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RPG Superstar 7 Season Dedicated Voter. ******** Pathfinder Society GM. Starfinder Society GM. 38,194 posts (41,682 including aliases). 30 reviews. 6 lists. No wishlists. 47 Organized Play characters. 9 aliases.


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Male if it matters Ratfolk Mystic 5 | Stam 28/35 HP 32/32 Res 6/6 | EAC 13 KAC 14 | F +2 R +4 W +8 | Perc +14

"Think I'm a little far away for anything but preventative medicine. "

Start on red

attack vs EAC: 1d20 + 7 + 2 - 4 ⇒ (19) + 7 + 2 - 4 = 24
damage: 1d8 + 6 + 2 ⇒ (4) + 6 + 2 = 12

attack vs EAC: 1d20 + 7 + 2 - 4 ⇒ (15) + 7 + 2 - 4 = 20
damage: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14

"Most corporeal ones do. The good news is they don't eat goblins unless they're starving. The bad news is they're always starving. "

Pop. Pop

"The other good news is Call of duty 12: My Country Wight or Wrong really IS the most realistic simulator around "

5/5 ⦵⦵⦵

1 person marked this as a favorite.

THe manufacturers expected you to be in space on occasion and the device emits a spray of water and THEN a shockwave

Scarab Sages

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Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft
''Vitro'' Wizjietroczenon wrote:
...delicate ears...

"Be thankful yours are out of reach of the towns children"


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Elon musks starfinder larp

Dm head in a jar

(note to self: have head frozen. Leave note, will DM for rez)

5/5 ⦵⦵⦵

1 person marked this as a favorite.

Other things can also effect the DC

The scenario says Everyone tries the check only one of you needs to succeed Honorbound emmisaries has something like this. : You can give some outrageous check DCs this way and in a well balanced party someone should get lucky on the D 20 and still make it. the later pathfinder scenario chase scenes worked like this.

Multiple checks make 2/4 or something: increases the odds that a skilled character will make it and decreases the chance of a low skill character making it by evening out flukes.

Multiple checks don't miss any: in PFS1 this was something that made me wonder if the writers failed statistics or just hate players. If there's any chance of missing a check requiring multiple checks dramatically increases the chance of failure.

5/5 ⦵⦵⦵

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I'm not sure about taking a profession listed with one stat and using it with another.

on the one hand

The GM is the final arbiter of what is a good choice for a Profession skill and what ability score a given Profession skill is keyed to.

..and the book says lawyer is int based.

On the other it really doesn't matter a professions a profession.


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Someone get the brandy away from the witchwarper AND his evil universe twin AND his evil universes twins goatee.


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starinder mmo/video game

high level play book

new adventure path

spaceships and vehicles

Kaiju fighters handbook


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Dracomicron wrote:
Maybe an Additional Resources update for Society, considering the last one was December 7, 2018?

Starfinder doesn;t generally do fanfare about something that non society players would say "the what?" when it came up


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M Tall dwarf Xerox Of Xeros Link Level 3 druid

You can trick attack while moving. Trick attack is a full round action but it lets you move and attack. All it does is lock your move action into an actual move and eat up your swift.

5/5 ⦵⦵⦵

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Nathan Monson wrote:
Imo the DC's should be balanced without accounting for class bonus, because you can't be certain that a given class will be present, and if it's required it means that other classes can do everything right and still fail

it's also supposed to be a bonus, making you good at the skill, not something that's expected of you


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M Tall dwarf Xerox Of Xeros Link Level 3 druid

Rover there's almost no reason not to try trick attacking people.

5/5 ⦵⦵⦵

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Justin has a rank in profession babysittter and a couple of different followers. He works for fitch, and whichever follower they need for the
mission is the one that snuck away in his null space chamber.

Jessica aka murdermouse has profession dancer. She can finesse snowgarden weapons into doing non lethal damage any time she wants. She just.. usually doesn't want to.

Melissa has profession Gym teacher. Seemed to suit an envoy with hurry.


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Thomas Seitz wrote:

I agree with Iron, the writing and the acting is the real strength of this show.

Also I don't think Lady T's Adrian's dad.

Thirdly, I still can't get over Lady T cloning her dead mom and then making her her daughter...

I bet Mom 2.0 really wished Mom 1.0 had bought Lady T that pony....


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Male if it matters Ratfolk Mystic 5 | Stam 28/35 HP 32/32 Res 6/6 | EAC 13 KAC 14 | F +2 R +4 W +8 | Perc +14

Justin takes a potshot at green and starts heading over to HI C now before he has to put his ribs together later.

attack eac: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
damage: 1d8 + 6 ⇒ (7) + 6 = 13 cold damage

5/5 ⦵⦵⦵

1 person marked this as a favorite.
Kevin Willis wrote:

One day in the far future (16th level) I will have a Mk 4 Null-Space Chamber. And it will have a vehicle inside it.

