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******* Venture-Agent, Texas—Houston 1,119 posts (1,443 including aliases). 3 reviews. No lists. 1 wishlist. 61 Organized Play characters. 2 aliases.


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Grand Lodge

thistledown wrote:
Also, some piece of gear that you can put fusions on to apply them to natural weapons.

My punchy Vesk would be quite pleased to see such a thing.

Grand Lodge

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Best: The kitchen sink science fantasy setting. The stamina system for short rests.

Worst: Low-level starship combat encourages overly-defensive play (restore shields, evasive maneuvers every turn) that can easily leave combatants stalemated. I would have preferred some system of automatic damage and AC scaling to buying new stuff every few levels.

Grand Lodge

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More support for species that have only been featured in AP backmatter so far. (And ACP boons for them?)

Starfinder Unchained: Here's how to incorporate different action economy systems, if you want to.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

Looks like the damage is right for a generic Sea Serpent with the Young Template, but the author forgot to reduce the space (and possibly, reach) when applying the template's size reduction.

Grand Lodge

Kishmo wrote:
BigNorseWolf wrote:
So the only place that level of persnmicket would matter is SFS , and the lunar weapon is banhammered there anyway. (possibly for this reason)

...wait, is it banned from Society? It lacks the little graphic on AoN, but we all know that's far from an infallible source. The AR page for FFoD says all options are legal, except for the listed exceptions; and Lunar Weapon isn't listed.

I have vague plans to make a Society Dex/Cha Solarian someday; I hope it's not banned :D

Nethys appears to be in error here. Additional Resources is the canon place to check for legality.

Grand Lodge

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Alison-Cybe wrote:
I think the 1st edition org play scenarios were popular enough that if a 1st-2nd edition conversion guide were a thing, they would see a huge surge in play (and sales), if such a product were ever released (HINT HINT!)

Call me a curmudgeon if you must, but the point of 2e is to sell new, incompatible products, not give you a new way to play old content you already own.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

Looking for some Starfinder Society players for a a regular game at Blade Gaming in Roanoke, VA. If anyone's willing to volunteer to GM PF2e, we can put that on the schedule as well.

Signups on Warhorn

Grand Lodge

Power armor on large creatures like bears also has the disadvantage that it's unclear if they can even fit inside or operate medium powered armors.

Grand Lodge

4 people marked this as a favorite.

There is also Paizo wanting to keep monster names consistent in product lines that never used OGL to begin with; mostly the Pathfinder Battles minis and the now-defunct Pathfinder Adventures card game.

Grand Lodge

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Any company that is lawyering up for a coming fight has almost certainly been instructed by said lawyers to avoid public comment at this stage.

Grand Lodge

It is worth mentioning that sign languages are part of the core rules in Starfinder.

CRB wrote:

Many worlds have a shared planetary language, most races speak a racial tongue, and all of the prevalent languages of the Pact Worlds have both signed versions and written versions (including both visual and tactile writing).

...
A character can learn the signed or tactile version of a language she knows, either as a bonus language or by putting a rank in the Culture skill (see page 139). A character who begins play blind automatically knows the tactile versions of any languages she knows; a character who begins play deaf automatically knows the signed versions.

So by beginning play deaf, you automatically know the signed versions of your languages. To communicate with party members, they just need to spend a bonus language or culture rank to pick up the same signed language.

You could also pick up a Mk 1 Mindlink Circlet for 1600cr and use its granted telepathy to communicate.

Grand Lodge

I think they both predate that flip mat, but #1-08: Sanctuary of Drowned Delight, and #2-13: Storm of the End Times are heavy on aquatic action.

Grand Lodge

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JiCi wrote:

The issue I see with clever villains is how their plans can be revealed too easily by the players.

They're one Detect Thoughts away from spoiling their plans :S

There's at least one magic item for that.

Grand Lodge

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It's more situational, but many spells are in Starfinder compared to PF 1E.

That said, the ability it grants to move and full attack is a major boost to any melee builds in the party.

Grand Lodge

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Hilary Moon Murphy wrote:

Drone Mods

The Armor Upgrade slot alone is worth it. There are so many great Armor Upgrades!

