Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Lassiviren

JetSetRadio's page

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. 225 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 225 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
KapaaIan wrote:
Well, think of it more as which you would rather them have. Having both doesn't feel right. So if it is small arms or basic melee, the small arms make more sense to me.

It says this for wizards in pathfinder: "Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail."

So why would you take away these basic proficiencies? Small arms and basic melee and the exact same thing as what's listed above.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

What does PRD mean?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Belabras wrote:
RumpinRufus wrote:
OK, I don't have much understanding of IP law, but I thought you are generally prohibited from reproducing other people's artwork unless given permission.
You are. And you really should contact the artist even if it is for a non-profit use, as they can still come after you for it. I don't think many would, but they have the legal right to.

What does "fair use" mean in a legal sense?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ThomasBowman wrote:
I think I'll respond for the benefit of other readers. "Less magic" is kind of the idea, as I want characters from "our world" to interact with the Starfinder setting, the D20 Modern Book does a good job in describing the Modern World, and its character classes model all sorts of people and professions in that World by assigning the relevant classes. Since all of the classes in Starfinder use magic to some degree or another, those would not be good classes to represent people which came from our world. They could of course gain levels in other classes once they got into the Pathfinder setting, but they need a class to represent what it was they did before.

Who is going to want to play as a janitor class then a computer hacking ninja? Or a Space druid? Or a Jedi? Or a Space captain who boosts his squad? Isn't that the reason most people play table top games? To get away from the mundane? That might just be me...


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If it is non commercial why don't you just credit the artist? I think the main issue would be if you are profiting off their work which you wouldn't be.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Deathseed wrote:

(sigh) This game has warts but I think I love her anyway (mystic bug-person healer = SQUUUEEEEE).

(I'm coming from D&D5, which I love and want to marry, so I do have certain prejudices regarding streamlining and not getting too bogged down in unnecessary minutia >I'm looking at you 3/3.5<)

What are the warts? Other than a few errors in the text the rules seem pretty solid. Have you ever played pathfinder?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Search Pinterest for Starfinder/Cyberpunk images and you'll find a lot of stuff.


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

More mid tier monsters and aliens. Most the book is playable races or high tier aliens in my opinion.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

At level 20 you get True ai. That's kind of like Clank from the playstation game. Right now it's a smart drone but not self-aware.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
VampByDay wrote:


Old Kung-fu Solarian

Korasha Lashunta (Priest)
Str: 16, Dex:14 Con:10, Int:10, Wis:9, Chr: 14

So if I start with armor, then I get a pair of Bone Cestuses, and use that for my 'unarmed strikes.' +4 to hit for 1d6+3 at first level.

My armor would be 14 or 15 at level 1

If I went weapon, then I'd have some sort of aura that surrounds me, that empowers my 'unarmed strikes.' Damage would be the same at first level though I wouldn't have to buy a weapon) and my armor would be one less.

Sent you a private. These numbers seem off and that's what I have been afraid of. If your numbers aren't right the class would look weak.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
AnimatedPaper wrote:
Did you homebrew that you can select Sunbolt at 10? I was just reading it, and in CRB you can select it at 14.

Looking on my phone. Yeah it's 14.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
HWalsh wrote:
Sunbolt - This may now be fired once a turn as a standard action.

One sec. So the Solarian gains Sunbolt at level 10. Sunbolt deals 9d6 fire damage and has no cool down? So basically I don't have to pull out my solar weapon until lvl 17 since at lvl 10 the solar weapon only does 3d6... Basically you created a spacemonk that shoots unlimited hadoukens.

I think they put a limit on it for that reason, right?

HWalsh wrote:
Gravity Shield - The gravity shield now lasts until it is turned off regardless of if the person is attuned or not. They may only do the big shield if attuned, if attuned they do not need a free hand to control it.

Is it still active if the Solarian gets knocked out?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
VampByDay wrote:
Guys, guys, I may have gotten a few of the details wrong, but my two main points still remain.

Well if you got a few things wrong your main points might not hold up. I think the best thing to do it build a Solarian.

VampByDay wrote:
I want to play the iconic style Solarian, but it doesn’t pan out mechanically.

Build one and post it and we can all discuss. Don't minmax. Just build a regular Solarian like how you would like to play one and we can see where it lacks.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
HWalsh wrote:
Gravity Hold - Ugh. Can only affect a target every 24 hours. Requires very high charisma to use, if the enemy saves you're boned. You have no way to raise your DC on this like a spellcaster can do with a feat either. Pass.

