GM Tiger wrote: Well, there will be another 'grr grrrr grr!' soon! :) Are you making a poppet tiger with springs in their bottoms?
BretI wrote: Paperwork needs to be submitted but I was told I passed the evaluation. Hoping it get announced in the April blob, but it might miss it and have to wait until May for the announcement. Alex has confirmed all requirements are complete. It will not be announced until the May blog. The April blog is already complete so I missed the window for that. No idea how long before it shows in the profile.
GM Tiger wrote:
Paperwork needs to be submitted but I was told I passed the evaluation. Hoping it get announced in the April blob, but it might miss it and have to wait until May for the announcement.
Since you use a gun, might look at the Energized Cartridge as a way to add damage. I like it on my Investigator (who uses a hand crossbow) as a way to do persistent damage as I can usually guess if it will be a critical hit or not.
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I do not envy Customer Support when they come in this morning to a flood of complaints about this. I expect we will get some sort of response in about two hours. For reference, I also got the e-mail and went into my Paizo account (directly, not using the e-mail link since I had no way to verify authenticity) to find the payment method was declined. I went in to edit, filling in my phone number so it would see a change. Waiting to see what happens. I figure with this many people seeing the problem, there is no reason to write Customer Support. They already likely have an overflowing e-mail box.
The text for the feat has changed for remaster and since the name is the same it is treated as errata. You should use the new feat text. EXPERIENCED SMUGGLER FEAT 1 GENERAL SKILL Prerequisites trained in Stealth You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you've concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you're a master in Stealth, the GM uses the number rolled or 15, and if you're legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. —- Note it no longer has the text about being able to find more lucrative jobs.
Stitch Steeltoe wrote: I think I'll bring a pregen as my lvl 3, I don't have anyone currently in that range I feel like playing. Is there a particular role we need? Ever play Head Shot the Rot? I always thought Doc Featherton was an interesting Pregen. Otherwise I’m not sure who we have for magical support. My character certainly isn’t!
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I wonder how much of an improvement it would be if you gave Magus a variant of Certain Strike? It would allow them to do some damage with a followup strike after the Spellstrike, but have problems with crit failed attacks because of MAP. Maybe make it so it depends on Arcane Cascade and the bonus damage is from something that Arcane Cascade gives? Weakness triggering is a valid Magus build concept, but the Thaumaturge sort of took over that space. Runic Impression can help with the triggering of weaknesses. On my melee magus I do find the provoking of Reactive Strike to be a significant danger. A magus does really poorly against a creature with Reactive Strike.
Not sure how to interpret the Oil. Riftcarver acts as +2 greater striking.
1065+935=2,000 which makes 1500 a reduced price. The problem is some might already have a +2 potency rune on their weapon. Still likely great for a second weapon since it is unlikely someone would have two weapons at near or maximum power.
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I do not envy the developers trying to write a clear description of this. It sounds like quite the challenge. I can’t be sure, but it sounds like we will be totaling by damage type, applying immunities, applying resistances, total the remainder, then applying weaknesses. I’m not sure that is the plan. I will say that generally if someone is doing a small enough amount of damage that they can not get through a resistance (such as Flaming rune vs Resist 10 fire), I will generally have the player not even bother rolling the fire damage on a normal hit. That can speed things up quite a bit. I do hope that the final version will allow for that sort of thing.
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Does this mean that a flaming sword could potentially do less damage against a creature with Resist Fire 10 than a creature immune to fire? Say the hit is 9 slashing and 3 fire, combined they are 12 damage less the 10 fire resistance is 2 damage. If I understand immunity correctly the same hit would do 9 damage since the immunity would apply before combining damage.
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Got a e-mail about a flash sale. Clicked the link in the e-mail and got:
Quote:
So I went searching for maps and was shown a countdown for how long the sale would last. It happened for multiple maps, here is it for Ambush Sites Multipack. I see a way to add it to my wishlist, but no way to add it to my cart. Right now it looks like I can not buy any of the items on the flash sale.
Back to suggestions for new boons for SFS2. A boon to be one of Fitch’s grandkids. She had several kids and at least some of those kids already have mature children such as Spoiler: .
Kiha Not sure if it should be a background similar to the Greengold background from PFS2 or just a boon, but I suspect it would be popular. If a background, it should probably give Piloting as the skill given who Fitch was.
