Ishani Dhatri

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I've started up pathfinder 2nd edition with a few groups, with a few fellow 1e veterans and a few newcomers in each, and the difference is immediately noticable and EVERYONE is having a good time! The new system is significantly easier to teach and pick up on, and our one true newcomer to tabletop as a whole has learned the system almost immediately, and everyone's really having a good time trying to figure out their best move on a given turn and put themselves in an optimal situation, since critical hits are on a sliding scale based on how well they can put enemies at a disadvantage. And I'm falling in love with the Golarion setting a lot as i start getting more into the adventure paths, currently running both Rise of the Runelords and Age of Ashes. Really glad to be playing!


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Not sure how I feel about focus replacing spell points... how much will this limit the use of staple abilities like bardic performance and channel energy? I'd hate to be stuck in a D&D 5e situation where my bard cant boost more than twice per day.


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People still make 3x3 alignment chart memes of g!#~&*n everything. People have always liked the alignment chart and people always will.

Also I remember everyone hated the five point alignment axis from 4e, including myself.


Diego Valdez wrote:

Hello CriticalQuit,

We just began shipping the Alien Archive Box yesterday. Yours can ship anytime in our subscription/pre order shipping window for November. That is between yesterday and November 15.

Thank you!


Hello! Not sure if this is an appropriate question to post on customer service, but is it possible to get an estimate on when the pawn boxes I ordered will ship? The Core Rulebook one is a backorder, but i believe the Alien Archive one was a pre-order, as i purchased it before the official launch.

It's not urgent, but I was hoping to use the pawn boxes and flip-mats for my campaign and we're getting close to being ready to start playing!


Between the loss of iterative attacks, the un-randomization of health values, and the slightly more stable growth of damage ability over time via increasing dice numbers and +level bonuses from specialization, Starfinder definitely seems to be more focused on making combat a little slower and more methodical, and I look forward to it!

Pathfinder's metagame so often revolved around maximizing full attacks, usually at range, to the point where as a GM i had to bend over backwards to create environments where fights would have some element of risk to them! While Starfinder's certainly made ranged attacks more ubiquitous, it's definitely gonna be easier to make combat feel less like a one-shot shootout.


As others have said, the Core Rulebook includes the GameMastering section rather than include it separately! The CRB for pathfinder also includes information about the setting itself, as well as the logistics needed for creating custom starships and running their combat.

The Alien Archive is the game's first Bestiary and also includes rules for creating your own enemies, and the method for doing so is a LOT easier than trying to create stats from scratch like I used to do for pathfinder. Very good to have!

I think that's all you'd absolutely need to get rolling, but Starfinder Pact Worlds is coming in March and it'll apparently have new info about the setting as well as some more items and races, so might be worth grabbing later down the line if you aren't doing an entire homebrew universe.


I pre-ordered mine! Here's hoping it ships soon!


So I know this includes my alien archive pawn box plus I think one of the flip mats, but fingers crossed my backordered stuff makes it in too!


Bramble Knight wrote:

I'm looking to have my PCs start a band!

Yeah, still working on that. Kiiinda went back to the drawing board on details. Originally, I was gonna have the campaign lead up to this music group fighting the Prince in Chains in an attempt to break through to his past self and turn him back into Thron. Kinda got carried away with the epic and am trying to start from scratch with music based adventures.

Perhaps their performance schedule is increasingly hindered by dramatic adventure opportunities?


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183. Your eye implants were advertised to include a helpful User Interface to monitor your vital signs and other important things. However, the UI seems to have been designed by the world's most amateur game programmers.

184. With horror, you realize your new fully metallic robotic arm itches.


I'm gonna be GMing a game for a group that was originally gonna be running a pathfinder campaign i made before starfinder dropped and all of us were like "oh man we gotta do this."

Right now my idea has the starship crew starting off as a small team of space contractors helping an AbadarCorp researcher and accdientally intruding on Azlanti Star Empire territory and getting themselves marked, and then slowly doing missions to earn money and obtain allies as they uncover a greater plot by the Empire to make a move on the Pact Worlds.


It's definitely a viable option, letting you upgrade your base attack to be effectively Full BAB and giving you free heavy armor/longarm proficiency. Relying on one good base attack bonus rather than two lower ones is good for those who don't wanna rely as strongly on luck. Plus, being able to get some drone boosts for yourself is nice.

I think it'll still end up being less popular if only because who doesn't want a robot buddy?


I like to imagine the test of the starstone now involves a written test as well as the "practical exam" of security bots, but the info you need to know to pass was lost to the Gap.


Humans definitely disseminated all over the Pact Worlds. They just lost their original planet.

The one place you probably won't find humans is the elven forests on Castrovel, because there's no way native elves will let a human within 10 miles of them.


