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Okay, so Goblin Weapon Familiarity is a lvl 1 ancestry fest that lets you treat goblin weapons as simple weapons (or advanced weapons as martial). So, by definition, when you gain proficiency with simple or martial weapons, the goblin weapon proficienciea should increase as well.

However, at level 13 goblins gain access to Goblin Weapon Expertise... Which gives you proficiency with goblin weapons whenever you gain proficiency with ANY weapon.

This seems a little redundant. Is this purely so classes that only have proficiency with a couple weapons (wizard, sorc, etc) can utilize the racial weapons? Or is there more to this? Since the first feat let's you treat the weapons as simple or martial, you shouldn't need the second feat except for a few rare and specific cases?

Thanks


Question:

What does the archetype replace when it lists a level that a class doesn't get anything?

For example, Data Jockey (pact worlds) says it replaces class features at 2, 6, 9, and 18.

If my primary class is Envoy, then Data Jockey would replace my improvisations at 2, 6, and 18... but I don't get anything on level 9 (except an increase in skill expertise dice). Would I just not take that dice increase, and set back further increases... so Skill Expertise maxes at 1d8 + 3 instead of 1d8 + 4? or what do I exchange at level 9 for Tactical Analysis (data jockey feature)?

Thanks


If I have a group that is 8-9 people, all starting at level 1, what sort of ship do you think they should have? According to the rules, if they have a medium ship, only 6 of them will be able to perform actions during combat... on the other hand, having a Destroyer-class ship at level 1 seems a bit silly, and it will have almost nothing on it, since most of the BP will go towards the ship frame.

Any suggestions? Should we have 6 people on the main ship, with like 3 smaller fighter types or something (but they can't dock on the medium ship?)? Or give them the destroyer? Or something else, entirely?

Perhaps break the group up into 2 medium ships? Hmm...

Thanks!


Basically, creating an operative assassin character who grew up in a gang of thugs that had no morals and used him to quietly take out targets for them. These targets were often innocents who crossed the gang in some way or hindered the gang's plans (i.e. politicians fighting for improved conditions in slums or for increased policing presence, scientists looking to improve environmental conditions, etc.)

Eventually, our hero figures out that the gang used him and even killed his family (he was "adopted" by the gang leader and was given some false story about being abandoned and saved by the gang). He leaves the gang after trapping the leader's bed, and sets out on his own.

However, due to the way that things went down, our hero has grown a conscience. He has decided that he will not be used again, and so he has come up with a code of conduct. Maybe 4 or 5 tenets that he will NOT break under any circumstance.

I'm looking for help coming up with said tenets. He will be a Lawful Neutral character and follow his code to the letter (and said code will supersede any laws or rules in the places that he travels).

ex:

1. I will only take the lives of the evil and the corrupt. I shall never kill an innocent, except in the case that more innocent lives can be saved through the loss of fewer. I will always research my targets before carrying out a kill in order to ensure that they deserve to meet justice

2. I will put the lives of my companions first, and the mission second, but I shall always do everything in my power to accomplish the mission, so long as the mission targets marks that deserve death

3. ???

These are ideas... but looking for more. Want to play a character that is fun to RP and has rules to follow that restrict his actions to some degree - an assassin with a conscience, if you will. Overdone trope? Maybe.

Thanks !


Hey everyone!

Just wanted to see if I could pick your brains for some ideas for backstory/rp. Basically, need ideas for people that an outlaw vesk gang leader based on Akiton would want to have assassinated (people who might hinder his plans, people who might annoy him, people who might get in his way, etc.).

