Maedar

GeneticDrift's page

RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 1,774 posts. 2 reviews. No lists. 1 wishlist. 5 Organized Play characters.


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PCs who create new spells might now have a mechanic to play off of. I think this simple idea might bring some fun role playing and maybe some in game use.

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I liked the idea that all spells can be heightened for the sorcerer. If that doesn't work perhaps allowing spell level +1. So a sorcerer can cast a spell with more power behind it.

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Looks great. I look forward to the play test.

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rainzax wrote:
GeneticDrift wrote:
With stealth and perception being iniative rolls I wouldn't be surprised if a critical success on initiative is what determines a surprise round.

Let's talk this out.

Four players roll 7, 15, 21, and 23 for initiative.

Four NPCs roll 4, 11, 14, and 25.

Who acts in the surprise round?

What skill did they roll?

From the march 23rd blog
"What you do in exploration mode can also influence how you enter combat. As you go on your adventures, the Game Master will periodically ask you what you are doing, how you are traveling, and what precautions you are taking as you venture into the unknown. These choices influence what you roll when it's time to roll initiative. For most characters it will be a Perception check, indicating how alert you were to the danger. If instead you were trying to hide, you might roll Stealth, possibly allowing you to start the combat unseen. If the fight is breaking out in the middle of a crowded tavern, you might roll Diplomacy or Intimidation to get the upper hand, using charm or a brutish manner to give you an edge. The GM makes the final determination of what everyone rolls for initiative, and might allow you to choose between multiple choices (one of which is typically Perception) if several options would make sense."

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With stealth and perception being iniative rolls I wouldn't be surprised if a critical success on initiative is what determines a surprise round.

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I see it as simply:
It costs resonance for a character to cast a spell without using a spell slot. Your life force is a limited but rechargeable magic battery. Magic armor and weapons are being enhanced by the magic weapon and magic vestment or similar spells which is why they cost resonance too.

Edit: maybe if weapons and armor were made with magic techiques they can have flat bonuses with out resonance.

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Dragon78 wrote:

Player: I pour the healing potion down the throat of the dying commoner. What happens?

DM: He dies!
Player: Why?
DM: Because he was only Lv1 and had 8 Cha, so had 0 resonance!

Veteran NPC: Magic is a tool and is only as strong as the practitioner using it. It is unfortunate thst you learned it his way. There is risk in using potent magic on such a weak child. Learn from this and In the future use this basic magic orison called stabilize. (assuming such a spell still exists)

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Suggestion: add a stabalize effect to all potions at no RP cost.It might make people happy.

Suggestion: on listing success failure. Use these terms and order.
Critical
Success
Fail
Fumble

Suggestion: the earlier suggestion of counting up resonance as magic fills you seems cool.

Praise: I love how action names can be descriptive like deep breath, verbal, somatic.... (Take a deep breath then jump in a lake. The reverse leads to drowning).

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Melkiador wrote:
Mark Seifter wrote:
John Ryan 783 wrote:
I like the idea, and it seems fun. But I really do hope they actually release more narrow archetypes after core rulebook. I get why for space they can't here, but in the future I hope we do get archetypes limited to types of magic, or classes or specific religions.
I am very excited about these possibilities moving forward. But first let's find out all the cool concepts you guys can build with these archetypes in the playtest! That might uncover even more interesting ideas of ways to grow the design space.
But how will the terminology around that work in the future. If we have these feat-based-archetypes and then add on class-based-archetypes later, will they still both be called archetypes? Because they will be using fairly different mechanics and that could get confusing to talk about.

Call it alternate class. Like the pf1 samurai.

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Pathfinder diseases never impacted the games i played in, even in disease focused scenarios such as one part of curse of the crimson throne. In starfinder my players have been stopped hard and forced to spend days recovering from poison and disease. They can progress rapidly and diseases linger.

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Of existing pathfinder classes I would love a medium and kineticist.

I kick-started the dreamscarred press psionic expansion which should cover a lot of options.

A class focused on being an experement or self modification using tech, genetic, psychic, or radiation. This can cover so many fun scifi concepts or even pf1 monks or barbarians.

