Sovereign Dragon

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber. Organized Play Member. 281 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.


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Marco Massoudi wrote:

Could somebody spoiler how you can continue the campaign & what happens if you fail?

Thx!

Spoiler:
The book gives a few smaller examples of ways you can continue the campaign (investigating the Kishalee civilization or tracking more superweapons for example) and gives further details on two specific ways of continuing things. One involves facing an incredibly powerful atrocite who tries to turn the 12 suns system into a superweapon, the other involves tracking and facing a creature from Abaddon that was coincidentally freed by the destruction of the 12 suns demiplane and is now destroying the ecosystems of planets across the Vast. If you fail, either the corpse fleet or Cult of the Devourer get the weapon (depending on GM choice) and end up using it to cause untold destruction, it's also heavily suggested that further attempts to face the Corpse Fleet would involve facing off against the reanimated forms of fallen party members.

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Got my copy and I have to say I love this book! The feel of the whole adventure is great, and the support articles were a really cool read. Looking forward to seeing what great stuff you guys do in the next AP!


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Jason Keeley wrote:
To be frank, the woioko (from AP #2) should have been in #1, to go with the description of their planet in the first volume's Codex of Worlds. Similarly, we have a new planet in this volume's Codex of Worlds with a new playable race to go along with it!

This is mostly speculation on my part, but was the Woioko left out of the first book because you didn't want to include any new playable races right on release and/or were waiting for the Alien Archive to drop? That would make sense to me but I don't know the full story so thought I'd ask.


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Hi there, can you please cancel my campaign setting subscription?

Thanks in advance!


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JJCheatah wrote:
And now, to only hope that catfolk appear in one of these new books.... in an AP or the alien archive 2

I don't think it'll be this one as the description says it's 5 new species we've never seen before. That said, I'm open to being wrong! Not trying to derail the thread but I hope/expect we'll get a book dedicated to all the things (species, artifacts, etc.) carried over from Golarion some time in the future.

Speaking of the new races, don't suppose anybody has the book and has any info about them they would be willing to share?


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Big Lemon wrote:
Counter point: Assuming a person CAN make such a device (any method to do which musy be added and approved by the GM anyway), it stands that a character must be at least 16th level in order to have 16 ranks in mysticism, and 16th level characters of any class would be equally rare (all are presented as equals in the CRB)

I understand what you mean, but if we're just going by the crafting rules all level 16 weapons would require individuals with 16 ranks in engineering to produce. In the future economy of mass production, I'm sure they could create a machine capable of reproducing the effects without needing a 16th level caster to manually cast the spell into each device. The rules presented by the game don't really hold up to anything larger than PC scale so we have to use some creative license.


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Big Lemon wrote:

Are the Planes more easily travelled? It seems like there is a higher minimum PC level to cast plane shift (due to 6th level casting only)than in Pathfinder. A technomancer must be at minimum 16th level to cast the spell, as opposed to 13th for a wizard or 9th for a cleric. That spell, to my knowledge, is the only method we have for travelling to planes other than the Drift. What's more, spellcasters now have to have items or nav programs specifically tied to a plane in order to travel there as a part of the spell, which means just knowing the spell does not mean a caster is capable of going to a given plane, or that they ever will be.

I posit that the Outer Planes are far more mysterious than they once were. It's up for debate how common characters of 16th level or higher are in the galaxy, but there are certainly not many, and those with the desire or ability to document the layout of Hell will be few and far between. Most of what we have to go on would be difficult-to-verify anecdotal accounts or pre-Gap records, and the latter we know only applies so far.

A fair point, though I would argue that even in Pathfinder there were both natural and man-made portals to (at least some) other planes, so it seems likely that those still exist in some form. On top of this, the ability to mass produce technomagical products as well as the increase in actual explorable space likely means that more of these portals exist and are known of, which counteracts the higher difficulty of actually moving between planes. I imagine Kalo-Mahoi, for example, probably has some closer ties to the plane of water than most places and there are probably natural portals which can be exploited for travel and trade.


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Xenocrat wrote:

I don't know that the First World has changed that much. There are technological/robot cities mentioned in the PF First World book. I also think there have always been high tech societies scattered throughout the universe; there's no reason Androffans with high tech weren't visiting the outer planes when Golarion was in its age of darkness. I assume some sort of filter keeps people/races who are too dissimilar from running into each other. Axis might naturally shuffle high tech weird aberrations to a different location than low tech, rich magic humanoids, or maybe no mixing between galaxies.

Something should exist to keep any iron age knucklehead with Plane Shift from going to a planar city and spending 100 gp on a set of reference works from another galaxy that can jump start the industrial age.