Squark wrote: They don't want you bringing vehicles to scenarios they haven't planned for you to have vehicles in. Who is they? Vehicles were allowed in Starfinder 1. The writers managed to figure out how they work there. Right now in many of the SFS2 scenarios on Akiton they are lending you hover vehicles (D-Vees) just so the travel time isn’t insane. Doesn’t seem unreasonable to allow people to have their own vehicles rather than always having to get them from the motor pool.
Driftbourne wrote:
Except that the AoN people do not get the scenarios until street date. This means if you are running something before the street date you have to do it yourself. This happens for GenCon and PaizoCon where there are scenarios that are exclusively available there before anywhere else. To be fair, it also causes problems for RPGChronicles since they are dependent on getting the scenario before being able to support it. This could be solved if Org Play recognized certain tools (AoN and RPGChronicles currently, but I am not ruling out the possibility of other tools) as needing the scenarios before street date for the cases where an event has permission to run it before street date.
Stitch Steeltoe wrote: Super cold and a big winter storm heading through many of the US this weekend. Hopefully everyone keeps their power and avoids too much of the ice. We're so far looking at around a foot of snow on Monday up here in the north. -11 degree F here and way too much ICE. We will manage.
Starfinder 2 boon. Was looking for equipment for my character and started looking at the vehicles. Then I went to the Character Options page and saw this line: Starfinder GM Core wrote: As Starfinder GM Core primarily contains tools for GMs, new subsystems, and rules variants rather than direct player options, all content from this book is of Limited availability. However, Organized Play will be drawing from the rules options in this book in creating future adventures, boons, and other content. I would either like the above to change to give Standard availability to Vehicles (GM Core pg 234-239) or a boon to allow purchase of vehicles from there.
Starfinder 2 boon. I would like a boon that gave access to all the Pathfinder Player Core and Player Core 2 spells. Call it something like ancient knowledge, it would greatly increase the number of spells available. I’m limiting it to Player Core and Player Core 2 as those spells have the smallest chance of balance problems.
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I know that what I am hoping for in the remaster of Magus is:
I also hope the Arcane Stance is better worded. The current errata wording is clumsy.
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NorrKnekten wrote:
Overall I think the bonds do give good choices for each class. That is why the original post was all about when there is no bond. Given the rule I had missed allowing a Commander to take a troop as a squad mate, even the commander might choose to take one of the other bonds depending on their build. Under Command is going to be the obvious choice for the class, but not always the optimal choice.
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Finoan wrote:
As I said, I had completely missed that sidebar. It changes things quite a bit. Finoan wrote:
What disproved it was the sidebar I missed. In the future rather than assume someone is arguing in bad faith (accusing me of cherry-picking examples) why not just point out the things I may not have considered. Note that I didn’t try to list every possibiiity because it would have become much too long. Finoan wrote: Saying that Sorcerers, Oracles, or other spontaneous casters might have no spells that work when fighting against a troop is not supporting that conclusion. At best that is just showing that many classes struggle to be more than generic characters when using troop combat rules ... meaning that Commander is not an outlier in this. Sorcerers and other spontaneous casters choose what spells are in their repertoire. If they are completely lacking any area of effect spells that was because of a choice that player made. It isn’t something required by the class chassis. Finoan wrote:
Might I suggest a Familiar Satchel at the lowest levels, or Familiar Tattoo at higher levels? There is also the Master Ability Absorb Familiar that any Witch can take provided all of their familiar abilities are not required for the base creature abilities. Note that these are also useful in other cases where AoE damage is a problem. Worst case, they leave the familiar a mile back in a safe place and communicate when it is safe to come out. At that point the Witch is just giving up the Familiar Ability and most of the Hexes. They are still a full prepared spellcaster who given head warning can customize their spells to the situation. They can adjust much more easily than any spontaneous caster. —— In any case, the whole complaint was because I missed a rule in a sidebar. Given that rule, Commanders can be effective in Skirmish combat. They still need to be careful as not all of their abilities will work, but as you pointed out that is true to some extent for all classes.
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cramtar_witclap wrote: Hi - I would like to see the product reviews left on the old site restored. Not an ideal solution, but you could re-enter your reviews. They can still be seen by adding /reviews to your profile URL. As an example:
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Alright, the sidebar on pg 164 Commanders and Troops does take care of it. I had thought that the only way that a Commander could take a troop as a Squadmate was using the Under Command bond. With that, the Commander is back on par with other classes.