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JoelF847 wrote:
GeneticDrift wrote:
I see how stunning fist is not super strong in your difficult fights but it's going to own lower cr creatures. Who are crit easy and will crit fail the dc often.
Again, it's not a question of how easy or hard it is to stun with stunning fist. It's a question of the name no longer being very accurate for something which is likely to happen less than 5% of the time.

Its a low percent for strong opponents. Just like other save or suck abilities they rarely effect appropriatly leveled opponents.

For another person's reply about why use the ability when other attacks might kill the target. You don't always want to kill the people you hit or it can set up other allies when one more punch won't kill it.

Flat-footed, stupifed, and stunned are all good conditions to apply.

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I see how stunning fist is not super strong in your difficult fights but it's going to own lower cr creatures. Who are crit easy and will crit fail the dc often.

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Just got my subscriber download but no time to jump into it. a super fast skim peaked my interest. Sorry for just a tease got to work and prep for starting book 3.

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I haven't played your AP but I played an aether kineticist in curse of the crimson throne. It did utility super well and did amazing damage. Empowered foe throw at mid level really kicks up the damage. At higher levels empowered and maximized blasts or walls bring lots of damage. When quicken blast kicks in you can ride the blast(aether only) into melee for lots of fun.

Edit: at one point I was to TK hauling a guillotine around for intimidation.

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No npcs fully attune in 1d3 rounds.

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First very quick glance. The blast damage is too high. Inwoukdnt add a stat to damage for SF. I wouldnt make a basic ranged blast do more damage than a heavy weapon.

I didn't get to infusions but kinetic blade is a good place to add a stat.

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I've seen the mystic help a bunch vs poisons and disease. Perhaps as a GM lean into conditions that remove spells help with.

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Steve Geddes wrote:

My brother runs his campaigns like that. When we level we can reequip at our expected WBL as we are rebuilding our starship to a BP budget. We gloss over getting paid, looting, upgrading and so forth and treat those details as background stuff.

It's not really my style but it doesn't take much mental squinting to accomodate it.

I tried that in PF1 and my players hated it. I guess people want the satisfaction of looting and in character rewards.

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Your colony ship is betrayed. the ship is destroyed or crippled obtain. You have to survive through exploration and then kingdom building. This leads you to discover lost secrets, including the purpose of a mysterious artifact and perhaps more. Eventually there is a showdown between the groups with one side having found the artifact.

Book 1) surviving the betrayal, salvaging resources, and founding a new settlement.
Book 2) exploring the unusual ruins and discovering hints of what is here.
Book 3) thriving and rebuilding ties to civilization.
Book 4) delving into the purpose of the artifact gathering clues.
Book 5) Gathering allies and preparing for the worst / finding the artifact (first?)
Book 6) the show down, consequences, do you fullfill the artifact's purpose?

Im not sure on the other groups's motivation and goals/alignment.

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Chris Marsh wrote:
Is there someplace where the actual effects of the "free admission into the university" are found, or is that just a flavor reward?

I've only skimmed the following books as my players are in the middle of book 2 but it looks like a reward many characters for might like for personal reasons. No direct stated benefit to the adventure.The AP is a bit rushed to take 3 years off but a GM could make it so without any trouble. The players can always take the other option.

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Per page 25, Salask has a decent stealth bonus in their stat block.

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Kineticist. Even it's worst element (wood) is fun.

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Oooh neat.

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If it's an action to drop a potion just throw or break it over the enemy instead.

I'm sure manipulating an object will allow you to let go as part of the same action.

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Have your character google it or ask someone?

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My first druid was sold by her drunk husband, abused, burned down the house to escape, was eventually press ganged by pirates, and decided to kept sailing to be free and hoping to find her husband for revenge.

My current druid sought adventure as a youth but ended up stranded on an island for 50+ years and wants to go home to remember who he was/is. He doesnt yet know a volcano destroyed it.

I think my wife's last druid adventured out of friendship and respect for her companions.

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2016 looks like a typo.looks fun and I hope skittermander don't gain time travel.

Release: This special 16-page Starfinder adventure was created for Free RPG Day on June 16, 2016. The print edition will be available for sale and a free download will be available on paizo.com beginning July 1, 2016.