Question. Why do you homebrew some things but not others? Are you using your character for Starfinder Society? Seems like Spell Focus would be a good thing to change saying if you have an ability that has a DC you can use it.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Does anyone remember the Sound Villain from Batman?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
VampByDay wrote:

1) 1 true build- Some Str-boosting Race, blitz soldier 1, rest into weapon Solarian. Wears heavy armor

2) Korasha Lashunta Solarian, first feat heavy armor prof. 16 Str, 14/16 Charisma
3) Armor Solarian with high dex and first two feats are longarm prof (or sniper) and versatile specialization.
4) High dex, Charisma, and strength (Drow or skittermander), armor Solarian with first feat as advanced weapon prof, second as versatile specialization.

I couldn't disagree more with your builds. 1: Because I feel like blitz soldier/solarian is a joke. 2: I feel when these threads pop up everyone throws story telling out the door.

Why do you feel light armor is so bad? It's almost the same as heavy armor when considering dex.
Page 197-198
Highest light armor 22/22 +8 dex = 30/30
Highest heavy armor 26/27 +5 dex = 31/32

"But you have to spend points in dex to get it to max!" Looking at this mock up I just did it's doable even as a human.
Stats

I still just scratch my head on why this is still an issue and like jimthegray said,

jimthegray wrote:
ahh this thread again,

It's basically complaining that a class isn't as good as another class. Which is a black hole of shouting and people unmoving on their opinions. It's better to then talk into a mirror at that point.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Attack would probably be better. I am if you are constantly going to take damage why not make it a guaranteed hit? Maybe increasing attack x2 per round getting more and more powerful but damage to you is increased x2 as well. The longer you are in it the more danger you are putting yourself in.

Maybe starting at a half character lvl and x2 that.
Or maybe
At lvl 8 when you unlock power.
+4 attack = +8 damage to yourself
+8 attack = +16 damage to yourself
But you can't turn it off until combat has ended?

Haven't done the math. Just seems like a funny/different mechanic.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
MagicA wrote:

@HWalsh

its pretty hard as a solarian to get 28 str (more realistic you'll end up with 26 str)

At this point you are debating 1 damage point. I think the example still stands.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ChaosTicket wrote:
I dont see the Starfinder characters being as specialized as D&D.

I started with D&D3. When d&d was first released there were only a few classes. More classes and expansions weren't released until a year or two after the game was released. There will be more releases in the future but the Themes give you a boost in diversity of the class available now.

ChaosTicket wrote:
Everyone has 4+ skill points, can use light armor and pistols by default.

Well yes. Everyone does have 4+ skills.

Envoy/Operative 8 + Int modifier
Mystic 6 + Int modifier
Soldier/Technomancer/Mechanic/Solarian 4 + Int modifier

Light Armor and small arms are pretty standard because it's like padded armor and crossbows in d&d. Everyone can wear armor but not everyone can wear heavy armor. Check out the Vesk on page 32. That Armor needs to be trained.

ChaosTicket wrote:
There arent a lot of useful feats so right now I expect everyone class you take the same upgrade paths.

I am playing a campaign with 4 other people and only 2 people have the same feats so far. It's pretty easy to choose others feats. The Soldier in our party choose Bodyguard which is pretty awesome and no one in our group will probably ever get it other than him.

ChaosTicket wrote:
This isn't going to be hard picks of feat chains like choosing to sink feats into two-weapon fighting path or focusing on summoning feats.

There won't be two weapon fighting feats because they took two weapon fighting out. Could they do something in the future? Sure, But I seriously doubt it from reading the book and listening to interviews. They took it out on purpose.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

See that's what I always thought. Just forgot where it was written.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
HWalsh wrote:
2. The Solar Weapon can be disarmed by the rules. This version cannot. So, I felt that an immunity to disarm, and a way to hide their Solar Weapon but still get the damage from it, was a significant enough mechanical benefit to warrant a feat. Feats in Starfinder are fairly weak, some of them amount to a -1 to the penalty when full attacking, so I felt this was in-line. So rather than just buffing them, I gave them something that they had to purchase. To me, that felt fair.

What page is disarming a Solar Weapon on? When I have ever read the Solarian section I have missed it. I might be playing wrong.

Solar Weapon
You can seize your solar mote in one hand to form a melee
weapon out of stellar energy. This weapon appears to be made
out of glowing light or solid darkness, as determined by the
appearance of your solar manifestation, but it can be whatever
general shape you choose. Normal melee weapons like axes,
swords, and spears are most common, but other shapes, such
as a large rune of stellar energy, a mass of writhing energy
tendrils, or an energized fist that fits over your own hand, are
possible as well. Your solar weapon’s general design has no
impact on its function, and doesn’t give the weapon any special abilities such as reach.

