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Shaudius's page

Goblin Squad Member. Starfinder Charter Superscriber. Starfinder Society GM. 243 posts (289 including aliases). No reviews. No lists. No wishlists. 36 Organized Play characters. 1 alias.


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Starfinder Charter Superscriber
Ragoz wrote:
Does anyone have any idea how many if any Ghoran boons were given out during the Extra Life event?

I believe the answer is that one of the four people picked Ghoran, but it may be two, there were four total Ghoran/Skittermander boons given out and I know for sure two people were going for skittermander and one for sure went for Ghoran.

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It's my understanding that you can't encourage the initiative check as the encourage action specifically says crew action and initiative checks, while piloting checks, are not crew actions, demanding and taunting are, however, written a bit more ambiguously, that being said I will move the ship in an hour or so currently mobile and can't get the maps to work right for it.

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Starfinder Charter Superscriber

It doesn't look like they are strictly following the megaregions. I just GM'd at a con in Maryland, which is Northeast (although it was on the border of DC, Maryland, and Virginia) and we got Formian/Ikeshti which is allegedly the boon for Midwest and Great Lakes which is not the region for DC, Maryland, or Virginia. The coordinator thought it might have to do with the fact that there was just a con organized a couple weeks ago that got the Maryland regional boon so they wanted to spread it out but that doesn't make a lot of sense.

I'm also GMing at the con zuriel56 is referring to which falls in Virginia and per his OP getting Maraquoi/Nuar which is the boon for Maryland but as far as I'm aware the con organizer is out of Virginia.

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Starfinder Charter Superscriber
roysier wrote:


They knew they were supposed to bring bodies and items back with them. They were unsure what was required. One of the items required to receive the second fame points is the captains space suit. So bypassing the undead encounter also means the party loses a fame&reputation point.

Actually they can bypass the undead encounter and still get the second fame and reputation, they just lose the credits. Per the second reputation section:

"any item (including the powered armor) of the captain from area B6,"

Under the Treasure section it states, "A PC who succeeds at a DC 16 Perception check (DC 18 in Subtier 3–4) also identifies a hidden storage chamber along the sides of the captain’s bed. The container has a several of the captain’s personal effects, along with a credstick containing 500 credits (1,000 credits in Subtier 3–4) that the captain planned on using to treat his crew once they returned to Absalom Station." (emphasis mine.) So they don't need the powered armor specifically, this stuff in the hidden compartment appears to work.

Since the captain's body is on the floor, there is nothing blocking the party from going to the hidden storage chamber on the sides of the captain's bed from there they can retrieve effects for the secondary success condition.

They would still get the reduced credits, however, as that section reads:

"Rewards: If the PCs fail to defeat the driftdead in this room,
reduce their credits earned by the amount listed below.

Subtier 1–2: Reduce each PC’s credits earned by 159.
Out of Subtier: Reduce each PC’s credits earned by 229.
Subtier 3–4: Reduce each PC’s credits earned by 300."

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Starfinder Charter Superscriber

Didn't see a thread for this one yet, just had a question about one section (its possible I'll have more but I wanted to throw this one out there.) On page 12, one of the ways to resolve the conflict with Razor is a "Battle of Wits"

The "Battle of Wits" says "Attacking the opponent’s ships
involves an opposed Intelligence, Piloting, Profession (vidgamer),
or gunnery check."

There's just one, potential, problem. Razor doesn't have a skill modifier for Piloting or Profession (vidgamer), I'm really struggling to figure out how a well prepared PC doesn't just automatically win this trough opposed Piloting checks that Razor can't possibly match, especially at higher tier.

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Starfinder Charter Superscriber

That's fair, effectively picking a race isn't a 1st level choice. It's a choice you make prior to your 1st level choices(class, feat, etc.)

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Starfinder Charter Superscriber
Gary Bush wrote:
Right so another (differnt) battery is needed for the bridge. Glad you agree that jamming the door is not a valid solution for this adventure.