So far these are ideas that I’ve come up with:

1. Homeless ysoki who lost her home due to encroachment of said gang. Very vocal about her hate of said gang.

2. Human school superintendent who wants to change the curriculum of the Akiton school system to push for more prosperous and enriching jobs

3. Rival vesk gang leader who emphasizes vesk ideas of honor in his groups’ activities

4. Lashunta meteorologist who is trying to find ways to improve atmospheric conditions on Akiton

5. Vocal human petitioner who is arguing for equal rights and respect for ysoki and androids throughout the pact worlds

6. Android politician who is lobbying the Pact Council to increase security measures on Akiton and supply many more Stewards to aid in peacekeeping and controlling the rampant criminal element

Thanks!


Anyone have some great ship builds that they're proud of? Ships come with so much customizability... Anyone start a ship-building guide yet (which compares weapon options, bay options, etc.)?

How did your group build your level 1 ship?


So... you have 6 members in your crew.

An envoy captain
An ace pilot mechanic pilot
A soldier engineer
A mystic science officer
A solarian gunner

You also have an operative who could fill any of the roles, as needed. Those who have theorycrafted or those who have played some already, what is the most important role between gunner, science officer, and engineer (i.e. where should the operative spend most of his rounds)?

6 is a decent-sized group of people... when you start using the larger ships, do you just assume they are filled with extra people and make additional rolls? If you had a group of 4, do you have npcs for some of the roles on the ship?

Thanks!


So, building a level 20 operative I noticed that, with max dex, his ranged attack is 24. With the best light armor and that same max dex, his a.c. is 40.

So, without any modifiers he'd have to roll 16 or better to hit someone with his same ac. If he's trying for a full attack with multi-weapon fighting, that's 4 attacks at 20 each... meaning you only hit on a natural 20. Even if you hit with trick attack and give a -2 to opponent a.c., you still need a 14 or better on a regular attack, or an 18 or better on a full attack.

I realize that buffs and debuffs might alleviate these numbers a bit, but a solo operative (and really any class that isn't full bab) will have difficulty hitting things.

Am I missing something? Is this by design?

Thanks!


Looking for suggestions to create a defensive melee soldier with the guard fighting style. Besides the phase shield, is there anything that can go in the offhand to boost defenses? Or should he just go with a 2 hander?

Thanks


So... Looking for some cool/funny/punny names for starships and the group/crew

I.e. guardians of the galaxy, enterprise, millennium falcon... etc

Anyone come up with something great to call their ship yet? Or a great name that your crew is called, recognizable across the galaxy?

I've heard Cardigans of the Galaxy - group who wear cardigans over their armor because space is dark and cold :D


Simple question:

For an operative that utilizes small arms, what is the order of importance for the ability scores?

Obviously, dexterity is king... but after dexterity, what sort of ability array is best?

Strength seems like the most obvious score to drop...

So a ysoki operative would probably start around something like 8str 18dex 10con 14int 10eis 12cha?

At 5, 10, 15, and 20, level up dex, con... wisdom and int? Or int and cha (if you want to do face stuff?)

What do you guys think? Anyone have an interesting plan?


Are androids susceptible to hacking and other things, such as deactivating shot (operatives)?

They count as constructs... but what does that leave them susceptible to?


I can't seem to find any info in my book... what effect does the sound of gunfire have in play? If I assassinate someone 2 rooms away from other people using a small arm, will everyone be alerted automatically? Is there a silencer fusion or some other way to change the sound your weapons produce?

Hm


Sniper rifles seem to be rather weak compared to small arms or long arms due to class synergies (such as small arms and operatives).

Is there a class or some sort of combo that makes using a sniper rifle worth it? Or are they purely around for RP and taking shots at 1000 feet from a hidden position?

It would be fun to have an assassin type operative who specializes in small arms and sniper rifles and rolls with high stealth, but mechanically the benefits of getting the exploit to use snipers with tricks seem rather pointless.

Thanks


pretty new to pathfinder and definitely new to the Summoner class. Planning on building a full, standard summoner but I need some help setting him up with his initial gear. I'm coming into a campaign at level 7 (campaign already started) and I have $3000 gp. help me construct a great set of stuff to start me out well!!

Thanks!