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Secret Wizard's page

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Imbicatus wrote:
I think there's more space requirements for heavier weapons, and space is set by str, so there is an indirect relationship between str and heavy weapons.

space? plz elaborate


Though I'd really like some ideas for things that will go on, and maybe an overall arc, to their return.

What could be a cool plot to see unfold as they make their way out?


Right, I'll get working with the cast then.


I'm wondering if they are applying a system like in DND 5e, where STR is needed to wear higher powered armor or to use the bigger guns.

Like there are probably some stealth suits that have no STR requirement and high EAC and low KAC, and some sweet powered armor that has good EAC and high KAC – overall higher defenses.

This way, STR has some defensive function.


Looked through First Contact and it seems like the CR4 Space Pirate Captain, with +5 STR/+3 DEX, has a +12 1d8+9 attack with a dueling sword and KAC 18 and EAC of 16.

Meanwhile, the CR5 Sarcesian Operative has +0 STR and +5 DEX, and a +10 dueling sword attack for 1d8+5 and KAC 18 as well, EAC just higher at 17.

Interesting to see the role STR plays in this...


Yeah, I'm thinking the first level happens in the Empire hub, just so they get to know the politics. Probably a bar brawl with some of the afflicted people in the Empire (who then bring it down), maybe rooting out some enemy spies in the city (poorly armed and undernumbered).


Reposting my current idea...

I'm thinking about doing some sort of space Anabasis – the players represent the crew of a ship in a small fleet sent in an offensive expedition to a foreign system... only to suddenly receive information that their patrons/empire suddenly collapses and now they have to make their way out.

Here's a breakdown of what I'm planning so far:

  • Campaign starts in a large hub of Empire A, who is waging a war against Empire B.
  • PCs are the crew of a scout sheep tasked to join a fleet.
  • Their mission: there's an uncharted sector (Sector X henceforth) near Empire B's system. Empire A has bargained with a secretive enclave (The Enclave henceforth) that operates in Sector X to make a warp point operational in that system. The idea is to bring the fleet into Empire B's system unnoticed, to stage a surprise attack.
  • The PCs meet some other crews and their captains. Perhaps I can introduce some memorable characters here.
  • Mission goes underway. Fleet warps into the Sector X point.
  • They meet representatives from The Enclave. They are distrustful and unwelcoming. They want them out of Sector X as soon as possible. The deal they have with Empire A is just to make the warp point operational to ENTER the Sector. Enclave uploads maps of the sector to the fleet and tells them to march into Empire B's system before they outlive their welcome.
  • The fleet advances through Sector X. PCs do some reconnoitering, some minor encounters, with the heft of the fleet behind them in case things go south.
  • While traveling, there's a magnetic pulse that hits the whole fleet. All ships start having some issues with their systems, comms and navigation systems are fried, defensive systems borked.
  • In search for materials for repairs, PCs and some other ships maneuver away from the fleet towards a nearby planet.
    [*}They find what to fix their ship with, but suddenly start receiving comms: the fleet discovered that the issues with their equipment was due to a virus installed by the Enclave on their ships. Enclave fleet is approaching them quickly!
  • Enclave communicates with all ships: sadly, Empire A has collapsed, after a violent revolt in their home system lead to their leadership being overthrown... but the new leaders are not too keen on paying up the HEFTY amount they had promised The Enclave to do this maneuver. So The Enclave will collect their payment from the scraps of this fleet after they destroy it. Surrender or die.
  • PCs and some other ships run away from the battle.
  • PCs and other ships are now a small group... PCs still scout ahead and drive the plot, other ships behind them are a resource for them to maintain – they need to keep their morale to have them still provide support for them. The other ships could be attacked or infected by weird space creatures.


got it


Hey guys, Im planning a campaign for Starfinder (a sci-fi TTRPG) once it comes out. I'm thinking about doing some sort of space Anabasis – the players represent the crew of a ship in a small fleet sent in an offensive expedition to a foreign system... only to suddenly receive information that their patrons/empire suddenly collapses.

Unable to warp back home (because the destrucion of the empire's hub prevents them from jumping back), they need to inch their way back to a warp station (I'll make some options of routes they can take to four or five jump points).

Any ideas for a setting of this type? How can I make the inching back more interesting/entertaining?

