Vargouille

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AAAaaahhh... okay! Thank you yet again! I was trying to make it far more difficult.

Now all I need to do is create a reason - other than winning a bet - it becomes important for her to be able to do this...
(This whole thing has really gotten me tickled beyond all reason, tbh...)


Adding in the Quick Movement Operative class ability is gonna screw this all up...

Quick Movement (Ex) - 3rd Level
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.


Taja the Barbarian wrote:

Just note that 'A porter drone acts as the combat drone of a 1st-level mechanic, except it has the cargo rack and manipulator arms mods instead of the combat drone’s normal initial mods' which means it does have one more 'basic mod slot' that could take a Speed(Ex) mod.

Small problem:

Domestic Drones:
Quote:
except it can’t make any attacks and has no weapon mounts, no feats, and no ability to add drone mods beyond those mods specified in its entry.

That's one thing I hate in Starfinder - you can't mod your drone at all. What you buy at level 4 or 10 is what you have forever.


Plot logic. Humans in my setting are ... curiousities. Refugees from a distant galaxy. They still aren't well-known yet.

Here's an excerpt from shortly before the impromptu competition.

"Myrla smiled to herself, shaking her head. The cargo-master may have said the /Greylin/’s crew would have all their drinks covered during their port-time, but given the kwonese need for these family get-togethers, “hajog-poog” they called them, every kwonese on the station would be regular visitors to the /Greylin/. The betting was just the method they used to pick which ship the party was held on."

Myrla - the character in question
kwonese - space-going otterfolk
Greylin - the ship Myrla has hired out on


I like how you laid that out. Thank you.

Myrla's crewmates are gonna end up sooooo drunk after they win the betting...


John Mangrum wrote:
I would assume so, yes.

Generally speaking, I would assume so as well. However, I wanted to be sure I wasn't missing anything, like a single line, tucked away in a description somewhere, that reads something like, "Due to their construction, drones are not subject to the normal rules for being encumbered but become overburdened as normal."

Of course, I'd also make flying drones encumbered at half the normal load, sooo...


So the feat reads "At the beginning of your turn, you can choose to ignore the encumbered condition and treat the overburdened condition as though you were instead encumbered for a number of rounds equal to your Strength modifier."

Does this mean:
Option 1 - that my PC only ignores the encumbered condition for a number of rounds equal to their Strength modifier? And then has to take a 10 minute rest before doing this again?
Option 2 - Or does the number of rounds limit only apply to treating the overburdened condition as being encumbered?

Should it actually read something more like:

"For a number of rounds equal to your Strength modifier, you ignore the encumbered condition and treat the overburdened condition as though you were merely encumbered. Once you use this ability, you can’t do so again until you rest for 10 minutes to regain Stamina Points. In addition, the encumbered condition reduces your speeds by 5 feet (rather than by 10 feet), and the overburdened condition reduces your speeds to 10 feet (rather than to 5 feet)."

Also, if a PC has Fleet and Shoulder Burden and is wearing light or no armor, then their speed would be unaffected, correct? Shoulder Burden reduces the encumbered speed penalty by 5 feet. Fleet reduces the encumbered speed penalty by 5 feet. The penalty is 10 feet, reduced by 5 feet and by 5 feet, or 10 feet - so the 10 feet penalty is reduced by 10 feet, resulting in no speed penalty to such a character.

The driving motivation behind this question and my question on porter drones and Encumbered is because there's going to end up being a contest of strength and speed between a porter drone from one ship's crew and a human crewmember from another crew about who can move the most cargo in a set time. It's:
Porter Drone STR 14 (+4 cargo racks) = 18 and Move 30
vs
Myrla STR 15 (+3 Hauler) (+2 Industrial Backpack) (Shoulder Burden) = 20 and Move 40 (Fleet)

With Shoulder Burden (as amended above), the human is going to be able to move 20 bulk for two rounds without penalty and then 10 bulk every round thereafter (or 20 bulk EVERY round, if Option 2 is correct) while having a speed advantage over the drone...


When hauling cargo about, is a porter drone subject to the same Encumbered and Overburdened conditions as a PC?


These give me some ideas to work from, thanks!

My idea is to have something like Bloodsport's weapon(s) from Suicide Squad - grab piece, pop/twist, new weapon, lather rinse repeat.

