Hooded Man

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 3,797 posts (3,835 including aliases). 11 reviews. No lists. No wishlists. 23 Organized Play characters.


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My PFS reach dude. Not exactly brute strength, but I did throw a minotaur 60' once. 30' reach with full threaten is pretty good.


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Replying here is the best way to continue the topic.

When interpreting the FAQ, it's important to understand what penalties it's talking about. Specifically, it's referring to the ones referenced in the combat chapter:

"Two-Weapon Fighting
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6."

Because of this, even if you didn't have the feat Two-Weapon Fighting, you wouldn't take the normal -6/-10 penalties if you used two shields. Other penalties, like the shaken condition or if the shield has the broken condition, still apply if you have Shield Master. Only the Two-Weapon Fighting penalty is negated.

You cannot use a buckler to shield bash unless you have another ability that allows it. You could use two heavy shields and not take the Two-Weapon Fighting penalties, though.

Responder aqui é a melhor maneira de continuar o tópico.

Ao interpretar o FAQ, é importante entender de que penalidade está falando. Especificamente, está se referindo aos referenciados no capítulo de combate:

"Combate com Duas Armas
Se você empunhar uma segunda arma na sua mão, você pode obter um ataque extra por rodada com essa arma. Você sofre uma penalidade de -6 com seu ataque regular ou ataques com sua mão principal e uma penalidade de -10 para o ataque com a sua mão quando você luta dessa maneira. Você pode reduzir essas penalidades de duas maneiras. Primeiro, se a sua arma fora da mão for leve, as penalidades são reduzidas em 2 cada. Um ataque desarmado é sempre considerado leve. Em segundo lugar, o talento Combate com Duas Armas reduz a penalidade da mão principal em 2 e a penalidade da mão em off por 6. "

Por causa disso, mesmo que você não tenha o feito Combate com duas armas , não tomaria as penalidades normais de -6 / -10 se você usasse dois escudos. Outras penalidades, como a condição de abanão ou se o escudo tiver a condição quebrada, ainda se aplicam se você tiver o Mestre do Escudo. Apenas a penalidade de Combate com Duas Armas é negada.

Você não pode usar um broquel para proteger o bash a menos que você tenha outra habilidade que permita isso. Você poderia usar dois escudos pesados ​​e não tomar as penalidades de Combate com Duas Armas, no entanto.


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1st: No, due to this FAQ. When using the Shield Brace feat, one hand is occupied with the shield, while the other is wielding a two handed weapon. As such, the FAQ specifies that you do not use the two handed damage bonus.

2nd: Yes, you do not suffer penalties for two-weapon fighting due to this FAQ. Each shield counts as "another weapon" for the sake of this FAQ when two-weapon fighting with two shields. The equipment chapter is clear that shields are weapons, with heavy shields being one-handed martial weapons and light shields being light martial weapons.

1º: Não, devido a esta FAQ. Ao usar o talento Escudo, uma mão está ocupada com o escudo, enquanto o outro está empunhando uma arma de duas mãos. Como tal, o FAQ especifica que você não usa o bônus de dano de duas mãos.

2º: Sim, você não sofre penalidades por combates de duas armas devido a esta FAQ. Cada escudo conta como "outra arma" por causa deste FAQ quando duas armas brigam com dois escudos. O capítulo do equipamento é claro que escudos são armas, com escudos pesados ​​sendo armas marciais de uma mão e escudos leves sendo armas marciais leves.


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Weather Report wrote:
Serisan wrote:
No joke, my level 20 psychic in PFS had a ring of sustenance that he wore from early in his career...to stave off the munchies. He was Psychedelia discipline.
Nice, I am picturing Shaggy, the Occultist.

I suppose Venture-Captain Mystic Mickey with the Sick Sticky Icky is not that far off from Shaggy. The whole Venture-Captain thing was a lot like getting promoted to manager at Taco Bell - he started feeling responsible for his junior agents.


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kyrt-ryder wrote:
Boomerang Nebula wrote:
Ryan Freire wrote:
So beyond the standard magic items, and stat boosters, i'd really like to see some of these other magic items bite the dust. Leading off with the ring of sustenance and all of its permutations. It should take more than a couple grand to kill sleep requirements and eating requirements dead. Cheap magic that removes environmental threat, supply management, and time management needs to go. PC's should have to think a little before traipsing off to the uncharted wilderness for an adventure.
I think 2,500 gp is too cheap relative to other rings. In our medium to high level parties everyone has one.

