The cultivator dedication grants a domain spell from Divine Mysteries which doesn't release until November...
Kvantum wrote: Got my Book of the Dead PDF, but I did *not* get my PDF for the new AP volume. Not sure what's going on there. I had the opposite happen, got the AP PDF but not the BotD PDF. I was super stoked when I saw the email and then sad when it wasn't there. I just want my skellyman dang it lol
Thank you so much! I have already received the email letting me know the order is pending. I will let you know once it gets here. You all are awesome, thanks again!
Like it says in the subject line, I never received the shipment and there is no tracking to find out what happened.
LexLock wrote: She, actually.
My apologies, I would edit but the time window has closed.
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Ruzza wrote: LexLock wrote: WatersLethe wrote: I really don't have a problem with the Sniper trait itself. I don't think all sniper weapons forever will also have Unsteady, or that Unsteady won't be able to be lessened or even made into a boon with items or feats.
I think it's too early to call Sniper trait bad outright.
The Sniper trait is bad.
Outright.
-cheers This sort of feedback isn't helpful for the playtest. If you have concerns, just put them out there with some rationale. Taking shots at other posters is actively detrimental. This was a response to the original post, you know the one where the OP explained their reasoning and rationale.
"I think this is bad and this is why ___"
"I think it's too early to say that"
"Well I disagree and say it is bad."
"If you have concerns say so..."
uh he did?
Blave wrote: Yeah, I know. But the spell is bad and I shouldn't need a Lost Omen book to use a class ability from a core book. Oh I agree, I was just pointing out that there is literally only the one option. I completely agree with what you're saying. It's really odd.
Blave wrote: The initial Bloodline spell "Dim the Light" of the Shadow Bloodline is very weirdly designed.
1. It's literally unusable at character levels 1 and 2 as there are no 1st level occult spells or occult cantrips with the Darkness or Shadow trait (at least not in the Core rule book line).
2. Weren't Focus spells supposed to give casters something to do - besides cantrips - without spending spell slots? Having a mandatory focus power directly linked to casting a spell from your spell slots defeats this purpose.
Unless you get another Focus spell from somewhere, you're basically stuck with a focus pool you can't initially use at all and then you end up with one that's directly tied to the number of spells you can cast.
The only first level spell I can find that qualifies is Penumbral Shroud from Gods & Magic.
https://2e.aonprd.com/Spells.aspx?ID=582
JiCi wrote: Since major forms can be augmentations, I can technically have all of them active at once. Not sure how you're reaching that conclusion, it says a single piece of equipment per activation of gear array and you can have at most 3 arrays active at once.
Relevant text (emphasis mine):
From Nanite Array: As a move action, you can direct your nanites to adopt an array, and you can have only one array active at a time.
From Gear Array: Your nanites shape themselves into a single piece of equipment, such as a weapon, tool, or even a cybernetic augmentation.
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I would like to cancel my Starfinder Rulebook Subscription. Thank you.

Dracomicron wrote: Corbin-626 wrote: All numbers are at level 20... Whoa, hang on. Almost nobody plays at level 20. While analysis at that level is valid (if lacking in detail by omitting IUS from Swarm Strike, as Garretmander mentioned), the important numbers is how the math works out at the low levels that most people play at, which generally tapers off around level 7 or 8.
As someone who has played a natural weapons character to level 10, I can tell you that IUS+1.5xlevel specialization is more than competitive. Tack on shroud benefits and Con as attack stat, and it's exceptionally impressive.
I also don't agree that IUS should be built in. They built IUS into Pistol Whip, and it was too good for Society play, requiring that Death Strike come out later, without the freebie IUS, so Society operatives could have effective unarmed builds. I don't know if I agree with you on how many people play at high levels, but that is unrelated to my point. Whether or not it is rare, it still happens. I also addressed the lack of IUS in my comparison in my reply to Garretmander, it was an accidental omission on my part. And while CON to hit is nice, it doesn't work for damage as confirmed by Joe Pasini. Which means that unless you're also pumping STR those numbers above might not actually be as close as they appear.
