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. 1,799 posts. 3 reviews. No lists. 1 wishlist. 5 Organized Play characters.


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The only thing I have seen is from an AP.

deadsuns:
Due to the rarity of this equipment, a PC must succeed at a DC 28 Culture or Diplomacy check to find a buyer who believes the merchandise is authentic; however, such a buyer buys the armor and weapons for 20% of their purchase price (instead of 10%).

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Ravingdork wrote:
Name Violation wrote:
Ravingdork wrote:
GeneticDrift wrote:
I would fluff it as your trick attack damage and conditions.

That would be totally fine with me (especially with Spring Attack), but it still feels like it should be an unarmed strike, which currently isn't compatible with trick attack. :(

pistol whip kinda does it

I don't much care that I have to be holding a small arm to make it work, but it's not like I can't spare the hands. :P

Maybe I could talk a GM into allowing a variant of that ability with harsher prerequisites, but doesn't need a small arm. (Though I much prefer to do this without house ruling if possible.)

Maybe I can somehow find a way to put small arms into my boots, and then name the character Bayonetta. :P

Mazecore hoverskates?

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Xenocrat wrote:
GeneticDrift wrote:
The science officer gains more options in one of the AP books to control combat drones. Which looks awesome. There are also weapons that use ranks of mysticism instead of Bab. Options are growing.
The drone missiles are bad, the drone fighters are the least likely thing to ever fall into players hands, and the damage on the mysticism starship weapons is also bad. The radiant cannons are the only actually good Azlanti weapons. Assuming your GM ever lets you have any of their stuff.

You're not making a strong argument here.

The mysticism weapons are the highest damaging weapons that use mysticism to hit. Hitting for less is greater than not hitting at all.

Azlanti ships exist in 100% of official starfinder adventure paths. Creature stat blocks are also in the alien archive. The content is easily available for a GM to use. The book said the tech is uncommon and other sources could exist. It's not a big ask to allow access to these options.

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The science officer gains more options in one of the AP books to control combat drones. Which looks awesome. There are also weapons that use ranks of mysticism instead of Bab. Options are growing.

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I would fluff it as your trick attack damage and conditions.

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Responsive
Unilateral
Intrusion
Nullification

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I love the cuttlefish PC race

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Its nice for always having a gun ready. I would put my primary ranged weapon there.

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I'm away from book.maybe page 41.

Non paizo resource

"In addition, most of the races presented here are Medium (see page 255); they have a space and reach of 5 feet and a land speed of 30 feet per round. While the ysoki are Small (see page 255), their space, reach, and land speed are those of Medium creatures"

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Yeah I don't think armor works. It's a cool idea for many different concepts.

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I hope it is just the PF2 play test and forum issues. The Facebook group I'm in has constant chatter.

I'm enjoying starfinder.

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My pcs were done with ksariks by then so i swapped in a different opponent of the same cr.

Panellier was a very tough fight for my 4 player party.
If your pcs don't have command undead yet and really dont want to fight Panellier you could have the nearby enemy group join the fight and accidentally break the spell with a grenade.

Avvisa wasn't much of a mini boss. My pcs rested before fighting Tahomen. After the rest, Tahomen, two grunts, with the two guardians (i forgot about them being in the temple) was just about perfect for the 4 pcs (hurl force disk was great).

All in all your adjustments dont seem to put the large party at a significant risk of tpk.

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Isaac Zephyr wrote:
GeneticDrift wrote:

Low levels, high monster cr, and the monster rules still being made makes book one tough.

It gets better.

We're almost done book 2. As a party of 6 we have heightened encounter numbers but are overall a little behind the EXP curve.

I'm GMing for a party of 4 that is entering book 4. The only combats I have modified are space combats to be more difficult.

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Low levels, high monster cr, and the monster rules still being made makes book one tough.

It gets better.

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Yakman wrote:
Jason Keeley wrote:
Yakman wrote:

Question - Where is the Ellicoth?

I don't see an ellicoth pawn in any of the Starfinder pawns released so far... and yet they make an appearance in Dead Suns. They aren't in the Alien Archive pawn set either...

The ellicoth is Gargantuan creature, and due to various production issues, we just can't make pawns for Gargantuan or Colossal creatures. I think one would end up being an entire sheet to itself!
NO LOVE FOR TRAMPLERAM!

I made my own pawn and base expansion with a piece of cardboard (shoe box lid), a printer, and glue. Be careful as trampleram's first attack was a critical, obviously because of the TLC.

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Spells already go beyond 6 with wish and miracle. This is just in the current rule books i am sure more options will be printed as the rules grow.

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Amongst other things, I really like the flying gelatious cube creature, the monkey, and mystic ship weaponry. The drones sound cool but I'll need to reread the rule as it's confusing. I'm only half way through deadsuns so this AP is still far off for me.

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Everything is changing. How can you list that? This rule book is the list of changes. It's either here or not. Not to mention additions from future books might invalidate your list of changes.

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I am more for removing all the flaws. It seems too limiting with the profenciency system of pf2.

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Gaining more ancestry feats wont be exciting if I dont even want them. For most races I would be happy if there was just one ancestry feat that was interesting for the character.

Even the baked in benefits like speed and hp feel like hindrances. Attribute penalties seem severe when +/-1 modifier to hit or AC is so important.

please dont make benefits just to remove madatory penalties. Unburdened is frustrating as a baked in ability - just give them a speed of 25 and make a version of unburdened a feat.

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I like the idea. Use an item to cast a spell? That will cost one resonance.

Bags of holding taking resonance on each use is not fun.

I'm ok with wands costing rp and charges.

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What is the dpr comparison of a weapon with just the bonus to hit vs a weapon with equivalent cost with bonus damage dice?

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Is this at 7th lvl? Attacking touch ac should cause many non 1s to hit. If high touch AC is common in this AP (not played) The PC may want a belt of Dex or take weapon focus.

At 7th lvl
Bab: 5
Dex: 4 (16Dex with +2 size bonus for burn)
Overflow: 2
PBS: 1

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I dont see a 16 as a limitation in PF2. Either start with a 16 or start with a 14 and multiclass after your ability score boost. I just hope other feats are equally good.

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Open up mythic adventures. Turn to the spells. Get deathless. Grab the Marshall ability to let friends not go unconscious at 0 or less hp.

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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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