Really?

They're all giving up that precious ring slot for such minor benefits?

No joke, my level 20 psychic in PFS had a ring of sustenance that he wore from early in his career...to stave off the munchies. He was Psychedelia discipline.


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^^ The ring is the best option out there.


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blahpers wrote:


Anguish wrote:

Stop, please.

We just had this debate four days ago and the thread is locked because it's still being moderated. I get it that you're excited to drive traffic to your blog. But really, we don't need this topic again.

?

This one.


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I refuse to track encumbrance without computer assistance (HeroLab) for PF1E, hard stop. Even then, I have to fiddle with it for things like "what's stored in my room back at the inn or similar?" There are odd artifacts that come up with encumbrance, as well, like magic items having singular weight values, regardless of size. I've known a particular 5 strength gnome kineticist who had difficulty staying at light encumbrance and still getting a belt, Pathfinder Pouch, and cloak on.

Bulk is just easier. I don't mind tracking that on paper. The numbers correspond directly to something on my character without a chart to convert and reducing items to only 3 categories of bulk (null, Light, and #) makes life easy.


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In campaigns, I tend to see no duplicate PC races. Organized Play doesn't fit that mold, really, but it's pretty close.


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Can we also do away with form-fitting butt armor?


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I've always ruled it as individual explosions, so fire resistance applies multiple times, there are multiple saves, etc.


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Source Severance selecting Divine and Mage's Disjunction should carry this fight.

****

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BigNorseWolf wrote:
nfelddav wrote:
. And self-indulgent explanations about how hard it is to get pronouns right are not better.

It is not self indulgent in the least. Its realistic. .

The difference between "he...sorry, they" and "she...sorry, they, I just have such a hard time with...(insert things and reasons)...and that's why I keep screwing up" is, in fact, self-indulgent and it doesn't help the situation at all.


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Matthew Downie wrote:
Quandary wrote:
Uh... "Spell Power" is less gamey than "Spell Points"?

Yes.

Anything with "points" in sounds gamey.

I can just about imagine something in a fantasy world saying, "His spell power is too much for us! We must retreat!" Or talking about "magic reserves" or "spirit energy" or "mana" or "mystic vitality" or something like that.

I can't imagine "He has too many spell points!" as anything other than a game term.

Not that this is a big problem. Hit Points is clearly a game term, but we got used to that.

I'm on your bandwagon here: Game mechanic term =/= how it's referred to by PCs/NPCs

I get that people aren't always on board with the terms used in the game. From a gameplay perspective, though, HP isn't supposed to be known without using status on people. Deathwatch provides a good explanation of how things appear to PCs.

I will admit, though, that some players have gone the extra mile to get around that with phrasings like "on an arbitrary scale of 0 to 94, I'm at about a 33."


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I've got an archer inquisitor 9 in PFS, no archetype. I went Transmutation, Abjuration, Divination, Conjuration for implements. Current powers are Sudden Speed, Philosopher's Touch, Mind Eye, Side Step, and Powerful Connection, though Powerful Connection is definitely due to theme more than mechanics. Typical daily assignment at this point is 4 abj, 3 conj, 6 div, 6 trans (total 19).

For melee, sword and shield is fine. You're a psychic caster, so you don't use your hands at all. For melee, Side Step is extremely helpful, especially if you're planning on heavy armor. I use the abjuration points almost exclusively for Mind Barrier, though it is effectively my cloak currently (I could change that, I have module gold sitting).


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CactusUnicorn wrote:
Just posting my experience. I'm a middle schooler (yeah Gen Z!) and I alternate between the two usually using points.

Glad to see a middle schooler engaged with the game and the community.

****

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Ignorant cis white dude here. When portraying non-binary character and in the position of correcting a wrong pronoun, is it better to use "I don't identify as..." over "I am not..."? Alternately, would it be better to use a more affirmative "I am nonbinary"? Is there a preferred standard around that language or should I look for clues in the character's write-up?


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I'm playing in Legendary Planet as a Vesk Soldier. He's convinced he's on a reality TV show and that there are microcameras everywhere, has ranks in Prof: TV Personality, and the like. I have Climbing Suckers and I tend to switch hit between a heavy weapon and unarmed strikes.

