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Organized Play Member. 15 posts. No reviews. No lists. 1 wishlist. 17 Organized Play characters.


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Silver Crusade

Ventnor wrote:
Starfinder Core Rule page 235 wrote:
To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM’s discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item’s value to count toward the UPBs needed.
So, you could say that you are upgrading your Freebooter Armor I to a Freebooter Armor 2 and use 10% of the former armor's price in place of UPBs. I think most GMs would be okay with that.

I suppose that is technically an option, though it has the same cost and is mechanically the same. At least how I read it.

Silver Crusade

Full price. There are not currently rules for upgrading equipment other than buying armor upgrades, but those aren't what you are looking for as they just add additional abilities to your armor and don't change the base type. You must sell your freebooter 1 for 10% of it's purchase price and pay full price for Freebooter 2

Silver Crusade

"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." - Description of cover.

"If any line from this corner to any one 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." - My interpretation

Basically you have to choose one of your corners and be able to draw an uninterrupted line between that corner and all of the enemies corners, and if you can't there is cover between you and the enemy.

"Obozaya is adjacent to the ksarik, but
lines from every corner of her square to
all the corners of the ksarik’s square pass
through or run along the border of a wall.
The ksarik has cover from her, and she has
cover from it."-Excerpt from the example of cover from CRB.

This supports my interpretation, and yes, the line running along the border of a wall counts as interrupted.

Silver Crusade

Biztak wrote:
Corran54 wrote:
You may have one ranged weapon per weapon slot. Light, long arm, sniper, and heavy are not specified, meaning you could install any of them. The Jarlslayer has 2 weapon slots and two ranged weapons to fill those slots in the artist rendering. The missile battery being located on the shoulder is not indicative of being able to add more weapons. There is currently no armor upgrade to add additional weapon slots.
I understand that the Jarslayer has 2 weapon slots but my question was if it is possible for those slots to be located on shoulders or the back leaving my hands free

The core rule book also makes reference to how much damage you do with an unarmed strike while in power armor as well as using the armor's listed strength when making attacks with melee weapons, so I would go with yes.

Silver Crusade

You may have one ranged weapon per weapon slot. Light, long arm, sniper, and heavy are not specified, meaning you could install any of them. The Jarlslayer has 2 weapon slots and two ranged weapons to fill those slots in the artist rendering. The missile battery being located on the shoulder is not indicative of being able to add more weapons. There is currently no armor upgrade to add additional weapon slots.

Silver Crusade

Deadmanwalking wrote:

It's a very different game, judging it by the same standards is gonna be distinctly odd.

You also have HP+Stm way higher than your HP as a 1st level character in Pathfinder, and as you level, your stats wind up way better. 25 point-buy or more equivalent by 5th level (your above listed stats become 18, 18, 13, 12, 10, 10 at that point, for example), and much higher than that as time goes on.

I get that it is a different game, and acknoledge that that is why it feels odd to me, true that HP+Stm is way higher, soldier with 10-11 con is 18-20 hp+Stm while fighter is at ~ 14 hp because you can have a higher con with same other stats but with healing more readily accessible in pathfinder, this doesn't fell like a large enough gap to me.

Deadmanwalking wrote:

EDIT:

Corran54 wrote:
That's kind of my point. I just see no room for improving your character beyond a marginal amount between lvl 1 and lvl 5. meaning you're roughly the same power level at lvl 1 as lvl 4, but could potentially run into much more powerful enemies at lvl 4. On top of that you're less powerful than a pathfinder character of equivalent lvl until your lvl 5 power spike when you get a large bump in ability scores and access to level 6 equipment

Huh?

A 1st level Soldier has +4 to +6 to hit for 1d8 damage.

A 4th level Soldier has +7 to +9 to hit for 1d10+4 damage (or so). That's more than double the damage and he probably has three times the HP+Stm.

And that's just the simplest one, several other classes get other, better, stuff over those levels. Level 3 with Weapon Specialization is at least as much a breakpoint in power as level 5.

Where are you pulling these numbers from? I get the bonus to hit increases because bab, you get weapon specialization at 3rd for a bit more damage, but the way I'm reading it,

my soldier
melee lvl 1: +5 to hit d8+3 dmg.
melee lvl 4: +8-9 to hit d8+4-5 dmg.
ranged lvl 1: +5 hit d6 dmg
ranged lvl 4 +8-9 hit d6+1-2 dmg.

Silver Crusade

Damanta wrote:

You only feel underpowered because you are trying to apply pathfinder math.

Let's take the goblin (CR 1/3) for comparison:
Pathfinder Goblin:
AC 16, touch 13, CMD 12.
HP 6, Init +6.
Fort +3, Ref +2, Will -1
Melee: +2 (1d4/19-20)
Range: +4 (1d4/x4)

Starfinder Goblin:
KAC 12, EAC: 11, KAC vs maneuvers 20.
HP 6, Init +3.
Fort +0, Ref +2, Will +2
Melee +0 (1d4)
Ranged: +2 (1d4, crit burn 1d4)

As you can see he got way easier to hit: 12 vs 16.
He also hits less often, as there's a +2 advantage to the pathfinder goblin on both accounts.

