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Cindersnake

evilrobotgames's page

Goblin Squad Member. Starfinder Charter Superscriber. Pathfinder Society Member. 16 posts. No reviews. No lists. No wishlists.


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Starfinder Charter Superscriber

Page 293 under crew it says page 316 will tell us how to stat out the crew of a starship. Page 316 lists the roles but does not tell you skills or ranks. The paragraph on Crew level on page 326 seems to be it.


Starfinder Charter Superscriber

Ringworks Wanderer, according to my spreadsheet it costs 25 build points which is fine for 1/4 tier, but it does that running a Micron Light 50 PCU power core, but according to the Power Core chart the smallest Power Core designed for a Small starship is the Arcus Light at 75 PCU and 7 Build Points putting the Wanderer 3 BP over.

p310.


Starfinder Charter Superscriber

pg 312 STARHIVE DRONE MK III, crew quarters are listed as "basic" not common.

The Titan Hauler pg 313 freighter costs 240 out of its allotted 230 build points.


Starfinder Charter Superscriber

Is anyone else coming up with errors trying to rebuild the Example ships?
Kevolari Venture is 57 points (2 over) for a Tier 1.
Idaran Vanserai is 124 (9 over) for a Tier 4.
Thaumtech Omenbringer 468 (18 over) for Tier 14.


Starfinder Charter Superscriber

Thirding the subscription upgrade and gencon pickup question.


Starfinder Charter Superscriber
Oceanshieldwolf wrote:

How does this Campaign Setting align with the announcement by Paizo of the Starfinder Campaign Setting and ruleset?

BTW - the gallery makes me excited for the Campaign Setting/products - liking some of the multilegged vehicles/behemoths especially...

Since 2007 Galaxy Pirates has been a passion project, In 2012 I did some playtesting of a core book that was a pretty straightforward mashup of the Modern/Future SRD and the PFSRD. This was prior to Pathfinder Unchained and didn't integrate anything from Ultimate Combat or the Advanced Race Guide. I started rebuilding the Alien races with the Race Guide. I slowed down my worldbuilding as well work on the Core Rulebook. I started looking at small products I could release from the available material which would let me build some momentum as a Publisher and learn any rookie mistakes 4-8-16 pages at a time.

When Starfinder was announced I had two freelancers working on a racebook and a setting location guide. Those writers and my playtesters all asked what was going to happen to the project if Paizo was doing their own scifi game? I said that Disney has Star Wars plans out for years, Paizo is releasing a scifi and game I don't think its time to let off the gas, if anything it's time to open the throttle. So my immediate plans for Galaxy Pirates are to make Pathfinder compatible setting material. Equipment, Weapons, Armor, Races, Monsters, Worlds and at least one Adventure.

Paizo making Starfinder lets me focus on the setting and not have to worry as much about Starship construction/combat and some of the other core book issues that were on my to do list. Starfinder also creates a market I was otherwise going to have to try and crack myself.

I'm glad you like the gallery, it is about 20% of the assets so far, there are 160+ images in the folder I keep on my ipad to show people what I'm working on. I'm putting more and more assets online in themed galleries like these below.

http://www.evilrobotgames.com/KatarFleet.html

http://www.evilrobotgames.com/RobotGallery.html

Robots are pretty decent sized part of the setting as allies, tools, and adversaries. There are a few design articles that deal with my art direction of creating the robots in addition to the design articles on the site which talk more to revamping Modern SRD rules artifacts.

http://www.evilrobotgames.com/Artwork-104.html

Paul


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Starfinder Charter Superscriber

We have a couple of replies already, I pieced together some more notes about our visual equipment theme.

Visual Gear

Also introduced the notion that all gear in the setting will have a Chemical, Mechanical or Electrical power source which might come up if there is a power surge or lightning strike and make resource management a little more interesting. An Electromagnetic Pulse could be the Mage's Disjunction of the setting with the caveat that with Disjunction you can't just replace some fuses with a repair check and maybe get all your magical gear back.

