Tender Tendrils wrote:
The vehicle section also has walkers, if you want a more Western approach to mechs ;)
At first glance though, missles are purchased individually and mini-rockets are often shot one at the time.
In short, you know the missle launcher that the armors have in Anthem? Yeah... still pretty far from getting it in Starfinder :P
gustavo iglesias wrote:
In short, the crew is lvl 20 because the ship is tier 20 and this the DC to use it are huge. While the DC of a tier 20 ship is huge, because the crew is lvl 20. Creating a circular reasoning, which does not really work in the game lore
Assistance can come by as extra officers, AIs and even magic items.
While the rules never state a clear requirement for ships, it's safe to assume that an officer has more than one resource to help him or her out.
I'm looking for a specific weapon: a missile/rocket launcher that shoots multiples shots at once.
Now... you might be saying that it would be a little too broken, but some weapons consume more than a single ammo round per shot, meaning that if a launcher has 40 missiles and it consumes 5 missiles per shot, well, that counts as a volley; the damage is the total due to the grouped explosion.
While launchers "usually" shoot one round, there is the typical huge launcher that sends out 4 to 10 missiles that it causes more damage.
Nah, it wouldn't break anything.
Ok, with a strict reading, yes, the claw blades are catfolk-exclusive. HOWEVER, I don't think that it's impossible for other creatures to use.
Like I said, catfolks can have claws, like a cat :P so it makes sense to have something about them. Changelings have claws, but... it wasn't never a focal point; you'd probably pick a changeling for the "witchy" aspect of the race. Dude, even hags themselves aren't melee combatants at their core.
I'm also asking this because the claw blades weren't re-used or reprinted elsewhere. They could have been in the Monster Codex, as a few monsters have claws. They could have been in Ultimate Equipment as well.
The claw blades are... essentially an exotic weapon similar to gauntlets. The problem is that claw blades were never expanded to other races.
It's like saying that the grenadier alchemist archetype is a hobgoblin-exclusive archetype, because it was presented with hobgoblins, or that the gutch gunner gunslinger archetype is ratfolk-exclusive. Yeah, it makes sense that they are exclusive, but at the same time, it doesn't make sense that they are.
I just feel like it's a similar situation as "racial" archetypes. For instance, the winged marauder alchemist archetype is only for goblins, but... what prevents me from using 1) a roc or giant owl and 2) any other race?
I mean, yeah, house rules and such, but... as a whole, it's not game-breaking or anything.
Advanced Race Guide, Catfolks, Catfolk Equipment wrote:
Claw Blades: These subtle blades can only be used by catfolk with the cat's claws racial trait. Bought in a set of five, they fit over the wearer's claws on one hand. The blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Catfolk with the cat's claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.
With these things, clawed catfolks can essentially use their claws as light weapons (with iterative attacks) instead of natural weapons (usually one attack with weapon); rules are a bit hazy on that one, but Two-Weapon Fighting might be required to use them efficiently. However, the blades are race-exclusive. For instance, the changeling, also expanded in the same book, has claws, but can't benefit from the blades. Also, well, additional races might not be available to players, basically barring claw blades if clawed races aren't allowed.
This brings me to the shifter, who gains claws at first level... You see where I'm getting at? Technically speaking a shifter could use claw blades; you would just need the proper feats to wield them... and you can take them off if you're not comfortable with.
What do you think?
Loyal *and* skilled. Even the best battleship is going to be relatively wasted if the officers and men manning it only barely know what they are doing. Imagine how effective a Tier 20 battleship would *not* be, if it had only Tier 2 crew.
That would be the next step, and you need to have one crew per ship. Here is the list of roles:Captain (only one needed, can have officers)
Engineers (any number, often with crews)
Gunners (technically one per weapon mount, often with crew)
Pilots (only one, often with a crew)
Science Officers (any number, often with crew)
As a reminder, the captain and officers are the ones rolling for checks. While no rule is given, it's save to assume that the captain should be at least of the same level as the ship's tier. Any subordinate should be qualified, but it's safe to assume, again, that they shoudl be one or more levels lower than the captain, in order to establish a hierarchy.
