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![]() CRB wrote:
I just hit level 2. If If I am unattuned or solar attuned, I can gain DR 1/-- for 1 round as a move action. If I am gravitron attuned, I can gain DR 1/-- until I leave graviton mode. At level 4, the gain would be 1 (unattuned or photon), or 2 (graviton).
In any event, the duration is one round, or until I leave graviton mode. ![]()
![]() Suppose the science officer wants to scan another ship. S.O. has +14 Computers skill (+6 ranks, +5 INT, +3 class skill). Our ship has advanced sensors (+4) and a Mk 3 duonode computer (+3). Since scanning is a Computers check, both bonuses apply, so the net bonus is +21. The other ship is a Tier 6 ship, with Mk 5 defenses, so the check is DC 21 (10+6+5). S.O. rolls 14, so his score is 14+21=35. S.O. exceeded the DC by 14, so we learn: 1. Basic Information (DC+0)
Would this use one of the two bonuses available from the duonode computer? ![]()
![]() OK, OK. I know this has been hashed out already, and I'm late to the party. But I have been out of Starfinder for a while, and players have more experience. What experience have players had with the solarian class? It seems to me a mass of contradictions. It's a melee class, but is not proficient with heavy armor. A solarian can choose two class skills, but has only four skill ranks. Its key attribute is charisma, but charisma seems to provide little benefit other than the save DC against some abilities. Making the class dependent on charisma seems to serve no purpose beyond weakening the class by making it MAD. Am I wrong? Please tel me what you have experienced. ![]()
![]() Ancestry: Gnome
STR 0 (10)
Ancestry Feat: First-World Magic Perform cantrip: Inspire Courage Questions:
2. The class description does not say that I am trained in Class DC, so it is 15. 3. As I understand the new rules, I can use three actions per turn. So I could use 1 action to do Inspire Courage, and 1 action to attack. 4. I see nothing that gives me a performance spell or a focus spell, so I have none. Have I got these right? ![]()
![]() I am a mystic. My primary roles are ranged combat and pilot. BUILD:
I was thinking about a few options:
What say you? ![]()
![]() I am playing a mystic (Mindbreaker connection). I just hit fourth level (yay!) so I get second level spells. One of the spells I already know is Mystic Cure I. If I choose to learn Mystic Cure II, I would then have both the first-level and second-level versions of the spell counting against my total spells known. I could replace Mystic Cure I with a different first-level spell. I would still be able to cast the first-level version. If I did that, it would be essentially the same as my connection spell upgrade: Lesser Confusion replaces Mind Thrust I on my list of spells known, and I can now cast Mind Thrust II. ![]()
![]() “Intrepid heroes urgently needed! Protect our beloved city!
Signs have been posted on every street corner. Criers have started making announcements. Rumors abound about what might be happening, but you have heard nothing definite so far. PCs may try Diplomacy to gather information. Result Information Gleaned
At the town hall, the magistrate tells the PCs following tale. “We have been trying to negotiate a peace settlement with those kobolds for months, with no success. We raid them, they want revenge and raid us. Then we want revenge and raid them. And on and on. About two months ago, I made the mistake of sending a group of ham-fisted, beef-witted would-be adventurers to try to smooth things over. Nothing came back. Nothing. When I sent them out, I sent along a silver bowl with them. It’s not magical or anything like that, but it’s been in my family for two hundred years. My ancestor took it from the kobolds on a raid, so I thought that returning it might help our cause. If you find it, do your best to get it back to its rightful owners. Try to find out what happened to the last group, will you? “Why am I sending civilians on this mission? I prefer not to send uniforms because it sends the wrong signal. If a group of soldiers show up at your front door, you do not assume their intent is peaceful. “The city watch supply can provide you with horses, camping gear, food, and basic supplies for your journey. Beyond that, you're on your own. It should take you about two weeks to reach the kobold stronghold. Good luck. In each of the following two encounters, there is a 30% chance that a group of kobolds (1d4) are engaged in battle with the monster. If the PCs attack the monster, the kobolds will assist the PCs. FIRST ENCOUNTER: Ankheg
SECOND ENCOUNTER: Ogre
KOBOLD HOME CITY When the PCs reach the kobold cavern complex, they will be met by 4 guards (unfriendly, unless the PCs are accompanied by kobolds). The guards will allow the PCs entrance if the PCs succeed in a Diplomacy check to improve the guards’ attitude. If the PCs have the silver bowl, add +5 to the check. The guards will insist that the PCs leave their weapons at the door. One of the guards will escort the PCs to the kobold leader. The kobold leader can be persuaded (DC 20 diplomacy check) to call a temporary cease-fire. Apply the following modifiers: Bowl: +5
A critical failure means the kobolds attack the PCs. If the PCs run, they can escape. ![]()
I was trying think to think of a way to make my witch reasonably good at melee at high levels. I wanted to get Spell Hex (Ear-iPercing Scream), Hex Strike, and Prehensile Hair. But I need Improved Unarmed Strike to get Hex Strike, and both Weapon Focus (Prehensile Hair) and Feral Combat Training in order to use Hex Strike with Prehensile Hair. So now we're talking about five feats to make this work. Never mind. ![]()
![]() I just learned that the Beatles movie Yellow Sunmarine will be back in theaters next month! :D ![]()
![]() I was thinking of a lich foe for a short (maybe even one-shot) campaign, and I want its phylactery to be almost, but not quite, impossible to find. I want to hide it on a demiplane created by said lich, but if there is absolutely no way for a party to find it, then I'll have to think of something else. ![]()
![]() Back in the days when TSR published AD&D, our little group thought each class should have its own theme song. Now there are many more classes, but I still think classes should have songs. Further ideas? Barbarian: "Indestructible" by Disturbed
Assassin: "Dirty Deeds Done Dirt Cheap" by AC/DC ![]()
I cannot swap out connection spells. I am playing a mystic with the Mindbreaker connection, so at level 1 I get Mind Thrust I as a bonus spell. At level 4, I lose Mind Thrust I, replacing it with Lesser Confusion. I cannot swap out Lesser Confusion, but can I swap out a different spell (say, Detect Radiation) to regain Mind Thrust I? Alternately, at level 7, I can learn another level 1 spell. Could I relearn Mind Thrust I then? ![]()
![]() Since our group (just 2nd level) has no mystic, I decided to play one, but I also need to be a useful member of the starship crew. No "Dammit, Jim, I'm a doctor, not a ______!" So, here's what I'm thinking. Thoughts? RACE: Human
FEATS:
SKILLS (ranks/net)
SPELLS
Level 1:
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We are just starting a Starfnder AP. I am playing a vesk solarian, with the spacefarer theme. My primary role inn the starship crew is gunner; I will also be the backup pilot. What do you think?
