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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber. Pathfinder Society Member. 1,168 posts. No reviews. No lists. No wishlists. 9 Pathfinder Society characters.


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I think you'll find players take every credit available to them. Regardless of their wealth in comparison to the wealth by level table. The only time they don't is if they are subject to fairly extensive repercussions for doing so. (But as in most games they are getting away with murder on a regular basis such repercussion generally feel very disproportionate.)


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As this is the rules forum. Since there is no way to get weapon proficiency with starship weapons you don't have the prerequisite to take weapon focus with it.

As a GM if you want to sell me on spending a feat for +1 on starship weapons I'd be fine. But its not in the current rules and I wouldn't expect it to appear anytime soon.


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Was this ever written into the Pathfinder rules? I assumed it was always just an assumption and a power grab by players. I fully expect the same assumption to remain true for Starfinder, though the benefit (and cost of doing so) is much less.

I understand the logic behind it as you spent the resources to be able to do such and it would have been to your benefit to do so, and you had effectively near unlimited back story time to do it so why would you have done it.

But I didn't think it was ever written down as a rule that you could. The closest thing I remember is the GMs Guide (or maybe ultimate campaign) recommended that you give players about +25% to starting wealth per crafting feat. Generally a far cry from the 75% or more I generally saw players try to leverage Craft Wondrous Items too. Of course that is my play experience.


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thorin001 wrote:


And there is an errata on that so that the Prot Evil is no longer continuous.

I don't see any errata for Seekers of Secrets. And to my knowledge Paizo generally doesn't errata there small books (Chronicles etc.) Were the ioun stone/wayfinder interactions reprinted in a more recent book?


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Tarik Blackhands wrote:
Not particularly. At least going off the assumption that you aren't being showered with plentiful on level (or beyond) gear, there's not a single chance in hell I'm ever going to buy an ultrathin doshko over near any other melee weapon outside CQC envoys. Full attacking just does more work,

I wouldn't make that assumption. A CR X creature should have level X gear. Crossing mooks near your level should be a pretty common occurrence. That's one of the main reason behind the 10% sell back price. (And the item level system as a whole.) So you can actually encounter and loot usable gear. The Lieutenants and Boss should be packing slight high level gear.

Rather than facing a CR+3 boss with CR-3 gear as was the norm in Pathfinder because NPC wealth per level scaled so much slower than player wealth.


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Just give kneel the same entry/exit costs as prone. And you've pretty well dealt with any balance issues. Of course not many people would ever use it... but not many people ever used kneeling when as it is half halfheartedly written into Pathfinder.


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Refer to the wealth by level table on page 391 for characters starting beyond 1st level.


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When you do So, do they give you 100% of the old phone's original value as discount Or is the discount substantially reduced. Granted probably not to 10%. But the probably give you less than the current (much reduced) price they sell your old phone for.


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You could have a dozen unwieldy weapons. You can't use any of them as part of a full attack irregardless of if that part of the full attack would be the first attack, the second attack or some other part of the full attack.


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This should probably be in the homebrew section. Beyond that I'd be against the free action. Starfinder has made a concerted effort to reduce free actions and this would buck that trend.

Assuming you don't have anything better to do with your swift and many character's don't. It leads to this akward situation where a character stands does all his relevent actions than resumes kneeling. Creating a stupid pseudo jumping jack action just to get a mechanical benefit.


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taks wrote:
I've always wondered: what's the point of pricing rules if the default response is that they shouldn't be followed?

The core rule book plainly states:

"The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide. Otherwise, use the guidelines summarized on Table 15–29."

The default response actually follow the rules and not ignore step 1.
Generally people want to ignore compare step and jump right to the table it tends to be to create vastly more powerful/cost efficient items than what currently exists.

Developers write/design spells with the idea that there use is going to be limited by class features. If the bump up the power of a spell because the class has a very limited numbers of spell (ie Paladin/Ranger) or by restricting it to personal use within the confines of a class that has access to that spell its might be appropriate. When transforming those spells to magic items, you are lifting/bypassing those design limitations, thus you should probably be paying more than bare minimum as suggested by table 15-29.


