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RPG Superstar 7 Season Dedicated Voter. ******** Pathfinder Society GM. Starfinder Society GM. 38,224 posts (41,719 including aliases). 30 reviews. 6 lists. No wishlists. 47 Organized Play characters. 9 aliases.



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Shouldn't shirren witchwarpers just be constantly buzzed about the infinite number of choices they can have at any moment? I mean, you're not even confined to an entire universe of choices....


Since the playtest (thankfully) gave a reason to pick both of these I'm trying to decide which one my biohacker should have. The effects of picking a mad science method are a bit spread out in the class so while trying to organize my thoughts I figured I'd get it all in one place here (and ya'll can peer review my findings for more immersion as well as correcting errors)

The Methods themselves

Studious: Bonus to saving throws and operative level bonus to Life Science, Medicine, and Physical Science checks. Int to Perception and Sense Motive checks

Instinctive: 2 bonus skill ranks per level An operativeish bonus to only two skills BUT you pick which two. Use wisdom for Life Science, Medicine, and Physical Science checks.

I'd give that to instinctive. Even with planning a high Int biohacker going from 4 plus int to 6+int sounds a lot better than a will save bonus (will saves don't seem to be nearly as common in SF as PF)

Spark Of Ingenuity

Studious: You can make a Boss killer bullet once per day with 2 minor biohack effects on it, say give someone a -2 to ac and make them vulnerable to fire at the same time.

Instinctive: Remove dazzled, fascinated, or shaken. when you use a booster. Meh. Fascinate is the only really bad condition there, and ANYONE can end that by shooting their party member in the butt. At 9th level you can remove dazzled, deafened, fascinated, fatigued, off-target, shaken, or sickened. Or add off target.

Studious. Flawless victory. There are other ways of getting rid of those conditions.

Optional

Field dressing:

Studious: heal hitpoints
Instinctive: heal staminia

Instinctive wins this hands down. Anyone can heal hit points with a healing serum.

Medication Master

Studious: you can make antiemetics (ends naseau and sickened) and coagulants (ends/immune to bleed)
Instinctive: you can make excitants and stimulants (helps with sleep)

The coagulant is meh, you can end bleed effects with anything that cures HP, and you should have some grooved shiurken with a healing serum on board ready to go.

Did I miss anything it affects?


2 people marked this as FAQ candidate.

How does a mystic swap out their second level ability for an archetype?

9th Level You either don’t gain the healing touch class feature or don’t gain a feat you would otherwise gain from reaching an odd-numbered character level; this feat could be the one normally gained at 9th level.

You gain healing touch at 2nd level though. So do you lose healing touch right away , lose it at 9th, lose it at 2nd and then get it back at 9th, or can you keep it at 2nd and chose to pinkie swear to lose your 9th level feat?

With coms medic archetype i think this will be pretty relevant


7 people marked this as FAQ candidate.

1) you actually impart vulnerability to an energy type on the creature (150% extra damage from one energy type)

2) that sentence is fluff with a very unfortunate word choice and all of the mechanics are in the next sentences.


14 people marked this as FAQ candidate.

Between vanguards making combat maneuvers great again and skittermanders getting +35 to bullrush checks they succeed on with extra leverage the rule question has surfaced again

Does being forced out of a space provoke the same as voluntary movement?

When you threaten a space and the opponent moves out of that space in any way other than a guarded step or withdraw action (see above), you can use your reaction to make a melee attack against the opponent.

Being billiard balled out of a square isn't a guarded step or withdrawl so... did they mean to do this?

Second Seekers (Jadnura)

Don't wound what you can't kill

Fill your cheekpouches and GTHO

Standing in the spotlight is just begging to be shot

prayers to grandma

"may the pinching of my cheekpouches be light"

"not in the face not in the face"


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Ysoki is NOT a seperate language. It's just the ability to understand someone with their mouth full.

The direct translation for vesk martial arts is tail kwon do.

The average android contains 47 terabytes of "adult educational materials"

Strifella HATE being called cuddlefish. Mostly because they really really hate people trying to cuddle them.