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Its an amazing spell even with the low duration. At low caster levels it might not be worth it though. At cl 3 or so i feel it works out to the whole combat.

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Fiery shurican
Mage armor
Shield
True strike

Its been a while since i played my ninja...maybe flame blade, prof. is an issue though...

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PCScipio wrote:

I generally inwardly groan when I encounter a swarm in PF1e. Most characters have few options to fight them.

Shouldn't all the larger animals on Golarion been have devoured by insects by now? :)

Ugh the tick swarm could devour towns.

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It would be cool to have example names that in world wizard schools use for spell levels. Circles, secrets, rune,....

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Elfteiroh wrote:

Now that I think of this...

There was words that the number of actions used to cast a spell equal to the different components it needs...
Would that mean that a spell that was rendered "Silent" by the way of a metamagic feat or something similar quicker to cast?

Exactly why I'm hopeful. if you are already using still spell then why not wear armor.

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You can cast spells and attack in PF2. Seems like a fighter mage type build is possible in core.

Edit: ok we know you can have actions remaining after casting. I made a small assumption.

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I'm more interested in using skills instead of saving throws. Falling back on saves when nothing makes sense.

Seems easier now everything is done the same.

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The cleric is a great class. It just doesn't have modular bits to trade out easily.

Diety,Domains/sub domains (domain spells),spell choice gave lots of choices and flavors in how you play it.

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Classic monsters like Hydra. To help with conversions and time travel.

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Likely because of science. Real life example...not that pluto is a planet...article

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Golarion is a huge place with widely differing opinions on things, like undead, religion, magic, various pc races, and on top of that there are already published places where goblins are accepted.

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The kineticist is too cool to be absorbed by a sorcerer. Give it its own thing.

I really hope meta magic is the same so i can play a wizard in full plate who saves on action econemy when using still spell.

Upcasting a first level spell with a 3rd lvl slot doesn't need to be as good as a third level spell. It gives you more options.

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Even level 1 armor makes that situation not a threat. See page 196 environmental protections.

House rule suggestion: You could have their armor lose a minute of oxygen for each hit point damage they take.... If you like tracking that.

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I'm running a game with 4PCs that just hit lvl 3. The melee drone does get dropped by enemies but it also has decent defenses and deals good damage. I generally have npcs attack it when it is closest.

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Black Dow wrote:

Am curious about the Wild Warden Theme - is this connected to Castoval?

Anyone care to spoiler the basics on this one for me :)

That is where you will find the theme in the book. It is the theme for someone who respects animals and plants. It has little perks for life science, survival, and medicine.

I did a quick look for the web footed purple rencrotta thing, i didnt see it. Just humanoid stat blocks.

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No specific order.

Fighter - lore warden. fighters getting a few skills is always a good move.

Medium - spirit dancer. Having a complex and fullfilling archetype that doesnt over shadow the class is great.

Kinetic knight - kineticist. it changed the playstyle in a fun way. its not perfect but its worth trying again in pf2.

Samurai - cavalier. Challenge and resolve mechanics, how it allowed you to recover resolve as you defeated your callenge was perfect.

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Micheal Smith wrote:

Looks like I will be waiting ANOTHER week or 2 for mine to ship. Never fails. I wish they didn’t wait till it shipped. I wish they would charge me now give me the PDF, then ship later. Now I will have to build a new character so I can wait and see some of the new themes. My character won’t be able to be rebuilt after next time I play him.

I had no intentions of building a new character yet.

Any details on the Space Pirate theme? You can even PM me. My character is an Outlaw but I’m hoping space pirate will work better.

If you like smuggling goods, not getting caught, and have a fighting style using a small arm and one handed weapon. You will like the space pirate.

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I had a 9 v 3 battle. It took a little time but with just one or two crew per ship it didnt bog down.

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I would need toknow what spell casters and sr look like in pf2 before commenting.

In pf1 it should stay. Make casters put a feat and options into overcoming it. Or just use different spells.

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Sounds to me like you made an argument for putting the monk in core.

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Kineticist
Medium
Occultist

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When people have the playtest and actual play experience I expect feed back will be appreciated more.

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