Meyanda

Android Operative 7's page

16 posts. Alias of John Picot.


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Sorry, Bard. But still...WOW!

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As I understand it, everyone gets 3 actions per round now.

Typically most spells require 2 actions to cast, leaving a third open to move. But if I read this right and understand it correctly, it is possible to cast 4 spells in rapid succession if everything works out correctly.

Let me see if this hypothetical situation could occur.
Here's the situation: Your Wizard casts Allegro on an ally (1 Verbal casting action), then casts Message to another ally (1 verbal casting action), then casts Magic Missile on an opponent (1 Verbal Casting action) and deals 5 points of damage to an opponent which kills them, allowing you to immediately cast Death's Call (1 reaction which is triggered when you reduce an enemy to 0 hp.).

So your Wizard has in the course of one round cast 4 spells in quick succession.

Am I reading that right?

Does that mean your Wizard can cast most any spell (spells typically have 2 casting actions), and then add a cantrip or toss a Magic Missile on top of it, so long as they don't take a move action?

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I'm fairly certain I know how this rule works. But if you have a spell that says Target one humanoid, as in the Dominate Person spell it will not effect a monstrous humanoid, like a Minotaur, but will work fine on a Troll which is Giant (humanoid). Am I correct on this or have I been cheating myself all these years when it comes to this and other spells like Enlarge, Daze, Hold Person, etc?

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Yes, you see why its a bit confusing. Clearly they intended for 1 man fighter combat to happen (ala Star Wars), but the rules for phases don't seem to add up on how to conduct them. Its like you either get to manuver, or fire, but doing both is almost impossible.

Or maybe that was their intention. Since the higher piloting check goes last, it gives them the opportunity to avoid being in the other ship's firing lines.

This is one set of rules that really needs to be looked at, because having 4-7 PCs in individual fighters against an equal number of enemy fighters plus possibly a capital ship, will get very dicey.

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Okay, so my group has tried starship combat and it worked out pretty well.
My curiosity is on fighter vs fighter sized starship combat.
My players want to do fighter based combat where each PC can fly and fight in a small starship designed for a single pilot.

So on to the rules questions:

In ship to ship combat with small starships, during each phase, can the pilot do each of the combat actions? Example since its a single person starship, on each phase do they act as Engineer, captain, Pilot, gunner, etc?

Or as pilot, are they limited only to pilot, neccessitating another person to act as a gunner?

The rules are a bit unclear to me as to how you can do this.

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Last night I'm running Incident At Absalom Station. The party has reached the fusion bar and of course a fight breaks out between the Downside Kings and the party. One of the more prominent NPCs is Vrokalyea (misspelled?) Hatchbuster.

In a moment of unintentional GM comedy, during his attack I rolled a crit on one of the party members and had the NPC declare triumphantly, "You'll remember the day you fought Vrokalyea HATCHBUSTER!"

The players immediately burst out in a fit of laughter and seconds later cries of "TASERFACE!" were uttered. After that every single round Hatchbuster attacked (hit or miss) he'd announce his name and after being taken down, the party actually stabilized him.

He's set to become a recurring villain in all future Starfinder games now.

Thanks Paizo! :D

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106) The ship's AI believes itself to be sentient and has petitioned the governing body for citizenship status. The case is buried under miles of red tape and won't be heard for years. In the meantime potential buyers are forbidden to purchase the ship and the players can't sell it either. Bonus:the ship loves to have long discussions about the nature of life and freedom with android and shireen PCs.

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103) The ship was originally part of a fantasy themed park ride. It's decorated in bright fantasy motifs and the furnishing is a cheap imitation of the fantasy setting it was part of. Also the ship's AI refers to itself as "Dungeonmaster" and calls PCs by class titles. "Ranger! Your quest is to motivate the the Magician into repairing the port side ballista launcher! Rogue, there is a dragon on the horizon!"

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102) The ship seems great on the outside, but on the inside it's been put back together by a Vesk engineer. This means that the group gets a free Vesk engineer,but as it's a Vesk he tends to swat ship vermin with his reaction cannon (you know, the ones that ignore hardness? ). So he's constantly damaging and patching the ship up.

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Do I read that correctly? Ysoki can stuff 10 grenades in their cheek pouches?

Also how much bulk does a Ysoki take up? Can you carry one in a backpack?

Asking for a player.

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95) The ship is inhabited by the spirits of six incredibly talented British comedians. Because they are so good, the players never want to part with the ship called:The Flying Circus.

