Robot

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RPG Superstar 9 Season Star Voter. ** Starfinder Society GM. 83 posts (86 including aliases). 9 reviews. No lists. 1 wishlist. 9 Organized Play characters. 1 alias.




Combat Maintenance

armory p.146 wrote:
As a move action, you can fortify an item you touch against attack. The item’s hardness increases by an amount equal to your mechanic level (to a maximum of double its normal hardness) for 1 round. If the item is one you are wearing or holding, you can use this ability as a purely defensive reaction to an attack against it.

1)Can I use this on Vehicles?

2)While I am in a vehicle, am I able to use Combat Maintenance as a reaction to increasing my vehicle's hardness to an attack against it?


I haven't received starfinder society 2-05 or 2-06 yet.

I started my subscription (order 7991064) in July. I've received 2-03 and 2-04, although they're still listed in order 7991068 as pending along with 2-05 and 2-06.

I've bought 2-01 and 2-02 separately.

Why is order 7991068, which has 2-03, 2-04, and 2-06 listed, still pending? When can I expect to receive 2-05 and 2-06?

Thanks in advance


Try as I might I can't find this exact things.

Question1) So I cast silent image and make a wall in front of me. This is giving concealment to everyone behind the wall. If I yell out to my friendlies that it's an illusion, do they still need to interact with it get a will save? or can they just walk through it?

Question2) If an enemy sees someone walk through it, or fire off a ranged attack through it, does that provide proof for them to see it's an illusion?

Question3) Could I make the wall a 1 way mirror? So from the front it's a wall, but from behind it's nothing?

Also if you have any page numbers or links to show that'll be a great help

So far I've ruled all of the above as yes (still have to interact, but at a bonus, can't just walk through), yes, and no.


I went on a creature creation spree and made a bunch of low leveled baddies. What if my players run off to fight some gang? What if they suddenly get into an altercation while on someone else's ship?

So I made 13 CR 1 NPCs, all of them being "level 1 [race]". Ya know how you have your level 1 human fighters running around acting as thugs, bandits, mercenaries, guards, etc.? Well now we have level 1 mechanics, technomacners, mystics and soldiers doing the same!

I followed the creature creation rules found in the back. They're pretty nifty: it's quick to make nearly anything I want by slapping grafts around. But it does feel like a lot of the creatures end up pretty similar.

I also had some fun playing around with the "special ability" that they all get. Sometimes I used that to give them a feat, or some extra equipment, or make up something new. Since AC/attack/damage tends to be really similar, I wanted variety in the little tricks they get.

So here they are.

Includes two CR 1/2 creatures (cannon fodder and a mobile laser turret) and 13 CR 1 npcs (android mechanic, android operative, android technomancer, human soldier, human technomancer, kasatha solarion, kasatha soldier, kasatha mystic, lashunta envoy, lashunta soldier, shirren mystic, shirren opperative, vesk soldier)

critiques welcome!


Hi!

I was wondering if/where it says that increasing the stats of an NPC (say giving it a stat array that's better then Heroic) and giving it a lot more wealth then what it would normally has, increases the CR of the npc.

NPC with stats as good or better increases the CR
NPC with equipment that's over what NPC wealth chart says increases CR

*said npc's would be baddies players fight against

I'm pretty sure it does, I'm just wondering where in the book it says it does (assuming that it does).

Or is it just a GM thing?

Thanks in advance!


Hello!

There's a good chance I'll be playing in a game, and I need help deciding on what kind of character to play. I don't know what the party make up is, but I know it wont matter much (no one really works together in the group I'll be playing in)

It's a homebrew game, but I know some things about it.
1) It's based off of castlevania
2) there's lots of traps
3) The DM loves using spell casters with very high DC's
4) There's probably going to be undead. At least vampires for sure.
5) DM also enjoys using incorporeals
6) The less reliance on spells I need, the better. DM enjoys blanketing areas in anti-magic fields and having the baddies enjoy high saves
7) There's tons of homebrew stuff the DM uses, along with lots of odd callings, so the tighter my build is the better

So, what to play?
I kind of want to play a Paladin, but a Barbarian could be fun too.

The stats I have to work with are: 18, 15, 17, 12, 14, 16
We start at level 8

Core rule book, advanced race guide, ultimate equipment, advanced players guide, ultimate magic, ultimate combat is allowed.