Still, thanks for the input!

Garretmander wrote: IUS stacks with swarm strike. Beyond that, you are comparing it at level 20, where IUS tapers off compared to the suddenly large numbers of damage dice starting around level 16 weapons. You want to look at it across a few more levels than just 20.
So, at 20:
One hand: 7d6+30, avg: 54, max: 72.
Two hand: 7d6+40, avg 64, max: 82.
So, let's take some snapshots of the levels where IUS upgrades as you go vs best of that level not unwieldy two handed melee weapons:
Level 4
SS - 1d6+6 - 9.5
Carbon steel curve blade - 1d10+4 - 10.5
Level 8
SS - 2d6+16 - 23
Various - 3d8+8 - 21.5
Level 12
SS - 3d6+24 - 34.5
various - 5d8+12 - 34.5
Level 15
SS - 5d6+30 - 47.5
Various - 7d8+15 - 46.5
Now, obviously that's best of level,and it's not considering a few more factors.
Other benefits of swarm strike - it costs you a level 2 class pick and a feat, you always have it on hand and don't need to spend money on upgrading it. You can use CON for accuracy, so if you build for a ranged nanocyte, and absolutely need a backup weapon for switch hitting, well this is way better than an operative weapon.
Other benefits of grabbing an advanced melee weapon instead - Fusions, damage type, hitting EAC, other weapon properties, at levels between IUS jumps you might find/buy a weapon that does more damage than swarm strike. If you go over level 15, IUS+2x spec just doesn't keep up with real weapons.
Stacking it with IUS definitely helps, I had meant to have that in the chart and had a brain fart. I also should have said that I was thinking of this from a single attack per round viewpoint because they have so many support options that I wasn't expecting to full attack. Hence the unwieldy weapons being including in my comparison. Thanks for the input.
This is what I came up for a quick comparison on a per hit basis. This only uses the playtest and the CRB. I'm not including hit chance oar anything complicated, just looking at the avg and max damage. Also not including STR mod since it would be the same across the board. All numbers are at level 20 with appropriate weapon specializations/included class features but no fusions or crystals:
One-Hand
Solar 12d6+24 avg 66 max 96
Basic Melee 10d6+20 avg 55 max 80
Adv Melee 14d8+20 avg 83 max 132
IUS 7d6+20 avg 44 max 62
Swarm Strike 1d3+30 avg 32 max 33
Two-Hand
Solar 12d6+24 avg 66 max 96
Basic Melee 12d6+20 avg 62 max 94
Adv Melee 13d12+20 avg 104.5 max 176
IUS 7d6+20 avg 44 max 62
Swarm Strike 1d3+40 avg 42 max 43
That hardly looks competitive to me. In fact after having done this, I think it is even weaker and would really like someone to prove me wrong.
Maybe I'm just missing something, but what is the damage for the strike? While it says "a special unarmed strike that deals lethal damage, lacks the archaic trait, and has an item level equal to your nanocyte level" there is no actual damage amount listed and in the CRB there is only one unarmed strike listed, not different ones by level. If it doesn't change the 1d3 damage listed in the CRB this isn't exactly a competitive option. It would basically force you to take IUS and even then it's still not really competitive. I feel like it could be a decent last resort backup weapon, but that's it.
submitted a subscription order and it has it starting on the wrong item. I picked the new second edition AP and it has it listed as getting ready to send the old one. Need to fix.
Also, in the solarion's fluff story in the CRB he uses supernova and it doesn't hurt him...

Kochean wrote: In the game I am running I have ruled that unless stated that it is capable of being a space suit it is not.
I do plan on making it an option though. I am going to make a pressure suit or force field 0 space upgrades for suits. Beyond basic tier upgrades will take up slots though.
The problem with your ruling is that it is the exact opposite of the actual written core book.
