Owl

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Pathfinder Starfinder Adventure Path, Starfinder Maps Subscriber. FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. Starfinder Society GM. 954 posts (1,259 including aliases). 2 reviews. No lists. 1 wishlist. 47 Organized Play characters. 2 aliases.


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Grand Lodge

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On the plus side, you get to spend a minute covered in puppies.

Grand Lodge *****

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Cyrad wrote:

I am happy to see the shift to 4-hour slots. I find specials extremely exhausting both as a player and as a GM. Especially when they're traditionally run late at night after a full day of gaming and the Sagamore Ballroom gets unexpectedly cold at night. On more than one occasion I went to my hotel feeling ill after a special.

Specials can be so taxing that a Venture Lieutenant once bribed me with a 5-Hour Energy to fill a high tier table.

I must agree that 4 hours plus mustering feels like the sweet spot for a special. I don't know who else feels this way, but I'm drained by the end of the longer specials even doing them in a morning slot with a break for lunch as is tradition at Owlcons now.

This will also hopefully make it easier to fit both Solstice Scar and Scoured Start Invasion in at some cons.

Grand Lodge

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Voss wrote:

It's a complex game with a lot of options,interfaces, menus, submenus and choices.

So, no.

A pity, I have a chronic wrist injury which makes prolonged mouse use quite uncomfortable.

Grand Lodge

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Can Kingmaker be played with an Xbox controller? Or is keyboard+mouse the only way to go?

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What if we had a boon that was given not just to the organizer, but also to helpdesk staff, and where applicable, setup and cleanup crew, distinct from the quarter's GM boon?

Grand Lodge

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Like:

1. Three action system
2. Bulk system
3. - can't think of anything more -

Hate:

1. "Someone has to play the cleric"
2. Resonance
3. Disposable shields.

Grand Lodge

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Started a new thread in the equipment forum to request clarification on boss or spikes on a broken shield.

Grand Lodge

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Split from Class feedback on the paladin.

If a shield has the broken condition, can a shield boss or spikes attached to it still be sued to make attacks if the boss/spikes are not themselves broken?

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Darkorin wrote:
Blave wrote:

You're only half correct here. It's true that the attack would only have caused 2 dents. But even that is enough to give the shield the broken condition which makes it unusable. For all items except armor, broken basically means useless. The only difference to destroyed is that a broken item can be repaired while a destroyed item is lost forever.

Except that shield spikes and boss can even be salvaged from a destroyed shield. This means to me that you might not be able to defend yourself with a broken shield, nor shield bash, but you could attack with a shield boss or spike since they have their own hp.

I don't see how that would work with no spare shield to attach them to.

Grand Lodge

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Character Creation

I set out to create a Gnome Fey bloodline Sorcerer … and a few hours in, realize I need to make something simpler than a caster for my first time in a new system.

My second attempt is a gnome paladin of Shelyn, inspired by a PFS core campaign character that never quite got off the ground.

The character sheet. The layout of the official character sheet is not very intuitive. I take a few hours out to make a playtest character sheet that looks more like the portrait-layout sheets PF1 players are used to.

Gnome gives +Con and Cha, the floating ability boost cancels out the -Str. Entertainer background seems most appropriate for a Shelynite, and adds +Str and +Cha. Free boosts go Str, Dex, Con, Cha, and to top it off class boost bumps Str up to 16. Starting with Str 16 on a gnome’s not bad, but the lack of an option to boost Cha instead limits ancestry and background choice somewhat. (A moment to pity the poor Dwarf paladins.)

Starting class features. Not having to wait for level 2 for lay on hands is nice. Retributive strike seems very situational and doesn't excite me, but let's see how it works in play.

d4s are tiny, hospice knight it is for class feat. In retrospect, this felt like a trap at level 1. You need to buy a 50sp healers kit to use medicine, and the die increase doesn't matter as much till you're rolling more dice.

Paladins get no ability to reduce crossbow reload time. Glad I don’t worship Abadar.

Initial equipment

Why are one-handed and two-handed weapons jumbled together in a single table? What was wrong with separate tables as in PF1 and SF? Still not clear if I can ever use lay on hands with a glaive. (Clarification hit the site midway through game).

Starting gear ended up:

Scale mail
Heavy wooden shield w/ shield boss
Shortbow
20 arrows
Ordinary clothing
Grappling Hook
Silk Rope
Wooden Holy Symbol
Healer's Tools
4 SP to spare

Main bit of feedback here: basic tool kits (Healer's, Thieves', Snare, Repair) necessary to just use skills are grossly overpriced compared to starting character wealth.