Some roles are beter suited for some classes, based on skills:
Science Officer (Computers)
F. Douglas Wall wrote:
You mentionned the Millenium Falcon, there's a scene in Solo: A Star Wars movie, when Han finally gets into the cockpit: he's in awe. That's pretty much what they went with here ;)
Isaac Zephyr wrote:
However, there's also something tgat exists in the Starfinder world that we don't have: Planes. Other planes of existence like the elemental planes don't play by the same rules. Time doesn't even need to be linear, so find a plane or dimension full of the resource you need and it's just a matter of how hard is it to mine?
Now I feel stupid to even question that ^^;
The Elemental Plane of Earth has an infinite ammount of ore...
The Elemental Plane of Fire has an infinite ammount of heat...
The Elemental Plane of Air has an infinite ammount of electricity...
The Elemental Plane of Water has an infinite ammount of chemicals...
Ok... I need to get this out of my mind...
I'm pretty sure that players and GMs alike would like to eventually build their own armada, with a lot of spaceships to conquer worlds or to explore. Dude, if you have a party of six players, there's a good chance that each one would like their own vehicle... or vehicles...
However... people seem to forget that 1) there's an actual cost to ships and 2) there's an actual building time to them :P
Yes, the universe is vast and yes, there is magic to aid technological advances, but let's face it, there is a HUGE resource management to be done when building ships, such as steel and batteries.
I haven't seen a machine/artifact that can create items out of thin air either, so unless you overmine a planet or several planets, you will never get a huge armada if you consider resources.
So yeah... how do you guys feel about this? How would you manage this issue?
Keep it up ^_^
Tell that to your 18th-level Technomancer after seeing his bill :P
Cestus+Shield used to be a strong combo for the Brawler Fighter. It's fallen out of favor since the release of Advance Weapon Training though since you can't use that mechanic with the archetype.
Hmmm... can you tell me more abous this?
Unarmed & unarmed isn't worth using if you have some form of flurry, but there are odd cases where it is viable.
My major problem with unarmed strikes is that... the damage output justs sucks... unless you're a monk, brawler or similar.
At this point, the Improved Unarmed Strike feat should have been bundled with a damage-scaling extra.
Are you counting the use of one double weapon for TWF here?
No, because, well, it's just one weapon in the end.
I've played a dwarf ranger who used a dwarven waraxe and a light hammer - the hammer was so I had the option of throwing a weapon when short dwarven legs were too slow. Potentially also helpful vs. DR/bludgeoning though that never actually came up.
Interesting. Oddly enough, I haven't seen the axe/hammer combo that much for dwarven fighters either... or the hammer equivalent of the Dwarwen Waraxe for that matter :P
So far, when it comes to TWF, I've seen the following weapons:
However... what other weapons actually work well when paired for TWF? Have players and GMs come up with crazy combos that ended up being surprising useful and deadly?
Tender Tendrils wrote:
- Avatar's mech suits are the same size as Na'vis, and they're around 10-12 feet high.
- Pacific Rim 2's Scrapper isn't close to be as high as the regular Jeagers :P
- The Mega Man X series had mechs (Ride Armors) that were roughly twice as big as X, Zero or Axl.
- Xenoblade Chronicles X's Skells look... Huge at first glance.
- The Metal Gears in Metal Gear Solid look Gargantuan at best.
- StarCraft has the Terran Goliath, Protoss Dragoon, Terran Viking, Protoss Stalker and Protoss Immortal.
- Rumble has a small mech in League of Legends.
- D.Va has one as well.
- The Titans in Titanfall are around 24 feet high, so ;)
Upgrading items: a way to manually upgrade your items, such as weapons, using skill checks instead of constantly buying new ones. For instance, I'd like a rule that allows me to upgrade a 1st-level pistol to a 2nd-level one using a Craft skill check.
Mechs... need I say more :P ? I will say that powered armors... seem to be covering what mechs could be used, if the Flight Frame and Jarlslayer are good examples. Still, having 1st-levels powered armors WITH the upgrade rule would be good.