Reinforced chassis from Tech Revolution also looks interesting. Permanent extra HP. (You cannot take drone mods that would give temporary HP. These aren't temporary.)

Grand Lodge

I'm curious what people think about the SRO/Android mechanic ability to install drone mods in themselves in place of a drone or exocortex. Which are good or interesting drone mods to pick with this ability?

Grand Lodge

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Hilary Moon Murphy wrote:
Any other cool new solarian pieces of equipment or solarian-friendly feats that I should consider? This character will need to be Society-legal.

For melee solarions, lunar weapon is at least interesting. You get smaller damage dice with your solar blade, but it gains the operative property, so you can use Dex on attack rolls.

It is incorrectly flagged as not SFS legal on Nethys, but SFS character options allows all options from that book (AP #35) except a single feat and spell.

Grand Lodge

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Excited to see continued support for PF 1e.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

Ravingdork wrote:
Do I gain any benefits in 2e PFS for my many years of playing 1e PFS?

Just a few new backgrounds.

Grand Lodge

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Humble Bundle is running a bundle which includes Pathfinder: Wrath of the Righteous plus Neverwinter Nights, Baldur's Gate, their DLCs, and Planescape: Torment.

Proceeds are split between publishers, humble, and Word Central Kitchen charity.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

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Then what is the point of putting an item with such an unbalanced effect in the core book, then putting it behind a "PCs must never have this" wall because of said balance issues.

How is this not a waste of space in an already overstuffed tome of a book?

Grand Lodge

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Temperans wrote:
A surface drow society sounds like trying to change drow into something they are not. Their entire physiology is built for being underground as is the case with most things that have light sensitivity by default.

Light sensitivity automatically equates to living underground? It could simply be the mark of a nocturnal species that prefers to sleep during daylight hours. Earth has plenty of those.

Vampires are utterly destroyed by sunlight, does that automatically make them cave-dwellers?

Grand Lodge

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CorvusMask wrote:
(sidenote, wait Azlanti had activities on Akiton? :O I want to know more about that too. I definitely want to know on solar system's planets on time of pathfinder more x'D I'm getting more obscure ideas on threads)

See Distant Worlds.

Grand Lodge

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Temperans wrote:
Technically there is all the lovecraftian stuff (until it gets changed), but that stuff is weird no matter what angle you look at it from.

And Cthulhu specifically is sleeping in R'lyeh somewhere under Earth's oceans.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

Double-check the feat's prerequisites. If you do not have Draconic Aspect or Dragon-scaled, you do not meet the feat's prerequisites.

Grand Lodge

Leon Aquilla wrote:
The storyline of "Oh, this elemental plane ruler is freed after untold years of captivity and now there's new elemental planes!" reads like the kind of concept that World of Warcraft line developers would write to justify their newest expansion.

Except the tale of freeing said elemental lord was already told in the 2016-2017 season of Pathfinder Society play. It's hardly a new thing. Whether new planes emerging as a consequence makes any sense is another matter.

Grand Lodge

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Mark Hoover 330 wrote:

The Akata could use more play time IMO. These creatures have an interesting weakness, built in backstory, a unique ability to spawn more of themselves over time and a fun pre-spawn existence as undead.

...

Anyway, back to the Akata. As a CR 1 creature, they're decent for a low-level encounter. Medium sized but decent Stealth and a Climb speed, so they make good ambush attackers. In a full attack they MIGHT be dangerous, but the secondary tentacles have a very low chance of hitting. Still, that Void Bite adds an interesting wrinkle to their menace.

But then you add the saltwater vulnerability. Set the encounters around a salt marsh, or near coastal waters, or underground around salt caves. Give the PCs a chance to exploit the weakness in some way. At the same time, to add even more danger to the party you could add an environmental hazard around some bad air or toxic gas; the akatas don't breathe so they don't even notice the sulfurous stench and sickening effects but that PCs may.

These creatures beg for whole stories written around them, perhaps even major chunks of campaigns.

