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Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber. * Starfinder Society GM. 1,166 posts (1,242 including aliases). 41 reviews. No lists. 1 wishlist. 17 Organized Play characters.



Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Hi,

This order was shipped februari 21, with an estimated 4-36 days in transit. It has not arrived yet.
As an international order I did not get a tracking number, but maybe you can check where it's currently at?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Hi,

I see my pre-order for a purple skittermander plush still in my sidecard. I know they were on backorder, but that is no longer the case.

Any idea when it'll get processed? I can't do anything with my sidecard except look at it in my order history.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Because the Operative's Pounce thread is being completely derailed, here a new one.

Actions in combat:

When is the action defined? At what moment during your turn do you perform your move, standard or swift, or when do you perform a full-action. The discussion is focused around trick attack.

We have 2 arguments going.

My interpretation of argument 1. BNW please correct me if I am interpreting it wrong.
The action is left open until the end of the turn, at which point the action economy has to be correct.
This ensures that an operative can move up to his speed, then decide to trick attack.

Argument 2:
The action is signaled to the GM before anything happens on the battlemap. The operative takes a move action: move up to his speed, after which they only have a standard and swift left and are not allowed to trick attack.

Grand Lodge 5/5

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

The Additional Resources entry for the Armory dropped today. One of the fusions banned is the Energetic fusion.

I'm curious as to why, and I would like to see it being allowed.
As it currently stands energy weapon users get free recharging of their weapons and kinetic weapon users are forced to pay for their rounds, shells or darts if they don't happen to meet the exact same type of ammunition user during a fight.

To bring kinetic weapon users to the same level as free shots I would like to see the Energetic fusion allowed.
It is a level 5 fusion, so the first 4 or 5 levels still cost the kinetic weapon users credits and it also forces kinetic weapon users to think of free ammo or another useful fusion they can put on.

Because of the 24 hour duration before Fusion Seals kick in, you cannot abuse quick switching between free ammo and something you need right at that moment.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Hi,

Since the last changes I can no longer open 4 seasons worth of Pathfinder Society scenarios because I collapsed them in the past.

No open (or collapse) button

I also cannot collapse anything (which is probably for the best at the moment :P)

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

After someone made a mention of it on Discord I checked my digital content.

I'm missing the following:
AP books Iron Gods 1-6 (obtained through a Humble Bundle)
AP books Dead Suns #4 (Order 4694917)
AP books Kingmaker 1-3 (Order 1694579)

I've got the following listed in two tabs:

Paizo Inc.: Starfinder Adventure Path (2)
Paizo Inc.: Adventure Path Dead Suns (4)
- AP Dead Suns #2, #3

Paizo Inc.: Pathfinder® (Pathfinder Roleplaying Game) (54)
Paizo Inc.: Rulebooks (54)
- Bestiary
- Conversion Guide
- Core Rulebook
- GM Screen
- Advanced Class Guide
- Advanced Player's Guide
- Adventurer's Guide
- Bestiary 2
- Bonus Bestiary
- GameMastery Guide
- Player Character Folio
- Strategy Guide
- Ultimate Campaign
- Ultimate Combat
- Ultimate Equipment
- Ultimate Intrigue
- Ultimate Magic

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

As I was paging through the Alien Archives I noticed 2 new lines of melee weapons that looked like they could function for the Hammer Fist ability of the Armor Storm fighting style.

Then I read the entries more closely and figured out that they don't work because they are called battle gauntlets and not battle gloves.

I has a sad now and am left wondering if this was intentional.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Sara Marie wrote:
I've corrected as many missing Starfinder Society PDFs for Starfinder Superscribers as I could fine. If you are still missing the scenario(s), please either email or start a thread for your individual order/account.

I'm not a superscriber, but have a normal subscription on the Society Scenarios and it's stuck on pending.

Order 4357619 wrote:

Starfinder Society Roleplaying Guild Scenario #1-01: The Commencement PDF Paizo Inc.