If you want to power both simultaneously you need two batteries there's nothing that precludes the same battery powering one location or the other. And saying i agree that jamming isn't a valid solution doesn't make it so(not only is it not true, it's also intentionally antagonistic).

"...several dead, brick-sized starship batteries are stacked on metal shelves. The topmost row is hooked up to an exposed power terminal labeled “Mess” with a black marker. Another power terminal is labeled “Bridge.” there's nothing in this section that suggests the batteries are in series or that the batteries are different such that one of the two batteries is only for the bridge and the other is for the mess.

Beyond that, it is actually impossible to have two batteries when you enter the mess for the first time, so just by the flow of the adventure you have to be able to enter the mess with one battery since the key to get into the captain's quarters is located within the mess and the captain's quarters is where you find the second battery. So in order for your reading to be true you would have to be arguing that the mess is independently powerable such that you can get into it but in order to get into the bridge you need to power both the mess and the bridge which isn't supported by the sentence you keep citing (no mention of connecting the two batteries, no mention of the power terminals being connected, etc. etc.)

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Starfinder Charter Superscriber
Bohz Kar'aht wrote:


I think I understand how the clarification is supposed to work. My question, however, is that, for example, lets say I recently acquired a particular race boon from a scenario or something. Would I be allowed to purchase a use of a Mnemonic Editor and alter my race to match the boon?

This is the second question in the OP, and as far as I can tell it hasn't been directly answered.

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Starfinder Charter Superscriber

A valid reading of "Another" in this context means you need to connect a different battery to the "mess" than the "bridge" to power both, not that you need a battery for the "mess" to power the "bridge."

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Starfinder Charter Superscriber
Gary Bush wrote:


How can a party get the door open to jam it without using the battery? The door is locked and the only way to open it is to using one of the two batteries found on the ship.

So the party does use a battery to open the Mess Hall door and jam it open. They still can't use the same battery to open the bridge door. Again because it is what is defined in the scenario.

You are acting as though the scenario is telling you that once a battery is attached it can't be detached and attached somewhere else. That can't possibly be true because you use a battery that was previously either powering a sparing dummy or energy field is used to power either the mess or bridge (but not both simultaneously.

Door Access, page 15 wrote:
Door Access: The PCs need to connect a functioning battery to the terminal labeled “Mess” to power the door to the mess hall (area B9), and they need to connect another battery to the terminal labeled “Bridge” to power the doors to the bridge (area B10), where the data they seek is currently locked. Functional batteries can be found in the sparring room’s sparring dummy in area B3 and the captain’s powered armor in area B6. Only these batteries work with the kasatha’s impromptu system; if a PC attempts to use a battery from a weapon (or similar), it proves insufficient and is drained with no effect.

You seem to be reading this to mean that they can't connect a battery to the "mess" and then unplug that same battery and reconnect it to the "bridge" all the bolded section reads to me, however, is that you can't use one battery to power both the "mess" and "bridge" simultaneously, not that you can't power the "mess" jam the door open and then use the same battery to power the "bridge." Your reading that once a battery is attached it can no longer be detached to power something else is not consistent with how any detachable battery works nor is it the only valid reading of the bolded section.

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Starfinder Charter Superscriber
Gary Bush wrote:


The challenge with this is that the scenario specifically states that a battery can only open one door. Jamming the Mess Hall door once it has been opened will not work to open the Bridge Door.

See the section called "Door Access" on page 15.

I'm not sure where you get that jamming the mess hall door wouldn't work. While that section says that you can't use the same battery to power both doors, and I certainly wouldn't allow a party to run extension cords from their ship (would they even have enough extension cords for such a purpose? My opinion is no.) There is absolutely nothing in the scenario that would speak against jamming the door and using one battery.

Having played this scenario and run it five times this is the solution we came up with when I played it and 3 of my 5 tables decided likewise.

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Starfinder Charter Superscriber
Ahpook The Destroyer wrote:

There is a disagreement at our table right now about the interpretation of the Vesk's Natural Weapons ability.