I'm developing a rule/method to allow a user to combine a smallarm and a longarm of the same name or same category into a reconfigurable weapon. It's a little tricky, but a fun exercise. Might be something others enjoy, too. Got a laser rifle? Reconfigure it into a laser pistol with a folding grip and stow it compactly...


I would have sworn that over the weekend, as I was researching something totally unrelated, I encountered a way to combine two weapons so that they are reconfigurable. My idea is to combine a laser pistol and a laser rifle for a "survival carbine" that is easy to carry as a sidearm that will reconfigure into a longarm as needed. Why? Because it's a neat idea.

So - did I totally dream up the reconfigurable option?


Just started digging into this book and I'm really excited to have a Vehicles creation system! I've got a couple of initial questions as I'm getting started.

1 - Was there a specific reason the dev-team set the cargo space at a 6 foot cube rather than a 5 foot cube that is pretty much the standard for everything else?

2 - Other than the Core book and the Armory book, are there other titles that have vehicle rules in them?


zylphryx wrote:
First in with the request for reviews. It is the only payment any of us get, after all. So show your support for fans producing free content by giving that content a review.

Thirded!


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Lilith wrote:
My baby's all grown up. *tears*

I finally got in it, too. With *art*!


PDF purchased. Download commencing in 3 ... 2 ... 1 ...


Perhaps the supernova ripped open a portal to ... whichever plane these demons come from?


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Absalom Station is Casablanca. That works...

Starfinder's set-up on a lot of things is close to the notes I was making for my own setting - VERY close, in certain aspects, telling me I was on the right track. When it came to communications, I was torn between instantaneous and ship-speed. Now, ship-speed was a bit of a variable that depended on several factors, but ultimately was intended to replicate the "age of sail" feel. Given the fact I had a type of "drift beacon" that aided in making those jumps between systems, it made sense to me to have instantaneous communications if there was a beacon at each end - after all, the beacons were communicating constantly to provide navigational data so why not throw in access to the GalactiNet, too? So, you have age of sail travel speeds, but also the internet.


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I'm just thrilled we're getting previews...


kaid wrote:
Doc_Outlands wrote:

"Raia doesn't hold to any unrealistic expectation of non-interference in alien cultures..."

"What is this ... 'prime directive?' How ridiculous! How can you learn what they have to teach you if you never interact?"

I love it. Can't wait to see the class reveal. (That's later this week, right?)

If they follow the normal pattern we should get the technomancer write up friday afternoon.

I couldn't remember if it was Thursday or Friday, but was pretty sure it was *before* the weekend. Since I work 6 or 7 days a week, I can't always remember trivalities like the weekend!


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"Raia doesn't hold to any unrealistic expectation of non-interference in alien cultures..."

"What is this ... 'prime directive?' How ridiculous! How can you learn what they have to teach you if you never interact?"

I love it. Can't wait to see the class reveal. (That's later this week, right?)


I'm stoked. STOKED!


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It's math, Jim ... but not as we know it!


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Follow-on ... I think some of this is coming from the old Apple video game Neuromancer. Which was loads of fun. Hacker decks can only hold a certain number of external chips and only run certain levels of programs, based on their complexity/level/tier, so you *MUST* do proper recon to figure out which programs you need to have slotted when you make your run.

(I played loads of different cyberpunk games "back in the day" and liked elements of each system better than others. Odds are very good I'm synthesizing from GURPS, Shadowrun, CP2020 & Hardwired, SWRPG's slicing rules, and at least one other that I can't remember. I know at least one of my players *REALLY REALLY* wants to play a hacker/mechanic, so I've spent loads of time thinking about how to incorporate decent playable hacking into the D20/Pathfinder system.)


Luna Protege wrote:


Why am I suddenly picturing things like small single use external drives that exist only to give a boosted performance for only one hour before burning out due to being Overclocked about 1000%?

Actually, something like that probably isn't too different in effect as a potion would be.

That's exactly the way I've envisioned it for many years - I *think* that was how it was handled in an old cyberpunk game ... Cyberpunk 2020, maybe? Maybe the Hardwired supplement? At any rate, that's what *I* would like to see and if Starfinder doesn't have something like that in it ... it will once I write it up. Which will be easy to do, just by changing the wording in the Brew Potion feat.