Once you’ve selected the general design,
you can’t change it until you gain a new solarian level.
Your solar weapon functions as a one-handed kinetic
advanced melee weapon, and you’re automatically proficient
with it. At 1st level, choose whether your solar weapon deals
bludgeoning, piercing, or slashing damage. You can change the
damage type each time you gain a new solarian level. Your solar
weapon deals damage equal to 1d6 + your Strength modifier.
This damage increases by 1d6 at 6th level, 9th level, 12th
level, and every level thereafter. Solarian weapon crystals (see
page 170) can increase your solar weapon’s damage.
Forming or dismissing a solar weapon is a move action that
takes the same amount of effort as drawing or sheathing a
weapon (and can be combined with a move as a single move
action or used with the Quick Draw feat). Your solar weapon is
automatically dismissed if it ever leaves your hand.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well how much health do you have at level 8? Looking at that how many rounds would it take to kill you doing 8 damage a round? I can't do math right now.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yeah I have never played Dark Souls but I looked up the power. Doing what you want would be hard to nail down. It kind of sounds like you are going for a Rage mechanic though. Kind of like a glass cannon? Higher damage minus AC maybe?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So it's like Plasma Sheath but a little bit better and then also zaps your life?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
JetSetRadio wrote:
It even states you can shape the weapon to what you want.

Yeah, That's what I said. The point I was trying to make is why waste a feat on improved unarmed combat when you could just let the PC imbue his second hand for free? They took out 2 weapon fighting from the game so what is the harm of letting the character do this?

That's why I said, instead of homebrewing a feat why not just homebrew the concept of the Solarian Weapon let them fight with flaming fists?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
HWalsh wrote:

Solarian Monk (Combat)

Prerequisites: Improved Unarmed Combat, Solar Weapon

Effect: The Solarian absorbs their Solar Weapon into their body as a swift action. While their Solar Weapon is ignored the Solarian's unarmed attacks are not considered Archaic, and when the Solarian makes a successful unarmed attack, they may substitute their Solar Weapon damage, in place of their unarmed damage. The Solar Weapon may be removed by the Solarian as a swift action.

Note: The Solarian does not add damage to this attack from feats, traits, abilities, features, or spells or any other source that explicitly alters unarmed attacks only.

If a 6th level Vesk Solarian with Improved Unarmed Attack and this feat absorbs their Solar Weapon that has a Solarian Weapon Crystal that adds 1d4 damage makes an unarmed attack and chooses to deal Solar Weapon Damage they would deal 2d6+1d4+Strength Bonus+6 (weapon Specialization) They would not use their Vesk racial ability to deal 1.5xTheir level as they are dealing Solar Weapon...

So if you are going to homebrew feats why not just homebrew concepts?

The Solarian can imbue their fists (or feet) with their Solarian weapon. This does not give you extra attacks but for story telling elements you now beat the hell out of your enemies with your fiery fists instead of a fiery blade.

It even states you can shape the weapon to what you want. I am working on an 2 enemies my players are going to fight. One with a staff like darth maul and the other is the monk concept but with lightning.

#LightningCoolerThanFire


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
PaladinDemo wrote:
Just because skill rank is character level, doesn't mean anything with the additional bonuses.

I think that was his point. If you didn't understand the rules completely you can think something is broken when it's not. I'm sure this is something we have all done.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Deadmanwalking wrote:

This is very much the wrong way to examine who's good at a particular skill. The Operative is a better skill generalist than anyone else, eventually having almost every skill in the game with max ranks (there's actually a Human build with Int 28 that has all of them at 20th)...but that basically does't matter in most games.

What matters is that, if there's a Mechanic, they're almost certainly better than the Operative at Computers and Engineering, if there's a Mystic they're almost certainly better at their Connection skills, and may well be better at Wis based ones in general, if there's an Envoy they're gonna be flat-out better at the skills they pick, especially the social ones. Heck, for anyone but a Spy or other Cha specialized Operative, a Solarian is likely better at Cha skills. And so on.

Come on. That's not cool to take what I said out of context. I was replying to this
Erk Ander wrote:
The Operative is second best at skills that are not Dex-focused. But is plainly beaten in other cases

This is not true. Now does the Mechanic get some pretty awesome hacking abilities? Yes. I love the mechanic! But if you are going merely on a mechanic and Hacker Operative sitting next to each other hacking the Operative has a higher chance of winning.

