The problem with these maps is that the edges arent whole squares on most of them. Thus they will never align properly without some jiggery pokery. If one isnt versed in how to trim them with an art program like gimp, it can be very frustrating to get them to work. Thats why I made the tutorial.
Hey everybody! I made a thing!
This is a Tutorial, complete with pictures, on how to format and properly align ALL of the Dead Suns battle maps on your favorite VTT. Many people have expressed difficulty with this, so I thought I would try to help.
Enjoy and if you have any questions, suggestions to make it better, or need help, please feel free to hit me up. Huzzah!
From the Tutorial Introduction:
"My group recently started running Dead Suns on Roll20. My poor GM was having a really hard time of it because he couldn't get the maps to align correctly to the grid. After doing a little digging in forums I discovered that MANY people were having the same issue, and not too many of them knew how to fix it. I realized that my VTT-Fu was fairly strong, strong enough for this task and...voila!
This tutorial (which will expand as the final books in Dead Suns are released) will show you a quick, dirty, and fairly simple method for formatting and aligning these maps. I use Roll20, so that is the VTT environment I am going to be using here. I don't think it will be very difficult to adapt this to other VTTs.
I specifically chose this particular path to formatting, rather than say editing the maps themselves, because it requires no knowledge of graphic design or art programs. All you need is the free adobe acrobat PDF reader, a basic paint program or GIMP, and your favorite VTT."
As of now, there are at least 4 different formats for NPC/creature statblocks that have been published in official Starfinder books. 1 in First Contact, 1 in the CRB, 1 in Alien Archive, and one for mobs in the AP. I havent even looked at the standalone modules.
Thanks in advance!
The Azlanti are space Nazis. They are the Empie, the Peacekeepers, etc. They see everyone else, even nonazlanti humans as inferior. They have a slave economy, they are powerful both technologically and magically, and are totalitarian. Its all right there in their description in the book.
Andy Brown wrote:
Looking at the Alien Archive, bites do Piercing, claws do Slashing
Its true that every race with natural weapons in that book has their damage type identified. Claws all do Slashing or Piercing, Horns do Piercing.Example:
And would you have that monkey bite do Piercing or Bludgeoning damage?
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.
The other perspective is that the Vesk natural weapons are three separate kinds of attacks that do different kinds of damage, and that these attacks do include the ability to bite, but are otherwise identical to above.
We are interested in feedback from the community, but it would be REALLY great to get a Developer in here to let us know what their Official Interpretation/Intention is.
A question has come up at our table. Would an antimagic field or dead magic zone effect the flight of an air elemental? They never state what kind of flying it is. I know they effect supernatural and spell like abilities. A dragons flight would work while a bone devils wouldnt.
You can just choose to use that salvage as the fluff to explain why they get Build Points that level for their ship. There is a reason they dont have rules for salvage or prices for ship upgrades. All that stuff is just automatically included in leveling. Its all handwaved. Its up to you to come up with the fluff that explains it. Favors, deals, salvage, incentives, sponsorship, constant tinkering, whatever. Its all just BP's.
But why even do that? Like I said its like putting the cart before the horse. It just seems so random to put a pointless odd numbered limitation in there, only to then give you something JUST to overcome it with no other gameplay value. Especially with the way stats increase.
I would really like to see a machine, maybe something for your ship, that can break gear back down into UPB's. Since money and UPB's are interchangeable, and literally everything except drugs are made from them, why not just make a device that converts them back? It would make it so a properly outfitted group would never have to worry about going back to town unless they want to.
Owen K. C. Stephens wrote:
I have been going mad wanting to ask you this question:Why not just make the theme bonus +2?
That devilish +1 is almost useless(except for feats, and it would still be, even more so, if it was 2) and drives me crazy. Obviously.
So Why???? Help me understand!
I was looking over Maze Cores in AA and had a thought. Could you install maze core weapons into the weapon slots of power armor and have them still function normally?
alien archive wrote:
RAW there doesnt seem to be anything not allowing this...thoughts? Would you allow it? Why or why not?
I am really enjoying your interpretations of the various races and their abilities. I dont always agree 100% but I always see where you are coming from.
Thanks in advance!
1. Does the Caster of the Maze spell know when or if the spell ends prematurely(IE target makes their INT check), even if they are no longer present when it does?
2. If the Target is invisible when they return, and the Caster is present, would they know it had ended?
3. Would others present have any indication the spell had ended without the Caster telling them? Especially if the Target came back invisible?
Thanks for your feedback everyone!
I think you are way off the rails with this question, and its clearly and concisely worded to be interpreted as Gary Bush said.