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Damage is split 50/50 between types. So for F&E half would be Fire half Electricity. Then you'd apply resistances to each part of the damage.

The rule is on p. 169, under weapon damage:

Starfinder Core Rulebook wrote:


The energy and kinetic damage types are described below,
including the abbreviations for each that appear in the weapon
tables in this chapter. Weapons that deal multiple types of
damage have an ampersand between the types (such as “B & E”
for a weapon that deals bludgeoning and electricity damage).
For such weapons, half the damage dealt is one type, and half
is the other (if the damage done is an odd number, select one
damage type to round up, rounding down the other damage
type normally).


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Crix is written as male as is the GM in example 1. But does it really matter? Even if it was 100% female?


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The captain only needs a dc10 check to aid others with the appropriate skill. And that should only get easier over time.

That said I think a captain is required. Just a slot that can only be filled by a single person.


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Aaron the Paisley wrote:
Do you get any resolve points when leveling? Or is it only when your key ability score changes?

Yes you do.

Starfinder Core Rules wrote:


You have a number of Resolve Points equal to half your character
level (rounded down, but minimum 1) + the modifier of your key
ability score (the ability score that is most important to your
class—see page 58). Even if you have a negative modifier, you
always have at least 1 Resolve Point.


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Name Violation wrote:
Weapon specialization exists for drones. They can take it, and don't get it free

Not true. Drones get weapon specialization for free at level 3 like everyone else. Weapon specialization exists as a feat, so the authors didn't have to reprint the weapon specialization text for every class they printed. And maybe a bit of future proofing.

Starfinder Core Rulebook wrote:


Your drone is proficient in your choice of small arms or basic
melee weapons, and it gains specialization in that weapon type
once you reach 3rd level.


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You don't get 4 grafts either. You get to select 4 creatures which will come with an appropriate graft or two. For example if you summon a large devil, it gets the summoning graft and the devil graft.


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Honestly it seems reasonable good to me. The to hit values seem solid. The damage scaling is a little weak. But for at its base it seems superior to baseline Summon Monster X. The if you are summoning the top tier or two of creatures they should actually be able to hit your target.

You are losing most of the flexibility of Spell Like abilities... but I think it's probably still worth a spell slot or two.


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Rub-Eta wrote:
Since you're in a straight 5ft corridor, no lines pass through a wall and not all run along a wall. Not cover.

In the example picture #2 not all corner to corner lines run along a wall. Upper left of the Vesk to Upper left of the Ksarik doesn't run along or through a wall. So why would it have cover if all you need to do is have a single corner to corner line that doesn't run through or along a wall.

The term "run along the border of a wall" never appears in the actual cover rules (any where else in the rule book at all). I find it rather hard to believe the cover rules were meant to be different between the diagram and the plain text.


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The math for when to use Deadly Aim was broken down in the 6th post. There certainly are circumstances when B*(N-1) > 2D is true and using Deadly Aim is the correct option.

In Knight Magenta example, assuming a Bonus Damage of 3 from Deadly Aim and hitting KAC on 10+ w/o using Deadly Aim, using the reaction cannon You have:

3*(11-1) > 2 * (18-5)
30 > 26

So in that situation using Deadly Aim would be correct. But is increasing your average damage per round from 7.4 to 7.45 actually worth a feat? Compare it to weapon focus, which is beneficial much more often. Weapon Focus would change your dpr to 8.05 w/o Deadly Aim, or 8.25 with Deadly Aim.

I'd recommend ranged combatants take Far Shot before Deadly Aim... I think they'll get more use out of it and when it works it will provide a larger benefit when it does work.


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The ranged cover rules written and the caption in the graphic don't match up. I'd learn toward using the written rules and not the captioned rules until it gets clarified.


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Its defined in the same paragraph. 'Cruising Flight' renders you 'off-target' and 'flat footed'. Those conditions are describe on page 276.
In essence you take a -2 to AC, -2 to attacks, and can't make reactions while in cruise flight mode. I don't see any reason why your speed would change, so it would remain 30' per move action.