I agree the First World as a whole probably hasn't changed much, but I'm curious about how the parts of it that are now accessible are different from what we could see on Golarion, are any of the Eldest we knew and loved still around somewhere and are there new players on the scene? I remember there being something about an Eldest who was fascinated by the Sun, it would be interesting to hear if she's more important now or if she's even still around. I imagine Axis is one of the planes that hasn't really changed at all, but some planes might have a more noticable, especially those areas linked to the Golarion system.


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Want to start this post by saying that I know there's little to no information on this just yet, so this thread is more for speculation than anything else. I was thinking about the setting and I realised that the differences between the galaxy now and before the Gap is pretty huge, and this made me wonder how the other planes were effected. I imagine the First World is pretty different considering it's affected by the will of its inhabitants who are now much more advanced, and the elemental planes are probably more widely travelled with the abundance of technologies that allow people to cope better with the extreme conditions. How would this change the way creatures from these planes interact with those from the material plane? How would the physical appearance of those planes be affected? What happens if you try to go to the part of the First World/Shadow Plane that makes up the space where Golarion stood? I assume all portals connecting Golarion to those places are closed (or maybe not) but have those versions of the planet also disappeared? Would love to hear other people's thoughts on this.


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Love the story from these, but I have to admit I get equally as excited if not moreso to see all the extra worldbuilding content in these books. The Starfinder universe has to be one of my favourites so far!


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Hi there, it seems neither my #1-10 nor #1-11 Starfinder scenarios have become available yet, they are still showing as pending on my subscriptions page and are not in my downloads.
Thanks
Luke


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While none of the playable races are as powerful as their non-playable counterparts for obvious reasons, I can confidently say that none of them are in my experience underpowered. Some race/class combinations are certainly MORE powerful than others but even combos that take racial penalties to their main stat can still be reasonably viable in a lot of cases.


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Metaphysician wrote:
Doesn't have CR either, which for an NPC would mean the same thing as level, functionally.

If you're referring to the named NPC's detailed in the world descriptions, they're left deliberately vague so that you can decide an appropriate CR to give them in your campaign.


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I can't claim to understand the underlying maths well enough to say whether the archetypes are mechanically 'worth it' but some of the archetypes have some potentially useful abilities. For example:

Spoiler:
The Star Knight 2nd level ability increases your armour proficiency by one step which saves a feat for solarians. Plus, if you already have heavy armour proficiency you get a 20% chance to convert crits into normal hits which stacks with similar effects.
The Arcanamirium Sage also gives you the ability to wear more magical or hybrid items and have them active simultaneously.


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David knott 242 wrote:

Do Strix still hate humans?

Spoiler:
Not as they did in PF. They're pretty isolationist and refuse to share information about their home, but they generally have a generous disposition due to the communal nature of their society.

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AmbassadoroftheDominion wrote:

What planets are the Races from?

What is your favorite Planet based on what you've read so far?(for everyone who has the PDF)

Spoiler:
Astrazoans - No known homeworld but mostly found on Absalom Station, Castrovel, and Verces.

Bantrids - From Hibb, a shepherd moon of Liavara
Borais - Undead forms of other species so wherever that creature is from.
Khizars - Castrovel, but some are found in the polar regions of Aballon.
SROs - Wherever they're built, but mostly Aballon.
Strix - Originally from Golarion, but now come from a spire in the sun-facing part of Verces.

All of the planets are pretty cool for their own reasons, but I'm personally a big fan of Bretheda.


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Paladinosaur wrote:
How do the Castrovel, Eox and Absalom Station chapters compare to the A P articles?

I did a quick comparison and from what I can tell they're pretty much the same> There might be some small differences but the key locations presented in both books are the same.


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Are there any new revelations or other class options in the book?


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If anyone wouldn't mind, could you give me a rough description of the new races? On top of this, are there any monster stats in the book or is it purely sentient NPCs that get statblocks?


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One day I'm gonna be one of the ones to get this book really early, that day is not today! Super excited for this one, would love to hear if/when anyone gets it.


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Man the wait for this book is killing me, really hoping my copy is one of the earlier ones to ship so I can get my hands on some pact worlds goodness!!


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Rolling Bantrids?? Consider my curiosity Piqued! I can finally make my Sonic OC in space!!


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pithica42 wrote:

Well, since AA dropped in Dec and the CRB in Aug I was hoping they'd keep the pattern and give us a Advanced PG in Aug/Sep and a proper bestiary (AA2?) in Nov/Dec. Then follow that up with a Veskarium or ASE setting book in Mar/April 19 (to complement the Pact Worlds book) and a Magic focused book around wherever the Armory falls in 18, so May/Jun 19.

