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Xenocrat wrote:

No, there's no update for this and I wouldn't expect one. Neither the robot nor first world beast lines up with the witchwarper's theme and if they haven't added more specific creature summons in AA2 and AA3 (and don't in the upcoming AA4) I think we can safely say they've abandoned supporting or updating this aspect of the game. Maybe in the hypothesized future magic book that the precog class might be in.

Also note that witchwarpers have a similar issue with polymorph - they don't get access to either of the class locked subtypes of construct or plant.

I can express only disappointment that Paizo can't seemingly be bothered to update these kinds of things or provide input here.

As a homebrew solution, I'm just giving my witchwarper player access to everything on the list. It seems natural to me that a class whose main feature is blurring the lines between realities should not be limited in which realities they can pull allies from.


In the Alien Archive there are class requirements for some creatures in the summon creatures tables. As this book came out before the Character Operations Manual, witchwarpers are not listed on this chart.

Do witchwarpers count as mystics or technomancers for the purposes of this chart or is there an updated chart somewhere that includes them?


Hello all,

I am in the middle of selecting weapons for a ship I'm designing and I'm trying to figure out how many point weapons I need. From the CRB:

Point

A weapon with this special property is always short range and can't be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starship can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parenthesis in the weapon's Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon's speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.

The one key piece of information missing here is whether or not I have to be manning that weapon during the turn the enemy fires their tracking weapon. For example:

Suppose I'm piloting a smuggler ship with railguns in the front mount and flak throwers in the turret mount. My gunner is controlling the railguns when the enemy fires a high explosive missle at my ship. Does my gunner get to fire the flak throwers even though they aren't manning the turret this turn?

Based on the rules as written, I'd say yes, but I'd like to know the community's opinion on this matter.

Furthermore, there is no explicit writing on how many point defense weapons can fire defensively on a turn or if I need to have a number of gunners equal to the number of mounts with point weapons. In the example above, I have two flak throwers. Does that mean I get two attempts to shoot down enemy tracking projectiles?

Again, based on the rules as written, I'm inclined to say yes, but I'm curious to know the community's thoughts.


When you reach 0 HP you can spend Resolve Points to stabilize and stay in the fight. However, the timing of these actions is not entirely clear. I can perform them on my turn, but can I perform them both in the same turn? Or is it a two-turn process (the first turn I stabilize and then the next I stay in the fight)? Can anyone clarify this?


In combat if you are surprised you gain the flat-footed condition which gives a penalty to AC and makes you unable to use reactions or make attacks of opportunity. However, the rules do not say you are unable to make reflex saves. This seems puzzling to me as I would think if you're standing there slack-jawed because someone just got the drop on you that you would be unable to utilize your reflexes to avoid being affected by a grenade for example. However, since the rules don't explicitly state that being flat-footed affects your reflex saves, it could be argued that you can make reflex saves even while surprised.

In short, can you make reflex saves while surprised?


One of my players recently wanted to purchase some shuriken. This made me realize that nowhere in the Core Rulebook is it explicity stated who is and who is not proficient with special weapons like shuriken, nyfiber nets, etc. There's no feat to grant proficieny with these weapons, so I can only assume that everyone is proficient with them since they don't belong to a category like small arms, basic melee, etc.

Can anyone verify that this is the case--that everyone is proficient with special weapons?


Hi All,

Thanks for your input on this. I'm surprised to hear there's nothing official in the rules about this, though I think there's been a number of very helpful suggestions as to how to handle this situation.

After reading some of the suggestions I'm considering the possibility of requiring a successful target system or lock on action to allow indirect fire of missiles. This would give a science officer something to do and set up (what I think would be) an appropriate impediment to firing indirect.

This begs the question of whether or not LOS is required for such Science Officer actions? There's nothing I can find in the Core Rulebook that explicitly states that you need LOS to perform any of the Science Officer Actions related to scanning, targeting systems, or locking on.


1 person marked this as FAQ candidate.

Hello Starfinder Community,

I'm looking for a rules clarification regarding starship missile weapons and line of sight.

I recently ran Into the Unknown for a group of new players and since I didn't have all the proper maps on hand I just dropped a bunch of dice onto a hex map to create our asteroid field. The resulting asteroid field was much more complex than the standard one so line of sight actually mattered as it was more difficult to get a clear shot.

In the rules for that module it states that asteroids block line of sight, which we can assume means you cannot fire a direct-fire weapon like a laser or a coilgun. But what about missiles? According to the rules in the core rulebook missiles have perfect maneuverability and can turn as needed to reach their target, so here's what I came up with on the fly:

The players and the Lawblight could both fire missiles without line line of sight, but the opposing ship had to be in the front arc (the arc where the launcher was located) and the missile would always take the shortest path to its target.

I later looked in the core rulebook and could find nothing mentioning line of sight in the starship combat rules. I'm curious to know if there's an official ruling on this somewhere. If anyone is aware of such a ruling please let me know.


I know there are a few pre-gens of the iconic characters, but I cannot find them on the Paizo site to save my life. Would some kind soul please point me in the right direction? Thanks!


Hello BigNorseWolf,

Thank you for your response. I have reviewed the Starfinder Society Roleplaying Guild Guide and done my best to extract the following checklist of things to do before and after running the game:

Pre-game stuff:

Check to see if anyone is replaying the adventure
Determine Average Party Level
Determine Sub-tier (if adventure has them)
Determine Player Boons
Start Chronicle Sheets:
-Chronicle Number
-Player Name
-Character Name
-Organized Play Number
-Character Number
-Faction
-Starting XP
-Initial Fame
-Starting Credits

Run the game

Post-game stuff:

Award XP
Award Fame and Reputation
Award Credits
Perform Day Job Checks
Award Special Boons
Allow players to spend Credits/Fame
Deal with afflictions
Finalize Fame, Reputation, Credits, and XP
Report Game to Paizo

Please let me know if I am missing anything or if my order of operations is incorrect.


Hello Organized Play GMs,

I humbly come before you today seeking knowledge of how to set up and record the results of a game. I know how to run a game and tell the story but I do not know the proper procedures for the paperwork that precedes and follows a game. I have looked through Paizo's website and the forums here, but have found nothing in the way of an introductory guide for GMs new to this organized play structure. Basically I am looking for knowledge on everything that is not actually running a scenario. If it makes a difference I am particularly interested in Starfinder. Could anyone point me in the right direction? Thanks!