johnlocke90's page

Organized Play Member. 2,150 posts (2,152 including aliases). No reviews. No lists. No wishlists. 1 alias.




Just looking at the listed examples in Tech Revolution and the health pools on gargantuan mechs are lower than a lot of PCs. For example, the Aeon Striker, Tier 6, has 66 hitpoints, 15 shield points and 3 hardness. Meanwhile, a level 6 soldier is going to have 100ish HP+stamina. It seems to get worse at higher tiers too.

It just seems bizarre that a 50ish ton mech can take less damage than the 200 pound pilot inside it.


1 person marked this as a favorite.

In real life, a businessman only has 50 years or so to accumulate wealth. However, some races of Starfinder can live a very long time. Providing quite a lot of time for compound interest to do its job.

A human who averages 6% post-inflation returns can turn a hundred thousand credits into 1.8 million. An elf with 200 years turns it into 11 billion credits. And a dragon with 500 years gets into the quadrillions!

How will this influence Starfinder societies?

I could see most major corporations run by competent Dragons who reasonably serve 500 year terms and own majority shares in the company. Even in middle management, imagine if your boss has another 150 years left before he retires.


Cache Concentration uses the max duration of the spell. Microbot Assault has no max duration.

Could I spend a resolve point to extend microbot assault, then rest to regain spells and resolve while still keeping microbot assault?

https://aonsrd.com/MagicHacks.aspx?ItemName=Cache%20Concentration
http://aonsrd.com/SpellDisplay.aspx?ItemName=Microbot%20Assault&Family= None


Was reading through the spells and noticed hurricanes are an effect you can use in spring, not summer or autumn.

Was this an error?

https://2e.aonprd.com/Rituals.aspx?ID=9


According to the CRB, the drift has a fair number of residents from various planes who got randomly sucked into the drift when someone made a jump.

Stranding angels in the drift seems pretty evil to me.


1 person marked this as a favorite.

I am thinking of making a follower of Erastil, and am trying to figure out what his church would look like in Starfinder.

I imagine he is worshiped on the colony worlds. Lots of smaller communities that immigrated out for new opportunities. Beliefs would be the same(heavy focus on small communities helping out each other).


Or at least release a short chart explaining everything. It makes conversion look way more complicated than it actually it and drives GMs away.

Quote:
Starfinder doesn’t use the concepts of flat-footed AC and touch AC, and instead breaks a character’s AC into two categories: Energy Armor Class (or EAC) and Kinetic Armor Class (or KAC). Weapons that deal energy damage (such as a laser pistol) target EAC, while weapons that deal physical damage (such as a longsword) target KAC. When converting a Pathfinder RPG monster to Starfinder, treat its normal AC as its KAC (if the monster functions in a combat role as defined on page 323 of the Pathfinder RPG Bestiary, add 1 to its KAC) and subtract 1 from its normal AC to obtain its EAC. You can ignore the flat- footed AC, because in Starfinder, flat-footed is simply a condition that applies a –2 penalty to both EAC and KAC regardless of the affected monster’s Dexterity bonus

Most of that info is unnecessary or redundant. That could functionally be reworded to

Quote:
KAC is equal to AC(AC+1 for Combat Role monsters as defined in page 323 of the Pathfinder RPG Bestiary). EAC is AC-1.

You save a lot of ink and reading. Even more if you cut out the Combat Role bit(which seems unnecessary given how small a bonus we are talking here).

The rest of the info is already covered in earlier chapters. Similar improvements could be made in several of the other sections. You could cut NPC conversion down to half a page reasonably.


In the CRB it states

Quote:

Starships in combat are constantly in motion, so it is impossible for a PC to cast a spell with the teleportation descriptor to travel between vessels. Even if a spellcaster has seen the inside of the target

starship, the relative speeds between two moving vessels mean that the destination has changed before casting the spell is complete. PCs can teleport only between stationary starships.

That would be equally true if you are teleporting to a planet.

Similarly, if I teleport from one side of the planet to the other, the rotational velocity is going to be different. On earth, your linear velocity of rotation is over 2000 miles an hour at the equator. Wouldn't that destination also change before casting the spell is complete?


Fusion Seals allow me to apply fusion effects to my junk sword, but to do so I would need to know the item level of it.

Any ideas?


There are a lot of interesting items to buy that aren't in the CRB(for example, a plasma cutter or thermite), but pricing them can be tricky. It would help to have a rough ratio. Going off the price of clothing, 5-10 dollars to a credit seems right.

Anyone else have a number?


1 person marked this as a favorite.

In the environmental rules, characters are expected to make fort saves each hour they spend in temperatures above 90 degrees.failure inflicts 1d4 nonetheless damage. 90+ degree days are the norm in summer for much of the world.

Your average farmer has 10hp and a fort save of +1. The farmer will fail over half his saves. On a day with 10 hours of heat, that means collapsing unconscious. A mildly unlucky day is fatal.

A month of weather like this would kill most of the population.


One of the big problems in Golarian is that killing chaotic evil people just leads their souls to the abyss where they become food for demons. Which just makes team evil stronger.