This, plus unclearness on LoH needing a free hand leaves me with sheild boss as my only melee weapon, which would prove to be a major mistake.

Gameplay
HWalsh on Discord rounds up players for an demo game, and I jump in with my freshly minted paladin and her familiar. Other party members are a ranger and his companion, a bard, and a monk.

After introducing characters, we go into exploration mode, gathering information to locate our employer. With a bard and a paladin trained in diplomacy, it's not hard to make the gather information checks.

It's late in the day, so we rest and start the next day fresh.

We start the day with open stage performance. We earn some silver between the bard and myself being trained in performance.

The bard and ranger take some time to help a herbalist with her studies, while I and the monk arrange a bounty contract.

We meet back up to collect a bounty on some "rats", and go into combat mode.

I open the door to the "rat"-infested property, lose initiative and take two bites from a goblin dog before I have a chance to raise my shield. At least I make my fort saves. The monk crits and kills it when his action comes around.

It seems NPCs in the playtest suffer the same inflated to-hit numbers as Starfinder NPCs. Is this really necessary?

I lay on hands and chug a healing potion provided by our employer to get back from 3 HP. Tracking spell points and resonance as I do so.

Even with hospitalier knight, 1d6+3, 3 times a day doesn't feel like much with increases in HP.

We press forward, finding more goblin dogs and more combat. I head up to one, whiff with the shield boss attack, and raise shield as my final action. This saves me from a couple hits as it attacks back twice.

Things go bad on the second round however, as the goblin dog rolls a nat 20, I block the crit with my shield, leaving me conscious, but with no shield or melee weapon due to gear choices.

The goblin dog turns to attack the monk next to me with its actions. I get in some unarmed retributive strikes, but I'm not impressed with the mechanic. Yes, it encourages enemies to attack the paladin instead of their allies... or just step out of the paladin's reach. And It'll do little good for bow paladins. As a signature class ability and especially a replacement for smite evil, it feels lackluster.

Speaking of bow paladins, I draw my shortbow and start plinking away the next round, having no melee weapons left. Low dex and low damage means I don't contribute much with in the 2 rounds I'm double- and triple-attacking with it.

Takeaways

Ancestries need to be more front-loaded. The familiar I took with my one ancestry feat never did much, gnome movement is a pure drawback, and the only remaining concession to gnomishness was having low-light vision.

Backgrounds are forgettable. Any chance of making them work more like Starfinder themes?

Lack of a general feat at 1st level is likely to make a lot of 1st-level characters samey.

Paladins need work. Retributive strike is underwhelming, smite evil is missing, as is any support for using a ranged weapon. (Abadarans and Erastilites take note of that last one.) Of the 3 class feats available at 1st level, 2 of them feel like taxes needed to make lay on hands work properly and effectively.

Shields break too easily if you try to actually block attacks with them.

With the clarification on Warded Touch which hit in the middle of gameplay, I will probably switch this build to warded touch + glaive for future test runs. Retributive strike seems to demand reach and shield are made of paper if you try to use them for their historical purpose.

Grand Lodge

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Malthraz wrote:
I actually really like this ability. I think it is good game design. I actually think it makes reach weapons far more appealing for a Paladin.

Of the paladin-friendly core deities, I count one with a reach weapon (Shelyn) as favored and two with ranged weapons favored (Abadar, Erastil), who are thus unable to use what Paizo wants to be a signature class ability with their diety's favored weapon.

Sure, it's an interesting ability, appropriate for _some_ paladins, but it's too narrow to build an entire class around.

Grand Lodge

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I'm still looking for a group to test it in play, but I'm really not confident that Retributive Strike can stand up as a core class feature, especially with Divine Grace and Shield Block competing for reactions.

I very much want to see Smite Evil brought back as a core level 1 class feature for paladins.

Grand Lodge

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Or possibly just buff Crane Stance a bit so it gives the same AC bonus as raising a heavy shield.

Grand Lodge

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Ouranou wrote:
Creating a character before reading most of the book seems like an exercise in frustration, I'm suprised so many do it that way.

It's how the rulebook's laid out, with character creation steps quite early on, asking you to understand concepts that won't be properly explained for 4 more chapters.

Which is why I think it could benefit by bumping those explanations up to before character building.

