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Pathfinder Starfinder Roleplaying Game Subscriber. 181 posts. No reviews. No lists. No wishlists.



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Can't believe I didn't notice this before, but the spell Transport Passengers from the COM has a target of a vehicle or a Tiny starship. However, the text of the spell states that it can only be used on a target that can carry more than one passenger. Guess what? There are no Tiny starships that can carry more than one passenger. A Fighter frame has the possibility of carrying exactly one passenger. There are also no Tiny starships with expansion bays. (In case anyone thinks to mention it, a starship must be at least of Small size to equip an external expansion bay.)

Given the above, is the spell Transport Passengers supposed to:
a) target a vehicle or starship of at least Tiny size.
b) have the text say that the target must be able to have at least one passenger.


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Interstellar species doesn’t say they lack dimorphism, it says they completely lack sexual morphism, and choose what they are. There is a distinct difference.


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61: Pre-Gap cheap sci-fi adventure novel, with the heroes being the characters, and the story is a, um, sensationalized account of their previous adventure. Any art work of the characters or events is recognizable as the PCs, but their outfits are useless, flashy, silly, sexier,and right at the edge of being offensive to the PCs for the mis-characterization of their features and traits. The story is X of Y (X is a number that would match the number for how many adventures they have had at their previous adventure) in a series, and no collectors or scholars have ever heard of the author or publishing company.

In the back may, or may not, your discretion, as teaser for the next book, granting a small hint for the current adventure.


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I should like to note that it is at least implied that the Drow exodus to Apostae was accomplished via Aiudara, suggesting that portals exist(ed?) there as well.


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It's a plane of light, colored light if you so choose. It doesn't even suggest that it obstructs line of sight, much less that it would obstruct anything more substantial attempting to pass through it. Since it also has no hit points, I'm quite certain this is just for providing light.


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The ECM systems go in weapon mounts, and the rules call using it a type of gunnery check, and it is a hostile engagement of another craft, so I'm going to say absolutely.


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Interesting look at grenades.

Something my group agreed on early in was that upgrading a suit of power armor a tier costs 50% of the current cost to upgrade, and that cost gets added into the current cost.

An idea I'm pushing in out campaign is the utilization of Assembly Oozes. (AA pg. 16) Harnessed correctly, and programed to output UPBs, which are a technological item, you have the ability to disassemble and feed in all spare loot and get 100% value in UPBs back. Off course, safely containing one is a trick all by itself, and programing the output will be a very interesting exercise in trial and error, but the end result is well worth it.


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New race concept; Veskarium scientists attempt a hybridization and uplift of Stridermanders with Skittermanders. Their goal was to get beings with the predatory nature of the Stridermander, but possessing sapience, and, hopefully, the helpful nature of Skittermanders would result in loyal, cheerful assassins. Of course, things don’t go as planned…
The first generation of Stepmanders almost got the project canceled. While nearly half of the test subjects were close to the expected parameters, being sharp and focused, bearing a natural predator's mien, but still remarkably comfortable forming friendships and close bonds, the remaining half were all over the manic spectrum, from violent, to frequent fits of catatonia. The of the manic group, the largest set behaved almost exactly like a typical Skittermander, to include a preference for bipedal locomotion. The project was mostly saved by the first field tests performed by the subjects, for the innate abilities of this race meant that they were superlative stalkers, and under the watchful eye of a trainer/handler, even the 'Scattermanders' helpful tendencies kept them on task. Some tweaks were made, and the project moved forward, improving its 'success rate' by significant amounts each subsequent batch. Soon enough, the eldest formed mated pairs, and things looked as if the Veskarium was going to have a considerable pool of deadly agents and commandos.
However, one of the 'Scattermanders' of the first generation became remarkably broody after first losing her mate on a mission, and then seeing her 'parents' severely reprimanded for attempting to improve the lot of the Stepmanders, including granting them the same rights as other Veskarium citizens. After pondering for an extended period, she decided that the people they should truly be helping was themsleves. The Stepmander community quickly agreed, 'abducted' the scientists and trainers that were their family, hijacked some ships, and left.
A few small packets decided to go see what they could see across the galaxy, but the largest contingent headed for the Pact Worlds, where they obtained sanctuary and aid by 10% of their number serving in the Stewards, where they have already distinguished themselves.

+2 Dex, 6 HP. A player may choose to take +2 to one additional ability of their choice, however, if this is done, the DM gets to adjust one ability by -2 after all party members have chosen their class.
Medium Humanoids with the Stepmander subtype.
Pace 40 (15)

Half-hands. One of the most curious results of the hybridization that, while unexpected, turned out to be as good as any of the intended traits. Stepmanders are capable of using their third set of limbs as either arms and hands, or legs and feet. Given their overall frame, they are most comfortable using quadrupedal locomotion, can manage bipedal travel if needed, and the extra pair of hands this grants frequently makes this a practical choice. If moving on 4 limbs, they have a pace of 40, and 4 arms/hands. If moving on just their true-legs, they have a pace of 15, can't run, and have the use of 6 arms and hands. Augmentations that require all (appendages) only function if the half-hand limbs have the augmentation installed, and they are being used as the requisite set of limbs.
Adaptive Fur. While the amygdala of Stridermanders manages the coloration of their fur, the uplift process shifted the areas of the brain that controlled that function. With Stepmanders, a deliberate effort of will is necessary to change the color of their fur. If a Stepmander is making no effort of will to control their coloration, their fur shifts to show their emotional and energy state. This manifests automatically if they are under an emotion inducing mind-affecting effect, and as a -2 penalty to social based skills (though the GM may apply this as bonus if they feel it would be more appropriate, such as a furious Stepmander making an Intimidate check. With a successful Bluff check, a Stepmander can display the colors for a different attitude than they actually feel, negating this penalty. Further, with training, a Stepmander can use this ability for camouflage. For succeeding at a DC 17 Disguise check, they get a +1 bonus to Stealth checks, with an additional +1 for every 2 points this DC is beaten. This bonus, and the bonus for being invisible, can't exceed +10.
Grasping hands. If their hands are free, or if they are only using weapons with the Grappling property, Stepmanders get a +2 to Grapple checks.
They also gain a +1 to climb checks for each true-hand that is free for that purpose. Their half-hands must always be devoted to climbing.
Low Light Vision. (How stridermanders don't have darkvision is beyond me.)

