Dead Suns AP by GM Cellion (Inactive)

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+4[/dice]
[dice=Isu]1d20+6[/dice]
[dice=Spectre]1d20+8[/dice]
[dice=Ted]1d20+5[/dice]
[dice=Jelico]d20+3[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+17[/dice]
[dice=Isu Perception]d20+10[/dice]
[dice=Spec Perception]d20+13[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Jelico Perception]d20+19[/dice]


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Quick question, is Roll20 not good for people?

I've noticed most people aren't moving their tokens in it. That makes combat tricky to resolve, as either the given action is invalid (no line of sight) or I'm left guessing how you might want to have moved. Sometimes it also means that you'd need to double move to get into position to do whatever action is stated, making the entire stated action impossible (I've been fudging things a bit so far, letting people move extra squares to make sure we're not held up with back and forth).

If people like, I can switch to Google Slides for the next map and going forward. Its a bit easier for me anyway.


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8
GM Cellion wrote:

Quick question, is Roll20 not good for people?

I think it's this fight, as the ranged guys don't want to get in until the melee types have placed their tokens. At least thats why Solaria didn't move. Other than that Roll20 is fine for me. Put it down to PBP and timezones.

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

Exactly. I'll move my token when or if melee combat becomes necessary.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

I think R20 is pretty slick, but dislike logging in each time. Nice once you get in, but not necessary for me.


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Quick question, with a PSYCHOKINETIC HAND spell, is the operation of administering a serum of healing simple enough for the spell to work? Essentially Solaria would like to administer the serum from distance.

Spell description:

School transmutation

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one unattended object of no more than 10 lbs. or 1 bulk

Duration concentration

Saving Throw none; Spell Resistance no

You point your finger at the target object, gaining the ability to lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. You can’t perform complex operations, such as firing a gun or using a computer, but you can shut a mechanical door or lid and work simple buttons to open or close automated doors or trigger an alarm.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Its a bit unclear what the limits are on the spell (why would using a computer be disallowed by working simple buttons be allowed?) but I think administering a serum at a distance should be OK. What I'd rule is that you'd need to spend a move action to move the serum into your target's square, and then a standard action to do the manipulation necessary to administer it.

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

Thanks for the Action Economy advice, GM Cellion! :)


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Sounds fair.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

I like Roll20! I've tried doing theater of the mind in pathfinder and starfinder, and tbh, I hate it. I like the tactical complexity.

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

I agree. I've found as I've gotten more experience in actual tabletop gaming, the use of visual aids like Roll20 are essential.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Oh yeah, definitely no theater of the mind. The alternative would be google slides maps instead. When I first started playing Pathfinder, we did theater of the mind. I'm definitely not going back to that super confusing experience :>

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Google slides or roll20 is fine with me. Roll20 is better when you play online remotely live because you can make rolls. But for pbp, really they are the same experience.


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Will be away after Tuesday evening for a week, as I work at a local festival. Please bot as best you can .... will tend to keep to the back, use her envoy improvisations or ranged weapon, but will sacrifice herself to keep the fighters up and enemies away from the rest of the party, if she can do that without accepting an attack of opportunity....


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Thanks for the heads up Solaria! Will do my best to bot. Hopefully this zombie will be down by that point though!

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

Hey, I just got the Armory book and it's got some cool stuff! Isu, how do you feel about two-handers? They have a new two-handed sword the kasatha developed called a puzzleblade that sounds like something right up Isu's alley:

"The kasathan puzzleblade is a two-handed sword that can be disassembled into pieces for ease of storage and transport, although reassembling the blade for use takes some time. Many who carry a puzzleblade see the assembly time as a reminder of virtues to uphold, so the various types of puzzleblades take their names from kasathan values of conviction, dedication, moderation, and tradition. Some ysoki, on the other hand, have taken a liking to the weapon due to the fact that the disassembled pieces can be stored in ysoki cheek pouches."

Plus, they have stats for spined blades, another traditional kasathan weapon that was introduced back in Pathfinder, too!

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Hey that is cool! What are the stats for it? Maybe I can buy one when we go back.

If I'm alive.

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

Here you go!