One perspective is that, except for being nonarchaic and lethal, they only work as described on the weapons chart for Unarmed Strikes, doing bludgeoning damage only, and only with arms legs and tail. no bite.

This is how I would rule it, if you're really interested in a biting vesk, I highly recommend the ring of fangs from Dead Suns 2, it is a weapon slot but it gives you 2x specialization instead of 1.5x.

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Starfinder Charter Superscriber
Micheal Smith wrote:


I was just arguing on the wording of the ability. It is POORLY written. Alot of people read it for what it says. Your drone only get s a swift action if you take a swift action. The way it reads as written, If the mechanic TAKES a swift action the drone CAN TAKE ONE AS WELL

I'm really confused what you're arguing here. Your drone can take a standard action regardless of whether you directly control it, it can take a move action if you use your move action to directly control it and if you use your swift action it can take a swift action. If you both take a swift action and use your move action to directly control it it can take a full action.

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Starfinder Charter Superscriber

Mostly correct based on my understanding:

Sandra Wilkinson wrote:

I just wanted to check with the rest of the collective that I have the available Race Boons for SFS straight in my head. Please correct me if I am wrong anywhere.

1. Con boons - can take the form of a random chance at a boon for the players or a confirmed boon for the GMs. Races rotated through mega-regions.

The random chance con boons are not race boons. Mega-region rotating boons are for GMing cons. There are also different boons that were given out for GMing Gen Con(which will likely also occur after Origins/Gen Con next year.)

2. RSP Boons - GM Only, confirmed after 12 games.

Sandra Wilkinson wrote:


3. Players' Boons - Players only, confirmed after 6 games.

The current year has a few different playable races after 6 slots worth of games(AP counting 3), and one after 12 slots worth of games(AP counting 3).

4. Promotional Boons - given away during online events/interviews, currently Skittermanders.

Have I missed anything??

By my calculations, the only people who miss out on a chance at a race boon is GMs of non-RSP sactioned games. Be nice if we could see something for them, maybe they can tick off the players boon.

Yes, there is no chance of getting a boon for GMing a non-RSP game, nor do you earn credit toward the boons available through method 3.

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Starfinder Charter Superscriber
Kahel Stormbender wrote:
...there will be times when wearing armor and visibly carrying weapons is a Bad Idea. But having a space suit available would be socially acceptable in those situations, assuming you need the environmental protection.

I cannot imagine a situation where it is socially acceptable to wear a space suit but not armor. As for weapons that's what the level 1 glamered fusion is for.

Kahel Stormbender wrote:

Or you're on your ship. Does the party wear their armor 24/7, even to bed? Probably not. You don your armor when you're expecting trouble. Such as when you know you're about to explore an unknown planet.

Otherwise, the party's weapons and armor are probably locked up in the ship's armory.

Why would your armor be locked in the armory? That doesn't make any sense, it's something you wear literally every day, would a pathfinder paladin lock their full plate in the armory?

Kahel Stormbender wrote:
And since it doesn't specify how long it takes to put on a space suit, it's probably no more difficult then pulling on a normal outfit.

As above, this would be subject to gm discretion.

Kahel Stormbender wrote:

I don't know about you, but I can get dressed in maybe 15-20 seconds tops. Putting on shoes might take a bit longer, but not by much (once I get to it). That's from pulling cloths out of dresser to they're on my body in at most 20 seconds. I might still be putting on a belt by that point (if I need one), but I'm essentially done getting dressed. And if I'm in a hurry, I'll opt for pants that don't need a belt anyway.

Beyond which, having a cheep backup isn't a bad idea anyway. It's not comb at worthy, but you're not buying it for combat usage.

Donning armor takes 4 rounds, so 24 seconds, that seems to not be any longer than your example of putting on clothes. As to your backup you can wear second skin under clothes, so that's your back up and a common first level purchase.