Humans are known for their strange mechanism of self cooling as well as forming xenophobic empires.

Kasathans make great judges. They'll always consider the other hand, the other hand, the other other hand...

Lashunta were embarased that "ring toss" is seen by other races as a game for children

For shirren anything less than three partners is considered risque


2 people marked this as FAQ candidate.

This has been a problem since pathfinder. They took a whack at it in ultimate intrigue and it didn't work. They used that for starfinder and... it still doesn't work.

A creature currently being observed can’t attempt a Stealth check without first breaking that observation. To break observation, the creature must either mask itself from your precise senses (with darkness, fog, invisibility, or the like, but not with effects such as displacement that still leave a clear visual indicator of its location), move somewhere it can’t be observed (a place with cover, for example), or use Bluff to create a distraction to momentarily break your observation of it.

So Roger is standing behind a 3 foot tall wall.

He cannot stealth because he is currently being observed. Cover does not prevent attacks, or single target spells like magic missile, and observed is the only status that lets you cast those. There is a clear visual indicator of where he is (you know, the upper quarter of his body)

OR

Roger CAN stealth because cover is an example of somewhere he can't be observed.

Is that last sentence supposed to be total cover?


12 people marked this as FAQ candidate. 1 person marked this as a favorite.

When you scan an enemy ship, how long do you know their shields for?

Changes starship combat and especially the benefit of rebalancing the shields a fair bit if the enemy can/can't see what you're doing


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Got to play higher level starship combat with a crew working with the intended captain 1 gunner science officer engineer paradigm. (around level 9-10)

One thing that I noticed is the massive amount of shields the ships have at that level. If the science officer rebalances the shields just before a hit they're almost guaranteed to take no damage.

Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.

So if your pilot has lot initiative you can't usually know what arc you'll be getting pounded on. You can take a guesse and go 50 50 or 1/3 1/3 1/3 which is good but not amazing

But if your pilot goes last you know which arc is taking fire and you can throw 70%? of your shields into that one quadrant to catch the blast And probably take no damage.

Is that working right/ as intended?

5/5 ⦵⦵⦵

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So I'm looking at an NPC with the gun Flash compliance ray.

The crit is blind. Okay. Maybe I can memorize that blind is 1d3 rounds.

But figuring out the DC requires knowing the item level of the gun. That's a bit annoying to half to look up during a session.

If we're supposed to note it before hand, every time, thats really something that should be in the stat block.

5/5 ⦵⦵⦵

1 person marked this as a favorite.

Laying down railroad tracks here.

5/5 ⦵⦵⦵

1 person marked this as a favorite.

the music you're looking for


You can move, fire a ranged weapon, and move again before your foes can react.

Prerequisites: Dex 15, Mobility, base attack bonus +4.

Benefit: As a full action, you can move up to your speed and make a single ranged attack at any point during your movement. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a ranged weapon (instead of only before).

Normal: You can move only before or after an attack with a ranged weapon, not both.

Does being able to take your movement from the trick attack at any time mean you can move trick attack shoot and move the same way as anyone else using the feat? Or are you restricted to moving before or after the trick attack.


51 people marked this as FAQ candidate. 2 people marked this as a favorite.

Does a ring of fangs just change what it explicitly say it changes or does it change what a bite attack should change?

Specifically does it

-make you always armed

-make your attacks non archaic

-require a free limb (as an unarmed strike)

5/5 ⦵⦵⦵

Starfinder Alien Archive 2

Equipment: All equipment in this book with a listed item level and price is legal for play except arquand horns, calecor skull-globes, dreamstuff, mi-go brain cylinders, mi-go brain hollowskin, shantak whistle, shotalashu link cord, shotalashu saddle, and squox pet. Feat: The Squox Companion feat is not legal for play. Spells: the polymorph spell (page 145) is legal for play with the following exceptions:

The armor doesn't have an item level. Is it

1) supposed to be banhammered
2) Got left off by a technicallity
3) being saved for some non xenodruid approved Khefak skinnin fun?