So I'm on the ceiling directly above the boss during one of our major encounters. I've got my reaction cannon in hand. Mathematically, the full attack is the clear winner here given my attack bonuses, but...

FROM THE TOP ROPE! *detaches climbing suckers and goes for the elbow drop*

*Nat 20*

*dead boss*


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Always remember that we're talking about a flying skull that should only be active if disturbed (unless Torpor was removed/modified by the GM). Scoop it into a bag of holding and poke the bag if you have to.

****

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philipjcormier wrote:

"kinetic healer(sp): save: none SR: yes 1 pt. burn to self or target to heal = blast damage".....umm....pretty sure blast damage goes up ever odd level....outstrips a CLW potion/wand at any level past 1st.

Congratulations on a 2 year necro to respond to someone who hasn't posted on the boards in 10 months.


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Just gonna throw out there that the old trope of nimble elves in the woods being a terrifying thing actually looks to play out in this system. A few underleveled archer NPCs and a few underleveled illusionist NPCs together could rapidly turn itself into a Tucker's Kobolds, but with elves. This wasn't nearly as easy to pull off in PF1.


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Grumpus wrote:

So do Elves get doubly screwed on their frailty?

It seems they get the least HP AND also a Con penalty.
I realize that we don't know exactly how HP are determined, but it seems overly harsh for a lot of concepts to have 2 penalties to HP.

You can use your floating bonus to buff your Con.


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And here I am, still wishing Seifter's April Fools joke was reality. Skittermanders >>>>>> Elves.


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Ring of Inner Fortitude (minor) and Stone of Good Luck, sell the horseshoe.


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Claxon wrote:
Dimensional Agility is less for actual casters and more for characters like Monks, people who take Horizon Walker, or find other ways to get access to DDoor where it might be harder to get access to the other spells you mention.

Rogue/Horizon Walker. I've run for a dimensional savant rogue before. It's nasty.

There are use cases for Dimensional Agility on full casters, particularly when you get Quicken Spell as an option. I don't think there's a point to it with most classes and builds, though.


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JohnHawkins wrote:
I don't think 2nd edition will have any impact on the Return of the RUnelords AP , and I would be amazed if we don't get stats for at least some of the runelords. I think Sorshen is almost certain to be one we get stats for, I half expect to get 1 runelord per module with Greed being the one we don't get due to Karzoug's earlier demise

Sloth is also canonically dead through PFS. The Waking Rune has you wake up and kill Krune.


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I said it at PaizoCon last year, in several threads, and I'll repeat it here: define Burrow. 10 years in and there are still no actual rules for burrow speed. I played a PFS character to 16 and he had burrow speed as an option for 11 of those levels. I had to ask GMs to define it at every table.


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Honestly, this personnel torpedo sounds far more goblin than vesk.


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Absalom Station = 10 pages. In fact, that's a pattern for all of the "worlds" sections, which are the first 147 pages. 148-164 expand on starships, 164-179 are a variety of factions and NPC stat blocks (hellknights, street gangs etc.), and 180-214 are player options, including a smattering of additional player races.

I suspect that a lot of what you're looking for will be covered in this book.


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Lord's Banner of Crusades is pretty amazing, honestly. Portable Hallow is very nice. Lord's Banner of Terror is also good with the auto-shaken, ditto for Hobgoblin Battle Standard (despair) for auto-sickened.


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thaX wrote:


"Hello. I'm Randoff Scott." Smile.

Mandatory Blazing Saddles clip.


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Isabelle Lee wrote:

True story: I specifically wrote the Westcrown devil to work with unchained rogue. In the original version, it even let you retrain your choice of finessable weapon to longsword when you gained the ability.

It lost that bit of text in development - if I recall, it was a mix of "cutting things for space" and a development policy of treating unchained classes other than summoner as purely optional. If I were your GM, I'd allow it without a second thought. And even if not, retraining should be an option.

Hopefully this helps. ^_^

How is it that you wrote like...all of my favorite things from that book?


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Easier to just link the character sheet.

I switch hit pretty frequently and spend a fair amount of time in melee, despite the 3 point stat mod swing. The devastation blade was looted from our last encounter, so I haven't started swinging that yet.


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For my Starfinder character: "Convinced his being kidnapped was just the beginning of a new season of Planetary Survivor."