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Starfinder Charter Superscriber
Heather 540 wrote:
I actually stopped buying the kits. They often had things I didn't really need and I could buy just what I did need for cheaper. What I buy usually depends on what the class my character is, but it usually goes like this: melee weapon, ranged weapon with ammo, rope, lamp oil, flint and steel (if the character doesn't know Spark), backpack, bedroll, belt pouch, water pouch (hip flask if character knows Create Water), rope, and rations. Depending on the main melee weapon, I'll buy either a dagger or kunai to cover damage type.

This is a thread about Starfinder.

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Starfinder Charter Superscriber
Saashaa wrote:
Why not allow taking 10? The time frame on this in-game is hours. Admittedly I despise the d20 and its swingyness. Overall, I think it should be an option as it can allow more time for flavorful storytelling and less focus on rolling dice and adding numbers.

I'm confused by this comment, taking 10 takes just as long as doing the action normally so the time frame doesn't actually matter.

I think ultimately the problem with take 10 in Starfinder is that the numbers are finely tuned such that the DCs scale to about a 50/50 success allowing taking 10 will basically mean auto success in every situation that calls for a dice roll, why play a dice based game if you can automatically succeed without rolling on everything outside of combat, it makes skill focused encounters way less than meaningful than combat ones. That, in my opinion, takes away from storytelling way more than any number swing possibly could.

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Starfinder Charter Superscriber
mswbear wrote:

This is great.

I just wish that Paizo would up the release schedule of AP volumes to one a month instead of every other month. I feel like lack of content and long waits between content could hurt what was initially a lot of success and potential momentum.

They're upping the SFS releases to 2 a month which means that by July of next year if you take 12 hours to complete each AP part there will be 152 hours of content, seems pretty reasonable to me, that's 38 weeks at 4 hours a week.

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Starfinder Charter Superscriber
Joe Jungers wrote:


Wouldn't this situation entail applying the boon twice to the same character? Thus getting credit twice for the same adventure on one PC? I thought this was disallowed.

The boon is applied to a different character than the one the chronicle is applied to(or I guess technically the same one if you play this with a half-orc). You don't apply the chronicle sheet to the same character twice you apply a boon earned from a chronicle to the same PC twice, as far as I'm aware there's only a prohibition on the former not to the latter.

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Starfinder Charter Superscriber
Gary Bush wrote:
Just to be sure I understand because we are planning on offer 1-07 at our Boys and Girls Club Con here in Omaha in February (Can a shameless plug be considered a selfie??), 1-07 will be out by February. right?

1-07 is out now. Or do you mean something else?

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Starfinder Charter Superscriber

Echoing BretI:

Clothing, Professional (5 Credits) - +1 to Profession Checks for Chosen Profession(read: Day Jobs at the very least), this is also useful outside society play if you chose to take a profession.

Professional's Tools (20 Credits) - +4 to Profession Check for Chosen Profession. Same as above.

Also these toolkits:

Trapsmith's Tools (20 Credits) - +4 to Engineering or Myticism Checks to Disarm Traps

Navigator's Tools (20 Credits) - +4 to Survival when Orientating (which may or may not come up.)

Hacking Kit (20 Credits) - Need it for Computer Checks

Engineering Kit (20 Credits) - -2 to Engineering Checks without One

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Starfinder Charter Superscriber
pithica42 wrote:
I keep seeing "corpsefolk" mentioned in various places, but I haven't seen them actually written up anywhere yet. I'm not sure if that's the same as zombie lords or not. Based on how they're used/described, they appear to be intelligent zombies. Is that the same thing?

It seems like they are this is what the PFSRD says about zombie lords,

"Zombie lords are the fleshy counterparts of skeletal champions—intelligent, cunning, and envious of creatures whose bodies aren’t rotting away. Despite their decaying flesh, they are not slow like common zombies, and can easily pursue fleeing prey. Zombie lords are more powerful than common zombies and retain their class levels."

DS3 contains this line, "a corpsefolk— an undead zombie that retains its intelligence and personality—named [Spoiler] also hates [Spoiler]. So it seems like yes, corpsefolk and zombie lords are much the same.