You might be glad to know that akatas and their void zombie spawn play a major role in the first book of Dead Suns. Sadly,

Spoiler:
they're encountered in a depressurized ship, which makes taking advantage of the saltwater vulnerability nigh-impossible.
Grand Lodge

Based on the rules and FAQ on power armor, it looks like if I am a Vesk (or another race with 1.5x specialization on unarmed strikes):

I can either make my usual unarmed strike at 1d3 + (Str mod) + (1.5x level specialization) damage.

Or I can make the power armor's unarmed strike at (listed damage dice) + (Str mod + 1x level specialization) damage. (Unless I am somehow not specialized in basic melee weapons.)

In both cases, the Str mod will be that of the armor rather than my own.

If I have Improved Unarmed Strike feat, I can apply its damage dice instead of my own, or the armor's.

In a large or bigger power armor, my arms would be dedicated to operating the armor and not free for an unarmed strike, but I could still make a headbutt or tail slap.

Is this all correct?

Grand Lodge

98: The Other [City] - You arrive at a city or town with the same name as the intended destination, in a different province, state, or country.

99: The TARDIS Classic - You arrive where (and potentially, when) you are most needed, rather than where you intended to go.

Grand Lodge

Yakman wrote:
Leon Aquilla wrote:
And of course Tyrant's Grasp, six books of trying to make Tar Baphon look scary and dangling him over the party's head.
which is how the AP dealing with the setting's big bad should be...

I thought Deskari was the setting's big bad... But of course, gotta find a replacement for him for 2e.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

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John Mangrum wrote:

I think they're pinning it on the Data Scourge, and you mentioned Datch's multimedia campaign, but I think at the core of it is that... well, Datch's campaign had the advantage of incorporating a lot of truth.

Questionable Starfinder recent history, in no particular order:

** spoiler omitted **...

You left out...

Spoilers for Fate of the Scoured God:

Killing a divine herald. Regardless of the motives, that level of power makes people nervous.

Grand Lodge

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Currently GMing Iron Gods, nearing end of book 1.

Need a way to give a certain Technic League agent and possibly a hired goon or two the ability to breathe water. Potions of water breathing being kinda boring and not fitting the adventure's themes.

Not finding what I need in Technology Guide without a load of other environmental protections making the item/armor too expensive to give out as low level loot.

So has a 3PP published tech that's basically scuba gear or wetsuit + scuba gear?

Grand Lodge

Kasoh wrote:
The Raven Black wrote:

Funny how circumstances seem to always manage to ensure only exceptional individuals can reach the Starstone. Without making it entirely unreachable though.

Why was Aroden the first to find and raise it ?

Maybe he was the only person both powerful enough and interested in it enough to make the attempt.

Quite possibly. Your average dude in the Age of Darkness would probably not consider single-handedly lifting a massive rock from a crater at the bottom of the sea worth attempting.

Grand Lodge

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Perpdepog wrote:
It's gone from divine source to power source in Starfinder, but yup; it's still there. It even appears to have weathered the recent Drift Crisis intact.

Heck, it might still work as a divine source in Starfinder, there's just the slight problem that all the passcodes necessary to get anywhere near it were lost to the Gap.

That shouldn't be any more difficult for an up-and-coming deity than crossing a massive chasm unaided. Should it?

Grand Lodge 4/5 Venture-Agent, Texas—Houston

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NielsenE wrote:

I don't think SF has changed that much, but I'm primarily a PFS2 GM/Player, so aside from knowing that they're adding new factions, I don't really know.

Re the ACP, yes the intent was described as allowing people to play an uncommon ancestry as their first character if that's really the only thing they want to play -- ie you don't have to "pay your dues" by playing ~20 scenarios (or GMing 10) with an unwanted ancestry to get the one you want.

It also opens up some interesting chances to buy System Traveler boons even if you're only interested in a single system.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

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But does he claim to be the Head of Vecna?

Grand Lodge 4/5 Venture-Agent, Texas—Houston

Not to look a gift pegasus in the mouth, but I'm trying to figure out where I got 80 ACP for a system I've only played once.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

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thistledown wrote:
Very late post here, but I think if we're limited to a six level range, it should start at the HIGHEST pregen then go up from there. So PF2 would be 5-11 and starfinder would be 8-13. The specials are when people get to pull out all their cool shiney things and share them.