Actual Pathfinder class convertions: The Legacy chapter does explain a few things, but that's it. I feel like an actual breakdown of all classes from 1st to 20th-level would be required. They could start with the 11 core classes and move from there with archetypes, such as an Oracle archetype or a Magus archetype.
Just see it as a monster with cybernetics... that just happens to be wheels, treads, rotors, jetpacks and such :P
May I ask if the book will include new rules or similar?
I'd like to see a rule which allows players to "manually" upgrade their gear, such taking a 1st-level pistol and upgrading to 2nd, 3rd and 4th via Craft checks instead of purchasing a better weapon.
I'm asking this as some players will want to keep certain items for "backstory sentimental value", but it can be hard if you just replace them ^^;
Considering that Starfinder is still recent, people just need to let the game progress.
On a sidenote, I always felt that the Solar Armor wasn't as well-scaled a Solar Weapon. I mean, you buy a regular weapon with the same damage as a 20th-level Solar Weapon, but I would have thought that the Armor would have granted +1 / 2 levels or something better.
Psychic =/= Arcane... A psychic spellcaster isn't considered an arcane nor a divine one when it comes to these requirements.
The EK doesn't give any particular ability to wear heavy armor? It'd be nice sure but full plate + most sorcerers = screwed. You may be thinking of the hellknight signifer.
Yeah... Reducing arcane spell failure by 5% per EK level would have been great...
That and that your EK level stacks with classes you're pick before entering.
Well, further back, it does state that he can form any melee weapon which he is proficient with. It even includes melee weapons that can be thrown, but not thrown weapons that can only be thrown.
I... never thought that one of the Ganzi's oddities would replace an entire requirement :P
Still, the main appeals of the EK are that you can wear heavy armor while still casting spells and the higher BAB. However, like any other PrC, it halts your progress for whatever classes you choose. I've stated this in another thread that the EK's Diverse Training only applies to feats and it doesn't count for class levels.
Let's say you want to play a Gathlain, a Strix or an Aasimar which will later take the Angel Wings feat, what classes (and archetypes) take advantage of the fly speed?
I'm looking for options in any role BTW, so it can be for a warrior, healer or spellcaster. However, I'm having trouble finding stuff about it... considering that winged races weren't the norm at first.
While I really like the Gloomblade it lacks one thing for me: The ability to treat your Shadow Weapons as a Weapon Group with Shadow Weapon Training.
Hmmm... the features says that it alters Weapon Training, as opposed to "replace".
Then again, how would balance it? It would sound like Shadow Weapon Training replaces every single other training feature, as if you meet every melee weapon training requirement.
To be fair, not all tales are probably true. Like, Planar Adventures turns the "Groetus eats atheists" into a legend :p
What would be so "legendary" abour Pharasma having an affair with Desna, considering that Desna herself is in a polyamorous relationship :P ?
(Ok, fine, maybe Pharasma wants to keep it to herself, considering her gloominess and seriousness ^^; )
Well, at least they finally confirmed it. Seriously, that was speculated for far too long now :P
Here's something that surprised me:
Planar Adventures, p. 211, Cynosure:
The Song of the Spheres is absent from Cynosure more often than not, preferring to wander the cosmos. When present, Desna prefers privately hosting friends or lovers rather than holding court. While Black Butterfly and Pulura are the most common of these, many deities have been known to accept Desna’s invitation, from Sarenrae to Shelyn to Calistria; tales hold that even Pharasma, wearied by her eternal duties, once left her throne for a time to find solace in Desna’s realm (and, some whisper, in Desna’s arms).
Even Pharasma might be getting a taste for Desna.
Archon, Bastion CR 20 LG Huge outsider (archon, extraplanar, good, lawful)
THANK YOU! I was wondering when we would get the powerful archon :D !
Sirrush CR 21 NG Gargantuan dragon (extraplanar, good)
Huh... call me old, but... wasn't there a Sirrush in the Epic Level Guidebook with looked like a scaled panther which was hunting dragons :p ?