It helps a lot, and I cannot thank you enough. I will certainly come back from time to time, if some new examples appear in my games, but yeah, it helps a ton. I realize that a lot is at the appreciation/ description of the GM: does the bad guy is occupied with other team members, and so on. I guess playing the most logically possible while trying to stick to rules we know should be enough to go through most situations.
Thanks a lot really appreciate you taking the time to help :) You are awesome! Some more questions (sorry I realize I ask a lot, but that's because I will soon have to play and G master it and would like to be less of a noob) because it's still a little nebulous for me, as to how and when to apply bonus and malus.
I enter a room (operative ghost 5 with holographic projection and cloaking field), a BadGuy sees me, we roll initiative and I got it. rd 1 - I use Holographic projection (making 1D4 clones of myself) (standard action)
rd 2 - I use a trick attack, shooting him while moving 1/2 speed to go to him and also using stealth as part of the move (my cloaking field is still active). Is that still ok? can you use stealth (which is part of a move action in the move given by a trick attack?
He uses his melee weapon to hit where he thinks I am. And so on. Basically my questions are: stealth is a part of a move action, can it be used as part of a trick attack (which is a full action with a move included in)?
So I've a Ghost Operative lvl 4. Soon, I'll get Cloaking Field. And I'm still lost between Cloaking field, stealth, concealment, total concealment, cover, unseen, aware of presence, aware of location, perception checks (when), light and invisibility, precise senses and imprecise senses. Is there a good guide over there for that? Or can someone explain it to me with some good examples covering most cases? Example: About cloaking field, it says it does not end but it ends that particular attempt, does that mean when I attack (after putting the cloak then sneaking), I can still maintain total concealment if I make another stealth vs. perception check immediately after?
Thank you all for all your answers. I can now see all possibilities thanks to you. Our GM want space fights so I have no doubt about either possibilities being okay with him. All have their pros and cons but all are doable (even if not by RAW, which is not a priority for all of us as long as it allows the gameplay to flow and stays in the spirit of the game). I don't know what he'll choose but in my opinion, at least at first, doing 2 actions per round seems the best option. Beginning at level 1 (with a Tier 2 ship), we'll have not yet met NPC and it could be actually fun to recruit them in time. You all helped a lot, thank you so much.
Our GM will have us play, but we will be only 2 players. We also will have a starship. How exactly can you fill all roles on the ship with 2 players. I'm not sure I understand how it works. It seems starship combat is only made for 4 to 6 players with roles. Minor crew actions can only be taken once per round, so it leaves some roles unattended, and for a campaign where we'll have combats in space, rather limited. How would you adapt rules for a campaign for two in spaceship combat?
My hubby and I are going on holiday. I intended to GM a Starfinder adventure just for him where he'd play a ghost ope but I have no idea about the story. My opinion was to make him 3rd lvl. We are not new at playing rpg, so are looking for an interesting story (no bashing, monster, treasure type) but I am very new at being a GM. I had an idea where his group (outlaws) were all killed at the end of an operation, and where they'd have being betrayed. He'd have to discover who betrayed them. This could be rival outlaws, or even a member of his own group (mission impossible style). Why, I have no idea right now, though. Money, power, pardon of the authorities, threat to a family member... ? Anyone with ideas to complete mine (because it's rather fuzzy in my mind right now), or completely brand new ones? Thanks
I was trying to build an ghost operative focused on speed movement and melee attacks, with just a dip in blitz soldier. I wondered which speed movements buffs did stack or didn't. What do the rules say there please? Niv 1 blitz 40 (Rapid Response blitz)
Beside the cybenetics which is labeled "enhancement" I don't see any type so does that mean all speed boosts stack together?
Hello, I plan to play a ghost operative, with some focus on speed move. I am curious, would you consider a dip of 1 level in Blitz Soldier a good move or is it not worth it? I mean +4 initiative and +10 in speed seem great (+ the fact that I could use grenades if needed, or almost any weapon.) but I'm no expert in minimaxing. On a larger scale what dips would you think worth it for an operative, if any? Thanks.
Thanks again. I absoluterly am very grateful for all the help and ideas. It's amazing to see so many possibilities in characters. That could be fun. Not a fan of scribing spells (I tend to like to fight more than casting scrolls) but after the fight, or when you have time to prepare, it's useful.
Since I'm a noob in Pathfinder (so is the other player and the GM) (we played AD&D 2.5 though, so the system is not completely alien to us), does Unsanctioned Knowledge just add 1 spell to your list of spells you can cast (for example, with 16 cha, at level 7: 2 lvl 1 spells, 1 lvl 2 spell) , or does it add that spell to the number you can cast per day? Sorry my question really must dumb to you. I imagine it just add it to your list. If that's it, is it worth taking that so soon? I mean at level 5, I'll only be able to cast 2 level 1 spells. I intended to max Use Magic Device. Wasn't sure it was necessary, but if you tell me it's worth it, I'll gladly follow your advice. I'll try to fully understand how the skill works too (I get the basics, but it seems rather complicated when you go further) @Java thanks. Right, and there is also the fact that keen on bonded weapon will only be twice a day at level 9.
Thank you again. I have to check all that and see what will be best. I'll definitely take 17 str. Staggering seems cool. I'm more reserved about angelic blood > angel wings because poor maneuvarability and 20 speed is not that good at level 11. But it could be fun, even in a RP POV, I'll definitely think about it. About Unsanctioned Knowledge what spells at each level would be worth it (that the paladin doesn't have)?
Also with Greatsword (maybe changing it lvl 10+ to falchion), are the combat feats chosen all right?
Thank you. I intended to take Weapon Bond. I don't think we'll have a huge use of horses, (I'm also uncomfortable using charge and horse rules) and I think weapon bond gives me more range of action to be effective against all types of enemies we'll encounter. I'll probably take 1 point or so in ride anyway. I also really like the oath of vengeance archetype for the extra smites it gives, even at level 4. And it's not compatible with the Chosen One. Also I probably can drop to 8 in wisdom (-1) but probably not less, and I'd prefer not: perception (with the trait) will be a class skill, and maxed (with 14 int it's not a problem). Also the GM tends to dislike total dumping of stats, and may well use the weakness (I know him! He totally would). But 8 in wisdom could make STR or CHA go up to 17, which could definitely help, and make it a 18 at lvl 4, which would be great, you're right. What feat would you dump to make room for a healing feat in my build?
Hi, everyone. OK, I need some advice. First I apologize for not writing a good English, it's not my native language. I'll try to be as clear as I can. I need your help to create both the most helpful and the most optimized character, given the imperatives we have.
The GM (my hubby) will gm to give us a chance: he's not out there to kill us. But let's face it, we're both rather new to Pathfinder rules (but not to RPGs).
I'll play a paladin, and the other player probably a Swashbuckler. We'll both be Aasimar (imperative of the campaign). We'll start at level 0 for 1 adventure aged 10, then will follow up years later with our created adventurer. Knowing all that,
Paladin lvl 1 Oath of Vengeance archetype. 20 points build.
Str: 14 (+2) = 16
Traits:
Feats:
Weapons:
Favored class bonus:
Skills:
Did I forget to mention some things?
Does that seem viable to you? What would you change (stats, skills, feats...) (knowing the background and players) I'll any advice you could give me. Thanks. |