The best part is having your players recite The Dead Parrot Sketch filling it in with various races (That Shirren is stone dead! E's pinin' for the swarm!).

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89) The ship is actually a form of cursed artifact. While it potentially has incredible powers, said powers will not make themselves apparent to the crew until they have attained sufficient knowledge (levels). In the meantime the ship is bound to the life force of the crew and cannot be sold.

90) The ship is well known for having belonged to a notorious person. And the fear that they will one day come to painfully reclaim it stops anyone else from buying it.

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I rather like the idea of androids being sexually androgynous. It makes sense in the way that when one chooses to undergo renewal,the new consciousness may not match the body's "furniture" per se.

It's also a fun concept that an android character could be several people over its existence. For example, the adventure paths typically run from levels 1-20. At the end of each path you could choose to renew and start over each time as an entirely new gender and class,but in the same body.

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69) Your characters have known each other for several years and worked in the scungiest (new word) jobs on the station (cleaning the Shirren toilets, being the customer service rep to the Vesk, maintenance at the Ysoki quarter, etc.), each saving and scrimping to buy parts for a starship. The players get to design a level 1 starship with level 1 components, but GM sets the credit ceiling on all expenditures. And of course all the components are used or refurbished, so basically they have a clunker made of hodge podge components and maybe an A.I. computer that isn't quite normal (I will allow you biologicals to operate my systems, but only if you read me a bedtime story!).

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sunderedhero wrote:
  • p66 The Military Officer envoy build has "Quick dispiriting taunt" listed as an improvisation but doesn't have the prerequisite "Dispiriting Taunt" improvisation

  • p81 The Starship Engineer mechanic build has the feat "Grenade Proficiency" however mechanics are already proficient with grenades.

  • p98 The Hacker operative build has the feat "Skill Focus (Computers)" but that is granted automatically by the hacker specialization.

  • p99 The Trailblazer operative build has the feat "Weapon Focus (special weapons)" despite not being proficient with any special weapons.

  • p117 The Sniper soldier build has the feats "Special Weapon Proficiency (sniper rifles)" and "Weapon Specialization (sniper rifles)". The Soldier automatically gets proficiency and specialization with sniper rifles, in addition "sniper rifles" isn't even a valid choice for the "Special Weapon Proficiency " feat.

  • p125 The Thaumaturge technomancer build has the feat "Agile Cast" but doesn't have the prerequisite feat "Mobility"
  • I'm guessing a lot of those are some serious formatting errors on whoever did the page layout. Surprised they didn't catch it during proofreading.

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  • p316 Can you Aid Another during starship combat? What about Captain and Pilot that can only have one person in the role? If you can't, there are some DCs that can't be made.

    Page 322: OTHER ACTIONS IN STARSHIP COMBAT
    While your role determines what actions you can take during a
    starship combat encounter, on occasion you might want to perform
    some other kind of action, such as casting a spell or using a class
    feature. The GM has the final say on what kind of regular actions
    you can take, but generally, you can take only a move or standard
    action in a single round, and you can take only a minor crew action
    (see page 326) during that round. You aren’t assumed to be adjacent
    to any of your allies during starship combat, so the GM might also
    decide that you need to take an additional round to get close enough
    to an ally to affect him with an ability or spell. Any such action is
    resolved at the beginning of the round, before the engineering phase.
    So Tldr: It's up to your GM. But it seems reasonable that your crew can do it at least once during each phase if they haven't taken any other actions.

  • p322 Under actions "Class features and items affect crew actions only if specifically noted in the class feature or item." this means the Operative's Edge and Mechanic's Bypass abilities don't apply. Is this intentional? If so, there are some DCs that can't be made.

    From Mechanic:BYPASS (EX) 1st Level
    You are skilled at getting inside computer systems and
    electronic devices. At 1st level, you gain a +1 insight bonus to
    Computers and Engineering skill checks. At 5th level, every 4
    levels thereafter, and at 20th level, this bonus increases by 1.

    Page 323: Engineer Actions
    As an engineer, you can take any of the following actions,
    depending on your ranks in the Engineering skill. These
    actions can be taken only during the engineering phase.
    Unless otherwise noted, each action can be performed only once
    per round, no matter how many engineers are on a starship.

    This implies that bonuses apply to the appropriate skill checks on starships, without specifically saying so. It's also possible that if you have multiple engineers on a starship they could choose the one with the highest skills and bonuses to make the engineering check, and everyone else in the engineering role could use the aid other action to buff the total.