Moved from order 4357618, placed Jun 24, 2017

Starfinder Society Roleplaying Guild Scenario #1-02: Fugitive on the Red Planet PDF Paizo Inc.
Moved from order 4357618, placed Jun 24, 2017

Starfinder Society Roleplaying Guild Scenario #1-03: Yesteryear's Truth PDF Paizo Inc.
Moved from order 4357618, placed Jun 24, 2017

Starfinder Society Roleplaying Guild Scenario #1–04: Cries From the Drift PDF Paizo Inc.
Will be in your downloads once submitted

Grand Lodge 5/5

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Not sure if I selected the correct forum for asking this, but are there plans for faction pins from all the starfinder society factions?

Grand Lodge

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Nice! I wonder what his theme is? It reads like medic.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Okay, I've been digging around on the rules forum but I cannot find a clear answer.

Question 1:
How far can a creature move when using the full round action monster universal rule Trample (Ex)?

Can it only move up to it's speed, or can it move up to double it's speed in a straight line?

Trample (Ex):
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Format: trample (2d6+9, DC 20); Location: Special Attacks.


Overrun:
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

I'm confused because of the action economy here. Overrun itself as combat maneuver is a standard action taken during a move action or as part of a charge. Trample uses a full-round action.

Charge is also a full-round action, so the way I'm reading it is that it cannot be combined with the universal monster trample ability, but does the wording of the overrun combat maneuver allow you to use the movement allowed by a charge for the trample? As in, no difficult terrain and in a straight line but double your normal move.

My PFS hunter has just reached level 7, and her mammoth companion has gained the trample ability. Because I've got the mammoth wearing fullplate it's speed is only 30 ft. Does she move 30 or 60 ft while using the trample ability?

Question 2:
How many attacks of oppertunity does it provoke?
I'm going for 2 myself:
One from the trample at a -4 (or foregoing it for a reflex save for half damage) and one from moving, so two total per creature being trampled?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I'm creating a Shaitan binder (Oread archetype for the summoner) and I'm planning on going for a reach weapon duo with the summoner picking up butterfly's sting to pass off crits to my eidolon who will be using a Naginata.

However I couldn't find a good answer to one of the things I wanted to do so I'm just plopping the (level 1) build here and ask for help to see if I'm doing something illegal :)

Eidolon:
Biped baseform
Strength 18 +4 (16 base, +2 from shaitan binder)
Dexterity 12 +1
Constitution 13 +1
Intelligence 7 -2
Wisdom 10 +0
Charisma 11 +0

Feat
- Additional Traits
Traits
- Heirloom Weapon (Naginata proficiency)
- Armor Expert

Equipment
Naginata (+5 to hit, 1d8+6 /x4, reach)
Wooden Armor (+3 armor, 0 check penalty)

Evolutions
Claw (free)
Limbs (arms) (free)
Limbs (legs) (free)
Improved Natural Armor (1 point)
Skilled (1 point, perception)
Reach (1 point, manufactured weapon attack / Naginata)

HP: 6 (5,5 +1)
AC: 18 (10 +1 dex, +3 armor, +4 natural armor)
Fort: 3
Ref: 1
Will: 2

Skills: (only those with ranks in them)
Perception (Wis) 1 rank, +3 class, +8 skilled = +12
Sense Motive (Wis) 1 rank, +3 class = +4
Swim (Str) 1 rank, +3 class, +4 strength = +8
Heal (Wis) 1 rank, +3 class = +4

Liberty's Edge 5/5

Due to long and tedious days and hours spend underground in the Emerald Spire we seek advise for a vacation adventure.

Fynn, Gunnhilde and Britta, Hengist and Kaja are four young ulfen warriors and the pet owlarbear of Gunnhilde who have been spending a lot of time in the underground levels of the Emerald Spire and are looking forward to some time off, which they would like to spent somewhere on a beach or back home in the Land of Linnorm Kings.

Due to the way the Emerald Spire levels work in society play we cannot get through the way we want at the levels we want, and we are in need of 1 extra scenario to play at character level 4, which we would like to have large elements of beach or something in the Land of the Linnorm Kings, however we have no idea which scenarios would be suitable for this and are requesting for help with this :)

Grand Lodge 5/5

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Hi,

In the Advanced Class Guide there are three kits for wagons:
The Mobile Hospital
The Portable Prison
The Traveling Garden

These three items require a wagon (ultimate equipment page 87), but those are not legal for purchase, were those three items missed or is there some other way of obtaining a wagon?

I know ships can be obtained via a vanity, is there something similar for wagons?