Conviction Puzzleblade:
Level 4
Price 2,100 credits
Damage 1d6 S
Bulk 1
Properties Breakdown

Dedication Puzzleblade:
Level 9
Price 13,700 credits
Damage 3d6 S
Bulk 1
Properties Breakdown

Moderation Puzzleblade:
Level 14
Price 77,400 credits
Damage 7d6 S
Bulk 1
Properties Breakdown

Tradition Puzzleblade:
Level 19
Price 605,000 credits
Damage 14d6 S
Bulk 1
Property Breakdown

Breakdown property:
A breakdown weapon can be taken apart into multiple small pieces. While broken down, the weapon is treated as especially small or easy to hide for the purpose of Sleight of Hand’s hide object task and can fit into spaces that can typically hold only items of light bulk (including a ysoki’s cheek pouches). It takes 1 minute to take apart or reassemble a breakdown weapon.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Is the level 4 really only 1d6 for a two-handed weapon? Or should that be 2d6?

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

No, that's accurate. It's a BASIC melee weapon, rather than an Advanced one.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Huh.

I mean... 2100 credits is a ton for something that is less effective than my level 1 longsword.

Sometimes I just don't understand game design.

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

If I were to venture a guess, I'd say its because a longsword is advanced, so only a few specific classes will be able to use one effectively out of the box, while this puzzleblade is basic, so ANY class can get and use one without paying a feat tax. *shrug*


Chaotic Good Human Operative/6

I would like to rejoin if you all would have Sydney. Let me know when would be an effective story point, Grix. I know I've missed a lot.

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

ABSOLUTELY! We could certainly use the extra firepower!


Chaotic Good Human Operative/6

Yay! I will wait for Sydney's curtain call

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Welcome back! Maybe you've been resting on the acreon?


Chaotic Good Human Operative/6

Everyone is still level 2, which makes things easier. I don't want to supersede anyone


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Hey welcome back Sydney! I think it'll work alright to have you simply back on the Acreon. Up to you what you were doing there, but it suffices to say that when the shuttle abruptly left on its own carrying Grix, you were left stranded.

You can join the group mid-exploration with the excuse that you made your way over on your own. Unless you want a more dramatic re-introduction :>


Chaotic Good Human Operative/6

I think the bigger chat is too big QQ


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Yeaa, welcome back Sydney ...

I'll be catching up and entering back into the fray once more ... see what's been happening during my Festival absence. The festival went really well, left the backstage party on the last night at 3am, yea!!!


Chaotic Good Human Operative/6

I like using Roll20. And I'm glad to be back :)


Chaotic Good Human Operative/6

Checking in

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

I got some unexpected neighbors the other day. A colony of yellow-jackets has built their nest outside my window and since I couldn't push my window closed upon discovering them, my screen's the only thing keeping them out of my bedroom.


Chaotic Good Human Operative/6

Oh geez. I would have pooped my pants if that were me! I'm not allergic or anything but being stung is not fun. What are you planning on doing about it? Hire someone to gas the nest?

So I like to play Pokemon Go because it gets me out of the house. They are having an Eevee community day on Saturday and Sunday so I won't be on as much those two days. My friend code is 1067 7200 9720 if you want gifts from Virginia!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Sounds stressful Arc! What's the plan for getting them removed?

As for Pokemon Go, have fun! I've seen quite a few people out playing it around where I live, but I've never picked it up myself.

Exo-Guardians

Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

My father still has some spray in the garage from the last time we had this problem. He said he'd take care of it. I just hope it's sooner rather than later, as I DON'T want their relocation to the window to become permanent.

At the moment, I'm respecting their space, and leaving them alone. I stay on my side of the screen and they stay on their side of the screen.


Chaotic Good Human Operative/6

You got your dad taking care of your house for you? He's sounds like super nice dad!


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

No idea what a yellow jacket is? Just looked it up, OH WASPS!!... No don't like those, allergic to their sting too. Hurry up dad...

Good luck sorting that out Arc, and sooner rather than later.

My wife does Pokemon Go when she's out walking the dog mainly. She likes collecting them ....