However, if you want even more proof that you get everything when multiclassing, including proficiencies, then I would draw your attention to the Weapon Specialization ability that every single class gets at 3rd level.
Weapon Specialization (Ex) 3rd Level
Kinda pointless if you dont get those proficiencies. It doesnt say you get these UNLESS you are multiclassing. It says you get Specilization with all the weapons this class GRANTS YOU PROFICIENCY WITH.
Is it clear yet?
The information is contradictory. On the one hand it implies that there are other intelligent species on the other worlds in their home system, but that they were so thoroughly dominated that they renamed their worlds Vesk-1, Vesk-2 etc. On the other hand it sates that they treat all those under their command equally. They are highly lawful...if that leans toward evil as well than that would imply a tendency for slavery.
Dave Justus wrote:
To reiterate, the situation is that a succubus has set a scene for the heroes.Using alter self, she has transformed herself into a slave girl about to be sacrificed by (her own) cult, knowing that the heroes will focus on "saving" her. What I am wondering is will they be flatfooted when she reveals her deception with a dagger in the back? This use of bluff seems to imply they might be.
The situation is a Succubus pretending to be a damsel in distress when the PCs walk in on her and her acolytes. They go out of their way to save her from being sacrificed only to have her turn on them once they do.
pfsrd said wrote:
If you use the Bluff skill to successfully feign harmlessness, does it make that foe flatfooted against you? They dont see you as a threat, perhaps even want to protect you and put you behind them. Does that mean their defenses are down? Its not explicit in the RAW but it certainly seems that way...
You cannot combine the Vital Strike chain with any other kind of attack action. Thats not how it works.
"Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage."
Where you are getting confused is the difference between an attack action and standard action.
Hope that clears things up!
I am not quite sure as to when to apply this ability. The version I am using is from the Bleeding Horror creature:
Horrific Appearance (Su)
A living creature within 60 feet that views a bleeding horror must succeed on a Fortitude save or take 1d6 points of Strength damage. This damage cannot reduce a victim’s Strength below 0, but anyone reduced to Strength 0 is helpless. Creatures affected by this power or those that successfully save against it cannot be affected again by the same bleeding horror’s horrific appearance for one day.
Do I apply it only the creature's turn? Only on the player's turn? Anytime they the enter the range? If it is only on someone's turn, is it if they start their turn there, end it there, any time they enter but only on their turn? etc...
Right now, it seems from the text that its any time they enter within range, regardless of whose turn it is or when. (assuming they haven't already saved successfully)
Thanks so much in advance!
Here is the crux of my concern: I think Paizo is being too hesitant when it comes to their support schedule for Starfinder. Having to wait almost 2 months for the Bestiary\Alien archive AND the first adventure path is bad enough, but then new stuff only coming out on a bimonthly schedule makes it that much worse. It makes it so we cant even start when the main book comes out. We have to just sit around for another 6 weeks waiting to start with our engines idling. FRUSTRATING.
I understand, when the idea was new you folks weren't sure that the community would be into the idea of a science fantasy game, you wanted to not impinge on your regular pathfinder line and its schedule etc. But I think you can see that the response has been by and large not only positive, but hugely so. I have even James and others in interviews saying how surprised you guys have been with just how huge the response has been. That should give you an indication of where the market and the fans are.
I think the core philosophy behind this schedule release and even down to the way the books are conceived needs to change. I mean, to put out the main book without a bestiary and without and AP for nearly two months...its just a tease. All three of those books should drop at once.
Also, one book a month wouldn't kill you OR the production line. I know you plan to have the main "setting" and "supplement" books combined with the AP under the same philosophy of fewer books less often, but that's lame too. I have never enjoyed it when gaming companies released books that players could only look at part of. Palladium was always guilty of that. Each book had a "look no further if you are a player" section. Well that's lame, why would I buy it then if I cant read the whole damn book? It seems financially self defeating for you guys too. Separate out that setting info and put out one additional book so we get one new thing a month.
My main concern is that you are going to lose people to this extra slow creeping publication schedule. I am also concerned that you are going to lose money by making it so the books that you are releasing about the setting, most of the audience cant even read half of so making it pointless for them to buy. And then the setting gets discontinued.
Valandil Ancalime wrote:
To answer your questions specifically:
1- An awakened gorilla would have a CR of 4 (2HD to start, +2 from awaken). Anything left gets to become class levels of some sort. Remember, level adjustment doesnt exist anymore, its purely based on CR/HD now. So a leadership score of 10 which allows a Cohort with of 7th level, using this example, would allow for 3 class levels for Bongo.
Hope this clears things up for you...