Cayden Cailean

Black.k.9's page

Organized Play Member. 14 posts (16 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Garretmander wrote:
Hmm wrote:
Hmm

I would second Into the Unknown, Now that I think about it, that's where I got my cheat sheet from. As well as the starship roles cheat sheets. It also goes through skill checks, combat and starship fights.

If you want a pure into to the rules instead of a learn as you go, it's still got a few good starting points.

Well then! Thank you very much! By hosting something that has all the basics covered saves me a lot of trouble!


I also wish to add that I want to make this tutorial as condensed and straightforward as possible to avoid information overload. So anything that is unneeded can and should be dropped.

Due to my lack of experience, figuring out what needs to be taught and what doesn't is a bit difficult.


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Hello all. I'm a new GM to Starfinder and I've already fallen in love with the game based on the rules alone. With how much it improves from Starfinder I may have found my new Staple.

I'm currently introducing my players to the game with a direct hands-on tutorial for combat and different aspects of the game such as spellcasting, saves and stealth. I'm already constructing a map on Roll20 specifically for the tutorial and I'm wondering if I could get some tips on improving it, or if I missed anything.

The first room a player(s) will start in holds a table, a Laser Pistol, a Semi-Automatic tactical Pistol and a Survival Knife. On the opposite side of the room is a training dummy. This first room is designed to teach them directly about the differences between KAC and EAC, as well as the differences between melee and ranged attacks (both thrown and via ranged weapons).

The second room has multiple pillars reaching to the ceiling as well as partial barriers strewn throughout the room. On the opposite side of the room is a small stationary automatic turret. This section is designed to teach them how to use cover to their advantage while advancing on the battlefield. Damage is ignored in the tutorial so if they can't do it correctly and get shot, they won't take damage.

The third room has three hallways. One with a carpet, one with metallic ship flooring and one with water. On the opposite side of all three of these hallways is a single guard in a large room. This section is designed to teach them about stealth, how to approach an unaware foe and how different terrain will affect their stealth rolls.

The next few rooms I'm still working on. I want to teach them about the different Combat maneuvers and special fire actions. After which I'll need to put together a room to teach them how saves work and how spellcasting works.

I'd like to know if I've missed anything important that is required to know how to play Starfinder. This tutorial will also help me as the GM to keep the flow of the game going and get familiarized with the mechanics before we play the start of the Dead Suns Adventure Path.


Gadabout wrote:
If you are willing to wield it one handed only, you can take a level dip into swashbuckler and take slashing grace, that's probably the only way.

If you're going that route, that means I can still pick up weapon focus and weapon finesse at level 1 (human), use the katana normally until I can get Slashing grace at level 3, at which point it would be legal to use as a finesse weapon? (this allows me to bypass the need for a Swashbuckler level dip).


Very simple question, can you use Weapon Finesse on a Katana within Pathfinder society rules?

Thank you for your time.


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I've noticed that a lot of kits in the Ultimate Equipment Guide list "a box" or "this box" or "in this box." Problem is, all the equipment listed in those descriptions can be found throughout the UEG except the boxes that are listed.

I've found a solution to this problem, basing the prices, weight and carrying capacity off of chests (where a Large box = Tiny Chest)

Size / Weight / Price / Cubic Feet / Carrying Cap.

S / 3 lbs / 2 sp / 1/10 Cubic Foot / 10 lbs.

M / 6 lbs / 5 sp / 1/2 Cubic Foot / 30 lbs.

L / 12 lbs / 1 gp / 1 Cubic Foot / 60 lbs.


voideternal wrote:
For the OP's example, class level 3 paladin and 3 HD outsider are both 'Moderate' so should be 'Moderate'.

Too bad, I thought by the time an Aasimar Paladin was level 6, evil creatures would be stunned for getting too close (overpowering Aura).

Oh well, thanks for letting me know.


So, as I understand it, your Alignment Aura (Good/Evil) increases in power for every level you possess of a Divine Class (Paladin/Cleric).

This means that a 3rd-level Paladin has an Aura of Good power of 3 (moderate).

Outsiders also get his Alignment Power level equal to the HD they possess.

Under this, do Paladin/Cleric levels stack with outsider HD to produce a more powerful Arua? Does a 3rd-level Aasimar Paladin of Iomedae have an Aura of Good power of 6 (Strong) or 3 (Moderate)?


Any additions to this rule would be greatly appreciated. Leave your comments/suggestions below! I'd be happy to read them.


These house rules will allow players to benefit from the effects of an "extended rest" HP restoration more than once per day, as I found that the extended rest rules never seem to heal enough HP.

Players may Heal HP based on the meal they eat up to a maximum of 3 times a day, the amount healed depends on the survival check of the "chef." Rations of any kind are exempt from this rule as they haven't been "cooked recently."
.
Survival

Check 1-4 / 5-9 / 10-14 / 15-19 / 20+

Quality Terrible / Lesser / Decent / Excellent / Perfect

HP Healed None / ¼ per HD / ½ per HD / 1 per HD / 2 per HD

Quality Descriptions:


  • Terrible Meal: Everything in the meal is either burnt, under cooked or not cooked at all. It tastes awful, and heals no HP.

