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Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber. Pathfinder Society Member. 1,146 posts. No reviews. No lists. No wishlists. 9 Pathfinder Society characters.


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Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber
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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

I'd guess Focus Fire and Bullet Barrage.


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Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber
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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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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Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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/


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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?


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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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Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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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Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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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Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

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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Just curious what professions people were thinking of for the icon them.

In a different thread I saw Fashion Police and thought that was awesome. What else is out there?


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Goddity wrote:
I think Voss is confusing it with the Supercharge weapon spell, which is something else entirely. I think I would say one attack, and it loses two rounds before you next have to consume power (so it uses 3/10s of a battery per round instead of 1/10).

Probably the best solution.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

I would kind of go with a mix of the two. You only get the damage benefit of overage charge to one attack per one overcharge usage.

But you could overcharge a melee weapon multiple times per minute and still only use 3x the standard power usage.

Thus the rules lawyer in me predicts, the answer will be that overcharge consumes 2 extra characters per use. And your melee weapon wont last a minute of continuous overcharge use.


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Torbyne wrote:


Actually, you can do some weird things with it thanks to it being weapon combination agnostic.

It requires 4 identical small arms to function.


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As far as theory crafting goes I agree with you. I suppose we will see it in play, but for anything with a scaling 10+2*Tier DC, max ranks + class skill alone just isn't enough to bother with.

At level 20, 20 skill ranks +3 class, +5 stat, gets you to a +28. So you fail on natural 20 roll to hit the scaling 10+2*Tier DC.

I know there are other bonus at high level that can be tossed around. So maybe it'll work out. But it seems to be hyper specialize or go home. Don't even think about trying to be well rounded with skills at .5 ranks per level being useful.


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You could just as easily say the Eagle is too strong. Its stronger than the average adult human.

At some point just recognize that the rules are rules for game play sake. Not a realistic world simulator. If some oddity comes up just deal with it.


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Technically I am pretty sure the feat you want for a 4 armed eidolon is multi-weapon fighting. There are some pretty lengthy threads about multi-weapon fighting though and how it actually works.

If you aren't doing it for power gain work it out with your GM. If you trying to do it in PFS expect significant table variation (and multi-weapon fighting isn't allowed) so you wont be swinging all 4 unarmed fists there anyhow.


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Case 1: They are part of villain. If the adventurers are going to be continuing the encounter villain before he has a chance to regain resources then you should wait to distribute XP for that to happen. If not you have case 2.

Case 2: If the villain flees, then the PC's have overcome the encounter and should be awarded XP as such. If the villain didn't try very hard you should probably adjust the CR of the encounter to reflect that.

Case 3: This is the same as case 1 or 2 depending on how you expect the rest of the adventuring day to go.

Case 4-6: Called monsters generally modify the CR of encounters they are in, and thus effect experience normally.


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TyrodBoshi wrote:

Can anyone get definite info on if you can actually use rapid reload and rapid shot together using a heavy crossbow?

To use rapid shot with a heavy crossbow, you need to get the reload time down to a free action (probably Crossbow Mastery). Rapid Reload by itself does not achieve this as it only makes it a move action to reload a heavy crossbow.


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Spears cover a wide range of sizes. I'd be generous and say a short spear is probably interchangeable for a javelin. As both are one handed and can be thrown.

A regular spear (much less a long spear) is two handed can't be thrown and is much heavier and explicitly goes in the 3rd section.


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No you can't retrain a prerequisite.

"You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can’t be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability. If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature."


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The only reference to higher ground (beyond the table entry) are when mounted and attacking something smaller than the mount, and making melee attacks against someone in a trench. Based on the examples I'd lean heavily toward the soles of their feet argument. Also higher 'ground' should probably focus more on 'ground' elevation. Advantages to character height are probably handled better with reach.


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Ravingdork wrote:

WHY ON EARTH IS COMBAT EXPERTISE A PREREQUISITE!?

Trying to get 13 int on an any animal companion is a challenge in its own right. Much less requiring Combat Expertise as a feat tax on top of that.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

I highly suggest you make a judgement call all any particular set pf actions is over the top.

Telling your archer they can only draw ammunition 3 or 4 times when they can shoot 6+ times is going to annoy them quite a bit. Or even telling archer's they can't talk and shoot as easily a fighter swinging a sword because they are spending their free actions drawing ammunition.

But if they are trying to fast mount and fast dismount (repeatedly) in the same round to teleport around a horse without using movement I'd probably call them on it after 1.


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10: Str 16 - 2
02: Dex 12 + 2
03: Con 13
03: Int 13
00: Wis 10
00: Cha 10 + 2

You seems to be short 2 attribute points.

Not a big fan of quick draw unless you are throwing things (which is going to be crippling bad in PFS core) or somehow planning on switching weapons very often.

The 13 int seems really weird unless you are going for combat expertise and CMB attacks aren't generally suited to halflings.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

While the monk AC perk is nice. I think you'll find the biggest reason people splash a monk level is to be able to take multiple attacks with a big natural weapon when you would normal only get one attack with.

The other reason is to pile your BABs worth of martial attacks without flurrying (generally as unarmed strikes) on top of your natural attacks (as secondaries) so you get a goodly number of extra swings in.

As those don't seem to be your goals. And you seem to be investing heavily in casting, you may well be right that the monk splash isn't for you.


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No. A 2d8 weapon increased in size by one category goes to 3d8.

Example:

1d10 Medium Bastard Sword
2d8 Large Bastard Sword
3d8 Huge Bastard Sword
4d8 Gargantuan Bastard Sword
6d8 Colossal Bastard Sword


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RedDogMT wrote:

Common sense kind of trumps all this, so rule 0 should apply. Two people riding a horse is not unreasonable, although it will encumber the horse further.

I find the idea that 2 people can ride and fight from a horse without any difficulty similarly unbelievable. I think you'll find a reason most calvary units throughout history have gone with 1 rider per horse. Once they start carrying their dismounted comrades their fighting ability was considerably diminished.

The idea that having 2 human sized creatures on horseback fighting with less penalties than 2 human sized creatures fighting within a 5 foot square I find beyond the pale. If a military wanted multiple fighting men per horse, they almost invariably went with vehicles.


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By RAW the non mounted person can't end his movement sharing a square with another creature.

If the non mounted person somehow ends up in the sharing a space with a large (and another medium creature) then the squeezing penalty very much seems to be the correct effect.

If this is a particularly spacious mount (capable of fitting extra passengers without penalty) then you should probably treat it as a vehicle instead of mount.


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No you can't. Its also explicitly covered in the FAQ:


http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qfz


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Clebsch RoW wrote:

This makes sense, although it really just pushes the question over to whether or not maintaining a grapple on an invisible opponent would incur the usual 50% miss chance.

Becoming invisibile while in a grapple is addressed directly in the grappling rules. And quoted in bold in the original post.


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I think this is the relevant rules excerpt:

"If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter’s weapon training or a ranger’s favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue’s +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn’t jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue."

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