Any multi-class builds as a bad idea. Can only multiclass two times (for a total of three different classes) and then boom xp penalty.

Oh, and thanks in advance!


Alright, so I'm thinking up of a character in a home game in case my current one dies. I always liked the Lore Warden fighter, and so I thought maybe trying it out. It'd probably end up coming in at level 9 to, although 10 isn't that far out of the question (it's always 1 level lower then what when we died).

I wanted a fighter that was able to do a little bit more then just smash faces. Such as use combat maneuvers, maybe have a few more skills, etc.

So the following build is an attempt at making a fighter (with a two-level dip in monk) that can do just that. Trip/disarm people, have a few extra skills, and still do decent damage. In the home game, we fight lots of humanoids (it's probably bout 80% of what we fight...).

Spoiler:

Race: Human
Stats: Not figured out yet, but we can choose between a 25 point buy OR stat rolling (4d6 drop lowest 1).
Master of Many Styles Monk of the Four Winds 2/ Lore Warden Fighter 7
Feats by level:
1: Improved Unarmed Strike, Improved Trip, Elemental Fist, Combat Reflexes, Dodge
2: Improved Disarm
3: Power Attack, Vicious Stomp
4: Combat Expertise, Mobility
5: Ki Throw
6: Combat Patrol
7: Lunge
8: Felling Smash
9: Greater Trip

Human class favored bonus would go toward an extra skill point for the fighter. So for skills I'll be able to keep stealth, acrobatics, and perception maxed through all 9 levels. I'll be able to have 2 intelligence-based skills at a respectable level. Plus then wherever I shove the extra monk skills (maybe swim/climb/ride... just in case). This isn't even accounting for any intelligence bonus.

For weapons I'm not to sure. I'd like something with reach so that I can get some really nice reach using lunge+combat patrol. But maybe just go with a say a greatsword or even a weapon with the disarm quality to get another +2 on disarms. Between lunge and combat patrol that's already 10ft of reach, and I know the party wizard would be happy to enlarge person me.

Thoughts?

To me, this lets me plenty of trips/disarms/attacks at distance before enemies even approach. Power attacking gets me a free trip attempt, and if I trip someone using my regular attack I can get a Ki Throw off. With the combat patrol and lunge I can throw them a good distance... right into range of my reach weapon (if I'm using one).
Vicious stomp for all those free attacks on tripped people (and with greater trip, that's two AoOs).
I like it, but if there's any advice on how I can make this better or improve it, or even where to take it from here, I'd appreciate it. Also on what weapon to use too.

Thanks in advance!


Does the cohort gained from leadership affect the party's total level?

Example:

You have four level 8 party members. So party level is 8.
One of them took leadership and has a level 6 cohort. Is the party level now 7~? (8+8+8+8+6 is 38, which divided by 5 is 7.6)

Or does the cohort gained from leadership not factor into the overall party level. (Meaning the party of 4 level 8 characters with a level 6 cohort will still be a party level of 8)


Alright, so I play in a homebrew game that's at the 'epic' level. 25 point buy, or roll stats (4d6, ditch the lowest).

The party consists of a half elf sorcerer/rogue, kitsune rogue, dwarf fighter/monk, and a human black mage (custom class). Optimization level in our group is low.

I'm making a back-up character for when my current one dies, and I'm looking for something that doesn't need a lot of wealth. Character level will be 6. We're far off from the wealth chart (allowed 3k gold for buying stuff at level 6), so I'm trying to make sure I can be effective with small amounts of gold.

Fights usually always taken place in large open areas (even if it's in a room), outnumbered, or facing big bad strong guy.

So, I'm leaning towards a half-elf or human master summoner. The idea being I can just summon stuff to fight for us.

Ultimate magic, ultimate combat, advance players guide, core rule book, advanced race guide, and ultimate equipment are all allowed.

So, advice? Feats, tips, items, stuff to summon, etc.

Level 6, 3k gold to buy stuff, 25 point buy; character to survive 'epic' level game with very low wealth. Game is supposed to go up to (or even past) level 20


Alright, this is something that constantly keeps coming up in my group.

Do you need to have a clear shot at your target in order to hit them? Say there's a bunch of allies in front of you, can I still hit a target through them? Positioning example below:

[me]----{ally]---[enemy]

or some version of that, where there's a living body between me and what I want to shoot. Do I have to move and have a clear shot of no people in between me and my target, or can I still make the shot?