In the meantime, I have a blister pack of motospheres on my near-term purchase list.

4 bantrid followers and a palanquin?

5/5 ⦵⦵⦵

1 person marked this as a favorite.
Lau Bannenberg wrote:

I think it was in the beginning of #4 of Dead Suns that I first ran into problematic DCs. My tank had Wisdom 10, Perception as a class skill and maximum ranks (level 7), and Took 20 to search for traps on a door. I literally, with Take 20, could not find the CR 9 trap (DC 33).

Yes, Starfinder skill DCs are broken.

To be fair, you'll find the trap.....


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Why bullrush?

If starwars has shown is anything its that the future has no osha compliance and inexplicable bottomless chasms are everywhere.


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I, Lucifer wrote:
I wish there was a way to upvote or karma people here, that was a good one.

you can press the little + button in the upper right corner of the post right under reply


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149: Desna put golarion into the dryer and came out with a left sock


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I, Lucifer wrote:


144. Someone at Paizo let George R. R. Martin write an adventure for pathfinder.

His AD&D second edition adventure is due any month now...


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I, Lucifer wrote:

I just checked and focus does >not< require a BAB. I thought it did but was conflating it with another feat that adds half your bab to your damage. >My bad.<

So i'm kinda at the flip a coin level between skill synergy for a +2 to engineering and physics or weapon focus for small arms.

This should help narrow it down

Skill synergy provides an insight bonus.

As a mechanic you have bypass, which provides a scaling bonus to computers and engineering.

Since both are insight bonuses, they will not stack with each other. That skill synergy will do nothing for you once your bypass hits +2 at 5th level.

Unless you plan on taking versatile focus, weapon focus for small arms isn't worth it. Small arms in starfinder don't do enough damage on their own to be worth firing. They have smaller dice themselves AND specialization in them does half level instead of level to damage.

They need to work with something like trick attack or the biohackers full level damage. If you plan to do damage with a gun at all, longarms are where it's at.


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Matt2VK wrote:
Issue with Weapon Focus is that it requires a +1 BAB. Mechanic at 1st level starts with a +0 BAB.

Prerequisites: Proficiency with selected weapon type.

Requiring BAB +1 is so last millenium


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Metaphysician wrote:
Eh, you need to be three levels higher than normal to do this trick, *and* spend a feat. I honestly doubt it would actually break anything, in practice.

Free standard action raise dead break things regardless of the level.


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If you're an exocortex mechanic, weapon focus longarms

If you're a drone mechanic, weapon proficiency longarms.


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Male if it matters Ratfolk Mystic 5 | Stam 28/35 HP 32/32 Res 6/6 | EAC 13 KAC 14 | F +2 R +4 W +8 | Perc +14
Xavier "Rover" Florin wrote:
"Its called..."Rover begins to say before he vomits all over the ground again."..Vomiting, and that is vomit" he says pointing at the alcohol-soaked bile foaming on the cold ground.

"It's indecisive is what it is " he rummages around one of the bags and takes out a little duck that quacks when he presses it "Look at the ducky... " and jabs Xavier with a largish needle. That gets hooked up to a hydration bag, which gets duct tapes onto his shoulder. "We may want to skip the doctor for three reasons. I can probably manage it as well as they can.. seen WAY worse in fitches nursery. Two, if that doesn't work I can cheat and use magic, three never go to a hospital where the motto is "parts is parts". "


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I really like how this series has antoginists who aren't just straight out evil for the luls, their goals, motivations, and actions make sense, and they proceed from one to the otherr in a fairly reasonable fashion.


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New season is up.


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HammerJack wrote:
The level 2 ability is not really redundant if you're trying to make healer into a character's primary role, since it will also apply to item/equipment based healing .

healer as a primary role is kinda meh in starfinder to start with

The medics entire problem is that it lets everyone do.. what the envoy already does. The primary healing ability is inspiring boost, which already heals staminia (and the rarity/almost uniqueness of that ability is largely what gives envoy healers a niche)

So yes, medic is really, really redundant on an envoy.

Quote:
When you start giving things up again, the abilities you gain are not redundant with your envoy options. Therefore, medic and envoy aren't redundant if you want to pair them.

2nd level

Healing staminia: the envoy already does this. redundant

healing staminia with a healing serum: if you are 1d8 minus whatever Hp you lost into your staminia you're going to rest, redundant.

more creatures with longterm care: beyond niche

1 minute disease treatment.... look it takes at least 10 minutes to get space syphilis you can take 10 minutes to cure it.

