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***** Pathfinder Society GM. Starfinder Society GM. 20 posts (36 including aliases). No reviews. No lists. No wishlists. 53 Organized Play characters.


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Scarab Sages 3/5 5/55/5 ***

andreww wrote:


It is also worth reminding yourself how Coven spells work.

I was reading through this and ran into the following under the coven rules: " All covens grant the 8th-level baleful polymorph spell"

I double and triple-checked. Baleful Polymorph is a 6th level spell, and has no heightened effect. The only reason I can think of for the higher level of the spell is that it makes the counteract check much harder. I'm wondering if this was the intended purpose, or if it is a typo. It makes sense for a Coven spell to be harder to counteract.

Scarab Sages 3/5 5/55/5 ***

andreww wrote:


The PCs have to identify the multiverdal navigator in the Vault in order to complete the faction mission. No method is given for them to do so beyond the vague notes. There are no skill checks around this.

Handout #1 is basically a bad description of the item, I think it also describes some of the other items fairly well, specifically the two dial seem to reference the first Item listed and might confuse PC's. It seems like the two descriptors that stood out to me in the handouts were, Fist-sized and a coil covered with opal dust. Which can only describe 1 item on the list. It think most people will clue in to the (!!) in the handout as the item being described.

If you want to give it a DC you could probably recall Knowledge about the Item using Crafting with a DC at the APL of the party, plus the rare Modifier. I would probably only do that if they were struggling and had a split in which item they thought was described by the Handout.

Scarab Sages

Lord_B wrote:

Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt.

In addition, on a critical hit, the target’s armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead.

The standard procedure is:

Damage -= Hardness
if (Damage > 0) Hit Points -= Damage
if (Hit Points < 0) Hit Points = 0
if (Hit Points = 0) Item is destroyed
else if (Hit Points => Broken Threshold) Item is broken

The text that confuses me is:

"takes 3d6 acid damage (before applying Hardness)"

Interpretation 1:

if (Damage > 0) Hit Points -= Damage
Damage -= Hardness
if (Hit Points < 0) Hit Points = 0
if (Hit Points = 0) Item is destroyed
else if (Hit Points => Broken Threshold) Item is broken

Interpretation 2:

Remember to subtract Hardness after you roll damage.

Another question I have is what if the creature that is critted has no armor listed in the statblock? Does the extra damage from the crit just do nothing? It seems a little below the utility and damage of the other runes of this level. I'd like to see a clarification on this.

Scarab Sages

Chetna Wavari wrote:

Could you guys either add or expose a way to search PFS scenarios by their tag? (Repeatable, Vigilant Seal, Horizon Hunters, etc)

However, I've got a bad feeling that field is stored as just a string that the PFS teams enter everything into instead of individual tags.

I also would like this. The Main one is which scenarios are repeatable, I hate having to go into each one to remember which ones are repeatable and it will only get worse with time and more scenarios.

Scarab Sages

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I did speak to John Compton at Nuke Con '19 when he visited and I asked him this specific question "Was Forced Movement intended to Provoke?" I don't know how to copy him on this or have him verify it in writing but this was his response to me. Since he is a Starfinder Senior Developer it was enough for me. I hope it helps.

John Compton wrote:
Forced movement does not provoke.

Scarab Sages

Captain Morgan wrote:

You're not wrong. It looks like they probably heal roughly the same amount at level 4, unless you get that wilderness boost. And the DC for narture is 20 where the medium 4 DC is 16.

The only thing Natural Healing has going for it now is that it can't bolster someone on a botched first attempt. I think using nature in place of medicine as you propose, and perhaps allowing a little extra HP when in the wilderness, sounds like a decent fix.

That would be an especially interesting change if you made medicine key off Intelligence instead of Wisdom by default. Some sort of healing Religion based ritual could serve as a the new WIS default option for clerics. That might let everyone have their cake and eat it too. The folks that think Treat Wounds breaks immersion would have other equally cost effective options to use instead.

I picked up Natural Medicine with a Ranger character I made thinking it was worth it for the chance at free out of combat healing. It was decently worth a feat at the time, but the update 1.3 basically made a better version of what that feat does as a trained medicine check that only requires a medicine kit. The same issue comes up with the Battle Medic Feat. Not enough power in the feat as compared to the check anyone can do with the medicine skill.

Scarab Sages

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StarSunrider wrote:
Michael J. Card wrote:


And for falling, should one jump, the first d6 is considered non-lethal, and if you do an Acrobatics check, you may be able to further reduce damage. So, if you were to jump a 40 drop and succeed at the Acrobatics check, you could say 0 for the first 10 feet 1d6 non-lethal for the next 10, but 2d6 lethal for the final twenty. If that reduces a character to less than 0 up, there was no point in adding the non-lethal damage to the rules.