CRB P. 196
ENVIRONMENTAL PROTECTIONS
Space can be an inhospitable place, with countless dangerous
worlds within it. Unless otherwise specified, all armors protect
you from a range of hazards to ensure that you can survive for
at least a few days if you must make emergency repairs to the
hull of a starship, explore an alien world, or endure exposure
to an environmental breach in a space station. Some armors do
this through an environmental field (a minor force field specially
attuned to pressure and temperature that does not reduce
damage from attacks), while others can be closed with helmets
and airtight seals. The most common environmental dangers are
detailed in Environment beginning on page 394.

Valfen wrote: I definitely agree that it makes lower levels the roughest, but this holds true for other specs as well : an 18 Dex Daredevil has the same bonus on trick attack rolls than a 10 Cha Spy, after all. Of course, that 18 Dex brings other advantages as well...
Spy feeling the weakest spec for trick attack is probably more a side effect of Charisma being the weakest stat rather than anything else, if I had to guess. (although for picky DMs that would insist on plausible application of Trick Attack skills, I'd say Spy is tied with Detective on being the hardest to shut down)
Anyway, I merely wanted to emphasize the fact that all specs are perfectly viable, even with modest or even low investment.
If your GM pulls that he is being an ass, the FAQ says you don't have to justify skill use.
[Operative] Can I use a skill to make a trick attack without meeting the normal conditions for using that skill for other purposes? For example, can I make a Stealth check as part of a trick attack when I couldn't use Stealth to hide from the target of the attack?
Yes, you can use any appropriate skill (those granted by the trick attack ability or your specialization anytime you attempt a trick attack) to determine if your trick attack does extra damage and applies any penalty.
bump, still interested in the answer to this...
@Deadmanwalking and GM OfAnything, thank you!
Deadmanwalking wrote: Cyrad wrote: I'm more concerned it's difficult to have a sidearm. Even having the weakest pistol costs 25% of your starting wealth. A Needler is actually only 105, but that aside, you're expected to have a single gun as a starting character, yes. You'll probably get a sidearm of some sort after your first serious fight with humanoid enemies, since most such enemies have sidearms. but in Society play you don't get to keep said sidearm, yes? Fairly new to Society play so this is a serious question. Thanks!
I've noticed a few people here keep saying that wounding weapons don't show up until like 6-7th level. This is not true, the level 2 flame doshko has the wound critical and could be bought at 1st level. Granted it is 750 cr but it's still available. I also don't think it is a stretch to think that mooks will have wounding weapons considering that they will be equipped with level equivalent or close to level equivalent weapons and there are a variety of weapons ranging from level 2 to 20 that have wound or serious wound.
MagicA wrote: I wish Defy Gravity would allow you to then charge at the top of your movement
like you jump 30 ft in the air, your target is about 40 ft away behind ocver, but since you're in the air, you cna stellar rush them from the air
That would be pretty sweet
I think my point is that the first set released should have come with bases rather than telling you to use the bases from a product releasing AFTER it. I know I should have read it better, but I still think it was a poor decision on their part. If they had sold the other one first I wouldn't even be in this conversation.
There's a lot of people playing SF who never played PF and don't have those.
ENHenry wrote: Given that all previous pawn collections for the Adventure Paths weren't packaged with bases, I wasn't surprised.
I think their mistake was also putting in the same picture, the pawns from the set WITH BASES ATTACHED, and no front-and-center disclaimer about "bases not included." Some previous sets (like Skull and Shackles) were pictured the same way (with pawn bases in the pic, but not with the product) but more recent pawn collections were pictured more accurately (with no pawns on bases), so it's not unprecedented, but still hindsight is 20/20, I guess.
I can see where you're coming from, but these weren't for the AP but for the CRB.
EDIT: the real kicker is it says this in the description "each pawn slots into a size-appropriate plastic base from the Starfinder Pawns Base Assortment" but the release date for that is "Preorder - Expected approximately October 2017"...
kadance wrote: Well, it's their game, so... rule 0. true, unless it's Society play...
In the same boat here, didn't realize that I would need to buy bases...