Unless your campaign is General Relativity Hospital there's nothing for an envoy to gain at 2 that they dont already do.

the 9th level abilities are really meh. The second level ability is sexy enough for other healers that I've seen the idea of a 2 level soldier dip to pick it up.

Starfinder went really hard on the idea that a party healer isn't necessary.

The best healer is by far the healing mystic. Doctoring just doesn't hold a candle to it.

When you combine those doctoring winds up being second fiddle in a playstyle that isn't very neccesary.


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Male if it matters Ratfolk Mystic 5 | Stam 28/35 HP 32/32 Res 6/6 | EAC 13 KAC 14 | F +2 R +4 W +8 | Perc +14

Justin looks down the barrel of his rifle, into HI-C and Rover. That's a lot of donkey and some nice donkey in his way of his shot... and he'll let you figure out which is which

magic missile damage: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8


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M Tall dwarf Xerox Of Xeros Link Level 3 druid

ooc sure


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I don't think so.

"Flavor" text matters. it gives you the big picture of what the ability is an how it works, in no small part of how its supposed to interact with things they didn't plan on it interacting with.

With pistol whip you take the gun and beat someone on the head with it. Its a staple of every western to 1930s flick where you need the hero to lose but not die.

With solar flare you don't actually have a pistol. you're just shooting light beams. It's like a pistol but not... and in this case I think the not matters.


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VampByDay wrote:
@BigNorseWolf: I’d argue that the envoy’s ability to heal stamina is not ‘meh.’ It is something to do even if the party is not currently into HP

Thats what shooting is for. Or bashing.

Quote:
costs nothing

It costs a class ability and a standard action (or multiple class abilities and your move action to less effect). Thats way more important than 50 credits at first level much less what happens when 50 credits is "let me check my cheekpouches for loose change" at higher levels.

Quote:
and can heal 1 or 2 good hits.

I think thats overly optimistic

I can't copy the chart over but a bit of scrap work gets me:

L Mook %
1 90.9
2 200.0
3 105.9
4 114.3
5 111.1
6 73.9
7 131.0
8 129.4
9 96.2
10 128.6
11 87.9
12 112.3
13 84.0
14 94.7
15 121.3
16 203.6
17 95.2
18 108.6
19 117.9
20 127.3

and

Level Boss %
1 52.4
2 25.9
3 37.0
4 72.4
5 79.4
6 88.5
7 69.0
8 51.5
9 91.2
10 51.9
11 86.8
12 64.0
13 144.6
14 60.3
15 76.7
16 50.0
17 114.5
18
19
20

Now this is not a representative sample or average, i just grabbed average damage off the first monster in the cr that wasn't a spellcaster. But it looks like envoy healing was set up to cure roughly 1 mooks worth of hit. You're healing A hit from a mook. Occasionally 2, far often not even one. If you can make the difference between your party dropping a mook or not, that works out better even from a strictly healing perspective. (never mind the critters might have nasty riders like poison, con drain, turn you into a tribble etc)

This doesn't account for the ubiquitous enhanced resistance, but it also doesn't account for how easy it is for higher level monsters to full attack or gods forbid multi attack and still hit reliably.

Envoy to mystic healing percentages:

Le Percentage
1 71
2 100
3 129
4 75
5 88
6 100
7 76
8 85
9 93
10 49
11 53
12 57
13 47
14 50
15 74
16 78
17 82
18 86
19 90
20 95

not as bad as i thought but still...the medic mystic has the envoys lunch there.

Quote:
Medic is still phenomenally good, and yes, I’d rather have HP healing than stamina, but I wouldn’t call it ‘meh.’

This is what makes it meh

The action economy is expensive

Most importantly, it doesn't make that much difference.

Is the person missing staminia/not missing staminia after your healing? Doesn't matter, they need to rest anyway so you can inspiring boost them again. If you can't rest well.. then you also need to discount the value if the inspiring boost.

Is the person missing HP that they otherwise would not have been missing? Doesn't matter, glug a healing potion. They come in six packs.
Yes, they cost credits. Your bar bill is however linear or less and your income is exponential.

Did the person drop/not drop because of the boost: well at this level it matters, especially if you don't have a mystic. If you have a mystic , they can only go to zero anyway, the mystic pops over and heals them of all their HP.

Did the person die/not die because of the boost: Not that likely for two reasons. 1. damage taken in one hit seems to level off as you level while your HP go up, making you less likely to be decapitated and 2) you seem to be just as likely get whacked once, stay up because of your staminia points, and then get whacked again to go down and then go down hard.