8 people marked this as FAQ candidate.

Does an operative need to see their target at the start of the round to trick attack them?

Argument Yes: The trick attack is a full round action. You have to be able to do a full round action for the entire round

Argument No. The trick attack is a compound action and one of the parts is moving. The attack occurs at a specified point, after the move. If the trick attack had a limitation it would say so.

(Full disclaimer i'm a strong no on this one)

Second Seekers (Luwazi Elsbo)

(reposting because it's come up again)

An especially small ysoki's ears perk over the desk of the lecture hall. After poking the stage for a minute and not getting a response, he just stands on a chair and activates a laser pointer

Thank you all for joining me. Today I'm going to try to help new starfinders learn how to manage all those credits burning a hole in their pocket. Historical records indicate that in the gold old days of lost golarion your typical adventurer started out with grandpas sword and as he traveled and gained wealth he could just have it enchanted and that was the end of it. He'd go from chainmail to plate armor but after that he'd wear that same suit for the rest of his life and if he was lucky his children could inherit it. There wasn't much to think about: you bought the best you could and then upgraded it as much as you could until you quit or your died.

But in today's disposable society things are a little more complicated. People would rather get a new second skin than use your old one, so when you sell your gear it's for pennies on the credit. It doesn't matter how much you enchant this hunk of sharpened iron, you're never going to do anywhere near as much damage as hammer with an edge made out of black hole density material. At some point you're going to have to ditch your sword or pistol for a new one but.. when?

1-2 Novice starfinder 720 credits per mission X 6 misssions= 4,320 credits
3-4 beginning starfinder 1450 credits per mission X 6 missions= 8,700 credits
5-6 Seasoned starfinder 4,000 credits per mission X 6 missions= 24,000 credits
7-8 Veteran starfinder 5,800 credits per mission X6 missions= 34,800 credits
9-10 New legends 14,000 credits per mission X6 missions= 84,000 credits

That's your income. Income minus spending is wealth. The idea is to strike a balance between maximizing your wealth by minimizing your expenses while spending enough to keep you alive.

Starting out: unless you breathe in space you need a suit of armor to survive, a melee weapon, a ranged weapon, and enough healing serums for the party to pour down your throat to keep you up.

Novice starfinders: Should prioritize buying their two personal Augmentations. There's no investment like an investment in yourself. You're going to want to get a CHEAP backup weapon in case you're fighting a fire elemental and you have a laser weapon or a sentient thundercloud and all you have are shock gloves.

beginning starfinder: Cheaper augmentations start to look good here. Low light vision if your species is normally night blind (and you don't plan on getting the darkvision ones), foot slats to climb on the ceiling away from things trying to eat you is far better at getting out of harms way than 1400 credits worth of armor. Maybe dermal armor 1 if you're going to learn to block with your head.

guns and armor are bright shiny and new, but aren't that much more effective than their much cheaper level 1 versions.

5-6 Seasoned starfinder 4,000 credits per mission X 6 missions= 24,000 credits

It may be time to upgrade the armor or weapon by this point. Try to get the highest level thing you want and stick with it for a while: constantly upgrading is just throwing money away. You can also spread out a bit to cover obstacles and hazards like clearsight goggles for fog, null space chambers for large amounts of loot, and definitely look into a jetpack if you don't have some other means of flight.

7-8 If you didn't upgrade weapons/armor at the last tier, probably time. if you did, hold off. Armor upgrades add a lot more defense than new armor.

9-10: May be time for a weapon upgrade again. I'll let you know when I get here.


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Scientists just discovered a new dinosaur with leathery bat wings

You say bat winged reptile, I say dragon!


23 people marked this as FAQ candidate.

Is there any way to avoid having cover in a 5 by 5 hallway? Does going along a line count as going through it for purposes of calculating 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

Now, no ones ever been able to figure out from pathfinder if lines were "sided" ie, if you went along a line were you going through it?