I know that if you fire at someone in melee, you take the -4 penalty unless you have precise shot. So what if the position is

{me][ally][enemy] standing exactly like that. Can I take the shot, or do I have to move?

What's the rules for being able to shoot a target. I'm small sized, so does this make it harder?

Dark Archive

So I have an idea for a character that runs around the battlefield throwing knives at people. I was thinking about using the knifemaster and scout rogue archetypes so that I can get d8 sneak attack damage with a thrown weapon (scout level 4 lets you charge and get sneak attack, scout level 8 lets you move 10ft and get sneak attack). The problem though is that for the first few levels the only way to get that sneak attack would be by regular means: going before the enemy and flanking.

So help me build this character! Please? :D
I'm thinking a fighter/rogue would be best. Probably human race, and using throwing stars So far the feat's I'm thinking is looking like this:

Spoiler:
Level class feat
1 fighter1 point blank shot, precise shot, far shot
2 rogue1
3 rogue2 deadly aim
4 rogue3
5 rogue4 charging hurler
6 rogue5
7 rogue6 improved initiative
8 rogue7
9 rogue8 weapon focus?
10 rogue9

Is there any feats I'm missing that would make this better? Anything I should move around, or perhaps something better at level 9?

Character level 5 you can charge-throw your starknife without ever actually having to get into melee range. So if everything's close enough you can just keep charging different targets, or charge the rest of the distance for a regular attack.
By character level 9 you just need to move at least 10ft to get the sneak attack, and you can throw the starknife at a farther range. With deadly aim you could get alittle bit more damage on your attack.

So, thoughts?
And most importantly: improvements?


I just got a samsung tablet.

I was wondering if anyone knew any usefull apps that could help during a game? Dice rollers, random [insertthinghere] generators, intiative tracking...

Currently I'm trying to get pdfs of the books on it.

Also this could be like a list for other people to look for pathfinder-usefull apps for their samsung tablets.


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I made a shield magus (can't remember the archetype name off hand) for a home game that my friend is starting.

Any feats I should make sure I take? What are some things I can do to improve the damage of my shield? How does enchanting the shield work (enchant as a weapon vs enchanting as a shield)?

As of right now I'm using a spiked heavy steel shield.

OH and another question, throwing shields? Should I get one of those? How would a throwing spiked heavy steel shield end up working? (And how would that get enchanted)?

As of right now (lvl 1, human) my feats are:
Improved Shield Bash
Weapon Focus (Heavy Shield)


lvl 1 halfling gunslinger (Mysterious stranger, pistolero)
str 5
dex 20
con 10
int 7
wis 7
cha 20

Studded leather armor, heavy shield, +1 size, underfoot racial all gives him 22 ac.
Fleet of foot racial for 30ft movement

Alchemical cartridges, reload free action.

Just shoot pistol.

Is this build optimized? Or is it just junk? Are the benefits ofset by the weakness?

I'm trying to prove to a fellow player that his character is crap and useless. Even knowing he kills everything in like, 1 hit.

His argument: "Guns are the best. It's against touch ac! And I add my cha to damage!!!!"

Also, any other points I can maybe use to argue to him about gunslingers? All they really all that? Or are they just being over-hyped.


3 people marked this as a favorite.

Hello!
I'm wondering if anyone has any good builds for a lore warden fighter?
Point buy doesn't matter, I'm just curious to see what people come up with.

Also any other fighter builds for something that's aibt different then the standard "Run up and smash until dead"?

Or if there's any links to threads already like this.

Thanks in advance!


So in a homebrew campaign I'm playing in i've managed to convert alot of my gold into gems. I want to keep them safe, but I'm having problems thinking of safe ways.

I don't want to just throw them in a bag of holding, and then have that stolen. (We deal with thieves alot)

So I'm wondering if anyone has ideas on 'super safe' storage for valuable items. I want to be able to carry it with on my person though, that's a must.

So I was wondering what about...

A small adamantite lock box with a superior lock built it (DC 40 disable). The lock box has a permanent arcane lock on it (increases DC to 50) and a fire trap on it. Inside of the lock box is a bag of holding (can that be arcane locked and fire trapped? if so then that goes on it too!) holding all the loot. Also i'm thinking the lock box has a permanent shrink object on it (which would bring it down to 1/16th of it size and be paper like). Then I fold it up and fit it into a ring (or amulet). Thoughts?