Luna Protege wrote:

I get the feeling if we played intrigue games more often, we'd be using potions for a similar purpose on specific skills. Probably to disable traps or to pick locks. Or... More likely given the need to get it right the first time... For fast talking your way out of, or into, a situation.

... Weirdly enough, I somehow imagine that drinking a potion of Charisma right before bluffing is probably going to raise a few eyebrows... But that's neither here nor there.

We do that playing Skyrim all the time. :D "Oh, shoot! Forgot to put on Volsung before haggling with the merchant!"


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Those look great! I'll have a place to put my Ryan Wolfe minis!


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I don't see where Interplanetary Teleport is limited to intra-system travel only - "truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to" makes it pretty clear casters with access to 9th-level spells can go anywhere in the universe they please.


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Quig struck me as an intelligible jawa... and that made me happy.


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I'm in for HeroLab, as it has proven quite helpful. I think I likely need to get the authoring module, too...


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A haunted space station, being run by an AI - who may be dealing with a virus and thus be ... unreliable.


Oliver Veyrac wrote:


Would be pretty cool if that was how you increased damage, etc. For example a PL 6 ship's damage reduction could be overcome by PL 7. A PL 7 ship's damage reduction could be overcome by PL 8.

I was just thinking about this very thing yesterday and I really like the idea...


faeted wrote:
Artificial Intelligences beyond the androids. Preferably something similar to the Droid Design Handbook.

From WEG? SWd6RPG?


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Owen KC Stephens wrote:

So, I have formed the RGG SCG (Rogue Genius Games Starfinder Compatible Group)

And they are working on the Starfarer Companion, and a setting called Blood Space.

More news to follow over the weeks ahead.

My soul sings!


Darkwhite - I think so, but I have no insider knowledge on that.

Andre - not yet, but soon.


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As a toolbox-book, Starjammer was written to mesh with the Technology Guide, while not requiring it for play. If you want high-tech, use the Technology Guide. If you want high-magic, the Technology Guide isn't necessary.


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Currently system-neutral, as Andre mentioned, so it is more of a toolbox for *everyone* to use and enjoy - but there's definite intent to create a more specific setting through supplements...


YAY!!! Congrats, Monica!!!


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Thanks for your rewrite! As I dug into things, I started seeing where I could easily turn the Campaign Staff into an entire array of siege-themed magic items. Very helpful insights. And yes, I'm sure I'll be competing in the next RPGSS.


Would love for you to have a go at mine, as well.

Campaign Staff

Spoiler:

Aura strong conjuration; CL 13th
Slot none; Price 143,000gp; Weight 5 lbs.
Description
This stout iron-bound oak staff is topped by a fist-sized knob of polished granite, carved so that the entire staff resembles a castle watch-tower of worked stone. Inspired by the fluid nature of magical warfare, a campaign staff allows its wielder to function effectively in both offensive and defensive siege roles via access to the following spells:
  • rampart (2 charges)
  • move earth (2 charges)
  • transmute mud to rock (2 charges)
  • transmute rock to mud (2 charges)
  • wall of stone (1 charge)
  • magic siege weapon, greater (1 charge)

The wielder may also spend charges to summon Medium, Large, or Huge earth elementals to serve as assistants to repair damaged structures, clear heavy debris, or wreak havoc on the enemy.
  • 1 charge – 1 Medium earth elemental
  • 2 charges – 1 Large or 2 Medium earth elementals
  • 3 charges – 1 Huge or 2 Large or 4 Medium earth elementals

Summoned elementals remain for 10 rounds and only one such summoning can be active at any time.

Construction
Requirements Craft Staff, magic siege weapon, greater, move earth, rampart, summon monster VI, transmute mud to rock, transmute rock to mud, wall of stoneCost 71,500gp

Thanks!


Thanks for the feedback, folks! After submitting and during the voting process, I came up with a few changes that I think would improve the Campaign Staff, several of which have been borne out in the feedback threads. While that does me no good in RPGSS15, it *does* indicate I'm heading in the right direction.


Thanks for taking the time to give feedback!


Well, now that a disaster at work has settled from "mitigation" & "recovery" into "replace things and move on," I want to get my Round 1 entry posted for critique. Sorry for being late to the game, but 7-day work-weeks suck.