As far as I can tell, Deadly Aim is better as a way to add a little extra damage onto a single attack rather than something to add onto Every Single Attack Made like the with the old pathfinder calculus.

If you're calculating for making a full attack every round, yeah, it's gonna be less useful, but if you're in a combat where you're able to stand there full attacking every round, it's not a very interesting battle.


I do think that you don't need the data-jack with the exocortex because the exocortex gives you the ability to interface with machines and computers at a distance, functionally the same effect as the datajack.


I like the concept, with Archetypes not being a branch of a specific class but rather something anyone can fill in, but I don't think I'd use any of them myself. Maybe that's just cuz i think the base classes are already really good.

Definitely like how most of the classes have some solid customization options on their own. The ratio of ability options to abilities gained and lack of Extra X feats for those abilities definitely makes it a little easier to distinguish different members of the same class... albeit giving me option paralysis like you couldn't believe because so much of it is so cool........


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I don't have much to add to the discussion here, but I love the ongoing commitment by Paizo to keep things LGBT-welcome, as do all my LGBT friends that I play with!


Exploring the universe is an exciting concept! Can't wait to see how these chronologues continue.


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Oh, that happened in Wildstar! It was the origin for the Mordesh race.

That said, I'm gonna join the camp who say a medical quarantine would be attended by the Stewards. A blockade seems more like something you'd to erect for an embargo or other form of indirect warfare, but seems to militaristic for a quarantine.


I'm not too upset by the pricing model. The low level weapons are comparable to the stuff we got in pathfinder, sure. But being able to look forward to saving up for a stronger weapon that does different damage types, does more dice worth of damage, has special crit bonuses, that's exciting! Gives us something to look forward to.

It would be nice if there was a cheap but low-range sniper rifle for early use. Maybe with 100 or 150 feet, but a smaller damage die than the tactical shirren-eye?

(They can't be used with trick attacks at level 1 anyway...)


If I had to guess, the phasing out of shields is for similar reasons to two-handed melee weapons no longer getting 1.5x strength to damage, changing the importance of handedness. The fact that armor numbers scale up a lot higher seems to compensate for the inability to use shields to boost your AC.

The energy shields from armor upgrades help, but they're basically just temporary hp.


The nice thing about starfinder is that, due to the way weapons scale their damage up with level, even a seemingly less optimal option like doing a more ranged-focused Solarian still works pretty well.

Starfinder does seem to be designed specifically to discourage pathfinder's long-running trend of accidentally encouraging melee combat builds to be dex-focused, by making the finessable weapons very specifically oriented toward the Operative class. But it makes up for that with way better ranged weapons, i suppose!


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My two cents: since androids are manufactured artificially, they're definitely still androids. Having systems that imitate human beings just makes them Blade Runner androids.

I think the distinction of a cyborg is that cyborgs are living things that then have their parts replaced with machinery, ala DC's Cyborg, Robocop, or the mechanical chimeras from Mother 3.

I do wonder what an entity that was once living, but has had every single organic part of their body replaced with machinery, like Clockwerk from the Sly Cooper games. Do they still count as a cyborg or are they just a robot at that point?


The Steal combat maneuver would also work if you want to steal the potion off of their person (if they're not holding it).

It would then be a separate Improvised Weapon Attack to smash it over their head.


In my old game, the party's oracle had readied counterspelling for a particular enemy type in an urgathoa cult. He wanted to counterspell any of their uses of Finger of Death.

Also, I counterspelled his Black Tentacles. get dunked on


When the original rule was written, Ultimate Combat wasn't out yet and firearms didn't exist. Did you expect them to go back and errata literally every single rule to explicitly mention firearms?


If you can't execute someone with a point blank gunshot in a dramatic fashion, what's even the point?

I'd say firearm Coup De Grace works the same way as any other weapon coup de grace. Maybe with a roll to avoid misfire.


I think referring to them as rounds is a misnomer, anyway. During the duration of time stop (right after you cast it as a standard action) you're able to take the equivalent actions of 1d4+1 rounds worth of time. But those rounds themselves are not rounds, because time has stopped (or at least, slowed down to the point where it might as well have stopped). And of course, you can't just save those rounds, because once time stop's effect is up, time is flowing normally again.

Basically, everything that happens during your Time Stop spell happens within the standard action you used to cast it, and as soon as time flows again, the only thing that's actually happened in real time is your standard action. It's still your first turn, and if you have any actions left, you can still take them.

Hopefully 1d4+1 rounds is enough time to find a steamroller to crush your enemy with.


Just put your hand through his shirt and puppet him around. Or wait, is that only with dead people...


Wearing a Hat of Shade despite not needing one could work. Make the excuse that you just don't like the sun in your eyes.