Alayern wrote:


Granted, that species name is vague enough that it may even turn into a template too. Vesk Corpsefolk? Maybe. Elebrian Corpsefolk? Absolutely. I am interested to see if they do make this into a player option, as corpsefolk is just passive-sounding enough that I doubt it's an antagonistic species by default.

DS3 seems to think that corpsefolk is its own distinct race/thing because the stat blocks say things like, "(N male corpsefolk)" versus a template graft creature like a bone trooper which has the stat line "(NE female elebrian bone trooper envoy)" or for ghoul "(LN female human ghoul)"

I definitely think corpsefolk are going to be the undead playable race in Pact Worlds.

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Starfinder Charter Superscriber
Jhaeman wrote:
Just curious how people handled the friendly banter with the Manta Corps? I know it's a very small part of the scenario, but I'm not sure how to introduce it in a way that doesn't appear forced.

I've run this 4 times, each time I've went about it slightly different, from just telling the PCs about the Manta Corp people to doing social encounter, and each time it feels out of place, but I'm not really sure how it can't because of the nature of where the encounter is and how it takes place.

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Starfinder Charter Superscriber

Failed interactive special.

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Starfinder Charter Superscriber
Jhaeman wrote:
Are the Convention specials something that will be later released for regular play? I'll be a bit bummed if there's stuff I can't GM for my regular group.

If they follow the same standards they do for the PFS interactive specials, they will be available for other conventions which meet whatever criteria they normally apply to those but not for one off tables for your regular group (due to the nature of interactive specials.)

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Starfinder Charter Superscriber
Perdue wrote:


I've not seen anything that limits the level of the upgrade you can put in armor like with weapon fusions. Did I miss something? Or maybe character level is what you are referring to. I have noticed that all armor upgrades only take 1 slot, with the only exception being force fields.

Yes, more that you can just fill your armor with lower level items (perhaps 2 and 2 was a bad example because it makes it look like you're putting enough to get to 4.)

Perdue wrote:


But to the original question: I think this is to be expected. If you had to go and complete upgrade just your weapons and armor every level, you'd run out of cash quick. So it makes since that there would be certain level plateaus. I've not looked to closely to see when those might be though. I'm only now getting to my 2nd 3rd level character.

While we have limited data, it looks like there's going to more credits given out in Starfinder Society than what is provided in the total WBL curve(to allow for selling at 10%), so you might be able to purchase armor and weapons at close to every level and still be able to buy some other stuff, but I have not done the math on how much the stuff costs just how much over WBL you'll be.

Here's what the credits for SFS looks like at early levels with some base line assumptions.

Spoiler:

Right now it looks like Tier 1-2 is around 750;
Tier 3-4 is around 1500;
5-6 is around 4k

WBL is
1st 1000
2nd 2000
3rd 4000
4th 6000
5th 9000
6th 15000
7th 23000
8th 33000

so at current rate you'd be 1000+2250=3250 at 2nd level so 1250 above not taking dead equipment you have to sell into account

at 3 you'd be 5500 again without equipment selling versus 4k

at 4 you'd be at 10k versus 6k without dead equipmenet

at 5 14.5k versus 9k

at 6 26.5k versus 15k

so at 6 to maintain WBL you'd expect to have 11k worth of dead equipment

We don't know anything about tier 7-8 yet so that's as far as we can take it, but it seems pretty generous.

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Cora Jex wrote:

Now if only I were a vesk, I could take advantage of those opportunities with my big tough claws...

Well, at least ysoki get to store stuff in our cheeks, so there's that. ;)

I know its not really relevant for this adventure, but I highly recommend investing in a Ring of Fangs at 3rd level, lets you threaten with a bite even if your hands are full.

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Starfinder Charter Superscriber
Claxon wrote:

Can someone please quote the rules text for Necrotic weapon property?

While it seems like it's something for undead only, this thread has piqued my curiosity.

Sure.