In the book. Obozaya is around a 10 foot cooridoor from a ksarik or something and it has cover because her attack to its South East corner goes along the wall. In pathfinder, it would have had cover because of a hard corner rule, but this means every attack in a 5 foot cooridoor is going to have cover because your attacks go along the wall.

5/5 ⦵⦵⦵

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I'm floating the possibility of hitting origins as my summer con this year since starfinder is going to be its big thing there. Is there anywhere to see the scheduel for PFS/SFS events?

As long as I have people, how flat/hilly is the area? I may be walking to the hotel and whatnot and "seeing eye donkey" to carry my geek bag doesn't fly well with the bus.


How long does it take to resize armor that you find as loot? (the guy was totally dead when you found him. really)

Second Seekers (Luwazi Elsbo) 5/5 ⦵⦵⦵

12 people marked this as a favorite.

An especially small ysoki's ears perk over the desk of the lecture hall. After poking the stage for a minute and not getting a response, he just stands on a chair and activates a laser pointer

Thank you all for joining me. Today I'm going to try to help new starfinders learn how to manage all those credits burning a hole in their pocket. Historical records indicate that in the gold old days of lost golarion your typical adventurer started out with grandpas sword and as he traveled and gained wealth he could just have it enchanted and that was the end of it. He'd go from chainmail to plate armor but after that he'd wear that same suit for the rest of his life and if he was lucky his children could inherit it. There wasn't much to think about: you bought the best you could and then upgraded it as much as you could until you quit or your died.

But in today's disposable society things are a little more complicated. People would rather get a new second skin than use your old one, so when you sell your gear it's for pennies on the credit. It doesn't matter how much you enchant this hunk of sharpened iron, you're never going to do anywhere near as much damage as hammer with an edge made out of black hole density material. At some point you're going to have to ditch your sword or pistol for a new one but.. when?

1-2 Novice starfinder 720 credits per mission X 6 misssions= 4,320 credits
3-4 beginning starfinder 1450 credits per mission X 6 missions= 8,700 credits
5-6 Seasoned starfinder 4,000 credits per mission X 6 missions= 24,000 credits
7-8 Veteran starfinder 5,800 credits per mission X6 missions= 34,800 credits
9-10 New legends 14,000 credits per mission X6 missions= 84,000 credits

That's your income. Income minus spending is wealth. The idea is to strike a balance between maximizing your wealth by minimizing your expenses while spending enough to keep you alive.

Starting out: unless you breathe in space you need a suit of armor to survive, a melee weapon, a ranged weapon, and enough healing serums for the party to pour down your throat to keep you up.

Novice starfinders: Should prioritize buying their two personal Augmentations. There's no investment like an investment in yourself. You're going to want to get a CHEAP backup weapon in case you're fighting a fire elemental and you have a laser weapon or a sentient thundercloud and all you have are shock gloves.

beginning starfinder: Cheaper augmentations start to look good here. Low light vision if your species is normally night blind (and you don't plan on getting the darkvision ones), foot slats to climb on the ceiling away from things trying to eat you is far better at getting out of harms way than 1400 credits worth of armor. Maybe dermal armor 1 if you're going to learn to block with your head.

guns and armor are bright shiny and new, but aren't that much more effective than their much cheaper level 1 versions.

5-6 Seasoned starfinder 4,000 credits per mission X 6 missions= 24,000 credits

It may be time to upgrade the armor or weapon by this point. Try to get the highest level thing you want and stick with it for a while: constantly upgrading is just throwing money away. You can also spread out a bit to cover obstacles and hazards like clearsight goggles for fog, null space chambers for large amounts of loot, and definitely look into a jetpack if you don't have some other means of flight.

7-8 If you didn't upgrade weapons/armor at the last tier, probably time. if you did, hold off. Armor upgrades add a lot more defense than new armor.

9-10: May be time for a weapon upgrade again. I'll let you know when I get here.


Technomancners spell grenade ability: am i reading it wrong or do you have to cast the spell 1 round then chuck it the next?