Second Seekers (Jadnura)

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Charli Poshkettle wrote:
"Heal hitpoints? I do that already with my medical expertise, bedside manner and medical expert feat."

Took you 8 years of college what I learned how to do in 2 with Calden cayden brand healing serums.

Cayden Calden brand healing serums. Drink till you feel better, one way or the other.


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Raia of Jabask wrote:
Only if you insist on measuring worth by damage throughput

1) characters not judged SOLEY by damage throughput but it is a very important aspect to most characters

2)its a big deal for the envoy. Their contributions from standing in the back are meh.

3) The entire context of the discussion is that it doesn't seem that a solidly built ranged damage dealing character is even relevant. The listed damage is not a solidy built ranged damage dealing character. The envoy absolutely CAN be that, this one is not that.

4) It is really, really, REALLY easy in starfinder to lose an ounce of.. whatever it is you do, and pick up a pound of damage throughput.

Quote:
Instead, look at everything the envoys can do, and those builds look just fine. Not everyone in the combat has to be acting like a DPR machine. Are you not firing solely because in your perception it's pointless? Or are you not firing because you have something more useful to do.

To any envoy with improved get em (which is one of their more useful abilities) this is a total false dichotomy. It in no way interferes with an envoys action economy or does much to their resource investment to use an effective gun with get em and take their own advice than it does to use a pea shooter with get em and shine it for the camera to make it look good.

Quote:
As I noted, Raia rarely fires because she's more useful keeping others in the combat longer

Inspiring boost just doesn't hold up at higher levels. It's a scaling issue. Ounce of prevention is worth a pound of cure. Envoys can fire globs of it. (4 globs to a pound)

Quote:
or melee tanking when all of the @#$% soldiers are sharpshooters, so the Mystic doesn't end up in melee and die.

Anyone can meat shield. I do it with my mystic all the time, he's 9th level and just got out of second skin armor. You go in get beat up till you hit hit points you get out and recover your staminia afterwards. Glug a few healing serums to recover your hp.

Quote:
On the rare occasion I do fire, it's pretty much bonus...

This is mellissa She has a giant pink bow on her tail and the picture to the right is her t shirt

For purposes of this discussion her charisma should be 2 points lower at a mere 14. (she has the scoured stars society boon )

at 6th level, with a 2nd level weapon she does 1d12+6 points of damage. (really need to take her shopping): more than the 11th level envoy with the pea shooter. She's only a point or two off of a spoony bard for diplomacy checks and.. thats all she's missing. She still has hurry. Once her build comes together (yes, an entire level late) she'll have an option of a move action improved hurry or feint for real flat footed) And improved get em AND take her own advice to lay down some pain... with a functional +4 to hit for the whole party. Including herself.

It's not a dpr machine but its GOOD dpr along with 95% of the talky talk skills. You can net a 5% loss in talky talk for a 100% increase in the blasty blasty. If she was being compared on DPR alone she would be worse than meh. But with the buffs she's really good.

An envoy without ANY dpr to speak of is really meh.

Nothing in com is really popping out at me to change that.

Scarab Sages

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Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft
Dayo wrote:
If you give me 50 feet everything will be dead by the time you catch up ^_^

as long as the dead stop moving by then i'm fine with that

Second Seekers (Jadnura)

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"if they wanted to keep it they would have used a better lock. Or guard. Or laser net"

"finders keepers"

"he doesn't need it anymore anyway"

"can't kill what you can't see... usually"

"kick them when they're down, its the best time"

"The throat is an instant victory but the ankles are a sure one"

5/5 ⦵⦵⦵

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I think i made the will save to hold onto this till after the election


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Creatures don't block line of effect

Cover

To determine whether your target has cover from your attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover.

A creature can't block their own square, or they'd always have cover.

Woot sérendipité

#1: Altronus is adjacent to the ksarik, and nothing blocks him from reaching it. The ksarik does not have cover against him, but he also does not have cover against it. If Altronus makes a ranged attack against the ksarik, he provokes an attack of opportunity from it.

There's the exact situation you're looking for.

Wayfinders 5/5 ⦵⦵⦵

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Hello new person Here have a pamphlet

Current races available are Core rulebook races (standard and legacy) and now Izzlegun (A giant ithorian tuar is the closest description i could give them)

Other races require a boon, either through convention dming or play. If you have a particular race you want, we can probably point you in the right direction. (although boon hunting is frowned on, so the answer might be "its out there somewhere to cough cough lookatthecovercoughcough)

5/5 ⦵⦵⦵

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Nefreet wrote:

For my Skittermander Witchwarper I plan to have several table tents using different fur colors that I'll swap out every time he does some reality altering realness.