Necrotic Weapon Special Property wrote:
Necrotic: A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy (such as the targets of a death ward spell) are immune to the cold damage of a necrotic weapon, and the cold damage of necrotic weapons affects only living creatures. Undead creatures targeted by a weapon with this property not only take no damage from the cold but also gain temporary Hit Points equal to the weapon’s item level. These temporary Hit Points last for 10 minutes, until expended, or until the undead gains a larger number of temporary Hit Points from a necrotic weapon. A creature can benefit from only one source of temporary Hit Points from a necrotic weapon at a time.

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Starfinder Charter Superscriber

There's quite a few gaps in some things, there was only so much space in the book afterall, but I would hope that Starfinder Armory in July fills in a decent amount of stuff.

That being said, I would raise two points.

1) Most weapons don't get an upgrade in damage dice between 1st and 6th level, so you're likely not falling behind the power curve by waiting to upgrade your weapon.

and

2) Armor Upgrades can stack in an armor as long as it has multiple slots to fit them, so there's no reason you need to get the 4th level upgrade when you could get 2 2nd level ones. That being said, there are a decent amount of armor upgrades in every level right now.

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PaladinDemo wrote:
Ok. What about half breeds like Dhampir and Samsaran?

Those things are not currently stated in canon Starfinder, so whether they could would be up to your GM.

Jimbles the Mediocre wrote:
We might be getting rules for undead PCs in the next hardcover, though, so necrotic weapons might become more useful in the future.

Beyond the above thing about necrografts I mentioned, we are definitely getting an undead playable race, from the Pact Worlds product page,

Pact Worlds wrote:
New playable alien races, from undead Eoxians to Castrovellian plant-people.

Based on the contents of the Dead Suns adventure path these two playable races are likely called:

Undead Eoxians: Corpsefolk
Castrovellian plant-people: Somana Tree-Sages

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Starfinder Charter Superscriber
The Masked Ferret wrote:
Per the grapevine (and Know Direction), the new March repeatable will be Tier 1-4 and have starship combat.

This is interesting because the blog post from last week says the new repeatable is coming in April, so either we're getting on in March and one in April or one of the sources (which both come from Thursty) is a misstatement.

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Starfinder Charter Superscriber

Oooh, this is the perfect thread to mention something I've been mulling for a few days.

Necrotic weapons do buff undead, but there's a key point that I think people might not connect: Necrografts. Necrografts grant you the Necrograft Subtype which says,

Necrograft Subtype wrote:
Creatures with this subtype are also damaged by spells that damage undead, and can be subjected to other undead specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature, but does affect undead, the creature can be targeted, but it gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0). (emphasis mine.)

So therefore, it appears, RAW that non-undead with necrografts can benefit from the temporary hit points from necrotic weapons. This is a pretty big boost that might make up for, in addition to the benefits of the necrograft or discounted price normal augmentation, the downsides to being treated as undead in other contexts.

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Starfinder Charter Superscriber

The answer is yes, it's been officially answered in the GM section for that adventure. It's the forums that aren't expanded in the society page.

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Starfinder Charter Superscriber

I'll respond for visability, my initially thought was no to both questions but then there is this line from the Woiokos entry,

"Amphibious: Deepborn woiokos can breathe underwater (thanks to the aquatic subtype), but they can also breathe air and survive on land."

So apparently whoever designed the Woiokos thought that PC versions got the traits of the subtype, which are "Traits: Swim speed, water breathing, Athletics as a master or good skill; if it can breathe air, it also gains the amphibious special ability."

So my new thought is that they do in fact gain darkvision, as that is listed as ta trait of the aberration type, although there is some wiggle room as the phrase for traits says, "Traits: The listed traits are usually innate to all creatures of the type, so it is recommended that a creature with this type gain them" but since NPC barathu get this trait, I think its fair that PC barathu get it as well.

Now as far as the +2 saves, I would say no and that is because of this line for adjustments in Alien Archive,

"If you want to give an NPC a class graft (see Step 4), you should use only the adjustments entry for the creature type graft or the adjustments entry for the class graft, not both—decide whether the adjustments from its class or the adjustments from its creature type are more important and apply only those."

So I would argue that since all PC barathu have classes they get their class saving throws and not those granted by the aberration type adjustment.