For my proposed Preservationist Alchemist: "He wants to be the very best, like no one ever was."


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Erk Ander wrote:
HWalsh wrote:

Operatives are underpowered?

Uh... What?

They have the best skills, they can easily have the highest saves, they have the best skill bonuses bar none, their trick attack puts them above every class that isn't specifically Soldier or specifically a Melee Solarian.

What more do you want from a class? They are the most powerful freaking class in the game.

But All types of Soldiers, Solarians and MEchanics outdamage them.

This has not been my experience. Heck, last night, the only time I matched the trick attacks from a level 7 operative was when I crit as my level 7 soldier.


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TheFinish wrote:


I mean I think they're pretty distinct already. And nobody thinks Sylphs and Elves are the same, but they're both Medium Races with +2 Dex/+2 Int/-2 Con

No no, we definitely call them "fart elves."


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Nikosandros wrote:
Do you have to take an action to raise the shield each round?

All indications so far are yes.

****

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Jack Brown wrote:
Tineke Bolleman wrote:
WE NEED TO GO BACK TO ROUND MOUNTAIN

You sure you don’t just have a rat related bias? ;)

I can't blame her. Her rats are adorable.


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Errata should be part of the next printing, whenever that occurs. That is dependent on the remaining stock of the current printing running out.

Fantasy Grounds is not a Paizo product and I'm not familiar with their schedule for changes, so I can't speak to that.


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My home game group is playing Legendary Planet's SF adaptation. We're currently level 7. The party is switch hitter blitz Soldier (me), defensive Solarion, daredevil Operative, and healer Mystic.

The Operative is our main damage dealer. I'm #2, but that's largely because I'm primary dex and I spend a lot of time punching. #3 is the Solarion, largely because the fire explosion thing is consistent even through the Solarion is built fully for AC and damage absorption.

The Operative is our primary source of skills. While there are select things others are better at, but the Operative scales that better than anyone else and has a rank in everything at a bare minimum. It actually breaks the presentation on Hero Lab Online because the skills box is too large to fit on page 1, where it wants to put it.

When it comes to movement, the Operative and my Soldier both have 50' land and climb, but the Operative also has 50' swim because of specialization choice. The Operative will scale past me in 2 levels. I resigned myself to that long ago. The pair of us do some pretty ridiculous things in combat with that speed.

Now, I'll readily admit that we're at a point with this system where monster creation is effectively a magic feelings box and nothing quite feels right. Some encounters have been difficult because the numbers just haven't made sense, while others have had no challenge at all. In the fights that have been more challenging, the Operative has had some difficulty hitting with consistency, but we've been adjusting tactics to make this easier. Those same fights are similarly inconsistent for me when using my higher success rate attacks, so I don't attribute that to class weakness. Every indication I've had is that the Operative performs just fine.

I'm playing in another home game at level 5 with an Envoy in the party. She is our primary method of sustain in fights, spending most of her actions on Get 'Em, Inspiring Boost, and Hurry. The bonuses provided have a significant impact on most combats. She's also our primary face character and provides a ton of skills. Not once have I felt that the Envoy has been a burden to the group or sub-par compared to another class.

So yeah, long story short, I'm not seeing what you're claiming. At all.


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I'm kind of leery about this, especially the wizard vs barbarian comparison. If, for some reason, the barbarian decided to up their proficiency level in <relevant skill>, does that expand the nature of what they know about arcane magic? Are there artificial limiters by class on skills? Is there a functional difference between a wizard and a fighter who have the same level of proficiency in axes? Arcane knowledge? How is the GM instructed to arbitrate that? I would anticipate that an expert is an expert is an expert, but the initial read of this could be strangely interpreted.


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Dave Justus wrote:
While the answers above are good for in world justifications, in my experience that real answer is usually it was the only choice to get the exact alignment/domains/subdomains you were looking for.

Frequently yes, but also more lenient paladin codes (Ragathiel) that are more conducive to smiting.

Generally speaking, I find the Empyreal Lords to be more compelling than the core deities of Golarion, in part because there's some weirdness out there. Kelinahat, for instance, does not necessarily feel like a lock for LG when she's about spying and stealth. What those things mean can be re-examined both ways: what it means to be a spy while LG, and what it means to be LG as a spy. How is each informed by the other? How might that influence the type of character you design?