So going to this specific example, and hopefully this will help-

If Rex the Half-Orc Barbarian goes beast mode and decides to jump onto a dragon's back- lets say the dragon is 10-feet below him. He jumps- but the dragon moves and now his fall is 50 feet.

The "first 10 feet" rule for jumping is generally assuming the character isn't crazy enough to jump further- but still handles the issue of "if things go awry" as in the dragon example.

10-ft non-lethal for the jump. 1d6
^- so the first 10 of 50 is non-lethal. BUT its 50 feet total, so its cumulative.
5d6

Those first ten feet being non-lethal don't really matter in the end. It's not so much the ratio, but the order.

If a 20 foot fall ended up reducing to zero, it would still be the same. That one lethal 1d6 is the character hitting the ground.

Or rather go to a real world example. I jump ten feet- I won't die but I'll be hurt. I jump 50 feet and it doesn't matter that I could survive those first ten feet, those last 40 are what will do me in.

So in short- yes, you are correct. There is no real point in considering those first 10 as non-lethal if the fall is more than 10 feet. The non-lethal falling rule is strictly for 10 foot falls, or instances where a fall can be considered as a 10 foot jump.

But fall damage is not dealt over time, it all occurs at the same time. If you have enough lethal damage to bring you to zero then yeah, counting the non lethal damage doesn't really matter. However, in a situation where the non lethal would put you under in the same "hit", but without the non lethal you would still be up, you need to count it. Therefore if there is nonlethal in one "hit" then that nonlethal brought you to zero. If you find somewhere that falling damage occurs in each interval of ten feet, and not at the end when you hit the ground, let me know.

Scarab Sages

Michael J. Card wrote:

Your interpretation would almost infer that if any damage a character has taken is non-lethal, they are stable if reduced to 0 hp.

The rule simply states, when non-lethal damage would reduce you to 0 or fewer hit points, you are reduced to exactly 0 hp and fall unconscious, but you are stable instead of dying.

So my tracking of your example would be:

First 10 feet, 0 damage, 7 SP, 11 HP.
Second 10 feet, 6 non-lethal, 1 SP, 11 HP.
Final 20 feet, 12 lethal, 0 SP, 0 HP.
The damage that reduced him to 0 was lethal, he is not stable, he is unconscious and dying.

If he started a 20 foot jump with 0 SP, and 4 HP, and rolled a 6 for the second 10 feet of damage, this would be non-lethal damage reducing him to 0, thus he is stable at 0 hp.

Except that the lethal damage from the fall wouldn't have dropped him as he didn't take damage over time, that was all one "hit". But since he took the 6 points of damage that was non lethal he is now stable. In all honesty the damage he took from that 40-ft fall was this:

12 lethal, 6 non-lethal.

It applies at the same time, so I would rule that he would be stable . Now if he say took 18 Lethal and 6 non-lethal, then he would be bleeding out because the lethal was the amount needed to drop him to zero alone.
That being said it does appear in a battle situation that only the last hit matters to when it comes to lethal vs non-lethal. Which is a change from pathfinder as the two damage types are stacked side-by-side in pathfinder.

Scarab Sages

Evilgm wrote:
Angus_The_Bounty_Hunter wrote:


1. "When you threaten a space and the opponent moves out of that space in any other way than a guarded step.. or withdraw action."
Bull Rush appears to cause movement in a way that isn't guarded step or withdraw. Attacks of Opportunity makes no mention of choice being a factor, just the trigger.

With this as being the case, I provide the following situation:

Your ranged PC is being surrounded by a gang of six space goblins who are threatening, and one goblin thinks he is a champion among goblins and decides to bullrush you. He succeeds and pushes you five feet back, barely. The result would be six goblins attacking you, including the one who pushed you.

If that is the case I'm going to enjoy killing some PCs. I would also like to point out that all of the illustrated examples on page 249 regarding movement are all as a result of an action of an enemy.

I need to change my original quote, I skipped paragraphs when typing.

Pg. 248 reactions "A reaction is (a special action) you can take even if it is not your turn, but only after a defined and concrete trigger."

Scarab Sages

Cytoloopy wrote:

There must be a point to tracking non-lethal damage in game. Could anyone point out what it is?