Also any ideas of super safe storage for keeping your shinnies away from anything and everything?


So the dm for the group i'm in just showed us this template he made for any 'boss' baddies. "To model after the boss's like in rpg's that you can't avoid and are tougher then everything else". So I'm putting it here to see what you all think.... I don't really know what to think; I would never want to fight this, and I wouldn't want to force any players to fight something that has such cheap moves. I'll stick to my advanced/half-fiend/giant templates (or just use a higher cr monster). "Meant to be tough" as the dm says.

Spoiler:

Ever get those enemies in any game that no matter what you do, or how high your stats are, you still no matter what have to fight them? I'm sure everyone at some point at another have fought those guys before. This template will have DMs create one of these kind of monsters.

For anyone who chooses to use this, be sure only one monster has this template; and that is used in scripted sequences (such as dungeons or areas where the PCs cant run from). This template is not meant for more than one monster; as all this contains is boosts and buffs; with no weaknesses.

Challenge Rating: A boss retains the same CR as the original monster +3.

Hit die: Racial hit die is changed to d10s. Monster has an additional 3d10 HP at the start.

Type: Type and size of monster remains the same.

Armor class: A Boss has a natural armor class of +3.

Defensive abilities: A boss gains DR 5, and has spell resistance 10.

Spells: If the boss is a spell caster, it has +3 spells per day on all level spells.

Base attack: Bosses base attack increases by +2.

Speed: A boss retains its base land speed, +15.

Saving throws: All saving throws increase by +4.

CMD/CMB: CMD and CMB gain +4.
Bonus feats: Diehard

Skills: All class skills gain +4 misc modifer.

Special abilities: Arena, Special Senses, Death Armor, Special XP yield, Slam

Arena: The Boss has been well prepared for this encounter, and has made all nessecary preparations. Once the PCs have entered an the area that the boss has designated for the battle arena, the evironment itself was corral the PCs in. PCs cannot use spells such as teleport or items to escape the area, and all DCs for using skills to escape are deemed "Impossible." The only way for escape is to defeat the boss. Once the boss is defeated, the area will return to normal.

If the PCs attempt to teleport around the area, they will simply teleport into the designated area. Assume that all other areas carry an anti magic field.

Special Senses: PCs cannot use spells or stealth actions to escape the boss. If the PCs attempt to do so, they automatically fail.

Death armor: Bosses cannot be affected by spells that cause death, or cause them to disappear in anyway shape or form. If the PC decides to use this spell anyway, and it succeeds, the boss takes 6d6 damage in its place (plus modifers based on class).

Special XP yield: Destroying a boss takes more planning than the average fight. Once the boss is destroyed, the party gains twice the amount of XP earned than usual.

Slam: Boss gains the Slam attack as a special ability.

Ability scores: STR +4, DEX +4, CON +2, INT +2, WIS +4, CHA, +2

That's the exact copy of what was posted on our little facebook group page. I know every dm can do they're own thing but....

Ah well, maybe this will give someone ideas, or even have it used for your own games.


So I'm making a ranger switch hitter. All of the builds I've seen are saying that I need to take quickdraw, but do I really need to?

Quickdraw lets you draw a weapon as a free action.

But having a base attack of +1 allows you to draw a weapon in combination with a move action (usual move in and pull weapon then attack deal).

Dropping a weapon is a free action, and sheathing one is a move.

What I'm getting at:
Without the quickdraw feat, I can drop my bow as a free action, move in (and pull out my melee weapon) as a move action, and then attack as a standard action. Correct? And anytime something moves out of range I can just drop my melee, spend a move to pull out a thrown weapon and then a standard action to throw it (which by the time stuff is running away combat is practically already over so I wouldn't really need my melee anymore)

With the quickdraw feat I can drop my bow as a free action, move as a move action, draw a weapon as a free action, and attack as a standard action. That's the exact same as if I didn't have a feat!
The only benefit of getting quickdraw that I see is if something is running away, I sheath my melee, quickdraw a ranged and then spend a standard to throw it.

So is this all right? Or am I missing something? Because how I'm seeing it you don't really need quickdraw at all. Sheathing is still a move action either way, and I can always just draw a weapon while I move without the feat.