This is what I'm hoping for. That enemies are also similarly lower in power than pathfinder equivalents. Thanks for pointing this out, makes me feel a bit better.

Silver Crusade

Imbicatus wrote:

and while you don't have quite as good scores at level one, the ability growth change means you're better off at level 5.

That's kind of my point. I just see no room for improving your character beyond a marginal amount between lvl 1 and lvl 5. meaning you're roughly the same power level at lvl 1 as lvl 4, but could potentially run into much more powerful enemies at lvl 4. On top of that you're less powerful than a pathfinder character of equivalent lvl until your lvl 5 power spike when you get a large bump in ability scores and access to level 6 equipment

Silver Crusade

So, long time PFS player, looking at ability scores and credits, I feel like there just isn't enough. Meanwhile Equipment feels unattainable.
I know pathfinder is a different system, but I can't help but draw similarities between the systems, and I decided to make a comparison.
Abilities:
So in starfinder If I build a Human with a Mercenary background I can spend my 10 points to get a build of 16 16 11 10 10 10.
If I build a human in pathfinder using the 20pt buy of PFS I can get
16 16 11 10 10 10 and have 4 points remaining.
In comparison to pathfinder, you abilities are noticeably gimped.

Credits: So a lvl 1 character gets a starting wealth of 1,000 credits in SFS, this seemed really low to me in comparison to the price of equipment. so I took the price of a long sword in both SF and PF and compared them.
Based of this comparison 1 GP = 25 credits, meaning that SFS characters start with an equivalent of 40 GP in credits to buy equipment.
In comparison to pathfinder you start with 1/3 the purchasing power.

Equipment: Not only are things expensive, the level limitations feel harsh. You can buy equipment out of the Core Rule Book that has an item level equal to character level +1. meaning at level 1, you can only buy up to level 2 items. This wouldn't be so bad, but a standard long sword is a level 2 item. Past that, there doesn't seem to be too much that's worth purchasing with an item level of less than 5. To me it just feels like you have no access to better equipment until character level 4.

Anyone else feel crippled when coming from PF to SF?

Disclaimer: I have not had the chance to play any SF and am basing this entirely on how limited I felt in character creation. This is not a complaint about the new system, and I am certain that Paizo has balanced the game the way they wish for it to be balanced. This is only a question of am I the only one that feels like SF characters are much weaker than PF characters.

Silver Crusade 2/5

Unbegreiflich wrote:
Corran54 wrote:
The decemvirate is physically present in your briefing.
that would imply YOU are one of the decemvirate! AH HA!

GM described the decemvirate as physically present but in the background in The Waking Rune.

Silver Crusade 2/5

Grand Lodge: Ismael. Preferred title is "Cultist of Death". (Gunslinger 5 Inquisitor 7.) Just hit 12 last night after Waking Rune.

Silver Crusade 2/5

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The decemvirate is physically present in your briefing.

Silver Crusade 2/5

Steven Schopmeyer wrote:
You're welcome to purchase the island and purchase spellcasting for divination-blocking spells, but it's all backstory. You won't be able to use the item in future scenarios.

I figured as much, but did not want to assume. I don't necessarily want to use it in a future scenario, just once after he has finished the seeker arc. It's mostly I want to use it for flavor, not to gain any advantage in a scenario. I just wanted to try and come up with a way to hold onto it until that point as he will be starting the retirement arc in a bout a week and a half.

Silver Crusade 2/5

Hello all,

I need your help. My PC has recently come across an artifact in one of his missions and wishes to keep it. He was the only party member left alive/conscious when it was recovered and thus the only one who understands what it does. He wishes to keep it as per mission parameters, it was not necessary to bring it back to the society. Only problem is that because it is an artifact, he is afraid of the Ten stealing it from him and replacing it with a fake. My only solution is to use 30 PP to buy an island and make some protections there and store the artifact there, where later on in life, he will eventually use it. I'm thinking this could work, but would like opinions, and suggestions.

Thanks!

Notes: It is not listed on the chronicle sheet, but gives a full description in the scenario on how to use it properly, and what it does, and GM gave me the option of activating it when he found it, but it would not have been used to the fullest extent at that location, so he decided against using it there.

I am purposefully not naming the artifact, or which of my PC's found it for his privacy.

Silver Crusade 2/5

1 person marked this as a favorite.
The Morphling wrote:
...when people begin using "Cure Light Wounds" during combat in Tier 7-11.

Hey now, my gunslinger/inquisitor casting cure light wounds in combat saved the whole party in 7-11 Tier. We missed out on the surprise round and then lost initiative. I was the only one in the party who didn't go down (becasue I made all 4 reflex saves luckily) and managed to get the cleric back to 1 hp so she could channel. Wisps man. I still get Vietnam flashbacks whenever someone mentions Wisps.