Paul


4 people marked this as a favorite.
Starfinder Charter Superscriber

Evil Robot Games is looking for Freelance writers and game designers to invent new gear and reinvent existing D20 Modern and Future equipment for our Galaxy Pirates campaign setting. The idea behind this project is not to copy and paste old gear from sources over a decade old, but to create new items to fill the same in-game needs. This is an Open Call, if you've never written professionally before, now is the time to start.
Project Length: 1,000 to 2,000 words for multiple pieces of gear, several slots available. Smaller Projects (100-300 words) could be allowed to accommodate new writers with an intriguing single item pitch.
Pay Rate: 2ยข per word.
Additional details: Galaxy Pirates is a Science Fiction campaign setting for the Pathfinder RPG. Equipment will balance and cost as Wondrous Magic Items. Initial project items are focusing on equipment used to help you see (contacts, glasses, goggles, eyes, rifle scopes and sights, throwable cameras) and Light Sources (matches, lighters, glow sticks, flares, candles or LED equivalents, flashlights, lanterns, Laser Sights/Designators, Dazzling and Blinding Grenades). This tightens the design space that I need to evaluate. Allowable sources include D20 Modern(Future) SRD, any material that is open content per the Pathfinder Resource Document.
Contact evilrobotgames@gmail.com with the Subject title: Galaxy Pirates Equipment writer. Please include a writing sample of 500 to 1,000 words, samples should ideally include flavor text and game mechanics, though not necessarily both in the same sample if you don't have it. Also please provide pitches for any items you'd like to submit.
Respond by: August 7, 2016

Future open calls would open up other equipment areas, followed by Feats, Weapons, Armors, Monsters, Classes, Villains, Maps, Encounters and maybe Adventures. Each time I'll try to provide information about the design area of interest and help you to be successful.

Some helpful information on Equipment Design
Equipment Guides

A little gallery with about 20% of the project's art for folks to get a feel for the setting.
Galaxy Pirates Gallery

Paul


Starfinder Charter Superscriber

The only luck I have had is finding Nick's posts in the notifications X minutes ago, hitting F3 to bring up find and searching the page for X Minutes which brings up a few entries for the notifications on the left but eventually gets you to the new posts. Would work for anyone's posts but I'm not seeking out everybody's posts unless I specifically engaged them, otherwise it's like fighting a Hydra.


Starfinder Charter Superscriber

Just found this thread, by day three I can say the class is thoroughly enjoyable, classmates are a wealth of information as is Nick.

Paul

Goblin Squad Member

8 people marked this as a favorite.

I've been playing the TT game for years now, have shelves of the books, played a bunch of the adventure paths and I'm not certain where even a tiny grain of PVP inspiration comes from.

I kill a random townie, the guards and the watch arrest me. Some random player kills me, the guards and the watch should grab him.

Seems like we ought to be off killing Goblins and Demons and taking their loot.


1 person marked this as a favorite.
Starfinder Charter Superscriber
Quote:
I'm confused. I thought the class levels equivalent of your mythic level equaled half the value of your mythic values added to your total mythic level value? So a Mythic Leveled 6 person was actually level 9?

So what was said, is that encounters would/should be balanced as if characters had Mythic levels equal to half of their class levels. There are 10 Mythic levels that parallel the class levels.

It was also mentioned that if your GM holds back on the Mythic levels a little it 1 or 2 should not be game breaking, the fights would just be harder. GM is likewise free to give them faster +1 or +2, but as you'll see below that might not be all that useful.

Character/class of level 6 still hits as hard as a level 6, the AC is still that of level 6.

A specific example that came up was that if the GM gave a Champion enough Mythic levels to get the Precision ability which reduces the penalty on Interative Attacks by 5, it would not do the player any good before level 6 where they get their first Interative attack.

It was also said that a creature CR 5 with 10 Mythic levels would not be as effective as a CR 15 because it would still have a CR 5 AC, BAB and Damage.


Starfinder Charter Superscriber

[Edit] I wonder if the Initiative ability will be like the Maharaja Rakshasha ability Extra Initiative?

Extra Initiative wrote:
When an encounter starts, a maharaja rolls twice for initiative. The maharaja acts normally on the higher of the two initiative counts each round. On the lower initiative count, the maharaja can take a single standard action.

I definitely heard the second initiative has full attacks like another turn, as others have mentioned this helps Boss monsters compete against 4-6 players in the action economy.

The Mythic Dire Tiger had Pounce too, at least that's my recollection.


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Starfinder Charter Superscriber

So I tried to read the whole thread before commenting.