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They clearly wanted a system other than 'We top everyone HPs off with CLW wands (or other form of healing) after every fight'. Now if you are in a running battle you have to either break so long the bad guys probably have lots of time to regroup/escape/plant the bomb/etc. or not going into the next fight completely healed.

I kind of wish they would have had absolutely no stamina healing other than the 10 minute rest, but so far I think I like how it works out. Granted I haven't seen anything but low level play so far.


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Minor actions can be taken once per round. Since a round consists of the Engineering, Helm, and Gunnery phases, you will not be able to use glide and snap shot in the same round.


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d'Eon wrote:

I wonder if the feat represents a shift from Pathfinder to Starfinder. Power Attack was a gimme feat for anyone that qualified, and Starfinder seems to have just baked the bonuses in to the main damage classes. If you need Deadly Aim to compete in damage, it should have been included in the class, since everyone will just take it anyways.

Pathfinder has characters hitting on 2+ at relatively low levels. If you're hitting at 2+ deadly aim would be a good feat. Pathfinder base weapon damage barely scaled. If in starfinder you don't take advantage of the scaling weapon damage, (ie you use a level 1 or 2 weapon at level 8+) then deadly aim looks mathematically feasible.


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MagicA wrote:

So then, it seems really the only people who benefit from deadly aim are Operatives using Trick Attack, but even then without having a Full BAB, taking a -2 is a bit of a risk

Not really. I would not recommend anyone take deadly aim. All people are arguing is in which narrow circumstances deadly aim might be mathematically beneficial. If a fairly narrow set of circumstances and thus not really worth the feat cost unless you are a soldier with 10 extra combat feats... because there simply aren't that many good combat feats.


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At first level I find myself leaning toward the pike or starknife. Having a starknife for ranged combat is probably worth it, particularly if your strength is significantly higher than your dex. The pike has the advantage of reach.

After that though, for a campaign I fully expect melee soldiers to just pick up the biggest damaging weapons they find and use that primarily. With a backup of some other element/damage type.


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I'd guess Focus Fire and Bullet Barrage.


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Its probably most useful with explosive weaponry (targeting a non scaling AC of 5.) Granted it reduces the DC to save for half damage but I think if that'd your primary form of attack it might be worth it.


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Wow, I can't believe I didn't notice that. Good catch, I guess I focused in on the graphic more than the text. Makes me curious about their intentions.

I always liked being able to peek around a corner to have cover and the person I was shooting at not in 3.x/Pathfinder. But I encountered an awful lot of GMs who thought the cover went both ways so I thought they might have changed it. The editing does make me wonder though.


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I don't think this has been covered yet in this thread. But 'cover' changed fairly dramatically with Starfinder. Now when determining cover if the line from the corner of your square travels along the border of something that blocks line of effect (a wall, floor, or ceiling) it provides cover.

So two mediums sized creatures in an infinite 5' wide (or a 5' high ceiling) corridor have cover from ranged attack made against each other.


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I don't really feel that line (or lack there of) has any effect on the argument. I personally go with the 'they don't stack' argument. But its well into personal GM fiat territory.


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Technically, the newest version. Both state they are light enough to be worn under normal clothing so to me this has about as much relevance as what color under garments your character is wearing.

I tend to believe the change was just so they could fit an extra item on the page.


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Distant Scholar wrote:
Count yourself lucky. There was a two-year gap between parts 6 and 7 of the first adventure path.

.... I don't think there was. Rise of the Runelords released in 2007, and Curse of the Crimson Throne came out in 2008. I don't think they've gone 3 months between adventure path books for pathfinder as of yet. Though I do remember particular books getting pushed back far enough they shipped 2 adventure paths book together.


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Nefreet wrote:

A regular Wayfinder grants you Light. Resonance powers have all sorts of effects, from +1 caster level to +1 saves to +1 CMB/CMD (the +2 CMB/CMD you referenced earlier was recently errata'd down to just +1).

They errata'd Seeker of Secrets? Or did the resonance powers get reprinted in some book?