But that's just how I'd do it if I were in charge. hint to any developers that are reading this. ;-)

AA came out in Oct and I believe I heard/read that AA is gonna be an annual book. I imagine the current release pattern is what to expect for the immediate releases at least (that is, hardcovers at the beginning and middle of the year with an AA around the end)


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Zaister wrote:

A bit more on the contents:

The ship on the inside cover is a tier 6 Klokworx Prism, an Azlanti Star Empire ship, and it is used in the adventure.

The additional articles come with maps for Istamak and Alluvion, the holy city of Triune in the drift. The Istamak article also has some new kish weapons and armor, and a pageful of magic and hybrid items.

The Alien Archives have the following creatures:

  • Acrochor, CR 8 Medium animal – a kind of serpent
  • Atrocite, CR 10 Medium outsider – agents of the Devourer
  • Eohi, CR 6 Small animal - looks monkeyish
  • Kish, CR 4 Medium humanoid – descendants of an ancient civilzation
  • Living Hologram, CR 8 Medium incorporeal(!) construct
  • Rebuilt, CR 7 Medium aberration – including a template graft
  • Writher swarm, CR 9 Fine plant swarm

Are the Kish statted as playable? They seem like a potentially interesting option and they also look cool as hell!


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Zaister wrote:
I have it. :)

Nice! What are your general thoughts on it so far?


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Anybody got their hands on this bad boy yet? The suspense is killing me!


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Azalah wrote:
I can certainly see something like that happening. Warhammer 40,000 has some good examples of stuff like that, where planets got "lost" for some reason or other, and had whole civilizations that reverted back to Medieval times for most of society, while some nobles or rulers had very old laser guns and such.

There's an example of it in book 4 of the Dead Suns AP and I think something similar happens in one of the worlds described in the CRB as well. I imagine the Gap probably contributes to this effect as well, with the mass amnesia and all. I feel like the character concept has potential but I don't necessarily know how you'd best implement it with the game as it stands (you could just have it be a soldier that never uses guns but I feel like it's neglecting a lot of the class with no real benefit to balance it out).


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I just think it'd be more interesting to see new classes other than the futuristic 9th level caster that comes up every few weeks (I feel completely indifferent towards this by the way, whether there are ever 9th level casters in SF or not doesn't bother me). I was just thinking about what kinds of classes could work with Starfinder and this was the first thing I came up with.


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Azalah wrote:
Wouldn't that basically just be bringing in a Legacy Barbarian? Maybe some time travel jumbo dumps a Barb onto Absalom Station, and everyone wants to "question" him for what he may know about pre-Gap Golarion?

Functionally yes, but my image would be giving a flat bonus for using certain types of equipment (such as archaic or unpowered weapons) rather than using a rage mechanic. Also while time travel is interesting I don't think it needs to be so complicated. There are plenty of civilisations in the galaxy which haven't developed advanced technology or have regressed for one reason or another that could fit the concept. Maybe a colony of humans that crash-landed on a planet on the vast and slowly became more primal as they were cut off from civilisation? I definitely feel like the class would be similar in a way to a barbarian but with the underlying mechanics changed to feel more 'Starfinder-y' as it were.


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I was going through some of the books in my spare time and had an idea for something I thought would be interesting to see in a book down the line. I think the classes we have now fill a good range of concepts, but something I think would be interesting that is currently quite difficult to create is a kind of 'primitive' class (or maybe archetype/subtype of soldier). They could take relatively large penalties to using complex technology like computers and ranged weapons without the archaic quality, but in exchange get to ignore the archaic quality on all weapons and gain bonuses to hit or extra damage dice while using unpowered melee weapons. They could also have skills/abilities for getting around their lack of tech skills such as 'hacking' a computer by punching a hole in it and pulling out wires. I imagine this being a barbarian equivalent class who represent the more primal side of the galaxy and are useful mainly because they're so physically powerful despite being undisciplined.

Of course the concept is far from perfect, I'm not claiming otherwise, but I think it could be an interesting idea. It would need a lot of fine tuning to balance, for example the concept makes any character difficult to slot into ship combat. I just thought I'd put it out there as it's been stewing in my brain for a little while and I thought it could potentially be an interesting discussion point about new classes.


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Jason Keeley wrote:
Luke Spencer wrote:
Thurston Hillman wrote:
The Masked Ferret wrote:
Luke Spencer wrote:

I can only think of two races it could be.

** spoiler omitted **

** spoiler omitted **

... why not both? :)
I mean it definitely could be both and I'd be pretty happy with whatever we get! But the way Jason phrased it implied there was only one race from the SFS content so I'm working under that assumption right now. Whatever we get you guys have created some great content both within and outside of SFS so keep it up!