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Starfinder Charter Superscriber

Yes, but its not entirely clear how exactly it works, from the CRB:

Quote:

Grenades, ammunition, and other consumable items can benefit

from fusion seals, but the fusion seal is destroyed when the
item is used.

Grenades have item levels and are much like other weapons in their use, so that one is pretty easy, trick a grenade as being able to have fusion seals up to its level, for ammo, and especially batteries its not entirely clear. Which item level are you supposed to use if you apply a fusion seal to a piece of ammo rather than the weapon itself? The piece of ammo's item level? It seems silly to use a fusion seal in this way since your ammo's level is almost invariable going to be lower and the cartridge will be used up, for batteries its even more confusing, does the fusion seal lose its magic when you discharge the battery?

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Starfinder Charter Superscriber
Hebert Ricardo Magno wrote:
Central America and South America are considered Southwest Region ?

According to this http://paizo.com/organizedplay/coordinators : "Southwest (Eric Brittain)—California, Nevada, Utah, Colorado, Arizona, New Mexico, all of Mexico, all of Central America and all of South America" (emphasis mine.), yes.

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Starfinder Charter Superscriber

Another question, during the scenario there is a skill challenge which has 6 skill checks (of different skills), based on the number of successes you are granted certain bonuses at various times during the scenario, additionally, if you get 3 of 6 successes you can get one success toward the two required(of several options) for the secondary success condition.

Because of the nature of additional benefits being derived from these successes, I ruled that the players could not take 10 on these checks. I used as my justification two components, the primary justification was the following lines from take 10, "taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure's story." I ruled that this was a crucial effect as a key part of the adventure's story because it was directly implicated by the secondary success condition. Secondarily, I ruled that negotiating with a Drow in Nightarch was an inherently stressful situation and therefore taking 10 was not available under the "you can’t take 10 when the GM rules that a situation is too hectic or that you are distracted."

While I realize that the ability to take 10 is ultimately GM discretion and therefore up to table variation, do others think that taking 10 should be available in this situation?

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Starfinder Charter Superscriber
steven lawson wrote:

Not many things from Golarion.

It's been what, 10,000 years since The Gap.

Its been 317 years since the gap.

steven lawson wrote:
Parasitic Organism, think Venom or Carnage.

There's one of these in 1-05, whether it will get stated or not is anyone's guess.

steven lawson wrote:


Split Races, a species that can separate themselves into multiple parts, each acting on their own accord.

Reverse barathu!

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Was Thursty channeling his inner poppy with this:

""Two is a pretty cool number. I hear a lot of people talking about two in recent months. Lots of questions and comments about the word two. What is two? What does two mean to you? The dictionary defines two as "equivalent to the sum of one and one." Did you know that two is the smallest and first prime number? Two is also the only even prime number. Did you know that a honeybee must tap TWO million flowers to make one pound of honey!

There's just so many interesting and fun facts about the number two...""

https://www.youtube.com/watch?v=n06FqMYa3eI

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Starfinder Charter Superscriber
Preston Hudson wrote:
The post I linked to is the official word on the question of when the Claim to Salvation chronicle can be applied from Thursty (Thurston Hillman). If a clarification is made by message board post by either Tonya, John, Linda for PFS, or Thursty for SFS, it is considered official.

Yes, that's the thread linked in post 5.

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The last 6 responses really confuse me, this is a one page thread where that question was answered on post 2 (with a link on post 5 to the official response) and posed again on post 11.

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Rafael Taramona wrote:


You know whats clear enough for me, that players get to play with their actual PC's.

Why? There's at least two places within the scenario where it is specifically stated that is not the case. I'm not sure how "Claim to Salvation has each player take control of one of the seven 4th-level Starfinder iconic characters." Could be any more clear. Ditto, "...designed for 4th-level pregenerated characters" compared to, for instance, "Starfinder Society Scenario #1–02: Fugitive on the Red Planet is a Starfinder Society Scenario designed for 1st- through 4th-level characters (Tier 1–4, Subtiers 1–2 and 3–4)."