New Feats:
Bipedal Ambulator. When you are walking on 2 legs, your base land speed is 30, and running is now allowed.
Deft Climber. When all your hands are devoted to climbing, you gain a climb speed of 20, and have a racial +8 climb modifier.


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Tactic-1 wrote:

07 all! I have a question about Mechanic's Custom Rig.

As it said, from 7th level I can install into my Rig-implant computer upgrades. Everything were OK until I decided to install the "Rakmodoi Computers, Mobility Unit, Legs" upgrade.

How can I calculate the price of an upgrade?
Can it carry me with it's speed?

Thank you for your attention and please, forgive me for my poor English.

If I understand your question correctly, you have implanted your Custom Rig, and are trying to add a module to it now that it counts as a computer with a tier equal to half your level.

If that is the case, my thought would be that you can not install those modules, as they are based on the size of the computer, and the computer in this case is a teeny tiny device in your brain, so the mechanisms that you would try to attach to that device based on the rules would be to small to effectively move the much larger character you are playing. By way of explanation through mental imagery, you would be installing limbs for something smaller than a mouse, and then be trying to use them to move a character that is Small or Medium. The effect would be decidedly silly.

If I misunderstood, and you are trying to install the mods in a datapad or equivalent, then yes, you could do so, keeping in mind that the rules say the modules cost 10% more for non-Rakmodoi computers.


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RAW, as it plainly states, it sheds light in a 20' radius, regardless of form, which can be suppressed. The black hole form could be justified by the corona created at the event horizon, defining the edges of the hole. If you wanted to say it decreases light by a step in that radius, that would be a house ruling/home brew creation, and would fall more under the rule of cool than anything else.


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Darg727 wrote:
Eric Clingenpeel wrote:
Now, falling unconscious causes you to go prone and drop what you're holding. I've seen some people mix that up and since it happens when you fall unconscious and fall prone, it happens every time you go prone, but they are as I said mixed up.
Where does it say you drop what you are holding?

The status Dead also doesn't specifically clarify that you drop your gear. Are you going to hold out saying that they are still equipped and ready, being quite literally held in your character's cold dead hands? The Unconscious condition states that someone is knocked out and helpless. Sadly, there is no Knocked Out condition. It would seem to me, however, that knocked out should be at least as bad, if not worse, than stunned.


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BigNorseWolf wrote:
I'm not always unconscious when I fall prone, but when I do it's from dos equis?

One tequila, two tequila, three tequila, floor?

On topic, with any given effect, RAW, it only does exactly as stated. In the case of falling prone, do remember that people may voluntarily fall prone for the defensive bonuses against ranged attacks. It should be obvious that someone diving for the deck is not going to intentionally throw their weapons or shields away.


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Entropic Strike is not an attack in and of itself, but rather an application of energy to enhance the damage of an attack that you are making. Here's the most relevant line from the Entropic Strike ability; "Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.)" [COM, pg. 52] So if you don't already have the ability to use a disarm maneuver with a ranged weapon, Entropic Shot will not grant you that ability. If you do have that ability, Entropic Shot will work as normal.


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The point of UPBs is as a simplification of the crafting process explained away by pseudo-science technobabble for the purpose of gaming mechanics. They are there so that PCs don't need every expansion bay of their starship used to store the wide assortment of materials that would otherwise be needed to craft the wide array of items needed to function in a high tech adventuring environment. They are entirely for convenience. In the section on starmetals, it specifically states that those can't be replicated by UPBs, but for ease of game play, everything else can be. That UPBs can be used to make high value jewels etc by using an appropriate cost of UPBs can be 'explained' by just the correct parts of the UPBs would be used. (Though this obviously fails to explain what would happen to the waste mass, or why said waste mass couldn't be recycled for other projects.)

Now, as to fluff talking about industrial processes using raw materials instead of UPBs, that is because on that scale it is much more cost effective to do so (also explained right in the book as to why crafting with UPBs costs just as much as buying the item from the store). This does tend to imply that if PCs were to take the time and effort to obtain and refine the required raw materials that they could craft items at less than suggested retail value, but that is straight into homebrew crafting rules territory.


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John Mangrum wrote:

So, if you succeed, you don't know how long it takes. And if you fail, you don't know how long it takes, or that you rolled 6d6 instead of 5d6 for days of travel time.

*shrug* Fun interpretation.

I can't see how you call this a 'fun interpretation,' when that is EXACTLY how the rules read. You make your navigation check. DM checks against the DC and gives a non-committal "Mmm, K." You then trigger your drift engine and enter the Drift. It is at this point you make the roll to determine how long the trip will be. How else could you interpret the rules?

Also, how has no one mentioned the Plan Route and Manage Course down time activities? (Character Operations Manual, pg. 154) The first lets you gain a +4 to the initial roll to determine the course. The later lets you shave 6 hours off your travel time. Both if successful, of course, and both have potential drawbacks.