Thanks Luke!

It will indeed be only one of those two races. I believe Thursty was saying "why not both.gif" to the Masked Ferret's post.

Well that makes more sense... This is what you get for haunting forums on a minimal amount of sleep!


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Thurston Hillman wrote:
The Masked Ferret wrote:
Luke Spencer wrote:

I can only think of two races it could be.

** spoiler omitted **

** spoiler omitted **

... why not both? :)

I mean it definitely could be both and I'd be pretty happy with whatever we get! But the way Jason phrased it implied there was only one race from the SFS content so I'm working under that assumption right now. Whatever we get you guys have created some great content both within and outside of SFS so keep it up!


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The Masked Ferret wrote:
Jason Keeley wrote:
All five of them will have racial traits for players! And one you might have already met in a Starfinder Society scenario!
I hope it is not which race I am thinking it is....

I can only think of two races it could be.

SFS spoilers:
I imagine it's either gonna be the Ghibrani from scenario #03 or the Morlamaws from scenario #08. Personally I'd be fine with either but I can see why the latter may not be appropriate for all games due to their somewhat ridiculous nature.


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Jason Keeley wrote:
All five of them will have racial traits for players! And one you might have already met in a Starfinder Society scenario!

NOOO! The suspense is too much! I can imagine what it's likely to be but that just makes it worse! I can't wait until the APs go monthly so I can get my hands on even more cool SF content.


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Wait, 5 new cultures!?! Haven't even got the 4th book yet and I'm already hyped up for this one! The pessimist inside me says that not all of them will have playable race stats but if even 1 or 2 do I'll be over the moon!


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Order gone through! Now the painful wait until I get my hand on the pdf...


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I'm really excited about everything in this book! Personally, I hope it's mostly/all new content rather than legacy stuff. I think it would be better if there was a book dedicated specifically to stuff that is carried over from Pathfinder (races, magic items etc.). Either that or spread the old stuff thinly through new books to allow more focus on expanding new content.


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Fair enough, RAW you can gain XP for 'defeating encounters' so that can mean a non-combat solution, I concede that point. However as far as I can tell, there are no real rules for handling non-combat encounters (there are attitude rules but that only tells me any modifier to my rolls). The game has very clearly laid out rules for the process of combat which can be applied to almost all situations whereas there's no rules or process for bartering or negotiations. The tools that characters are given are skewed heavily in favor of murdering and looting, with no major, tangible incentive for building a character that excels out of combat built into the ruleset. Sure you could build an adventure without combat, but what are the rules for how an encounter is concluded? Is it one check or a series, and what are the DCs for a check? Combat is over because the rules say the enemy is dead at 0 hit points, social encounters end when the GM says so. This is all based on my own reading and if I'm wrong I'll happily admit to it, but the way I see it there's no good mechanical reason to build a character without combat in mind.


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Talking about combat is actually very important in terms of both Starfinder and Pathfinder because they are combat games. Yes they are called roleplaying games but there is no mechanic in the rules that rewards roleplaying, it's not part of the default reward structure. I could run two homebrew games using only the rules provided, one with 5 fully fleshed out characters with backstories and motivations, the other with just the character sheets and no story. At the end of those two sessions, even if the roleplaying was phenomenal in the first session, by the base rules of the game both parties will have the exact same amount of experience. The other aspects of the game may be valuable to certain groups, but the rules value the combat effectiveness so building effective characters is very much important. I'll add that I am someone that values roleplaying and story over mechanics and often introduces reward structures for good character moments, but if we're speaking in terms of the rules of the game, roleplaying and story has no actual effect. With all that being said, I think both builds have their own uses and a utility build can be mechanically effective provided the circumstances are right, but in most cases will lose out to a damage focused build. This will likely change in the future as more Solarian revelations are released, but as it stands the damage focused build is probably gonna feel more satisfying to play in general since CC is far more situational and there may be a lot of encounters where you just aren't useful. As for the save issues, I would like to see how it feels to play, but a buff from a revelation may be useful down the line.


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Squiggit wrote:

Snipers are in a similar (worse, actually with only 5 weapons) position.

In both cases you basically have one weapon you can upgrade semi-regularly with very little chance to choose.

Well in that case you'll probably like to hear that AA introduces a second line of sniper weapons which are also slightly more affordable than the CRB snipers. It feels to me that most issues people are having with the game right now boil down to the game being new and not having contingency rules for every scenario like everyone is used to with Pathfinder. I for one can't wait for more books to come out and see if/how they address some of the things people have issues with.