5/5 ⦵⦵⦵

Prepping

Hi tier Hinji Seems to be missing his trick attack amount. I think its 3d8


3 people marked this as a favorite.

I've seen an odd number of players accepting (or even proud) of how little direct contribution their envoys make to combat.

...Why?

First off, the indirect contribution is't that great. There;s the opportunity cost of your envoy being there as opposed to a beat stick , or at the very least opposed to an operative with comparable skill bonuses, a comparable accuracy boost (flat footed), and better direct damage (from trick attack).

Lets say you have a party of 6. There's 5 other members that all primarily combat through hitting things (pretty much your best case scenario). Each +1 to hit is a 5% damage boost per other person in the party, so 25% per plus in an ideal setup. (the damage helps a little bit too but it doesn't scale very well). You'd need a +3 or +4 bonus to break even on the opporunity cost: IF everyone in the party always swings at things, AND your bonus is always up. (It's not. Sometimes people beat you in initiative (they should delay unless there's an enemy in between your inits), sometimes the guy with get em dies.

You also lose out the more your party doesn't use attacks: spells, grenades (the square has an ac of 5). If you take the talent to apply the bonus to a drone it will be worth a lil more Obviously very variable depending on your party.

Even more importantly...Why not be good in combat? And by that in starfinder I mean get a big unwieldy weapon, a long arm or better yet, a Heavy weapon? and a dex bonus

The effectiveness of get em is baked into the class. It's not like you can spend feats to be a better envoy. Skill focus in skills you care about is absolutely terrible (the consolation prize when you hit ninth level is worth a bit more than a +1, once per day, on a skill check, called in advance, under a blue moon)

Between the expertise dice, the reroll on skills you really like, and the back door diminishing returns on the point buy, there's little if any reason to go all in on your charisma to the point of ignoring a hit stat.

Dipping soldier (blitz if melee and sharpshooter if ranged) and spending 1 feat for versatile specialization or just spending 2-3 feats going to long arms/ heavy weapons cost you almost nothing in terms of your ability to help your party. But it greatly increases your damage output and your ability to use your own buffs. Improved Get em not only doesn't compete with any other hit bonus in the game, it's essentially a free action to use along with a heavy weapon.

Get your princess leia on. Grab the big gun and go to town on some stormtroopers. Standing in the back and singing is two edditions ago. Embrace the future.

5/5 ⦵⦵⦵

2 people marked this as a favorite.

I've cobbled together a Token with a mini character sheet mostly to help speed up prep, but in a pinch I've used it for a quickie character sheet or to build a pregen.

The basic idea is that it's the minimum amount of information an NPC needs, along with a lot of selected target does THIS.... buttons.

You can play with the omniwoof here

How to adopt your Omniwoof

To import one to your own table scroll to the bottom of Flutters guide for newbies appendix 1 is how to import a character. This will required a paid account unless the DM of the table they're going to also has a paid account. If you don't have one but you're building a table anyway, anyone with a paid account can import one for you. If you drop me a PM here or in discord I'll usually be around to help you out

Pros:

  • Fast set up

  • Easy to use

  • A few buttons can run all the monsters

  • Character Sheet agnostic (since it's just a raw macro it doesn't care if you're playing on an official or simple table)

  • Works with buttons on the macro toolbar or

  • The logic of what the sheet is doing is pretty straightforward if you want to go under the hood and tweak it.

Con:

  • The tokens doesn't use the cool starfinder display results. The output is pretty philistine overall.

  • Doesn't automatically crit for you, and you need to hit a button and mouse over the crit to see what the special is.
  • . Or just manually enter the crit when it happens.
  • Some things like multi attack will require you to go under the hood

  • Token may have accidentally achieved sentience and started doing evil rants on its own.

How to use

In the journal (second button to the left if you're a player, third if you're a DM

Click on Omniwoof Go to attributes and abilities

Fill out the left hand column. Its in the same order as an NPC sheet

By default a few buttons are set as token actions. Add which ones you think you'll need or take off the ones you want. The multitool makes a dropdown menu

Weird thing 1,2 and 3 are for things that the token doesn't cover, and can be used from the Multitool drop down menu. You can actually write quite a bit in there, including extra attacks, reminders to yourself, or even an entire wonky attack routine.