Chaotic Good Human Operative/6

Have any of you looked into the Pathfinder 2E stuff yet? The skills are a bit confusing.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

I'm playing a PBP of the playtest module right now? Do you have a specific question? (not that I am an expert or anything but have read the rulebook pretty good)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

I've dumped an absurd amount of time into reading and analyzing the PF2E playtest CRB. I'm kinda obsessed with analyzing it right now :>. Will be GMing the playtest campaign starting this weekend for my home group.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

What are your overall thoughts?

My first impression is that options are very much limited...but that could just be because v1 is 10 years old and has had lots of time to build up.

What do you think?


Chaotic Good Human Operative/6

Isu!!! I love you! Yeah, actually! I'm in the process of making a Cleric (link)

As a disclaimer, I've never actually played a cleric before, so I'm not really comparing it to the classic cleric of Pathfinder. What I've noticed are the overall changes to the game with the Untrained -> Trained -> Expert thing and the confusing skill ruling.

I'm not sure if I want to go with the Cantrips (Forbidding Ward, Guidance, Light, Stabilize) and 1st-Level spells (Bless, Magic Weapon) I guess my main concern with my spell choice is that conditional bonuses do not stack?

My ability score is spread out for late game power. (Maybe?) So I get +2 instead of +1 on my key stats. Plus I'll have more HP and skill points (which are not as relevant anymore...?)

So with leveling, do Skills benefit from leveling across the board? Or does only one skill level up from Trained to Expert? For example, if I go from level 1 to level 3, does my skill look like this:
Religion = +3 (+1 Trained +2 Wis) Cleric Signature Spell
Religion = +4 (+2 Expert +2 Wis) Cleric Signature Spell, 3rd-Level Skill Increase
Or this:
Religion = +3 (+1 Trained +2 Wis) Cleric Signature Spell
Religion = +6 (+2 Expert +2 Wis)(+2 2nd & 3rd-Level) Cleric Signature Spell, 3rd-Level Skill Increase

What is my HP going to look like at level 3?
HP: (+8 Human)(+8 Cleric)(+2 Con mod) = 18

Also, there are Uncommon spells that have to be approved by the GM before taking them?! Whaaaaaaaat?

I do like that they've made silver and copper more relevant. I always thought it was silly to be walking around with thousands of gold coins when you consider the cost of gold.

Everything in Pathfinder 2E seems like a huge number crunch. It's like they are copying D&D Beyond.

Wayfinders

1 person marked this as a favorite.
Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

So skills definitely go up by 1 each level. Even if you aren't trained in them, you still rank up in them. ALL of them. Though if you go from trained to expert while leveling, you would gain 2 skill points (1 for leveling up, 1 for the expert proficiency) Maybe that is all you need there, I didn't quite grasp your specific example.

The uncommon spell thing- yes, that is right. (at least according to the rules as written... I doubt GM's will get that technical with you personally).

HP is done just like Starfinder. So level 1 you get the race, class, and con modifier, but every level after that you get only the class and con modifier. So at level 2 you will gain 10 hp.

I am not sold on things yet. I've played a bit and there are a bunch of issues that I don't like.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
S-P37 'Spectre' wrote:

What are your overall thoughts?

My first impression is that options are very much limited...but that could just be because v1 is 10 years old and has had lots of time to build up.

What do you think?

I think my first reaction was really negative, but I've definitely warmed up to it. The options are definitely more limited than PF1, but I agree that's the fact that it has a single core book vs. PF1s dozens and dozens of books.

After some time getting familiar with it, my highlights are:

  • The action economy having a really clever design that allows you to mix up what you do on a turn without the strict penalties of PF1 (basically, PF1 locked a lot of characters into a full-attack or bust mentality). The more I dug into how some of the classes worked, the more excited I am to try things.
  • All the martial classes got access to some sort of control or utility effects for combat, and due to the action economy changes they're not super penalized for using them. Fighters get a cool debuff-based fighting style for example, and everyone gets the "wielding a shield" minigame where you try to guess if a shield is worth the action you're trading to ready it. Looks like its more interactive.
  • Spellcasters get a lot of options at low levels, and they're pretty cool. I like that they use cantrips instead of ranged weapons, and things like that.
  • Monsters look more interesting to both run and to play against. They have a lot of cool and unique moves and ways to fight.