I have seen the Operative player make the others in the group feel obsolete and that isn't fun. Having 6 skill points would still make the Operative really good. If everyone thinks it is fine, that's cool. But it has been something complained about in my group after multiple sessions.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ChaosTicket wrote:

So #1 should armor be either hard core and bulletproof or more realistic and the best defense be to never be seen or shot?

#2 similar note, should guns be realistic? Guns, even handguns can be very damaging. Even a very low caliber gun can be fatal but what about a game that treats ultra-heated laser beams as flash lights?

Are you asking advice on homebrew? Read the equipment chapter fully. It will describe what the weapons do and how powerful they are.

ChaosTicket wrote:
#3 magic just magic. Why play any game based on Dungeons and Dragons if you dont want the unique draw of magic as designed by Jack Vance. id play Rocket Age or Shadowrun if I could find a group.

This is loosely based on D&D. If you want D&D you should play D&D or pathfinder. This is a game based in space. Technology is half the game. You don't need need to spend years in a magic school to learn a light spell to light your way. You can use a flashlight.

I used to play Shadowrun and it was fun but I would never go back after reading starfinder. Especially after reading shadowrun 5. That book was just awful.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Bookmarking. Being stuck in science officer role does suck.


3 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ChaosTicket wrote:
Ive only played one game and i dont have a rulebook just one I borrowed for a short time. I can check the rules online, Thank you Paizo, but actually understanding how to get the best out of a character without guides is a problem.

This is your problem right here. You only played once and borrowed a book. Most humans hate change. If you played other dnd/paizo games this book changes a lot and a lot of the changes don't immediately show their benefits.

1) Already talked about by Ventnor.

2) The equipment chapter has a lot of content in it. Most of the debates on the board stem from people skimming this section.

3) They aren't down graded. Removing lvl 7-9 spells was one of the best things they changed. You don't need 7, 8, 9th lvl spells when you can do it in 6.

Over a decade of added books and expansions there is so much fluff and convoluted rules that it makes the game not easy for new comers. Even someone like myself (over 10 years experience in tabletops) find reading through all the rules a chore.

ChaosTicket wrote:
Im worried that Starfinder is going to do something negative by trying to over-correct on the perceived flaws of earlier game versions. I dont want guns to be weak or spells to be useless because of overs-specialized role. If its not broke down fix it.

This is why they change everything for Starfinder. They have corrected those issues because they were in Pathfinder. In Pathfinder late game always went to spell casters. Starfinder you are viable late game if you don't use spells because you have lvl 20 guns or melee weapons. You need to spend more time with the book.

ChaosTicket wrote:
I know its a waiting game for new rulebooks to add new things like Sniper Rifles that out-DPR rifles.

This isn't call of duty. Characters shouldn't be running around 360 no scoping NPCs. If you want a sniper rifle that does that then make one. Just like all corebooks they are guidelines not commandments.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Hazrond wrote:
Having a were-template for Starfinder would be useful, anyone know where I could find one?

Just convert the werecreature from the paizo monster manual.


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Erk Ander wrote:

They are.The Mechanic, Mystic And Technomancer get the same insight bonus as the Operative to their areas of expertise (Computers, engineering, mysticism etc) and they are also Int/Wis-focused. Not to mention they get extra abilities to these very skills that the Operator cannot get. So if a Mechanic pushes increases Int the same manner as a Operative increases Dex, the Mechanic will always be better at Int skills such Computers and Engineering.

The Operative is second best at skills that are not Dex-focused. But is plainly beaten in other cases

This is not true at all.

Without looking at ability scores or any other outside factor look at their skills and base bonus.

Operative
lvl: 20
skill points per lvl: 8
20x8: 160
Insight: 6
Total: 166

Mechanic
lvl: 20
skill points per lvl: 4
20x4: 80
Insight: 6
Total: 86
exocortex you also get skill focus

Now which number is higher? 86 or 166? Now yes, the mechanic can get some abilities that boost his hacking abilities and remote hack but the operative can also boost their hacking skills too.

I have played some sessions and am now taking over as DM and I think I am going to drop the operatives skill to 6 and bonus the mechanic to 6. No reason why an Int based class only has 4 skills per level. Technomancer I think is fine since it gets spells.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well think about it in terms of upgrading your graphics card. You can't have a geforce gtx 770 and just upgrade the difference. You have to buy a whole new one.