"You're looking rather blue today, feeling alright?"

*alters reality, now appears green*

so your spells are all backwards? You're not summoning a reality where the thing you want happened you're sending an alternate you to the reality where it was?


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Male if it matters Ratfolk Mystic 5 | Stam 28/35 HP 32/32 Res 6/6 | EAC 13 KAC 14 | F +2 R +4 W +8 | Perc +14
Handsome Gob wrote:

Handsome whispers to the team, "Maybe we should try to catch them off guard this time? Here, lemme try...."

Arratoi yells out, "Hello neighbor! We were wondering if we can borrow some brown sugar??"

[dice=Bluff (just for fun)]1d20+15+1d6

"This. is. Eox. you do realize you probably just asked them for a ysoki with an apple in their mouth right? "


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Quote:
See, that’s what I was trying to say in my OP! I have an (IMHO) envoy that’s solidly built,..... Now, it is true both of us were using small arms

Small arms and solidly built are completely incompatible for non operatives in startfinder. (or well, now the biohacker can get in on it).

Your character isn't the best comparison point for a ranged damage dealer. It's not your fault but it is the starfinder system.


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Male if it matters Ratfolk Mystic 5 | Stam 28/35 HP 32/32 Res 6/6 | EAC 13 KAC 14 | F +2 R +4 W +8 | Perc +14
Xavier "Rover" Florin wrote:
I am loving Rover being the survivor and daredevil, rush in fire, then realize oh F*#! this thing could kill me and retreats!

#mysticjobsecurity


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Male if it matters Ratfolk Mystic 5 | Stam 28/35 HP 32/32 Res 6/6 | EAC 13 KAC 14 | F +2 R +4 W +8 | Perc +14

"Come here, and say "ahhhhhhh" and put this under your tongue unless you want me to use the OTHER dataport "

Justin will first cheat and take the sickened condition off of rover with remove condition, at least for a few minutes to slow down the starfinder condition death spiral.

Then mix some potassium iodine into a shot of vodka and hand it to Rover "bottoms up" and after the drink plop a thermometer into his mouth.

medicine check: 1d20 + 13 ⇒ (6) + 13 = 19

(yes seriously. strong alchohol helps)

Second Seekers (Luwazi Elsbo) 5/5 ⦵⦵⦵

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"Fire extinguishers, fire extinguishers here. Get them while they're NOT hot.... "


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1) What was your envoy using for a weapon? The classes flavor inclines people to a pistol twirling spoony bard but their actual mechanics work best with a gun bigger than they are.

2) Dead suns has seemed pretty stingy with credits and weapon upgrades. Unlike a melee attacker who really doesn't care if they're doing 1d3+215 damage or 2d6+215 damage, a gun based character NEEDS to upgrade their gun as it's most of the damage they're doing.

Second Seekers (Jadnura) 5/5 ⦵⦵⦵

4 people marked this as a favorite.
Comfortably Dumb wrote:

Holy crud. I actually voted for someone who won something?

Wait. Does this mean I'm partially responsible when he turns out to be written doing things as ineptly as Jadnura or Luwazi?

I look forward to the unfolding of the library world mystery.

raises mug *hic*

"To democracy, all of the guilt, none of the control!"

5/5 ⦵⦵⦵

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Blake's Tiger wrote:
BigNorseWolf wrote:
GM The Masked Ferret wrote:
BigNorseWolf wrote:
why would you buy alien admitance for a shirren?
They bought the Capstone boon on their shirren so that it could apply to a new character?
Right, but the shirren that can buy the capstone boon can't also be a new character (they need to be a minimum of what, level 8?) so they can't benefit from a capstone boon anyway
The rule in question doesn't care who's benefiting. It cares whose fame was used to buy it.

Sorry for being even denser than usual, most of my brain is busy going "ow"

What is the argument for the SEASON BOON (YEAR OF SCOURED STARS) being a capstone boon? It's in its own section, not in the capstone boon section, and it's called a season boon, not a capstone boon.


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M Tall dwarf Xerox Of Xeros Link Level 3 druid
Dayo wrote:

Has Dayo's reduce person wore off, yet?

If Justin has the spell slots available, Eagle's Splendor would help trivialize ghouls ^_^

There was a second reduce person, its been on for a walk down the stairs a walk up the stairs and a walk back down. Justins transmutation spells last about 8 minutes.

Justins out of spell slots. I buffed up for a fight upstairs expecting ghoul central , not little house on the haunted hill :)

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