That got me thinking, why not use soul gems to trap and then destroy the chaotic evil souls(by using them as crafting materials for instance)? Seems like the logical alternative.


According to the feat Shield Master, it negates any attack roll penalty made with a shield while wielding another weapon. A shield itself can count as a weapon, so if I read this right I can dual wield shields and ignore the normal attack rolls penalty.

This brought several other interesting possibilities to mine. Power attacking without shield penalties, combat expertise, fight defense, etc.

Anything I am missing?

http://www.d20pfsrd.com/feats/combat-feats/shield-master-combat---final


For reference, Erebus is the treasure vault of hell. The money isn't particularly guarded. Instead, the archdevil Mammon is composed of all the treasure in the vault.

If my party tries to steal some of this treasure, what would happen?


The archetype loses touch of corruption, but keeps cruelties.

What is the point of the cruelties if you don't have touch of corruption?

Am I missing something here?

http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/pa izo---antipaladin-archetypes/fearmonger-antipaladin-archetype


Was curious what the fort save for cancer should be in Pathfinder. I would put the save frequency at 1/month.


I was wondering if its possible to "trick" the alignment system such that you could be good while committing evil deeds.

I think that, in principle, you should be able to. The alignment system is heavily based on value judgements that only an intelligent being could make. This suggests that the alignment system in pathfinder has some intelligence involved. Because the system is objective, it has to be some external intelligence that is observing the characters.

I think that if you could make yourself completely undetectable(20th level ninja for instance), then perhaps you could commit evil acts without it affecting your alignment. Likely, you would have to erase your memories of the acts too. As this intelligence can definitely read minds.

Note, I am not looking for houserules. I am simply trying to come up with a logical explanation for the rules we have been given. Something that explains why the alignment system in pathfinder works the way it does.


I want to create a druid who is good at grappling and relies on dexterity. Anyone know of a good way for this to work? Ideally, I would like something with constrict or rake that is small. The main issue I have had is that most of the animals with good features are high CR, and high CR animals are all big.

Anyone know of an exception to this?


We are playing a Pathfinder campaign with a futuristic setting. We fly through space on a small ship. Person to person combat is fine. Its easy to refluff weapons and spells, but we are having trouble setting up ship to ship combat.

Does anyone know of any good rules for this? Preferably something that could be easily converted to Pathfinder.

Edit: To add, I looked over the naval combat rules. They don't fit the feel of space combat to me. ACs are too low and ship difficult to maneuver. I would prefer for either a system that either isn't too grid reliant(more cinematic focused with more focus on action and rolls) or a grid setup which allows for maneuverability(so it doesn't turn into "you both stand still and fire your guns".


If I am reading these correctly, for 2000 gold it becomes impossible for a prisoner to escape. Is the "never attempts to escape of its own volition" supposed to allow a will save too?

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/manac les-of-cooperation


I was wondering if there had been any faqs on what all is doubled. From how I read it, all damage is doubled(or tripled with spirited charge). Sneak attack damage is done with the lance, so that would be included.

The scout archetype allows you to do sneak attack when charging, so I was planning on building a mounted rogue. Triple sneak attack damage sounds pretty fun, 9d6 damage at level 5. After the 4th level I would switch to something more useful like an alchemist or vivisectionist.

If this all works, how would I treat abilities based on my sneak attack dice? Is that tripled as well?


Paizo has stated "Of course, the GM is free to rule that in certain circumstances, a creature can apply weapon bonuses for these maneuvers". Would this include a grapple from having a grab on a natural weapon? I think it would. Particularly if you are controlling the grapple with that body part(like you are for the feral gnasher Barbarian). What I am thinking of creating is a feral gnasher barbarian with dueling(luck bonus to combat maneuvers equal to double the enhancement bonus) and a bodywrap of mighty strikes(enhancement bonus on a natural attack). Combining these would give me a cheaper, effective way to grapple.

I would do something like this: Agile Maneuvers>unarmed strike>improved grapple>greater grapple

My level 10 bonus would be

=8(dex)+4(Grab)+4(imp/greater grapple)+10(BAB)+9(enhanc and luck)+3(surprise accuracy)=38

Am I missing anything?

http://paizo.com/paizo/blog/v5748dyo5lcom


Are there any good ones? I have found that grappling class features tend to peak early and wanted to know if there are any good grappling prestige classes.


From what I have read, you can use this to turn your unarmed strikes(and possible natural attacks) into attacks with a weapon. Unarmed strikes are labeled as light weapons, so with this property you could turn your hands into daggers(as both are light melee weapons and the example shows that you can turn a longsword "into any other Medium one handed weapon") and flurry or natural attack with that. I think it sounds pretty cool.

Thoughts?

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/transformative


Was just reading the feral gnasher goblin archetype. Seems like they would be a good 2 level dip for a dual wield gunslinger. At level 2, you can pick up anything as a free action. This would make it easy to drop a weapon and reload whenever you need to(assuming you have reload as a free action).

Can anyone else think of cool uses for this power?

http://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin/feral-g nasher-barbarian-goblin


Wouldn't that cancel out for your CMB?