I'm not trying to be antagonistic, nor do I have a horse in keeping it pre-gen only (especially since the only benefit to playing it with an actual character over a pre-gen is the ability to do a day job check.) I'm just not seeing at all where the confusion could lie when looking at the actual body of the scenario.

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Starfinder Charter Superscriber
Rafael Taramona wrote:

Claim to Salvation special.

Can this scenario be played with existing starfinder 3rd level pc's or ONLY pre-gens?
Actual ruling on this please.

Why is:

"Claim to Salvation has each player take control of one of the seven 4th-level Starfinder iconic characters." p4. It further goes onto say, "Unlike other Starfinder Society Roleplaying Guild scenarios, this scenario focuses on an event from the Starfinder Society’s history. The iconic characters for this scenario are not—at least not yet—Starfinders, and instead represent intrepid mercenaries hired for a single mission. In addition to the character backgrounds listed on each pregenerated character, you can learn more about each iconic character on that PC’s respective blog on paizo.com." (emphasis mine).

And also the front matter, "Starfinder Society Scenario #1–00: Claim to Salvation is a Starfinder Society Scenario designed for 4th-level pregenerated characters (Tier 3–4)."

Not clear enough to you?

Not saying you can't call for an official clarification but it seems to me to be pretty clear that this is a pre-gen only special.

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Starfinder Charter Superscriber

One of my players asked the following:

"Could I decide to throw away every digital device I have, buy new ones, and therefore "get rid" of the negative boon of AbyssHead Download ?"

Of course this presupposes the boon is negative, which I'm not so sure it is.

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Starfinder Charter Superscriber
Patryn- wrote:

Is there any consensus on if/how Natural Weapons racial ability and Ring of Fangs stack? These are the rough arguments I've seen:

2x:
Natural Weapons and Ring of Fangs both give a modified specialization bonus. You just apply the higher of the two.

It's definitely this one, while there's no other instances of competing specializations I can think of, its pretty clear that if you have two versions of specialization they are meant to replace not stack.

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Starfinder Charter Superscriber

This is awesome, time to go create my -722 to -731 characters, I'm a bit surprised, however, that draelik made the cut of allowable races due to their background (sort of ditto Witchwyrd). This means that there are currently boons out there (or at the very least announced) for every race that has stats in a released starfinder product except Dragonkin, Elebrian, Goblin, Reptoid, Shobhad, and Urog and one of those hasn't even been officially released yet.

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Starfinder Charter Superscriber
David knott 242 wrote:

you can claim "None" as your choice for game mechanics purposes and then say whatever you like in character about your character's beliefs.

Again, no, because you have to mark the deity you worship, if any, per step 9 of the character creation process. You can't backend around this step by putting none and then actually worshipping a deity in character. If you could what is the purpose of picking a deity at all in step 9.

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Starfinder Charter Superscriber
David knott 242 wrote:
It looks like you only have to select a legal deity to worship if you have the Priest theme. Otherwise, the Deity entry on your character sheet could be left blank, and you could claim (in character) to worship Calistria, Bob, the Flying Spaghetti Monster, or anything else you want.

That's not the reading I get at all. If legal deity selection was only for those with the priest theme the first clause in that part of the SFS guide wouldn't exist at all.

Beyond that, you can't just leave this section of your character blank and do what you want roleplay wise the character creation process is very explicit on this point, if you worship a deity you must note it during step 9 of the character creation process:

"Deity: Note the deity your character worships, if any. See page 482 for more information on religions and philosophies in Starfinder."

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I'm trying to figure out the slides thing, paizo is blocked at work so it may be a few hours til I can get it to work.

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Starfinder Charter Superscriber

The rules are pretty clear (although what it means by a deity appearing in an AR isn't really clear:

"Characters can worship any deity or philosophy listed on page 482 of the Starfinder Core Rulebook, or any other source listed in the Additional Resources document. Characters with the priest character theme must choose as deity or philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of the character’s alignment."

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