Shouting "WRYYYYYYYY" occasionally might help too.


Well, it's notable that dragons are basically giant lizards in the end. Reptiles tend to be able to go for long periods of time without food, as they spend most of their time dormant. I would imagine if the dragon doesn't have to move much, it won't have to eat as much.

Otherwise, think about the amount of food a lizard would eat and then multiply that by the size of the dragon compared to the lizard.

Or something like that. It's a bit silly to consider seriously.


LazarX wrote:
CriticalQuit wrote:

The Divine Bond works on any weapon, not just your favored weapon!

There are a few archetypes that change out, like Divine Hunter only working on ranged weapons, but standard paladin can use it with any weapon they're wielding.

I think he's playing an archetype which specifically alters divine bond.

The Enlightened Paladin archetype does that, but it also gets monk unarmed strike damage at half paladin level as monk level, which makes unarmed strike worth it...

OP, are you using the Enlightened Paladin archetype, or are you a standard paladin?


If it's a throwable weapon that is a One-Handed melee weapon (like the spear) or a one-handed melee weapon that also has the Throwing magical enhancement (which makes any weapon throwable) you should still gain the benefit of the bonus damage die with the Impact enchantment, which only says "when it strikes, it deals damage as though it was one size category larger."

You can't bull rush with it by throwing it, though. That's melee only.


The Divine Bond works on any weapon, not just your favored weapon!

There are a few archetypes that change out, like Divine Hunter only working on ranged weapons, but standard paladin can use it with any weapon they're wielding.


An individual character can serve different deities in different ways, and the Faiths of Purity/Balance/Corruption books and Inner Sea Gods book actually go into major detail about the worship of each god and what classes they favor (some gods favor non-divine classes, like Shelyn likes bards or Gorum enjoys fighters and barbarians).

A rough summary of my take on the flavor of those classes, based on the way the classes are written flavorwise:

Clerics are devout worshippers who have dedicated their lives to service of their god, specifically as a mouthpiece for the deity. Clerics have a wider range of magic due to their dedication, but lack the martial training of the more warrior-like classes. A cleric would likely profess the wisdom and ideology of their deity within the way they speak, but probably wouldn't turn EVERY conversation into a sermon, just the ones that are important. A well-written cleric keeps the will of their deity in mind with every decision, but still makes their own decisions.

Paladins are devout champions who seek to better the world through virtue and valor, and take on the burden of a strict code of conduct in order to be considered worthy of the considerable power that paladins are granted by their gods. Paladins are given the power needed to take matters into their own hands, so they typically seek wrongs in the world and try to make them right. Paladins may be members of a regular church order or an entire paladin order, or may even have taken the mantle solo. A well-written paladin considers the impact of every action he takes, and feels guilt when his failures lead to a loss for all. The paladin asks not for whom the bell tolls, for it tolls for he.

Inquisitors are a bit of the darker side of the divinity spectrum, even for the better deities. Devotees who use actions rather than words, Inquisitors are more versatile agents who seek to solve the church's problems through subterfuge and subtlety, rather than open resolutions or direct intervention like the cleric and paladin. Inquisitors are typically more quiet about their faith, especially among enemies, but will invoke their deity's name when the time is right to pass their Judgment. Inquisitors know that their actions are more pragmatic than ideological, but it is for their deities will, and so it must be done.

As for warpriests, they're just clerics who integrate more training in combat into their regular devotion. It's more ubiquitous than the other divine classes.


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Of the characters I made that were any good, I had a chaotic evil character who was impulsive and sadistic, but at most a nuisance. She typically played the devil's advocate character, suggesting the cruelest solutions to problems, and often tried to be intimidating even when conflict wasn't necessary. Luckily, she was a a weak as hell witch, so the other characters tended to quite literally hold her back so she wouldn't be a problem. But she was fun and silly and people loved her.

I have a chaotic neutral barbarian now and i really do the chaotic as "free of bounds" proper opposite of lawful. He's a drifter who goes from town to town seeking out fighting pits and street fighting rings to compete in. He's not averse to talking to people or working in a team, but he tends not to stick around and make friends. He has something of a distrust of authority figures due to some bad experiences in the past, but he makes exceptions for those that prove worthy, especially Paladins, whom he believes are trustworthy.


You could also potentially counter an NPC-led scry-and-fry by using magic to protect yourself from scrying. Can't teleport to you if they don't know where you are...


As a GM, this thread made me weep bitter tears.

With multi-weapon fighting and 16 arms, yes this works, with a -6 penalty on all attacks (-4 from firing the double pistol, -2 from dual wielding? maybe -4, i don't know if pistols count as light weapons). But then you have 16 empty pistols.