You can also set them to work on the toolbar. The really cool thing with that (and the reason i made this thing) is that you only need to add the Macro to the toolbar of the table table ONCE. Any OmniWoof button on the macro toolbar works with any selected token.

If you're going to use these to make a bunch of npcs, you'll want to clear the picture and delete the values on the sheet.


Feint:

As a standard action, you can use Bluff to feint in combat, enabling you to treat your opponent as flat-footed for your next attack against it before the end of your next turn. The DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. You can’t feint against a creature that doesn’t have an Intelligence score, and you cannot take 10 or take 20 on a Bluff check to feint.

Improved Feint (Combat):

You are skilled at fooling your opponents in combat.

Benefit: You can use Bluff to feint in combat as a move action.

Greater Feint (Combat):

You are skilled at fooling your opponents in combat.

Prerequisites: Improved Feint, base attack bonus +6.

Benefit: Whenever you successfully feint in combat, the foe gains the flat-footed condition until the end of your next turn.

Now just to be clear, when..erm... if you succeed on the bluff check with greater feint the foe has real flat footed until the end of my next turn. No AOOS, flat footed applies against the entire party, correct? Otherwise Greater feint doesn't improve improved feint at all.

5/5 ⦵⦵⦵

Do people prefer the DCs for a scenario to be on one chart listing easy/medium/hard or do people prefer the DCs to be listed in the scenario?


Trying to make some polymorph forms for SFS

So lets see how well i understand these...

Other abilities (page 143) are never available.
No ability that is not explicitly called out in the spell description can be gained from this spell.
Players are required to bring the source of the polymorph with them AND have the forms prepared.
Selected racial traits can only be selected from abilities listed in the “Racial Traits” sidebar for a race.

Equipment: If i don't turn someone into the same form they are their equipment goes all wonky. This means i want at least I big and one small humanoid.

Spellcasters and martials punching with the ring of fangs are the only ones i can turn into anything else without hosing them.

When you design a polymorph form, the target can gain the same maximum number of special abilities as an expert NPC of a CR equal to the spell’s maximum CR<----- ok, was it really neccesary to make us look on ANOTHER chart to figure this out? You couldn't include Pick X abilities with Y level spell? Really?

Okay, but if i pick an actual creature I can pick 3 abilities instead of 2.

3rd level

2 special abilities

Each form must be an aberration (no benefits), animal (no benefits), fey (no benefits), humanoid (keeps weapons) , magical beast (no benefits, if bear in the party keeps weapon) , monstrous humanoid (no benefits), or vermin (+4 vs mind affecting spells)

I can do small or medium. I see no reason not to make everything small for the +1 enhancement bonus to dex ability and skill checks since I can't make them large

Form 1: FlyingFox

Size small: +1 to dex checks and dex skill checks
Fly Speed 20 Clumsy
Blindsense (sound) 15 feet

Form 2: Caster Booster? Can't think of a theme for this one.
Size Small
Blind Sense climb speed 30 feet
Racial traits: Elf Elven magic for +2 spell resistance and +2 to mysticism

Form 3: Eager Beaver
Size Small
Swim speed 30
Racial traits. Ysoki Scrounger and Moxie

Form 4: Shirren Diplomat booster
Size Medium
Blind sense vibration 15 feet
Racial traits" Communalism (for a diplomacy reroll) Cultural fascination for +2 diplomacy and culture.

Liberty's Edge

3 people marked this as a favorite.

The following are written on scraps of paper, menu's , parking citations, and whatever other bits of paper are lying around. But there appear to be a LOT of them.

My Fellow citizens of Kintargo!

The bridge tolls are an abomination unto the citizenry. From the ivory towered halls of hell I'm sure a silver piece seems like a mere pittance. But to people who actually work for a living that's an entire days wage. The prancing pomps of oldtown feel not only entitled to the good life they live from our sweat, but that we should be so grateful to for their presence to pay for the privilege of working for them.