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Gayel Nord wrote:
Question.. have we an undead player race?

It's coming in the Pact Worlds harcover in March.


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Lord Fyre wrote:
Rysky the Dark Solarion wrote:
For the last part of the AP you have to work for a specific Undead, you also get to kill a f~$& ton of undead.

Are the PCs able to decline this job?

I am shocked that Paizo hasn't stickied this thread yet!

It's also worth noting that in book 3 you've gotta go to Eox and work with the undead in quite close proximity so it's probably worth making your players aware that they shouldn't be too antagonistic towards undead in general.


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This is the multiattack universal creature rule from the Alien Archive (pg 155):
"When making a full attack, the creature can make all the
listed attacks, instead of two attacks, at the attack bonuses
indicated. It can make the attacks in any order."
so basically any creature can full attack, but if it has multiattack it can attack with all it's natural weapons rather than just 2.


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Paladinosaur wrote:
I know there are monster summoning lists in this, but How do you get access to those? New spells?

Summon Monster is a variable level spell (like the mystic healing spell) for both spellcasting classes.


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I personally really like the monster creation rules, in PF I felt overwhelmed trying to create monsters because I felt like there were so many moving parts involved. Now with SF rules I can follow a step by step process and have the monster I imagined without having to worry whether or not it's balanced. Whilst I do agree that streamlining the classes for npcs can be a bit confusing and sometimes irritating, I don't mind too much because it does make creating encounters faster (once you're familiar with the mechanisms that is) since you don't have to build full PC statblocks. This is all my personal opinion though and I do see why people might not like it.


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The NPC wrote:
Luke Spencer wrote:
The NPC wrote:
Are there aboleths and how do they work?
There aren't many repeat monsters in this book and of those that are repeat they're almost all creatures that are from space in Pathfinder. Creatures like Aboleths are unlikely to get stats in favor of new creatures and the general assumption seems to be that you either convert from PF or build using monster creation rules. It's also unlikely Starfinder will see much of Aboleths because they're civilization was based on Golarion which is now gone. The odd one might show up that escaped Golarion or as part of the Azlanti Star Empire but I don't see it as too likely since I think Paizo are trying to tell new stories more than they reuse older ones. (Do bear in mind that this is all speculation on my part so don't take my word as gospel)

Thanks for answering.

A question I previously asked: How is the Energy Armor Class of creatures that rely on natural armor determined?

New Question: How do natuaral weapons scale?

As far as I can tell, both KAC and EAC are determined by the CR and array, if your creature doesn't have a class graft then it doesn't get gear so just has the standard defenses given on the table (EAC is usually 1 or 2 points lower than KAC). As for natural weapons, it's hard to explain how they scale but they go from 1d6+Str at CR 1/3 to 18d10+25+Str at CR25, the dice remain pretty constant up to CR 6 with 1d6+a mod, but after that they change almost every level (at least for melee)


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John Lynch 106 wrote:
Castilliano wrote:
If one PC is continually the focus of damage then a Mystic becomes more necessary (and quickly drained!), but I'd venture there need to be better tactics so the damage gets distributed more evenly.
How can a melee focused Solarion avoid focused fire?

Not necessarily something your party can do but having more than one person in melee is a good way to split the focus of your enemies, try and pincer them to make people choose targets, or have someone with a powerful ranged weapon to distract. It's also useful when possible for melee characters to move from cover to cover when trying to get into close quarters, even if it means taking slightly longer to get from A to B. If you only have one melee combatant then he's definitely gonna get focused more but in that case your party needs to start using things like harrying/covering fire to make him harder to hit while he lays down the big damage.


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The NPC wrote:
Are there aboleths and how do they work?

There aren't many repeat monsters in this book and of those that are repeat they're almost all creatures that are from space in Pathfinder. Creatures like Aboleths are unlikely to get stats in favor of new creatures and the general assumption seems to be that you either convert from PF or build using monster creation rules. It's also unlikely Starfinder will see much of Aboleths because they're civilization was based on Golarion which is now gone. The odd one might show up that escaped Golarion or as part of the Azlanti Star Empire but I don't see it as too likely since I think Paizo are trying to tell new stories more than they reuse older ones. (Do bear in mind that this is all speculation on my part so don't take my word as gospel)


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I'm actually super hyped about the Wrikreechee and Kalo, I have so many character ideas! Shame I'm relegated to forever DM...


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Considering how many large species there are and the fact that many are from the pact worlds, it seems reasonable that many pact worlds ships and buildings will be designed to accommodate larger creatures. The challenge will be on remote worlds where they haven't seen large creatures but in my opinion that just makes for an interesting RP and mechanical challenge.

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