Sanmei Long wrote:
Hah, there's a thought. If a monk's fists are to be treated as manufactured weapons for the purposes of being affected by spells and effects, does that mean my bard can cast Masterwork Transformation on them? Because I would GLADLY pay that 600 gold just to be able to say that my bones and muscles are of exceptional quality and have it be backed up mechanically. XD

I would say yes, only because that's hilarious. You have the finest hands in all the land.


Yeah, you can't really determine whether or not 3rd party stuff stacks, it'd be pure DM's call.

There's no such thing as RAW for rules that weren't written by paizo.


Tangent101 wrote:

If you wanted to have Greater Feint be actually useful, you'd have it become a Swift Action in addition to affecting the target for the rest of the round. But then that would make Rogues effective... similar to if they gain Shatter Defense, which makes multiple Sneak Attacks a viable strategy.

Seriously. What is the point of Greater Feint? Or even Improved Feint? A Rogue would be better off going with Two-Weapon Fighting, Improved Two-Weapon Fighting, and Combat Expertise... and then going with Improved Two-Weapon Feint (which doesn't even need Two-Weapon Feint as a prerequisite, though it does require an Intelligence of 13 and Dexterity of 17).

Improved Two-Weapon Feint is a good way to go if you're a dual wielder (though not requiring two-weapon feint is believed to be a typo/oversight, because come on, of course that'd be a prerequisite).

There is a way to get Bluff as a swift action via Moonlight Stalker Feint, but it requires a decent feat investment (though concealment is incredibly easy to get, especially since there's a 24k gold cloak that grants constant blur, meaning you qualify for the feat at all times)


If I know the way Feint works correctly, a regular Feint allows you to deny the enemy their dex bonus to the next attack you make, while the Greater version simply extends the duration of the feint's effect, from one action to one round.

Seems fair to me, considering it doesn't grant allies attacks of opportunity like Greater Trip or Greater Overrun does, nor allow extra actions like Greater Grapple.


I'm pretty sure a weighted weapon would just count as a weapon that's a larger size category. In which case, it would technically stack, because it's just an oversized weapon with an enchantment.


Andreas0815 wrote:

Hmm, no love for the grappling barbarian?

Just rage, use Strength Surge (The barbarian adds her barbarian level on one Strength check or combat maneuver check) and after you have the enemy save in your chokehold end the rage.
If he manage to escape in the following two rounds, just rage again and go get him...

I've got a grappler barbarian right now in a game with some newbie friends, and while I'm still too low level to reap the fruits of my labor i think it's a pretty good deal.

Brutal Pugilist is a good archetype to take up, as it swaps uncanny dodge for the ability to reduce your grappled condition penalties to 0 by level 5, and also grant you a sweet little bonus to CMB and CMD to a few things (though since it swaps trap sense, you can't stack it all up on grapple)

Strength Surge is indeed great and I should find room for it, but more important are a couple other Barbarian rage powers that could be really helpful:

Raging Grappler, which A) lets you damage on a successful Initiate, meaning that even if the enemy breaks your grapple on a lucky roll, they waste their standard action and you still got in some damage, and B) lets you put an enemy prone while maintaining, giving them a vulnerability to your continued grapple rolls even before pinning them (+4 to melee attack rolls, and any bonus that applies to attack rolls applies to CMB as well)

and Animal Fury, which, while seemingly weak and hard to hit with, can be used as a free action at the beginning of a grapple round to gain a free +2 to the grapple check. It can also be boosted up a die with another power.

Personally, I'm pairing the setup with the Beast Totem line of powers (since the claw attacks you get let you attack for eventually 1d8 per round, but without the -4 penalty for using one hand to grapple; it also sets me up to take Multiattack and only take a -2 penalty on the bite from Animal Fury. the Natural Armor bonus is also nice, as it eventually counteracts the default penalty to AC from rage). Overall, it creates a barbarian who can, while raging, grasp a foe in his claws and maul it to death super hard.


I imagine you can identify a spell as it's being finished, since even with the lack of verbal/somatic components the spell's actual effect still happens.

That said, I do think silent/still spell does prevent spellcasting from being conspicuous enough that an unaware character can't try to identify the spell. The Sandman's Dramatic Subtext would have the same effect.


GoldEdition42 wrote:

Is that in the Core? Somewhere in additional rules?

Core Rulebook! Sorry, I hit submit post instead of preview so I posted it without adding the source.


Quote:
A few other creatures require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction.

Right from the CRB.


My barbarian is an amateur pit fighter who loves to put up a good fight for the audience. It's how he made enough to get through the last five years on his own before he found himself at the beginning of the adventure he's on now, and while he's only half a week into this new chapter of his life he's definitely not leaving the pits behind forever.

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