I understand that if damage that is dealt to you that reduces you below 0 hit points is non-lethal, you are unconscious and stable. However, my concerns arise from the following:

Many environmental effects deal both lethal and non-lethal damage. In such a case, since even non-lethal damage subtracts from the same pools of SP and HP, how should one determine whether the final damage has a PC dying or stable?

And for falling, should one jump, the first d6 is considered non-lethal, and if you do an Acrobatics check, you may be able to further reduce damage. So, if you were to jump a 40 drop and succeed at the Acrobatics check, you could say 0 for the first 10 feet 1d6 non-lethal for the next 10, but 2d6 lethal for the final twenty. If that reduces a character to less than 0 up, there was no point in adding the non-lethal damage to the rules.

I feel I'm missing something...

Lets do the math here. Assume level 1 human soldier, 18 Strength, 10 CON, 7 SP, 11 HP, 5 RP

Falling forty feet overall.

First ten feet=0 damage

Second ten feet= 1d6 Non lethal, rolls 6 damage
Current pool 1/7 SP(6/NL), 11/11 HP

Thirty and forty feet= 2d6 lethal damage, rolls 12 damage
Current pool 0/7 SP(1/L, 6/NL), 0/11 HP(11 L)

Human Soldier 1 at this point is stable because of the NL damage taken and does not bleed out in 5 rounds if he spends no RP to stabilize. He gets rescued by his team who heal him.
If all of that damage were lethal he would be at zero and bleeding out, losing 1 RP per round. HS1 could stabilize himself by spending 1 RP because that is 1/3(minimum 1) of his max RP. If he were at 0/5 RP, since he hit 0hp during his turn he would have until the end of his next turn for someone to come and stabilize him before he would bleed to death as he has no resolve with which to continue living.
In starfinder there are no negative con rules, if something drops you to zero you are just at zero. Always have enough resolve to stabilize yourself in an emergency.
If you are employing the massive damage rule on page 250 theoretically if he fell and took enough damage that it would have reduced him to eleven hp below zero he would just die from the fall.

Scarab Sages

HidaOWin wrote:

If my Solarion Bull Rushes (pg246) a Goblin and successfully moves the Goblin back 5 feet, moving him out of my threatened space. Do I get an Attack of Opportunity using my reaction? (pg248)

I'm struggling to find anything that prevents it.

Pg. 248 reactions "A reaction is a special melee attack you can take even if it is not your turn, but only after a defined and concrete trigger."

Further down
1. "When you threaten a space and the opponent moves out of that space in any other way than a guarded step.. or withdraw action."
2."When the opponent in a space you threaten makes a ranged attack"
3. "When the opponent in a space you threaten casts a spell or uses a spell-like ability" Except when a spell states otherwise.

Based on these 3 triggers, the wording is that any reaction you make is a reaction to what an opponent is choosing to do, not what your character makes them do, I would rule that you cannot take a reaction to an action that you do to an enemy.

Scarab Sages

Voss wrote:
Basically to have enough wisdom skills, and so the mystic is slightly less crippled in the skill category.

Seeing that the mystic gains 6+ Int skill points, has 12 class skills and has all of the wisdom skills as a class skill, I guess i'm not seeing how they are crippled. Not to mention the channel Skill ability at level 2.

I'd say its actually one of the best set up for the skills it has. 9/20 skills it should be good at based off of having a focus in Wisdom and Cha.
Compare that to the soldier who should only be good at 3/20 skills with focus on Strength and Dex.

Scarab Sages

vashtheblackseed wrote:

After seeing how they did Profession, I feel they should have had Mysticism based off Key Ability score for casters and non-casters are stuck with Intelligence.

It is really weird that there is a knowledge skill not using Intelligence, but I also feel that just between Computers and Engineering, Int is a really powerful stat for skills (and that's not counting what they do on a Starship.

It honestly makes sense to have most of the Skills based off of intelligence. It represents the knowledge of different things and is the skill you get skill points from.

In Pathfinder, Intelligence based skills account for 14 of 36 skills or 39% of skills. The next highest, Charisma, has 7 of 36 or 19%. Wisdom has 5 of 36 or 13%.The other 29% is mostly Dex Skills.

In Starfinder, Intelligence based skills account for 7 of 20 or 35% of skills. The next highest, Charisma, has 5 of 20 or 25%. Wisdom has the same amount as Charisma. The other 15% is mostly Dex skills.

I'd say they did a decent job of cutting down the amount of skills actually needed while getting rid of skills that could be put into the same category.