Grand Lodge

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John Mechalas wrote:
Jason Bulmahn wrote:
We want you to be able to make informed decisions, but you do not need to know every interaction before doing so. This helps lower the barrier to entry.

I keep seeing this barrier to entry claim. Is there actual focus group data from real players here? Because to me, the biggest barrier to entry is if the book assumes I know the jargon and dives into the middle, using terms and keywords before they are defined.

This has been a problem with d&d since 1st edition.

I agree that using jargon before it's properly explained is a major flaw of the playtest. (And DnD 3.5, and PF1e).

I wonder if it wouldn't be better to open with a set of pregen characters and examples of play that explain proficiency levels and bonuses, actions, ability scores and modifiers, skill checks, and attack rolls before you have to understand those concepts to build your own character.

Grand Lodge

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I suspect some of the disconnect between Gencon feedback and forum feedback may have to do with having pregens available at Gencon.

A pregen that explains all her possible actions clearly on a couple pieces of paper is a major shortcut around the cumbersome character creation process from the playtest book which involves a lot of flipping between chapters to find out what spell, power, or action X does. Thus, on the forums we see a lot of negative feedback about character building and options, and relatively little so far on actual play experiences.

Grand Lodge

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kaid wrote:
I think there has to be easier ways to fix the cure light wounds wand without causing so much collateral weirdness everywhere else because of it.

There was. It was in Starfinder and called "Stamina".

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Just finished building a gnome paladin of Shelyn. Her gimmick will be having a songbird familiar capable of delivering the touch for her lay on hands.

Also pondering a unarmored, glaive-wielding paladin of Shelyn, but looks like it will need clarification on LoH with two-handers, as well as the monk multiclass, released first.

Grand Lodge

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Missing from the initial list:

Improved Unarmed Strike (Monk)

Slashing/Fencing/Starry Grace (Rogue)

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master_marshmallow wrote:

I agree and like how the classes give bonuses to a primary stat. I think they should function just like backgrounds, and have a choice between two predetermined, and a free choice. Gives plenty of freedom to have good stats like an optimized build, or slightly more distributed, but still playable stats for more diverse builds.

Paladins not getting cha baffles me.

I must agree on paladins, not being able to choose Str or Cha feels too restrictive.

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Jaling wrote:

Looking at all compatible deities, this ability seems to be hit and miss(mostly miss).

Starting with: all weapons for paladin deities are common!

Abadar(Crossbow) - Simple damage bonus, but is dex-based for a str-based class
Erastil(Longbow) - Martial(no bonus) and dex-based for a str-based class
Irori(Fist) - Simple damage bonus
Sarenrae(Scimitar) - Martial(no bonus)
Shelyn(Glaive) - Martial(no bonus)
Torag(Warhammer) - Martial(no bonus)

I'm really liking the direction this class is going, but would hate to see a great opportunity to be a champion of your deity wielding their weapon of choice wield no benefit for all but two deities.

If I'm missing something, please let me know.

As I mentioned in another thread, sure it will boost fist damage for Irorans, but it lacks any sort of text to allow them to do lethal damage with their fists. An important thing to have if you want to smite undead.

Grand Lodge

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If I'm reading this right Iroran clerics and Paladins can boost fist damage to 1d6 via the Deific Weapon class feature or Deadly Simplicity class feat.

But there's no mention of being able to deal lethal damage with fists or other nonlethal weapons in those abilities. The old Improved Unarmed Strike general feat which would have fixed that is gone.

This feels like an oversight. Any chance of clarification in the FAQ and the final rulebook?

Grand Lodge

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The class lock on advanced proficiencies from signature skills feels especially bizarre and limiting after PF1 and Starfinder added lots of news ways to get class skills via traits, themes, and in SF, skill synergy feat.

I'm not sure why such a limit is needed, and it might simplify the system further to just remove the concept and let anyone be good at any skill.

Grand Lodge

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I can't speak for Dekalinder, but I'd rather see resonance removed and HP/healing run on the Starfinder Stamina/Hit Points/Resolve mechanic with 10 minute rests. Is that too sweeping a change if resonance playtests poorly?

Grand Lodge *****

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Cross-posting from the PF boon trading thread:

Have:
* PFS Samsaran, Suli, and Undine

Trading all 3 for:
* SFS Bantrid

Grand Lodge *****

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I had no problem hand-building characters for PF1 or Starfinder. Heck, I've even been writing tools to build Starfinder characters

As presented in the playtest rulebook, I just can't get a character built under the new system. Too much isn't explained clearly, too much jumping between pages.