I have 2.5 pages of notes from the panel, and at least 2 attendees had recorders on the table in front of Jason, I think a guy in the front row had a third.

At 2nd Mythic level the characters get an ability that grants them +20 on initiative and as others have mentioned could allow them to go twice.

I wondered how this would work with Rogue Talents that let you go first. Clearly as others have mentioned putting absolutes in a rule/game mechanic paints you in a corner. I second the +20/40 bonus instead of "always" notion.

Jason mentioned a Mythic Dire Tiger running all over the battlefield using this. Also mentioned was a Mythic Hydra doing the same with all 7 heads going twice. The monster version of the power was called Agile Stalker?

Jason mentioned a Mythic Fire Giant surrounded by a cloud of choking ash and all its weapons were made of lava.

Mythic characters auto stabilize and don't die until negative 2x CON, Sean said he had a Barbarian that didn't die until 3x CON, and had an ability that allowed him to fight effectively past 0 HP.

Immediately I wondered how long the Cleric would take to get the Barbarin back to 0, much less full HP. Somebody else asked the question.

Mythic Characters get extra HP, Cleric gets more healing, and the PCs can take an hour long break to regain a good amount of HP but must burn some of their Mythic Power to do so.

Mythic Cure Light Wounds heals 3d6, and 1 Point of ability damage?

At 9th level Mythic characters become Immortal, if killed they come back in 24 hours, but don't have their memorized spells, etc.

There is Mythic Damage which is hard to heal and stays with you.

There Mythic rules make use of Epic DR, it is called Epic because it already exists in the rules, the Warden still coming together has some abilities affecting this.

The Heirophant collects followers/worshippers and at high levels begins to grant them spells.

All Mythic characters must have a weakness, one of the playtesters (Eric?) had weakness to Material Wood. Crits from Weapons primarily made of wood Auto-Confirmed Crits, and even if you have DR, your weakness material ignores it. Character faced a Treant and said "I'm guessing that's primarily made of wood"

Trickster Path includes an ability to reroll weapon damage.

Oddly enough I went to the seminar hoping to ask rules design questions, but this was good too.

Paul


Starfinder Charter Superscriber
Ion Raven wrote:
Then why are Halflings so common in my games? Every group I have been a part of had players that played Halflings. You would figure if they were as bad as every one said no one would want to play them. That is not the case.

You know, that's the same reasoning used for humans. But I've played in games where elves were the predominant race. There's quite a bit to account to flavor. Certain people gravitate towards certain races. That's not to say that humans and halflings can't be awesome.

I'd rather have a bag of gummiworms than a sack full of lolipops. But you know, that sack full of lolipops probably cost more.

Last month I started playtesting a scifi RPG setting with 8 core races and I was totally flabergasted that nobody in the test group took a Human character.

I plan on trying to make the core races for the setting under ARG and see how they come out vs. the Race Creaton rules I have been using.


Starfinder Charter Superscriber
Mok wrote:
drumlord wrote:
Impossible. Find me one person's (or one company's) breakdown of the whole system and I'll find you thousands that disagree. Skills don't even all "equal" each other. Spells' values certainly don't match up. Feats? Forget about it. Try comparing them to each other and you'll just end up frustrated.

It's possible. It's just the amount of work that is put behind it.

I came to this forum because I am working on a Scifi RPG setting that needs lots of Races. My current effort has been to use the Race Creation Cookbook which claims to be Pathfinder compatible. They took three hundred monsters out of the SRD and modeled combats for each of them, and based their costings on how prevalent certain kinds of attacks were. Fire attacks were the most prevalent, so Fire Resistance cost more than Cold Resistance. All of the Abilities were costed using similar methods.

They also balance the costs of different Feats out by the character Class taking them a really bad example is Extra Rage is worth lots to a Barbarian and nothing to anyone else. It's nice that they present these costings by class, but when developing the 8 core races currently in my setting I had to average these costs, or sometimes pick the most expensive one.

I have had to make some decisions in favor of abstraction because there aren't any spellcasters in my setting. No Wizards, Sorcerers, Clerics etc, and no spellcasting Monsters either. So a lot of the numbers based on resisting Magic really don't matter to me.

I am still happier to use a Toolkit which at least considered these things before I throw away the detail I don't need in favor of abstraction.

So it's possible to do what you've described, and in my experience most people will need something somewhere in the middle.


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