#cybermonday


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Who would you like to clarify this? There is already an active thread that is discussing this and you opened a new one. You asking someone specific?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
HWalsh wrote:
Well either the Ability Score changes, or the benefits change...

Why would you change anything that you already have? What is the thought process behind gaining a +1 strength from being a Mercenary at the beginning of the game and all of a sudden switching to Ace Pilot and gaining another Ability point?

If anything, you would start at lvl 1 when you selected a new theme and not get the ability bonus and keep the skills you already have. But you can only do this at 6, 12, or 18.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think you are meta thinking right now. It's already been stated but you don't forget the skills of being a Bounty Hunter if you all of a sudden decide to quit your job. If you want to do a "multiple class" type thing with themes then that should be a homebrew and ran by the DM.

Themes are made to be built around your character. It's kind of your job in the game. If you don't want to do that you could go themeless. Or probably start on a new theme starting at lvl 1 minus the bonus in a attribute.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Then have them choose one immunity instead of three if you have a problem with it? Just wondering why you would give it disguise self once per day instead?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So everyone keeps talking about the moon but in the books werecreatures can change at will and don't need the moon.

Change Shape (Su)A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

So while reading the thread is pretty entertaining, debating about what is needed to change (moon or radiation) is kind of strange.

This text is almost word for word in all books that talk about werewolves. They aren't like the old monster movies where they can only change during the moon light. So natural werecreatures could be the mercenaries of space. Rivaling Vesk or Half Orcs in this category.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Forgot to mention Solarian crystals are Jedi crystals essentially.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I am curious. What about the tiefling in the starfarers compagin is too strong? Other than the +5 to energy it's pretty standard.

Putting it against a human that gets 1 feat and an extra skill every level it's pretty balanced in my opinion.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

All these powers seem to be pretty good Jedi powers to me:
Gravity boost
Gravity hold
Choke
Astrologic sense
Defy gravity
Glow of life
Gravity surge
Hypnotic glow
Reflection
Only thing I'm not seeing if force lighting which could be homebrewed.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Luke has a couple levels in mechanic. Then Solarian. Solarians have force push and choke. But you would have to slightly change these abilities and give a couple new ones. If you are making a sith there should be a force lighting. Mystic is good for the Yoda type characters.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
TheGoofyGE3K wrote:
In hindsight though, this means that in an age of space travel,someone let a werewolf get into space before golarion disappeared. I feel this is highly unlikely given what it takes to get on a plane nowadays.

Well when going through an airport the scanner doesn't say what diseases you might have.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Do you think they have a place to call their own? Tribe or spot on a planet? Would they be more/ less accepted? Maybe they evolved over the centuries. Maybe they look more in terms of the shifters from eberron? This might even look like the Ctarl-Ctarls from outlaw star?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I got the alien archive and I understand the most of the book was for new creatures and aliens (wish there was more of course). Giving you the tools to convert already existing monsters is nice but I mainly want to see updated races in cool sci-fi gear. But this led me into a "shower-thought". Assuming lycanthropy is a virus and virus's tend to be a thing science tries to cure... is Lycanthropy cured in Starfinder? I would like to hope that vampires and werewolves are still a thing because they are cool. Classic monsters. But what are your thoughts?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Is the starknife in the core book? I am down for any suggestions.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Anyone have any ideas for making a chakram like in Dark Sector? Or even the predator disk? Something smaller that grows and can be thrown.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I meant space stations with population. I am not personally going to do research on it because I don't think it's a problem. Best example I can think of is the Death Star and it has under the 2.1million that Absalom has soo...

The thing you have to look at is what it takes to run a ship that could house that many people. I think people who really get this concept are people who work in construction or engineering. Not saying you can't understand it's just people who are in those fields have to think about it on a daily basis.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ouachitonian wrote:
JetSetRadio wrote:
Azih wrote:

But I would say that a great city that is the center of the galaxy's culture should be bigger than a Earth city that fills the same role for something as small as a planet's continent or country.

I go back to Tokyo. Absalom Station *should* be bigger than Tokyo at the very least.

You keep saying Tokyo but Tokyo and it is too big to be a space station. Think about how many 36 million actually is. It's a lot. I think New York City which 8.5 Million would be better for a station.
How do you figure “too big to be a space station”? Absalom Station is absolutely tiny compared to stations or even ships in many other sci-fi settings.

Can anybody give us a list of other space stations or colony's to compare? I am not familiar with other sci-fi settings.

1 to 50 of 225 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.