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An 8th level spell gem does 9d6 damage for 1400.
An 8th level grenade does 4d6 damage for 2560.

Load it into a spell throwing weapon and its vastly more damage to credit ratio.


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They probably need weapon specialization damage. And be reduced to about 33% of the current cost (to about 1/10 of an equal iLevel weapon).

In truth that's probably still too expensive for me to consider using, but it might be closer to the right ball park. But I've always been pretty anti-consumable.


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I'd look for lizardmen or dragonkin. I kind of like the look of these. One has the parallel bone ridges.

http://otherworldminiatures.co.uk/shop/wilderness-encounters/we5b-lizardman -warriors-ii-2/


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I can't imagine buying grenades passed level 6 or so (when weapons with exploding property become available). I can see carrying/using grenades that you come across as loot rather than selling them back for 10% (particularly if you aren't heavy weapon proficient). But actually buying grenades does seem too expensive to use as a default weapon of choice.


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All drones get either Basic Melee or Small Arms for free. Combat drones get a weapon proficiency mod for free (long arms). You have 1 free mod to spend (heavy weapons). Weapon focus and versatile specialization take feats and can be had at level 1 and 3.


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If the mechanic uses his move action and his swift action on Master Control. The the drone will have a Standard action, a Move action, and a swift action to use on its turn. Since it has all 3 actions, it can combine them into a full action such as a full attack, which allows the drone to attack twice at -4/-4 much like a regular PC would.


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And having the mechanic shoot twice at -4 and the drone shoot once is significantly different? Not sure how 'master control' is all that altering that much.

I suppose it matters which one is more effective with the weapon, but I suspect it will be the mechanic often enough.

*Edit: Err what makes you think the drone doesn't get the -4/-4?


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Probably the same way as it does on androids. That is it does nothing, as it doesn't have a separate armor item with hitpoints/hardness.


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Ellias Aubec wrote:
It has been stated that starship combat will be looked at with the super high DCs etc.

Where? I really wish these boards had a dev finder search function or something.


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HWalsh wrote:


The weapon is the highest average damage in Starfinder.

18d6+52 fire at level 20

Okay? I must be missing something? Where is the flat +52 damage coming from that can't be applied to any advanced melee weapon.


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I find myself feeling the opposite. If you plan on wearing light armor, then armor is the clear choice as it is superior to just wearing appropriate item level light armor.

The weapon on the other hand, doesn't seem to be consistently superior to other advanced melee weapons. And sometimes is slightly inferior... though admittedly it does save you a nice bit of money and remains competitive in terms of damage.

Overall, while I feel this should be a class defining choice, I don't think it is.


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Thom Colgan wrote:

You're using the wrong sniper rifle.

You need the Tactical Sniper Rifle from the First Contact book. Damage is 1d810+DEX.

It's the only Sniper Rifle to get!

:P

Good luck finding an 810 sided dice though.


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It should be consistent. Since spells targeting living creatures specially don't work on constructs. If you don't think mending would work, then mystic cure shouldn't work either.

I would really lean toward only using the android takes the worse effect to when there are different effects actually listed. Not total immunity to any good. And susceptibility to anything bad.


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Really? Think 1d4 healing every day would make them too strong. Half a healing serum?

What do you think of vesk getting 6 hp to start with?


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Honestly I like it. Most modern rifles/sub machine guns generally empty their clips in under 6 seconds. As Starfinder hasn't dramatically increased ammo capacities so shooting yourself dry as a full action seems legit.

In game mechanics is it worth it? Quite possibly. In terms of action efficiency its pretty good any time you have 3+ targets (Assuming your full attack is 2 attacks with a -4 penalty).

In 2 rounds you could have 4 shots all at -4. Or you could full auto 3 shots, reload and fire again all without penalty getting in the same 4 shots without the -4 penalty and more of that damage is front loaded into round 1.

The is the cost of ammunition to consider. It might be wise to only half or quarter fill clips for some of the heavier weapons. But overall I don't mind Starfinder's approximation of automatic fire.

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