Grand Lodge

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If Paizo was to throw out the current playtest system entirely and start fresh for another attempt at Pathfinder 2e, which bits of the playtest would you want them to keep?

I think the 3 action+reaction system is a keeper, and easier to pick up than the old PF/3.5 action system or Starfinder action system.

Sorcerers getting different spell lists based on bloodline has promise, but not all spell lists are created equal.

There might be some sense in condensing half-elves and half-orcs (and later on, aasimar, tieflings, geniekin, dhampirs) into human heritages, but the current implementation is lacking.

Grand Lodge

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PossibleCabbage wrote:
My sincere hope is that the playtest is deliberately encouraging each class to be built into one of several clearly distinct bins, not because the actual game is going to be like that, but simply to test things like "how does a crossbow ranger do compared to a greatsword barbarian compared to an archer fighter compared to a twf fighter compared to a monk who punches people."

If it was, it should have been publicly advertised as such prior to the playest.

As it wasn't, the ensuing rage about cookie-cutter classes is entirely justified.

Grand Lodge

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HWalsh wrote:
...The name of the game is slow and steady.

Which is a problem, because the name of the game as advertised was "Pathfinder".

Grand Lodge

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Fluff wrote:
KyleS wrote:
Your response of "they aren't going to do that" significantly implies that you're ignoring that the lack...
I'm sure they'll change bits of it, but they aren't realistically going to nuke the entire site from orbit and start over.

Even if they perhaps should. I'm sure a suitable nuke can be found in the starship weapons table in Starfinder even.

Grand Lodge

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Because the overall theme of the playtest seems to be "you must be class X to do Y".

Grand Lodge

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My color vision is poor enough I didn't even notice. How am I supposed to follow rules on rarity when i can't discern what rarity a thing is?

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Have:

Suli
Samsaran
Undine

Want:

Gencon Starfinder GM race boon

Willing to trace all 3 of my PF1 race boons for that.

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SpiderKing wrote:
why is my email on every page of the pdfs

Paizo watermarks all their PDFs with that. It is to discourage the non-free PDFs from showing up on pirate sites.

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Secret Wizard wrote:
What do you need Finesse Striker for? Just put some points into STR, you won't be missing much.

Because it is a deliberate attempt to recreate a high dex, high cha, low str PF1 character.

EDIT: I stand corrected.

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Secret Wizard wrote:
Arutema wrote:

I saw unarmored proficiency as a system concept and was immediately thrilled to recreate my unarmored swashbuckler from PF1 as a rogue, or possibly build a variant of Ostog from the card game.

Except a search of the PDF turned up no way to gain this proficiency except through monk class features. Am I reading this right?

Expert+ armor proficiencies are exceedingly rare, apparently. Only Paladins, Fighters and Monks get them.

Rogues, Rangers, etc. don't get any.

I assume Monk Multiclass will allow characters to pick up Unarmored Proficiency though.

THAT BEING SAID, why not go Monk MC Rogue to be a Swashbuckler? Just reskin Temple Swords to be an arming swords of some sort.

Xenocrat wrote:
It feels like armor/weapon proficiency increasers are missing. I thought a Fighter could boost his armor proficiency from Master to Legendary, but I can't see how.
Maybe a missing 20th level Feat?

Monk MC rogue doesn't grant Finesse Striker. and of course, MC monk is outright missing from the playtest. So that's my swashbuckler out.

Monk MC fighter might work for an Ostog style character, but he'd be missing rage.

So I must agree with Xeoncrat that it feels like we're missing the feats to gain and improve certain proficiencies.

Grand Lodge

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I saw unarmored proficiency as a system concept and was immediately thrilled to recreate my unarmored swashbuckler from PF1 as a rogue, or possibly build a variant of Ostog from the card game.

Except a search of the PDF turned up no way to gain this proficiency except through monk class features. Am I reading this right?

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baggageboy wrote:
Swashbuckler can work ok as well.

I've played a swashbuckler up to level 11 with no armor but a wand of Mage Armor and UMD ranks. It is indeed viable.

Grand Lodge

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Absalom Station Infosphere has a increasingly fancy HTML character sheet and a separate tool that will help fill out large chunks of it.

Grand Lodge

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Absalom Station Infosphere is updated! Thanks to the data entry skittermanders who worked allsix to make this possible.