So a member of my party used Control Winds to create a tornado around us. That naturally lead us to read the wind effects to see how a tornado works. Unfortunately, the tornado description lacks several key facts.

First, what exactly is "close proximity" to the tornado?

Second, what fort save do I need to make to not get sucked in?

Third, the tornado description states all creatures are picked up and blown around, which contradicts the table which states creatures of a certain size are either checked or blown away. How do I resolve this?

http://www.d20pfsrd.com/gamemastering/environment/weather#wind-effects


I couldn't find anything on pfsrd. What happens if a hellknight is no longer lawful?


1 person marked this as a favorite.

This is a statement I see frequently repeated(both on the forums and IRL). Its wrong. If you are currently hitting on an 11-20, a +1 to hit will cause you to do 10 percent more damage, because you will be hitting 10 percent more often. The fact that you are using a 20 sided die is irrelevant. You could roll a 12 sided die or a 100 sided die and a +1 to hit would still give you 10 percent more damage.

Other variations on this are "an extra rank in a skill improves my success rate by 5 percent".


I haven't found any rules on this.


1 person marked this as a favorite.

Who do you think is the scariest?

I have found the Iathavos to be the scariest. First, everyone in the party has to make a DC 30 will save every round in order to not be feebleminded and permanently blinded. Then, if it grapples someone they have to make a fort save to not be engulfed by the creature and turned into a qlippoth. To make things worse, it either nausiates you(if you fail your save) or sickens you if you make your save, which makes it more likely you get feebleminds or qlippothed.

I encountered one of these once. A few bad rolls later and our monk was now a mass of floating intestines and the wizard was feebleminded and blind. Scary monster.

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/qlippoth/qlippo th-lathavos


A decanter of endless water pours out water at a constant flow rate. If I place this object in a demiplane, eventually the demiplane will be full of water and the water pouring out of the decanter is thus going to force the surrounding water to compress and increase its density.

Now, where I get fuzzy is in how water will respond to being compressed. I think it will go into a quasi solid until its dense enough for nuclear fusion to occur(water gets weird at high density), but am no expert. I am pretty sure this will be a very high energy system that I can use to annihilate my enemies though. The decanter should be fine as long as it is held by someone in a life bubble.

Just wanted to check with the forums and see if anyone knows how such a high energy system will interact with the pathfinder rules.

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/decan ter-of-endless-water
http://www.d20pfsrd.com/magic/all-spells/l/life-bubble
http://www.d20pfsrd.com/magic-items#TOC-Damaging-Magic-Items


So I was reading a thread( http://paizo.com/threads/rzs2p4tp?Undead-and-Alignment-in-PFO#7 ) in which it was stated that using a spell with the evil descriptor is an evil act.

This leads me to ask, will using a spell with the good descriptor(such as Spear of Purity) be a good act?


2 people marked this as a favorite.

Pathfinder is a corporative game. You play with other people and are generally rewarded for good teamwork. The issue with lesser trials is that many of them encourage doing things that hurt the party for personal gain.

Having people cast from scrolls with a failure chance and bait out attacks of opportunity isn't good multiplayer design. Its going to reward players who take selfish risks.


I am looking for a way to permanently kill an enemy. I am level 16 antipaladin and have run into the issue of an enemy getting true resurrected when I kill him. Its only 25k.

So far, I have concluded my best bet is to res the enemy as an undead.

Any other ideas?


I can't find anything about it. Sure, some outsiders are known to not age(Gods and demon lords for instance), but on the other hand Tieflings age. I can't find anything on who does and doesn't die of old age.


So if I get grappled while I am holding my longsword, do I take a -4 penalty if I attempt to break free from the grapple?

What about if I attempt to dominate the grapple?

And the grappled condition states you cannot take any action that requires two hands. If so, can you even hold a weapon while attempting to dominate a grapple?

I found nothing clarifying this under "Combat" or "grappled". I would prefer a reference to a source incase this comes up in game.


I am DMing a campaign that relies on a minor artifact that has been corrupted by an evil dragon(Necropyre crystal, powerful crystal was tainted by the evil dragon). I have always found it lame how easily things get corrupted in fantasy settings with no clear way to remove the corruption. So I am trying to think of a good way to have my party purify it(Perhaps Wish + using the item for good).

Any ideas?


With the introduction of guns in Ultimate Combat, I can get a a Rifle that fires 10 increments of 80 feet. With the Distance weapon enhancement, this lets me shoot a rifle up to 1600 feet(800 feet with no penalty). This brings up my question.

How does vision work into this? Pathfinder has very clearly defined rules for vision in low light and firing into dark areas, but if I were trying to hit a target in broad day light(or a guy standing right next to a light source), how far out can I see him?


1 person marked this as FAQ candidate.

Hello, my current character is a bloat mage and I want to know what happens to my blood poll when I shape shift. I can understand keeping the blood pool(and respective detriments) when I turn into a creature with blood, but what happens when I turn into say an elemental? Do I lose access to my blood pool and do the speed detriments go away?