Demand a pay raise or living quarters for yourself AND your family. When people who have the money start to lose it, they'll complain to the ones in charge. Five minutes with your squalling brats and they'll have perfume scented petitions to thrune on his desk before you can say "but the basement is lovely"

On the back is a discount coupon good for one free ferry ride in a small rowboat across the canal


Besides using an unhealthy amount of Crisco on the edge of the bag and sliding your dragonkin soldier inside, whats the advantage to having one larger bag as opposed to 2 smaller ones?

Null-space chamber, MK II 3,050 25 bulk

Null-space chamber, MK II 12,250 vs. 2 Mk 1s is 6,100 for 50 bulk

Null space chambe MK III 50,000 vs. 4 mk Is is 12,200 for 100 bulk

Null space chamber MK IV 250,000 vs. 8 mk 1 bags is 250,000 for 200 bulk

Is it just a really expensive Space Gucci bag? Or is the opening bigger on the bigger ones?


Can an arcanist burn arcane points to power up a staffs spells to their caster level?

Can a brown furred transmuter use their ability to cast self only transmutation spells on other people with spells out of a staff?

The general rule is that a staff functions like you were the caster, but a more persnickity reading only has your caster level and spell DC

Sovereign Court

She packed my haversack with scrolls of flight
Zero spells that don't go blam
and Dc's gonna be high as a kite by then
I'll crush their souls so much they lose their life
It's only the arms race
that drives a one round fight

Oh I think it's gonna be a long long time
till count down brings my round again they find
I'm not the newb they think I am cause Gnome
oh no no no I'm playing rocket tag...
Rocket tag burning baddies right down to bone


M Tall dwarf Xerox Of Xeros Link Level 3 druid

Rutebega


M Tall dwarf Xerox Of Xeros Link Level 3 druid

Dot dot dash dot dot dot


17 people marked this as FAQ candidate.

Do you need a free hand to kick someone? If you need a free hand to kick someone, do you need a free hand to use your natural weapon?

Unarmed strike — — 1d3 B — — Archaic, Nonlethal

An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.

Normal: You don’t threaten any squares with unarmed attacks, and you must have a hand free to make an unarmed attack.

Option 1: You can make unarmed attacks with any appendage, the line about normal is incorrect

Option 2: The line about being able to use any limb is incorrect unless you take unarmed strikes. Karate kicks to the head take training.

Option 3: (Which I've seen around the forums but am NOT a fan of) is that if you put those two together what you have is you can punch or kick as long as your hands aren't full. Operative with a pistol and a free hand can punch kick or head but. If He's dual wielding pistols though now he can't kick.

If you need a free hand to kick someone, do you need a free hand to gore them?

Argument Yes: The normal line in the feat improved unarmed strike means that unless something specifically changes that requirement that requirement stays. Nothing in natural weapons changes that requirement, So the space minotaur holding two pistols

Argument No: Even if the rule itself isn't in error it describes the situation as normal without any other special abilities. Natural weapons are not the normal situation described, just as a ysoki with cheek pouches can draw a gun faster than a move action or stand up as fast as someone with kip up,


1 person marked this as a favorite.

How often are you going to get to use an ability to defend an adjacent ally?

Your other melee is at least 10 feet away on the other side of the boss to get a flank bonus

The ranged shouldn't be standing that close to you because they don't want to be in guarded step range

5/5 ⦵⦵⦵

Looking at the influencing the crew of the HonorBoundportion. Is this one attempt per PC period, one attempt per day per pc ?


2 people marked this as FAQ candidate.

When you threaten a space and the opponent moves out of that space in any way other than a guarded step or withdraw action (see above), you can use your reaction to make a melee attack against the opponent.

Is there some rule somewhere else about combat manuevers not provoking when you move?

related question, it seems bullrushing someone out of their square would let let you whack them, since they just drew an AOO..