Here's a breakdown of what I'm planning so far:

  • Campaign starts in a large hub of Empire A, who is waging a war against Empire B.
  • PCs are the crew of a scout sheep tasked to join a fleet.
  • Their mission: there's an uncharted sector (Sector X henceforth) near Empire B's system. Empire A has bargained with a secretive enclave (The Enclave henceforth) that operates in Sector X to make a warp point operational in that system. The idea is to bring the fleet into Empire B's system unnoticed, to stage a surprise attack.
  • The PCs meet some other crews and their captains. Perhaps I can introduce some memorable characters here.
  • Mission goes underway. Fleet warps into the Sector X point.
  • They meet representatives from The Enclave. They are distrustful and unwelcoming. They want them out of Sector X as soon as possible. The deal they have with Empire A is just to make the warp point operational to ENTER the Sector. Enclave uploads maps of the sector to the fleet and tells them to march into Empire B's system before they outlive their welcome.
  • The fleet advances through Sector X. PCs do some reconnoitering, some minor encounters, with the heft of the fleet behind them in case things go south.
  • While traveling, there's a magnetic pulse that hits the whole fleet. All ships start having some issues with their systems, comms and navigation systems are fried, defensive systems borked.
  • In search for materials for repairs, PCs and some other ships maneuver away from the fleet towards a nearby planet.
  • They find what to fix their ship with, but suddenly start receiving comms: the fleet discovered that the issues with their equipment was due to a virus installed by the Enclave on their ships. Enclave fleet is approaching them quickly!
  • Enclave communicates with all ships: sadly, Empire A has collapsed, after a violent revolt in their home system lead to their leadership being overthrown... but the new leaders are not too keen on paying up the HEFTY amount they had promised The Enclave to do this maneuver. So The Enclave will collect their payment from the scraps of this fleet after they destroy it. Surrender or die.
  • PCs and some other ships run away from the battle.
  • PCs and other ships are now a small group... PCs still scout ahead and drive the plot, other ships behind them are a resource for them to maintain – they need to keep their morale to have them still provide support for them. The other ships could be attacked or infected by weird space creatures.

Any ideas????


Quote:
There has not been any dex to damage option previewed that I have seen.

We may have a good game here guys


Torbyne wrote:
Secret Wizard wrote:
Why not just add the katana to the Monk fighter weapon group and then use Ascetic Style on it?
I dont think that would make the sword count as having the monk special weapon property which isnt a deal breaker, it just means going a different path for proficiency.

If you go Tengu, Half-Elf or Military Tradition Human, you are well on the curve.


Why not just add the katana to the Monk fighter weapon group and then use Ascetic Style on it?


Ravingdork wrote:

NEW TOOL

Introducing the new Armor Modifications Comparison Table!

Finding the right suit of armor for your character has never been easier! :D

Oh man double-plated is great, now you can get full AC with heavy armor users much faster and cheaper!

Too bad it sucks for Medium armored dudes...


Let me know when the Monk comes here to ask why his character sucks.


1 person marked this as a favorite.

Evan, Rednal's stuff is missing:

- Finesse training on a weapon of your choice (likely daggers or shortswords)

- Rogue's Edge on a skill of your choice (literally anything)

Also:

1. Deific Obedience is not necessary. It's a big boost for sure, but that gets a bit into munchkin territory, where you start gaming your religion.

2. Rednal's mock up has you spend TWO feats into different Weapon Focus feats. That's probably not a great idea. Replace one for Toughness or Twist Away.

3. Talk with that GM about swapping STR and CON after Finesse Training becomes a thing!


All Rogue archetypes are compatible with Unchained.

Honestly, the most important thing granted by the Unchained Rogue is Debilitating Injury. Having a way to increase accuracy is golden.

I personally don't like Knife Master. I feel like it trades a great utility for a bit of extra damage, and I feel the Rogue is already covered if he can sneak attack. I personally like the base Rogue, except in niche cases.

I'd retrain Improved Initiative for Toughness, and talk with your GM about at least switching STR and CON. Your HP pool must be too shallow.

As mentioned, Twist Away is godsent for Rogues.


Evan Pearce wrote:
I'm not unchained, I'm not sure if I want to reroll everything. I may not be the most optimized rogue, but I have something where I'd like them. I'm just wondering if there's a way to build up from where I am now. But if rerolling will help, I'll definitely bring it up with him

If you are a regular Rogue, you will find that your character's power dips way, way down as you go through the game, as your accuracy fails to keep up and your defenses become paper thin.

Either get Unchained or consider another class.


Are you an unchained Rogue? If not, ask your GM to reroll the class altogether.