Other than Mysticism, medicine, and Survival(specifically the riding and handling of animals) everything is still based off of the same stat that is was in pathfinder. I get the change of medicine to Intelligence, it makes sense because there is a lot of knowledge required to heal different species and use the high tech equipment they use to heal now. Riding was an underutilized skill in pathfinder anyways, and handle animal makes sense to use wisdom instead of charisma. An animal doesn't care how pretty you are or how convincingly you speak. Mysticism is the only skill that doesn't make sense from a mechanical perspective.

Scarab Sages

Phylotus wrote:
Alright, that's how I interpreted it too. Sad day to be a potato bounty hunter.

It's basically saying you use your survival skill (WIS based skill) to track down your bounties and using intuition to find them. IF you want to Make an Int based bounty hunter Make up your own profession that relates to Using intelligence to track down bounties.

Example: Datanet bounty hunter, you hunt bounties through information you track down using your Computers and Knowledge skills, maybe you don't physically take them down but you deliver the information to the proper authorities.

Or TV Personanlity/Bounty Hunter, think Dog The Bounty Hunter. Hunt down Bounties for entertainment value.

As long as you a have a mechanical reason to use a different stat make your own profession.

Scarab Sages

Phylotus wrote:

In the CRB, the Profession skill description lists different common professions under different mental scores. My question is if those are specifically only for those ability modifiers, or can they be switched around. Like, say, could my Engineer use Intelligence for his Profession: Bounty Hunter, or is that always a Wisdom profession?

I'm specifically wondering this for SFS, but I am curious for guidance on how to rule this when my players inevietably ask me the same question.

Per the description of the skill profession on p.146 CRB

"When you put ranks in a profession skill you must choose the ability score keyed to that skill"
If you want a different stat used you need a different profession.

Example; My technomancer character has Profession: Ecoglaceologist based on Intelligence. He knows about all of the professional information relating to the ecology of ice, taiga, and tundra regions. If he instead wants to be good at surviving in those climates I might change it to Profession: Ice climber and have it be based on wisdom.

Scarab Sages

Mystiscism is basically a bunch of old Knowledge skills and Spellcraft. It represents knowledge of the planes, magic, religion, and ability to craft magical items. My question is this:

Why is it now based on wisdom instead of intelligence? I can't see a mechanical reason for it to have switched from intelligence. It still represents Knowledge and reasoning of said topics. If you look on page 21 under ability descriptions Wisdom says that it represents "common sense, intuition, and willpower". None of those things have to do with knowledge of magic, religion, the planes, or spellcrafting.

Scarab Sages 3/5 5/55/5 ***

1.Is there likely to be a Regional Support Program for SFS? If so when would it be expected to roll out so GMs can start reporting for those rewards?

2.Along those lines is the Retail Incentive Program going to be applicable towards Starfinder Society events?

Scarab Sages

Katina Davis wrote:
Angus_The_Bounty_Hunter wrote:
Sharaya wrote:

Hi Tessara,

Unfortunately, we do not have a way to switch non-Core characters to Core characters.

You should either:

-Delete this character and re-register it as Core, if you need it to be a Core character.

OR

If you are okay with it becoming a non-Core character, just play it and have it reported in non-Core game, and it should be converted over.

If you have any further questions or concerns, please let us know.

Thanks!
Sharaya

What if we happen to already have chronicle sheets assigned to that character that are all core, therefore removing the option of deleting the character and restarting it.

Hi Angus,

If you'd like to send an email to customer.service@paizo.com with your character information and some details about what's going on, we should be able to forward it on to see what can be done from there. Just let us know if you have any other questions in the meantime.

Thanks!
Katina

I have since written several emails to customer.service@paizo.com at several different times, called customer service and made sure they got my email, had the representative I was talking to ping the customer service reps, and have not received a reply. If I could fix this myself I would but there doesn't seem to be an option for me to do it.

Scarab Sages

Sharaya wrote:

Hi Tessara,

Unfortunately, we do not have a way to switch non-Core characters to Core characters.

You should either:

-Delete this character and re-register it as Core, if you need it to be a Core character.

OR

If you are okay with it becoming a non-Core character, just play it and have it reported in non-Core game, and it should be converted over.

If you have any further questions or concerns, please let us know.

Thanks!
Sharaya

What if we happen to already have chronicle sheets assigned to that character that are all core, therefore removing the option of deleting the character and restarting it.

Scarab Sages

Mergy wrote:

On the other hand, a large-sized club is 1d8, so enlarge person would bring it up to 2d6, and shillelagh would bring it up to 4d6; albeit at -2 to hit.

Druid/titan mauler anyone?

I'm curious if the enhancement bonus the spell Shillelagh gives your weapon would bring the minus to hit for this down to -1? Thoughts?