Running a level 4 biohacker through The beacon code dilema

Mom Norveg Found here

Basics: Using two weapon fighting this biohacker tries to full attack with multiweapon fighting. ysoki, Dex>Int

Test Subjects Other party members

-Solarion
-Mystic
-Technomancer
-Operative

Skill challenge Did okay with skills. Not to amazing though.

Space ship skill challenge: Alright. one VERY useful thing you can do on round 1 is give the pilot some performance enhancing drugs. (won't work on the gunners unfortunately)

First fight

With good to average rolls no problems hitting even slightly above tier. Most of the party had laser weapons, so giving the monsters vulnerability to fire HURRRRT. I know some people think its overpowered (and it might be) but All of the other options just impose penalties to hit in a system where thats pointless because the bad guys will still hit you on a 2. Being able to shoot an ally in th ebutt with a healing serum and still ding the bad guy was useful and fun but not always neccesary because of the mystic.

Round 1 Imposed Fire vulnerability to monster 1 and nicked it
Round 2 Shot ally in the butt with healing serum And pinged monster 2 with a sonic pistol
Round 3 Imposed fire vulnerability on monster 2.
Round 4 Watched monster 2 get critted with the laser rifle shot from the technomancer while vulnerable to fire and turn into a mini supernova

Second fight

Mostly made saves in the back
Round 1 walked in and missed
Round 2 used a regular dart to whittle their hp down.
Round 3 technomancer cast kill steal (magic missile) and they dropped.

Third Fight

Round 1 Hit the larger monster to make it easier to hit. That came in handy a bunch of times
Round 2 Miss making the larger monster vulnerable to fire and move to a door
Round 3 Load the boss dart (spark of ingenuity for -2 AC and vulnerable to fire in the same shot) Hit the boss
Round 4) The boss had shaken the operative, who kept rolling exactly 2 less than he needed. Poke him in the butt with a +2 skill serum to even it out.
Round 4: Solarion goes supernova and boss misses save. Takes out the downed bear and the still up boss. POOF. Ashes.

Really good mix of direct action and party buffing.

If genetics wants competition as the go to discovery, the other fields need an offensive option.

Tracking which darts i had ready in the gun wasn't that bad with only one needler gun (I'll see if i go crazy with the level 8 version)

I think the amount of shots you have is just right. I can't hand them out like candy but I'm not desperately short on them either.

Fun ways to theme a lot of the abilities.

5/5 ⦵⦵⦵

prepping this

The void thing doesn't seem to have reach. So there's no way for him to gravity pull and AOO right?


Is it just regular old movement movement, or can you guarded step with it, since thats moving?

5/5 ⦵⦵⦵

The current tier system seems based on the maximum level of the campaign being around 8.

I'm sure some of us are reaching that level and tier 4 ish in reputation with our main characters faction. I was wondering if we should plan on there ever being a tier 5 or 6 to shoot for or if we can go picking up other faction reps without wanting to kick ourselves for it later?


Otto the operative is doing jumping jacks next to a human in an alley with dim light

Can he start stealthing?

Yes: You can use Stealth to hide if you have either cover or concealment (or a special ability that allows you to hide in plain sight), or if you have successfully created a diversion with the Bluff skill.

No: Observing

When you are observing a creature, you can directly perceive the creature with a precise sense. Generally, this occurs when a creature is visible, when the situation makes it impossible for the creature use Stealth to hide, or when you have succeeded at a Perception check to pinpoint the creature using a precise sense such as blindsight. You must be observing a creature to use a ranged effect that targets a specific creature without requiring an attack roll to hit (such as magic missile).

This has been a problem since at least 3.0. I don't know why the same language keeps getting used when it keeps leading to problems.


We're running through an AP1 and there's a part where you're building up the town.

We've gotten about as much use out of make whole as we can, but I need something else to help make things out of raw materials rather than fix them (stone shape, wood shape, fabricate). The characters an arcanist, not a druid, 6th level, and so looking for a spell of 3rd level or lower, or possibly a staff with such a third level or lower spell they could UMD


Is that height with or without ears ?

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