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Finoan wrote:
The Commander loses much of his ability to use the tactics class feature if someone is not a squad mate. Without the bond, a troop can’t be a squad mate. The Thaumaturge can still use their implements. The magus can still use their spellstrike and weapons. The fighter can still use Sudden Charge giving them a better ability to move their troop than a Commander has. The class that does have problems is the rogue as sneak attack now becomes more difficult. This is something that happens a lot to the rogue. The bard also has a harder time getting people within the 60’ emanation (note that is twice the size of the banner aura) of their compositions. It is also possible that a sorcerer, oracle or other spontaneous caster has no spells that work well against a troop. Prepared casters would presumably have time to prepare appropriate spells, a spontaneous caster is less able to adapt if they chose their spells poorly. Note that spellcasters can also have a huge advantage if they have a lot of area spells that do damage since almost all troops are weak to area damage.
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Tridus wrote: It feels like its a "this is a game and we don't want Commanders to just outshine everyone else in squad combat" decision. Instead they have achieved “Commanders are just worse than everyone else in squad combat without a bond.” Look at how much of the class revolves around the Tactics feature. Look at how many of the tactics and feats would not work in skirmish combat. You will only be able to affect the leaders of ally troops, not any of the troops themselves. Look at the limited range of the banner and then consider that with squads every unit is four large creatures in size. A 30’ emanation feels a lot smaller in skirmish combat. In many cases it will only be your own squad and one other.
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I am trying to understand how the Commander class functions without the Under Command bond. I think that without this bond you can’t have a skirmish troop benefit from your tactics. PCs who are instructed allies can use them, but not troops. The reason is that there are too many creatures in a troop for a character to include all of them in your instructed allies. It is clear that without this bond, a troop could not benefit from any strikes that a Commander might provide since a troop doesn’t have a strike. Since a troop acts on a PCs initiative, the Commander using Warfare Lore and feats that improve initiative would also benefit the troop. It looks to me as if any ability with the Banner would still be effective since it only specifies an ally, not an instructed ally. Unfortunately when using troops, the 30’ emanation is rather limiting. Technically not all of a troop would fit into this space with many formations. It sort of feels like the Commander without that specific bond doesn’t provide much to troops under their command. I would love for people to point out things I might have missed
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This is more of a long term suggestion, but I would like it if you allowed SFTP or failing that SMB access to the digital library. I have been a long time user of GoodReader and would love being able to sync to my digital library rather than needing to download and then sync to a copy of it. I am sure there are others who would also appreciate this capability. It would be even better if we could customize the layout of the digital library so that we could adjust file names, what folders things are in, etc via manipulation of file links. Full list for GoodReader sync:
GoodReader can automatically sync individual files and entire folders to their remote versions hosted on online servers of the following types: Dropbox, OneDrive, Google Drive, box.com, SugarSync, and also any WebDAV, AFP, SMB, FTP or SFTP server. Although my comments are specific to GoodReader, I’m sure there are others who would find this sort of support useful. Just giving SFTP would allow me to mirror the library locally and reorganize it to fit my preferences although that would take some work on my side.
Starfinder 2 boon I would like a boon that allows you have adapted to another planet’s gravity and/or atmosphere. Season 1 has multiple scenarios on Akiton. Each scenario repeats the information about low grav and thin atmosphere. It would be sort to nice for you to be able to adapt to someplace where it is physically possible and we have a lodge.
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Ability to add items to a subscription order in order to reduce shipping costs. We used to have the ability to hold an order for shipment until the next subscription order. If that is no longer possible, perhaps we could have a timeframe in which orders added will ship with the subscription or something like that?
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A related products section for items. This would cover a number of things including:
I am probably missing some obvious examples. We don’t need an Amazon style Other Customers bought with this product, but some products have others that are strongly related. Even in the flipmaps, you would have things like Basic, Bigger Basic and Enormous basic.
Another option is in Starfinder GM Core, pg 252
Quote: By spending an additional week and paying half the base Price of the equipment, you could install the technology required to apply upgrades, integrate tech like comm units and environmental protections into armor, and add upgrade slots to shields and weapons. In the case of armor, you can even allow players to pay only half the base price by giving the armor the exposed trait, denying themselves the benefits of environmental protections. The end result would be a commercial grade piece of equipment with the tech trait and one upgrade slot. Basically use modern materials and processes to make archaic weapons. This would only handle being able to use the ancient weapons. It doesn’t handle the Plated Vesk nor Petrified Khizar who need armor runes. Hopefully the tech book with Mechanic and Technomancer will have more ways to deal with this.
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