  • Point Buy Calculator has been massively overhauled into the Starfinder Creation utility which will work out hit points, stamina, resolve, class skills, theme skill bonuses, race features, and theme features for any single classed character, and export it all to the HTML5 Character Sheet.
  • Starfinder Creation Utility: Races with art available under the community use policy will display preview art now.
  • Starfinder Creation Utility: Added races from Dead Suns volumes 2-5.
  • HTML5 Character Sheet: Insight bonus and armor check penalty get their own fields in skills. Total/spent skill point fields added to mesh with the above. SFS specific reputation and faction data has moved to page 4 to allow a larger abilities box on page 2.
  • HTML5 Starship Sheet: Shirren larvae have been removed and reunited with their parents. (Bug fix release only.)
  • General: HTTPS is now forced site-wide to avoid any security warnings in latest Chrome.

Grand Lodge *****

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Lau Bannenberg wrote:

I'm starting to feel like the pilot role may be overappreciated compared to the gunners. If there's only one computer bonus to go around, I see it going to the pilot. If the captain is encouraging people, it's usually the pilot. And given a choice where to sit, the person with high Dex + Pilot ranks will usually be... the pilot.

However, fly around the enemy all you want, if you're not hitting more than they are, you're just losing sloooowly.

This seems like a commonly made mistake. Given that's its easier to get bonus from theme, class, and feats to skills (which pilot checks are and gunnery checks aren't), it often makes more sense for the captain to encourage the guy on the biggest gun rather than the ace pilot operative at the helm.

Grand Lodge

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Core Rulebook wrote:


When you imbue a weapon with the rune of the eldritch knight, in addition to its normal benefits, the rune grants the weapon one of the following weapon fusions of your choice: ethereal, flaming, frost, merciful, or shock. The weapon can’t gain a fusion it already has, and this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once. The bonus fusion ends when the weapon ceases to be imbued with the rune of the eldritch knight. For more information on fusions, see page 191.

Just one problem; one of the listed fusions (Ethereal) doesn't exist. Should this read "Ghost Killer" instead?

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BigNorseWolf wrote:
Hiruma Kai wrote:
BigNorseWolf wrote:
What is there in the Solarions tool kit that lets them move in and move out on the same round without standing there as a glass cannon begging to be full attacked? Or sucking up the AOO for moving in and out?
Not every fight or enemy lends itself to this, but a reach weapon plus Stellar Rush lets you standard action charge, hit from 10 feet away, then move back.

How?

Stellar Rush (Su) [Photon mode]

As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties.

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

The square you have to go to and the fact that you stop is not "the penalties" its part of the charge rules. Unless you're combining it with something else i don't get how you're spring attacking with it.

You're missing the "As a standard action" part. As in, you're left with a move action remaining you can use to move away.

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Possibly the Ghibrani, which has the same copy-paste error in "The Thirteenth Gate".

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Temple of the Twelve wrote:
Low-Light Vision: Ferrans can see twice as far as humans in conditions of dim light.

That is not how low-light vision typically works in Starfinder. Should this instead read:

Core Rulebook wrote:

Ferrans can see in dim light as if it were normal light.

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TheBigBlueFrog wrote:
BigNorseWolf wrote:
I'm gonna assume it takes too long to use like that, otherwise just turning your space suits into mercury or something would be a one touch one kill option.
** spoiler omitted **

Spoiler:
The stone's effects are illusions, so that would just produce a solid rock wall that looks like marshmallow fluff.
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TheBigBlueFrog wrote:

Has anyone actually had Talbot use the Charlatan's Stone in game? It seems to be pretty powerful, if you used it correctly. But there's nothing in the scenario to indicate that Talbot uses it either offensively or defensively. Are there stats somewhere for that artifact?

Or is it just a MacGuffin? "Beyond the scope of this adventure?"

Spoiler:
If you get the details from Philt, it's strongly implied Talbot's been using the Stone to sell Abadarcorp a load of worthless dirt as Drift engine fuel.

That said, the Stone doesn't have any impact in combat.

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My -701 is a Vesk Priest of Hylax Healer Mystic. With heavy armor proficiency, improved unarmed strike, and Vesk natural weapons, he can both dish out and take punches. Healer connection means he can self-heal tank much as a PF paladin could.

Grand Lodge

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How much head trauma will it take to stop thinking of Abyssal Exalted every time someone says "resonance"?

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The lack of hype for Armory is starting to bother me, yes. Though mostly it's because I want to see its art hit the blog and thus the community use list.

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