Torbyne wrote:

I prefer Jabbing over Dragon on my monks actually.

Also valid but probably better used on Monks without archetype that replaces the bonus feats.


"Ice", fourm pyromancer wrote:
Secret Wizard wrote:

By the way, I asked Mark Seifter about this in his thread, and he provided two additional reasons why Ascetic Style is banned in PFS:

1. It makes unarmed-exclusive options less special (argument against allowing something like the brawling enhancement to apply to a weapon while using Ascetic Style)

2. It has an unfair budget advantage over Amulet of Mighty Fists' users (argument against the featline in general).

To me, this sounds like "it's banned because monks should be punching things."

As if pummeling style wasn't encoragment enough to punch instead of use weapons.

1. Pummeling Style is crap for Unchained Monk. Dragon Style is where it is located.

2. You don't need to punch things as an UnMonk. Get a ki focus weapon and a bodywrap of mighty strikes and you can use a weapon/unarmed mixed monk that works perfectly fine.

3. I asked Mark about the criteria needed for an option like this to work, and clearly Ascetic Style fell short.


By the way, I asked Mark Seifter about this in his thread, and he provided two additional reasons why Ascetic Style is banned in PFS:

1. It makes unarmed-exclusive options less special (argument against allowing something like the brawling enhancement to apply to a weapon while using Ascetic Style)

2. It has an unfair budget advantage over Amulet of Mighty Fists' users (argument against the featline in general).


It's called Sister-In-Arms.

What it do:

- You deal half Challenge damage because you suck.

- No mount, but you get Order of the Dragon and Order of the Lion both simultaneously. Choose the edict of either.

- Bodyguard as a bonus feat instead of cav's charge.

- Will save bonus vs. compulsion instead of expert trainer.

- And the same replacements for the other charge feats as the Constable archetype.


J4RH34D wrote:
What makes it a good archetype? What book is it in?

Adventurer's Guide. It replaces Mount for a second Order. It's basically the Yojimbo archetype for Samurai on steroids.


There's a new archetype called Sister-Of-Battle or something like that that is a fantastic unmounted archetype.


What's your favorite weapon mod?


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KingOfAnything wrote:
Secret Wizard wrote:
KingOfAnything wrote:
That dolphin superposition, though.
wat is
Dolphin Circle feat. For a full round, you are considered to be in every space along a circular, single move-length path for the purpose of threatening squares and providing flanking for other allies. At the beginning of your next turn, you choose where along the path to end up.

Heisenberg Style? Collapse the wave function?

Mark Seifter wrote:
Dolphin and Shark Styles: Based on actual dolphin and shark hunting styles. And it turns out actual dolphins are jerks to their prey.

I think they are the only recorded animal other than the human to kill for fun.


Also what's the chain-hammer like? Similar to the Dorn Dergar?


Arachnofiend wrote:
KingOfAnything wrote:
Secret Wizard wrote:
Rysky wrote:
Secret Wizard wrote:
Oh, is there any new armor types, btw?
Yep.
anything that shakes up the medium armor max dex/AC ratio?
The Nimble armor modification costs 1000gp (1500 to add to magic armor) increases max Dex by 2, improves ACP by 1, and reduces the armor bonus by 1 (unless you have a feat).
This is bad for the same reason Armor Training is bad. You'd have to put it on Full Plate to get genuine value that isn't better done with a lighter suit of armor, and then you're playing with 16 dexterity which is not enough for a dexterity build and too much for a strength build.

This is basically +1500gp for +1 AC for DEX builds.


KingOfAnything wrote:
That dolphin superposition, though.

wat is


Rysky wrote:
Secret Wizard wrote:
Oh, is there any new armor types, btw?
Yep.

anything that shakes up the medium armor max dex/AC ratio?


Oh, is there any new armor types, btw?


Well, I guess this gets partial credit for accomplishing 1 point out of the 2 points I set out at the beginning... :P

But Paizo plz take some steps on the mess that is Amulet of Mighty Fists.


Any info on Dolphin/Shark Styles?


Would there be anything that I, as a Monk enthusiast, should be excited about? Any particular magical items for unarmored or unarmed dudes?

Singing Steel? What's that?

The new featsHook Fighter and Weapon Adept... what do?

technarken wrote:
The Lantern Staff is quite possibly the coolest stupid weapon I've seen in recent days, solely because it's not exotic. Basically anybody can get their Battle Lamppost game on. And that's how stupid weapons should work.