Campaign Staff
Aura strong conjuration; CL 13th
Slot none; Price 143,000gp; Weight 5 lbs.
Description
This stout iron-bound oak staff is topped by a fist-sized knob of polished granite, carved so that the entire staff resembles a castle watch-tower of worked stone. Inspired by the fluid nature of magical warfare, a campaign staff allows its wielder to function effectively in both offensive and defensive siege roles via access to the following spells:

  • rampart (2 charges)
  • move earth (2 charges)
  • transmute mud to rock (2 charges)
  • transmute rock to mud (2 charges)
  • wall of stone (1 charge)
  • magic siege weapon, greater (1 charge)

The wielder may also spend charges to summon Medium, Large, or Huge earth elementals to serve as assistants to repair damaged structures, clear heavy debris, or wreak havoc on the enemy.
  • 1 charge – 1 Medium earth elemental
  • 2 charges – 1 Large or 2 Medium earth elementals
  • 3 charges – 1 Huge or 2 Large or 4 Medium earth elementals

Summoned elementals remain for 10 rounds and only one such summoning can be active at any time.

Construction
Requirements Craft Staff, magic siege weapon, greater, move earth, rampart, summon monster VI, transmute mud to rock, transmute rock to mud, wall of stoneCost 71,500gp


One of my favorites was Christopher West's "Guildsport" from Dungeon's "Maps of mystery." Itgot me hooked on his art-I-mean-maps. I plan on using it as a Sci-Fi frontier town.


Congrats to the 32+4!!


Name of the Rose would be an AMAZING adventure! That is the gold standard I hold my own investigation efforts up against!


Jacob Trier wrote:
Well, almost all of Paizo's official products, except the rules line, are set in Golarion, and the grand prize of the contest is a contract to write an adventure for the module line. Those have, without exception, been set in Golarion. So it really shouldn't come as a surprise that demonstrating knowledge of the official setting is a significant part of this contest.

All very good points, which I have a tendency to forget. *shrug* Means I'll have to learn more, faster.

And many thanks for the wiki link - I'm sure I will use it rather prodigiously over the next few days!


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Maybe by Tuesday I will have gotten some rest and be mentally more functional than I am today.

Of course, this is ASSUMING my [REDACTED] makes the Top 32 and I advance to the mapping round!

But I absolutely shall. I have confidence.

But DANG. Golarion? Really? Crud, I don't play in the default setting and don't have much in the way of resources to cover it. Oh, well ... I'll come up with something!


I think at least one of those has already been done...


Dear Mr. Still-not-my-friend-right-now,

When I saw you had given us THREE DAYS!!! for the map, I thought to myself, "Oh, just like a REAL writing gig..."

And since my entry has been spotted post-cull, I still hate you. Passionately. Because you are making me THINK. Making me UNCOMFORTABLE. "Everyone knows" you get all the time in the world to make Genius happen! These last-minute format changes and impossibly-tight timeframes for contest entries can't be realistic!

And if I get fired for working on my Round 2 entry on office-time, I'm moving in with your cat.

Because:
I'm going to advance to Round 2.
I'm going to obsess over the map entry.

Sincerely,
Me

;)


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My voting was affected more by my multiple hats than by anything to do with the contest itself. Working 7 days a week. Trying to be a full-time dad and husband. Pushing a small handicraft hobby-business. Trying to move that business into a full-time gig. Trying to design 3d models for said business. Trying to follow the contest. Trying to plan new game-related writing projects.

I kinda forgot to vote regularly.


Brigg wrote:

My heart genuinely goes out to those whom did not survive the cull. Just remember:

If it is your dream to write and design for fantasy roleplaying, or to write and design for anything for that matter...

...your dream is to have your name on a front cover, with the confines of the book's bindings relentlessly teeming with the fruits of your labor and the shimmer of your creatuve prowess...

...or even if your dream is to be that guy behind the scenes that grins in satisfied modesty as hundreds, if not thousands, of people fervently discuss something of your design...

...mark my words:

Once you have that dream, nothing can stop you. So keep reaching for it, and let nothing hold you back. It takes a special bravery to put something you've created on display for the world to see. Be proud of yourself: you have taken a step that countless others fear and wouldn't dare.

This, utterly.