In PFS, I have a double grandfathered aasimar APG summoner that worships Ragathiel. He has zero mechanical benefit for this, but it informs the character's personality greatly - he preaches a gospel of casting out sin to achieve a more virtuous state. His summoning ritual for the eidolon is this preaching, which ends by vomiting out a devilish figure named Sin. At the same time, he's also a base 18 strength, arcane strike/power attack melee with a longspear. All of this is informed by Ragathiel as a patron, despite not actually being mechanically connected to Ragathiel at all.


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The perceived feeling of progression is another aspect to consider. One thing I've learned from Starfinder is that level 5 feels really, REALLY good. It's a natural time to be able to afford your +2 attribute bonus AND it's the same time that you receive your level up attribute bonuses, so you start seeing significant jumps in character power. Incrementalism is mathematically simpler, but it also is less perceptible. If the feeling of progress comes solely from level up incremental increases, I can guarantee that there are types of players who would not be interested in the game.

The other consideration is that you're not able to create as interesting an encounter by reducing player capabilities, particularly at the higher end of play. The more relevant a basic Orc Warrior 1 is to a level 5 character, the less interesting you can make an encounter that's supposed to feature a BBEG with Orc Warrior minions and traps.


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HammerJack wrote:

...if you just line up in front of a ship, why would it move forward? It is definitely not required to do so.

That only makes sense in the specific case where they are chasing something else, and willing to risk plasma-related death, to that end.

Spoiler:
The target was the ship releasing the drones that were lining up in front of us.

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I've had a few starship combats to think back on since my prior post.

SFS quests:
there are two starship combats that I recall here, one of which is a complete canned fight (mostly disabled ship with no rear arc gun). The other one is sorta challenging, but you dramatically outgun them. I was pilot in both cases. Pilot was highly valuable, gunner was next, everything else seemed optional.
Captain had no real impact, science officer determining weapon locations was good.

SFS 1-03:
This dramatically unbalanced encounter was essentially optional with no real consequence of failure other than slightly diminished loot. It literally didn't matter what we had where because we ran out of missiles and couldn't actually deal with the mechanics of the fight. It's a bad encounter, showing off the worst of the starship combat mechanics.

Mid-spoiler spoiler alert: 4 terrible pilots in 4 ships is better than 1 good pilot in a good ship because of how AoOs work.
They just line up in front of the good ship and chuckle as it provokes on the way through. This is especially true when the actual target is actively running away from you for the entire combat.

Home game:
Tier 6 ship vs a couple tier 3s. It was the first starship combat that the GM had run. We had a crew of 5 with 1 in each role. I was science officer and I swapped to secondary gunner midway through combat. The captain had a lot of fun, but I think the bonus only worked out once. We had a lot more going on than the enemy did in every regard.

So yeah, perhaps I'm jaded by grossly imbalanced (one way or the other) starship combats. That might be why I think so poorly of the Captain role in particular.


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You can use detect alignment spells as a proxy for this, giving you level bands of info.


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I tell people to read DR 5/magic as "Damage reduction 5 except against magic."


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Captain is superfluous. Science Officer is useful for initial scans (to determine your best approach arc) and shield rebalancing after that. That said, abandoning the Science Officer role after initial scans to do something else is a valid tactic, especially if you aren't getting hit.

****

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Rosc spoiler response:
That's all well and good, save for the part that makes Venture Captain Mystic Mickey with the Sick Sticky Icky into a patron. Apparently the finest tokables, smokables, potables, and incredible edibles require a divine servant.

That's not even addressing Orion.


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Moonheart wrote:

You cannot use Create Mindscape on a captured target since you probably won't have an unblocked path to that target.

Likewise, to use Create Mindscape to a sleeping target, you need that unblocked path, and thus, you could just Coup de Grace it.
Create Mindscape wrote:
You don't need line of sight to draw the subject creature into the mindscape, but you must be aware of its presence within range. If you target an area with more than one sentient creature and you have never seen any of the creatures before (for example, if you know a group of soldiers is inside a barracks but you can't see them through the door), the subject of this spell is selected at random. If you have seen firsthand the creature you wish to target (continuing the example, if you spied the sergeant entering the room moments before), you can select it unerringly from among all the creatures.

The spell literally says otherwise. Unlike most spells, Create Mindscape does not require LoS or LoE.

Also, gg to prior poster for a 2 year necro.

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