Joseph Norris wrote: Here is what the GM of our group had to say:
The capacity of the weapon, is just that, the capacity. When you buy a weapon it does not come with a battery. The battery must be purchased separately. The same way you buy a bow and then arrows in Pathfinder
So if you have that level 1 shock rifle with a max capacity of 40. While it CAN use a level 5 battery, until 4th, you only have the 20 charges of the level 1 battery for 10 shots.
Now.. as far as the batteries themselves:
The amount of energy needed to inflict damage to another person requires a battery that holds a pretty serious amount of energy. These are not things you plug into a wall. Recharging a weapon-grade power cell is not like charging your computer. They have specialized facilities that can generate the energy needed to charge these batteries.
If you have a battery that can take an even larger charge, then it would require a more specialized setup and equipment. If not military, then industrial set ups to charge these monster power cell that are probably made from some insanely expensive materials.
Charging stations are not kiosks like charging your phone. These are specialized businesses that charge industrial batteries. Looking at it from the power station point of view, it would not matter if you only had to charge one charge or 25, it still takes the same amount of energy to spin up the generator needed to power up your weapon-grade cell. So in other words, once they have to activate their charging equipment, they still have to pay the same amount so they are going to charge you the same amount no matter if you ask for 1 charge or 50. It is all determined by the size and draw of the generator they need to plug your cell into. If it's a heavier cell then they will need to use the bigger machines so they are going to charge more.
I like this ruling and plan on using it in my own games.
too bad what he's saying goes completely against RAW:
Quote:
AMMUNITION
Weapons often employ electrical charges (typically stored in batteries), cartridges of ammunition, or individual missiles. A weapon’s capacity measures what size battery it uses or the number of cartridges it can hold, and its usage is how much ammunition it uses with each attack. You can use launchers to fire their corresponding missiles, which must be loaded individually. Reloading a weapon or inserting a new battery (including ejecting a spent cartridge or battery if necessary) takes a move action.
Weapons that use standard ammunition (arrows, charges, darts, mini-rockets, petrol, rounds, scattergun shells, etc.) are sold preloaded. For weapons with other forms of ammunition (such as grenades), ammunition must be purchased separately.

Noodlemancer wrote: VampByDay wrote: If you are anything like me, the thing you hate most about building a new character is the STARTING EQUIPMENT. You just have to buy the same stuff over and over, and it's super easy to miss something and then your GM calls you out on it and it's really annoying. So, I've compiled the list of the recommended starting gear, or (more aptly) here is the "Generic starting gear for a generic starting character." Does this mean you HAVE to buy this? No. It means, if you are like me and you just want to get the same starting gear for your next character, here's a list, all Pre-priced and pre-weighted (or bulked?)
Setup for Envoy, some Operatives, some mechanics, mystics, or technomancers
Cost Item Bulk
90 Tactical Baton L
250 Pulsecaster Pistol L (Can sub out for Semi-Auto Pistol)
60 Extra Battery -(Can sub out for 30 rounds ammo and save 20 credits)
250 Second Skin Armor L
7 Personal Comm L (I know all armor have them, nice to have a spare)
1 Flashlight L (A third level backup for a flashlight)
20 Any one Toolkit L
1 A week field rations 1
3 Hygiene Kit 1
5 Professional Clothes - (or 5 sets of normal clothes)
100 Mark 1 healing serum (x2) Lx2
This sets you up with everything you need at the cost of 2.8 bulk, so you can carry it even with a strength score of 4. Plus it leaves you with an extra 213 credits for things like extra toolkits (for operatives) or binders (for bounty hunters) or whathaveyou. You can sub out the weapon for a laser pistol for an extra 100 credits.
Like I said, this is just a basic "New Character" setup, and it doesn't work too well for soldiers (who need better armor and weapons) or, like, Solarians who want to start off with heavy armor proficiency. Also, if you want to use longarms, you can get a pulsecaster rifle for only 100, or, if you can ditch the sidearm, you can get a rifle for actually slightly cheaper. I would recommend against pulsecaster... P. 254 states any non-lethal weapon can do lethal damage, you just have to eat a -4 penalty to hit...
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