This was discussed extensively in another thread, but giving a new player a high-level pregen in a timed event is not a great way to experience a system for the first time.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

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"You got some time free for a Starfinder demo?"

* produces pregens and spare dice set from my backpack of holding *

Grand Lodge

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HammerJack wrote:
It is worth noting that there's a pretty big difference there, in that SF uses the older style, ill-conceived Undead Immunities and PF2 has far less baggage on its undead trait (so undead won't be immune to mind affecting things unless they are actually mindless, for example), so these systems allowing undead PCs aren't really apples to apples.

Starfinder also keeps undead as having "Con -" from 3.5, while PF2 largely got rid of non-abilities. And having 5 rather than 6 ability scores to put your rolls/points in can make a huge power difference.

Combined with the quoted, this makes true undead not suitable for players in the Starfinder system.

Grand Lodge

Operatives get skill focus in 2 skills at 1st level.

+4 ability modifier
+1 rank
+3 class skill
+3 skill focus

= +11 skill modifier at level 1

Grand Lodge

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keftiu wrote:
I know Iron Gods is pretty infamously a meatgrinder, but you'd need someone with more knowhow than me for specific fights.

Just in the first volume:

Spoiler:

Hetuath can be quite nasty: he can put out a lot of damage quickly, and has DR/magic at a level you're not going to have a magic weapon.

Then there's the collector robots and the gearsmen, both with hardness 10 long before the party is likely to be able to afford adamantine weapons. If you're GMing it, strongly consider using the Bestiary 5 gearsman instead which has only hardness 5. Unfortunately, collector robots never got such errata.

Grand Lodge

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Mark Moreland wrote:
The iconic summoner Ija was written to represent ADHD players and we have a new Starfinder iconic coming in Galactic Magic who uses a hover-chair. It's a goal of many here to continue offering more representation for players with disabilities of all sorts in our products and our iconics for years to come.

I look forward to their "Meet the Iconics" entries.

Grand Lodge

MadamReshi wrote:
This is not directly related to Gods and Magic, but I am curious why Red Mantis Dedication is restricted to lawful evil characters, when Achaekek has LN and NE followers; I could imagine a LN follower potentially engaging with Red Mantis work in assassinations that are... not as morally questionable (someone like say Agent 47 from Hitmman - that type of character).

The Red Mantis Assassin prestige class has been Lawful Evil only ever since it was introduced in APs for 3.5. This is just Paizo staying consistent across editions.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

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The nature of PFS1 character builds makes it so that if you try to claim all the unique PFS1 stuff on one character, you'll likely find a lot of stuff irrelevant to your given build, or worse, degenerate into a basically unplayable joke build.

Grand Lodge

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Every drone is custom-made by its attached mechanic, who is free to use whatever renewable (solar panels, hand crank) or long-lasting (nuclear battery?) power source they choose.

Grand Lodge

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Darg727 wrote:
E-div_drone wrote:
I hadn't realized that the soulfire fusion can only be applied to a solarian weapon, which can't be thrown, unless you have a GM who is rather generous with the usage of the Thrown weapon fusion.
Doesn't have to be generous. Thrown weapon fusion can be added to a solarian weapon crystal. The fusion specifically allows your solar weapon to be thrown. There is no rule that says your solar weapon dissipates immediately upon leaving your hand.

Except on page 102 of the core rulebook:

Quote:
Your solar weapon is automatically dismissed if it ever leaves your hand.

Grand Lodge

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Some racial or religious customs may prohibit prosthetics. There's at least one SFS scenario where this is discussed.

Also, why force players to play a cyborg, when what they want to play is Professor X?

Grand Lodge 4/5 Venture-Agent, Texas—Houston

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Additional Resources wrote:

Starfinder Adventure Path #19: Fate of the Fifth

Archetypes: Both the Battle Medic and Career Trooper archetypes are allowed.

Should say "themes", not "archetypes"

Grand Lodge

For that matter, could STLs be licensed under the new Starfinder Infinite license?

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