians do better at socials. She's a great pilot and handy with a gun, and passable with everything else so she can shore up any party she finds herself in with SFS.
I doubt I'm unique about this. So I think you have an unfair assessment. Operatives are very good in some very obvious ways, but I think that, when you look more closely, they aren't overwhelming.
Regardless, class balance is a very complicated calculation and, while it may be impossible to achieve without power creep in the long term, striving for it is not a bad thing.
I've had some trouble getting to play some of the older scenarios, because people in my town mostly want to play the new games, especially since Paizo switched to a 2-per-month schedule for SFS.
Like, by this Sunday, three different stores will have run Save the Renkrodas, but only one ran an older scenario (Solar Sortie) because there was player overflow. Most stores still just run Pathfinder, or Starfinder once per fortnight.
Bill Baldwin wrote:
I suspect, 'No Power Creep,' is similar to 'balanced classes.' It's something that gamers scream for and looks good on paper, but when it gets implemented, they find out it actually makes the game less fun.
I find games with unbalanced classes and power creep to be significantly less fun, even if it happens to benefit my characters. I don't want to contribute more than the other players, I just want to do my share and make sure everyone has a good time.
The kind of players who want certain classes to be more powerful than others, and for each book to have more powerful stuff than the last book, are a big part of the reason the hobby is toxic at times.
If your GM wants to include True Names into the setting, it is perfectly reasonable to say that you're summoning the same lil' angel cherub each time.
As long as the game effects are the same as summoning a tiny elemental with the "angel" graft, I see no reason to dictate how the GM roleplays it out.
Nah. You can have new stuff but limit the power creep, with a bit of creativity. The Shock & Awe Soldier style seems like an example. Probably not more powerful than, say, Armor Storm or Blitz, but leaning into status effects to control the battlefield in a different way.
You know, part of the "complete from ground up" revamping I am slowly pondering for the Solarian, would have their primary ability score switched to *Constitution*. Setting logic would be "Solarians channel cosmic forces, this requires physical rigor". It would give them a somewhat distinct niche as a combatant, while also not simply making them Soldier Mk 2.
I was thinking about Constitution as the primary attribute of a theoretical ranged solarian-type, but because it involved techno-organic weapons and one's health was required to make powerful ranged attacks with the bone needles or thorns or whatnot.
If it's boring, then why are the players doing it? Why did the GM let it happen? The GM's job is to make sure everyone has fun. If the PCs thinking of something that would invalidate the fun of the whole group, the GM should think of a way to get them back on track.
Maybe something goes wrong in the null space, and they have to get out. Maybe the stealthy character steps through an area that automatically detects extradimensional activity and creates an alarm. There's a lot of complications the GM can throw at the party without invalidating any character's contribution or docking them XP.
The Ragi wrote:
...wh...wh...why is the GM using strategies against the party?
Like, if nobody in the party does anything, then they wouldn't get XP anyway. The only inequity comes when some of the PCs show up and do stuff and get XP but others can't make it and fall behind. Who cares if an NPC gets XP? That has nothing to do with the party.
Plus, why would high level characters hire themselves out to do the kind of dangerous stuff that PCs do? Like, they probably have better things to do! And PCs have better things to spend their WBL on!
Now, if the PCs strike a deal with an NPC that has access that they don't have, say in the Bluerise Tower or an enemy base, and they sneak a null-space chamber with the PCs inside past the guards, then that should be celebrated! That's clever! XP for everyone!
The most notorious instance of the writers not understanding fusion seals is, in fact, in an AP. In Incident at Absolom Station,
you get a Distruptive Seal on the Acreon, presumably to deal with the Drift Dead on the asteroid, but, unless you cool your heels for a day on the Acreon (which many people do after being infected with Void Death), you can't attach it to a weapon, but even if you do, the only weapon that it could attach to at that point was the Level 5 Tactical Swoop Hammer (which nobody would have been able to purchase by that point, not being at least level 3).
But yes, not written for society play.
John Compton wrote:
Yeah... power creep is a blight on modern roleplaying games. I don't want more powerful stuff from supplements, I want more options to evoke my creativity when creating characters.
If I want weapons or armor at Level+1 from the Armory, there's an Exo-Guardians boon for that.
Hiruma Kai wrote:
I wonder how much item damage it would take in re-entry.
Also, unless your ship is geo-synchronous or the armor can fly, it would likely not hit the ground where you want it.
It is a funny image, though.