    The lowlights are:

  • Some of the classes are just really underwhelming right now. Alchemists are the worst of those, but I think Rangers, Barbs and Sorcerers are pretty wonky as well.
  • I'm not sold on resonance. I think it'll create a lot of unfun play moments.
  • Some of the new systems are clunky and unintuitive, and I think they'll be hard to use and difficult to teach people.
  • The books is structured and written in a way thats really annoying. (All the class special abilities are in alphabetical order in the Spells chapter, making looking up what a class does a total chore). Understanding a class mechanic has you running all over the book looking up terms and scattered info.

    Anyway, I'm real excited to play it. Will be doing the PFS playtest scenario in PbP next week!


  • 1 person marked this as a favorite.
    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
    Sydney Jordan wrote:
    I'm not sure if I want to go with the Cantrips (Forbidding Ward, Guidance, Light, Stabilize) and 1st-Level spells (Bless, Magic Weapon) I guess my main concern with my spell choice is that conditional bonuses do not stack?

    No bonuses of the same type stack. They've really trimmed down stacking big-time in this edition (which is actually pretty good for the game... you could stack way too hard in 1E).

    So, the most you can get bonus wise is:

  • Proficiency
  • Your stat modifier in the relevant stat
  • Your best conditional bonus
  • Your best circumstance bonus
  • Your best item bonus
    and then you subtract
  • the worst conditional penalty
  • the worst circumstance penalty
  • the worst item penalty

    Sydney wrote:

    My ability score is spread out for late game power. (Maybe?) So I get +2 instead of +1 on my key stats. Plus I'll have more HP and skill points (which are not as relevant anymore...?)

    So with leveling, do Skills benefit from leveling across the board? Or does only one skill level up from Trained to Expert? For example, if I go from level 1 to level 3, does my skill look like this:

    Isu's explained it pretty well, but the thing to keep in mind is that almost every statistic your character has includes your level. Attack rolls, each skill, AC, etc. Proficiency is just a modifier to your level.

    So at 1st level, a character with 14 WIS could have:
    Religion +1 (1 from level, -2 from untrained, 2 from wis stat modifier)
    OR
    Religion +3 (1 from level, 0 from trained, 2 from wis stat modifier)

    and then without any further investment in that skill, at 3rd level you'd have:
    Religion +3 (3 from level, -2 from untrained, 2 from wis stat modifier)
    OR
    Religion +5 (3 from level, 0 from trained, 2 from wis stat modifier)

    or you could have ranked up your Religion from trained to expert via your skill increase, in which case you would have:
    Religion +6 (3 from level, 1 from trained, 2 from wis mod)

    So basically, your second option. (Looks like I ended up just repeating Isu's explanation a different way :>)

    Sydney wrote:
    Everything in Pathfinder 2E seems like a huge number crunch. It's like they are copying D&D Beyond.

    Not quite as extreme, but certainly its a similar idea.

  • Dataphiles

    Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

    Cool...thanks for the review!

    It looks like if they fix some of the wonkier issues, they'll have a fun system to try out. :)

    Exo-Guardians

    Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28
    Sydney Jordan wrote:
    You got your dad taking care of your house for you? He's sounds like super nice dad!

    Actually I live in HIS (and my mom's) house. He IS a super nice dad, though. And he is a GOD with computers!


    Chaotic Good Human Operative/6

    Ahahaha XD If it's his house, he needs to take care of that nest.

    Exo-Guardians

    Male Half-Elf Solarian 19 | SP 169/169 HP 139/139 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 15 | F +15; R +15; W +14 | Speed 25 ft. | Init +6 | Perc +28

    What's weird is that they've congregated on my windowsill and are just sitting there. They've seemingly abandoned their nest, which I think I knocked from where they built it when I opened my window the other night.

    I'm not sure why they haven't, like, started rebuilding a new nest or something.

    Wayfinders

    Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
    Spoiler:
    [dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
    Buffs-Debuffs:

    The problem with supernova is that it forces your melee friends out of position. If I retreat to let Arc supernova, I'll sacrifice my entire turn where I could do just as much damage as a supernova.

    See what I mean Arc? It's not your fault. It is a problem with AOE spells focused on yourself.

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