"Imagine if I had a real weapon..."


Thread title. Strength/Dexterity have a unique balancing act in most modern games. How does Starfinder approach it?


Sleuth Investigator is the right choice to this question.

It has a ton of potential, but it's wasted on what looks like a half-baked archetype that completely ignores the high level restrictions of most studied strike talents.


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THE DEFENDERS OF THE FAITH OF SARENRAE ARE PEACEFUL AND WISE, NOT BLOODTHIRSTY COMBATANTS

BE PURIFIED IN THE DAWNFLOWER'S NAME, INFIDEL


2 people marked this as a favorite.

I think Paizo needs to decide what they want to do with the system in the first place.


DM Beckett wrote:
GM Rednal wrote:
Still hopin' this includes a dual Amulet of Mighty Fists/Natural Armor in it. XD I'm genuinely surprised that such an item apparently hasn't been published before.
I'm surprised they have not done something similar with the Headband of Wis/Cha and the Phylactery of Channeling. When PF decided they wanted to make sure Sorcerers had both a Cloak of Resistance and Headband of Cha (used to be a Cloak), they literally just swapped that issue over to the Cleric.

As I said in my post early on about AoMF/AoNA – it doesn't make sense that some characters power-spike when using Automatic Bonus Progression.

Unarmed Brawlers are worse than Cestus Brawlers because Cestus Brawlers get to pay less for a weapon while maintaining the slot for AoNA.


Ed Reppert wrote:

Signifer, not signifier. (A mistake I've made myself in the past).

wikipedia wrote:
A signifer was a standard bearer of the Roman legions.[/i]

you are implying, i'm inferring


All spell-like abilities are CHA-based unless expressed otherwise.


Yeah, don't have more than one pet. That makes it very hard to track combat for little reason.

If you'd like to be courtly and have a pet, you should also consider something like a Castellan Cavalier.

(I added the books where those Cavalier archetypes I mentioned come from)


Cavalier is probably best.

Why not ignore the mount and go with one of the unmounted Cavaliers? There are several archetypes out there for that. Disciple of the Pike from Monster Hunter's Codex or Sister-in-Arms from Adventurer's Guide are both great at it.


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doktorJung wrote:

Is Cunning a third-party feat? I'll look around some more to see if I can find it. And I could possibly just rebuild into this at 2nd level with one of my 3xp characters, so at least the extra investiture points would have a use if I pick up Divine Favor. Or perhaps if the rebuilding rules work the way that I think, I could retrain my 1st level feat into Peerless Courtier and augment my skills that way.

Thanks for the feedback!

As Chess_Pawn stated, it's from Villain Codex. I'd wait for Archives of Nethys to update in the coming weeks.


The Extra Investiture Points aren't that useful early on. Fights aren't that prevalent and they aren't that useful. Consider Cunning for your first feat to compensate for low INT.

I like the S17 build a lot more than the other. If this is for PFS, even more so, because providing diverse utility is more important.


I think the Wound and Vigor system is a misguided way to increase grittiness. "Wounds and vigor" are already implemented in the base game.

Wanna make it grittier? Make resting harder, make combat maneuvers easier, and make spells have more disadvantages.


2 people marked this as a favorite.

I, of course, was talking about the Advanced Fighter, the UnRogue, the UnMonk and the UnSummoner.

And yeah, I think there's a consensus that PF2.0 needs to happen, but everyone has their own ideas about it.

I'd like to see more class consolidation –– I think the Vigilante, the Swashbuckler, the Gunslinger, the Slayer and the Fighter are the same class, but they don't know it. Like the Vigilante got it wrong – it should have been a subclass option for the Fighter and Rogue, not the other way around.


Woodoodoo wrote:
Damn. Scarred monk. Would it be actually possible to adapt it for the Umonk?

If you remove Armor of Scars and replace it for the typical Barkskin, you could make it into an archetype that allows access to an alternate set of ki powers.


pocsaclypse wrote:
Speaking of Brazen Disciple, is it compatible with Unchained Monk? One of the Hellknight archetypes specifically called out it was for the Unchained Summoner so Im unclear if its just an accidental omission from Brazen Disciple or intentional.

Brazen Disciple is expressly compatible with UnMonk, otherwise I wouldn't add it to the guide. CF: Nornkith Monk from Legacy of the First World.


Redblade8 wrote:

(looks up Scarred Monk)

I was gonna say Ironskin hobgoblin, but day-um!

f&~$ing blood eagles amirite

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