Here is my character at level 1::
Race: vesk (+2 STR, +2 CON, -2 INT, 6 HP)
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
And I haven't thought beyond that. ![]()
![]() I am about to bring a level 5 nagaji paladin into a campaign. The GM gave me permission to us a giant chameleon as a divine bond steed. First of all, the chameleon's light load limit is 286 pounds, les than the nagaji even before armor (7' 1", 308 lb), so the first item on my shopping list is a set of muleback cords. The chameleon has a climb speed, and can even walk on ceilings. Is there any sort of saddle compatible with this ability? I would love to be able to ride on vertical surfaces, but I would fall out of any normal saddle. If there is nothing in the books, I'll talk to the GM. It is not PFS, so we can do things like that. If anyone has other gear suggestions, I am listening. Since the chameleon's intelligence is higher than the paladin's, my GM suggested naming the paladin Lenny and the chameleon George. EDIT: It looks as if an exotic military saddle should do the trick. It is specifically called out in the entry for Giant Riding Gecko, which can also walk on cave walls and ceilings. ![]()
![]() The d20pfsrd.com description of the HANDLE ANIMAL skill lists many tricks not found in the Core Rulebook. Doe anyone know the source for these other tricks? ![]()
![]() Our group was playing Kingmaker, but it sort of fizzled when we were at level 10, largely because our group of 5 PFS-legal PCs stomped on most enemies, forcing the GM to invest too much of his time trying to modify encounters so they would challenge us. Can anyone suggest a more challenging adventure path? ![]()
I am playing a 5th level investigator (empiricist), with 1 level of swashbuckler (inspired blade). While I shiner out of combat (crazy high knowledge, plenty of skills), my combat performance is lackluster. Even when I use Studied Combat, my damage is only 1d6+7 with my +1 rapier (+1 weapon enchantment, +4 DEX, +2 S/C). A confirmed critical hit nets only 2d6+12. One option I have now is Cat's Grace for another +2. Click on the character name above for build details. Can anyone suggest ways to improve my damage output? ![]()
![]() CRB wrote: The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape As a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it. The highlighted text suggests to me that I can use the efficient quiver to store my spare rapiers, and draw them if needed (draw weapon) rather than retrieve them (retrieve a stored item). ![]()
![]() I think probably a halfling for the saving throw bonus and +2 DEX to help compensate for light armor. I want to use a elemental quadruped eidolon, because that seems to be the only way I can combine good alignment with a mount. I want to play a small race to have a medium mount.
Stats (after racial adjustment)
Feat: Toughness
Spells:
Stat Increases: Level 4: +1 CON, Level 8: +1 CHA EDIT:
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![]() Does the Magical Knack trait affect the abilities a wizard gets from his school? My character is a first-level wizard, first-level investigator with the Magical Knack trait, specializing in Conjuration (Teleportation). At the moment, Magical Knack has no effect on my Shift ability because the maximum distance is 5' until fourth level. My question is whether Magical Knack allows me to get the increase at wizard level 4 or character level four. I know that I have the spells of a first-level wizard, but they manifest as if I were a second-level wizard. ![]()
I just acquired a Handy Haversack. I have about 700 gold to spend on mundane items. Any suggestions? This character is a Investigator (Empiricist) with one level of Swashbuckler (Inspired Blade). I do melee and provide the knowledge and skills for the party. I already bought: 100' silk rope
I figure I should probably pick up an adamantine crowbar and a few alchemist's fires. ![]()
![]() I have a PC that has reached Level 2 on GM credit, and I will begin playing this PC soon. I have been thinking about combining unchained monk with empyreal sorcerer; I think the two combine well. Both use wisdom, and the sorcerer's good will save bolsters the monk's weak will save. Does anyone out there have experience with a similar character? I plan to play a half-elf to get the benefits of two favored classes. Naturally I want the Magical Knack trait. I am debating whether to end up as Monk 11/Sorc 1, or Monk 8/Sorc 4. I had planned to play either a Tetori or a Hungry Ghost monk, but if I multiclass, I would rather have full BAB and d10 hit dice. Besides, in my last adventure, we faced a ghoul. That experience soured me on playing a Tetori; I don't relish the thought of wrestling with a ghoul. ![]()
![]() I am playing a half-orc investigator, with the intent of doing primarily mêleé and being the knowledge person in the group. This is a PFS character, currently level 1, so things can change. The party bard is playing an archetype that sacrifices Bardic Knowledge, so I have to0 cover that gap.
Current Build:
Traits:
Feat:
Intended Progression:
I probably won't bother with medium armor proficiency; mithral breastplate has ACP-1, and if I swap Reactionary trait for Armor Expert, I can ignore even that.
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