  • Lesser Meal: Most of this meal is under cooked, some of it is raw, and bits and pieces are burnt. It isn't good, but it is tolerable. This meal heals 1 HP every 4 HD you posses.

  • Decent Meal: The meal is cooked to standard, nothing's perfect, but at least nothing's burnt. It tastes as well as something you'd get from a random inn or tavern. It heals 1 HP every 2 HD you posses.

  • Excellent Meal: This meal is cooked extremely well. It's like you're eating at a fine banquet in a noble's manor. It heals 1 HP for every HD you possess.

  • Perfect Meal: You're in heaven. This meal is cooked to perfection, everything tastes better than anything you could have imagined. This meal heals 2 HP for every HD you possess.


Matt Lewis wrote:
Black.k.9 wrote:
I am very new to the Pathfinder Society Rules set, so I'm not sure if these rules would be legal.
Definitely not PFS-legal. Perhaps better raised in the suggestions/house rules forum?

I had no idea that forum existed. I'll delete this thread and move to that forum.

Thanks.


I am very new to the Pathfinder Society Rules set, so I'm not sure if these rules would be legal.

Players may Heal HP based on the meal they eat up to a maximum of 3 times a day, the amount healed depends on the survival check of the "chef." Rations of any kind are exempt from this rule as they haven't been "cooked recently."
.
.
Survival

Check 1-4 / 5-9 / 10-14 / 15-19 / 20+

Quality Terrible / Lesser / Decent / Excellent / Perfect

HP Healed None / ¼ per HD / ½ per HD / 1 per HD / 2 per HD

Quality Descriptions:


  • Terrible Meal: Everything in the meal is either burnt, under cooked or not cooked at all. It tastes awful, and heals no HP.

  • Lesser Meal: Most of this meal is under cooked, some of it is raw, and bits and pieces are burnt. It isn't good, but it is tolerable. This meal heals 1 HP every 4 HD you posses.

  • Decent Meal: The meal is cooked to standard, nothing's perfect, but at least nothing's burnt. It tastes as well as something you'd get from a random inn or tavern. It heals 1 HP every 2 HD you posses.

  • Excellent Meal: This meal is cooked extremely well. It's like you're eating at a fine banquet in a noble's manor. It heals 1 HP for every HD you possess.

  • Perfect Meal: You're in heaven. This meal is cooked to perfection, everything tastes better than anything you could have imagined. This meal heals 2 HP for every HD you possess.


Yes, Steam = External Combustion, generally the fuel (oil or coal) is burned, the fumes forced through copper (or other metal) pipes to superheat the water in the boiler to force the pistons to move the drive shaft.

Not much explanation is required to use these rules in my campaign. Only enough to fill the different specifications of each engine such as

  • Fuel Consumption
  • Fuel Capacity
  • Maintenance and Repair
  • Propulsion

This way my players and I can create vehicles with these engines under the same general rule set so there's no crazy vehicles operating outside the bounds of physical law (except magic vehicles, but hey, "Magic *snort snort*").

It also helps so that the engines actually have some stats. Rather than the vehicles that already exist say their engines can do this or that without any explanation whatsoever. Especially since the only engine I've found with fuel consumption is the steam giant.


I have a campaign going on. It's open-ended, set in Golarion in 4707 AR, right around the time the Bloodsword vale is to be opened.

The general setting of the campaign will be in the Early Steampunk era, with some areas like Taldor and Andoran having Steam Locomotives and Steampunk technology.

I've been working on a sheet that depicts the different powers of and technicalities of different kinds of physically powered engines. Namely Oil and Steam Engines. Since the Rules don't directly reference how much power each engine puts out, or how much fuel each consumes I've begun to put each of the specifications together myself. Here's and Example:

Gyro Engine
A Steam-powered engine with 4-6 pistons set up in a radial fashion around a single drive shaft. A Gyro Engine operates as a Limbo between an Oil and Steam Engine, requiring both a Fuel source (typically oil), Water and a Boiler. Gyro Engines directly or indirectly, affect a single drive shaft or chain that propels the vehicle in question. Gyro engines are ineffective when used in larger vehicle classes.
Fuel Consumption
2 lbs (1/4 gal) Oil/hr and 6 lbs (3/4 gal) Water/hr.
Fuel/Other Capacity
Fuel Tank: 16 lbs (2 gal) Oil.
Water Tank: 48 lbs (6 gal) Water.
Maintenance and Repair
Due to the High-maintenance nature of Steam-based engines, a Gyro Engine requires Knowledge (Engineering) to properly repair and clean without damaging the engine itself. It takes 3 hours for an experienced engineer to fully disassemble, clean, repair, and reassemble a gyro engine.
Propulsion
Max Speed ×2 Acceleration.
Acceleration 60 ft/round (40 mph)
Size Penalty -10 ft. per Size Category above Large.
Aircraft Penalty -10 ft. per Size Category above Medium.

I'm still working on other classifications of engine such as:

  • Steam Engines
  • Alchemical Engines
  • Oil Engines

Each using the same layout of Fuel Consumption, Fuel Capacity etc.

My questions are: does this work on a general basis? Does "Oil" only work for lamps, or can it be used to fuel a steam-powered or even Oil-burning engine? and Can anyone help to more easily work out the different specifications of each engine?

Thanks.