Ini +2; AC 18, Touch 12; HP 10/10
Emil just laughs at Xull's comments about the monster codex he read. That is why I don't read Xull. It just puts evil thoughts into your brain. Kill that what isn't made of iron. That is all that I need to know. He takes a torch accepts the oil and lights it. At least we have some proper light he thinks. Now lets see what we have to do against this thing.
Ini +2; AC 18, Touch 12; HP 10/10
Emil side steps the beast and smiles, You today you die. Today I live. AoO: 1d20 + 3 ⇒ (4) + 3 = 7
Emil jabs at the monster, getting it off balance before driving his longsword through its chitinous thorax.
Ini +2; AC 18, Touch 12; HP 10/10
Emil just stands, picking his teeth with his dagger, and watches Jormel. Even when he starts to investigate the trap, he offers no help only to mutter, Time you earn your keep burglar. When Jormel glowers at him, Emil just looks away pretending to have said anything.
Ini +2; AC 18, Touch 12; HP 10/10
Emil ignores the comments from the peanut gallery. While the others spend their time splashing in the shallow end and listening to the small one's constant chatter, Emil strips out of his chain shirt. He then proceeds to take off his leather jerkin and his undershirt. Down to just his pride, he cast light on his shirt and wraps it around his arm. Ignoring the envious from his party-mates, the naked inquisitor casts detect magic jumps into the water and swims towards the key. Take '10' on swim (+3)
Ini +2; AC 18, Touch 12; HP 10/10
Emil, happy to have a night's rest and happy to have Jormel awake to stop his constant snoring, moves back through the crypt to where their adventures ceased the night before. He looks around to make sure that all are ready and motions for Jormel to check the door for any traps or locks.
Ini +2; AC 18, Touch 12; HP 10/10
I can't pull up the map at work. But I'll try to move back towards the entrance of this room. Pull back, pull back. This foul magical fiend can't be harmed by our weapons. Save your spells for a more beast that wants to fight fair. Hopefully we can keep him in this room.
Ini +2; AC 18, Touch 12; HP 10/10
Who ended up taking your sister? The walking bones? Young man, what is your name? We are here to help but we will need some help from you.
Ini +2; AC 18, Touch 12; HP 10/10
Stand down you fool! Don't you know a rescue party when you see one? Lower your crossbow sir, and let us help you out... Emil speaks heavy and assertive leaving a vague threat hanging in the air if the man doesn't comply. Intimidate: 1d20 + 8 ⇒ (14) + 8 = 22 If that doesn't work, then I'll take my actions to wreck some stuff up!
Ini +2; AC 18, Touch 12; HP 10/10
Is everyone ok? My head is still ringing from that fall earlier, but no worries. Let's continue, shall we? Jormel- if you don't mind have a look at this door and make sure it isn't trapped or hold any other nasty surprises. Emil will open the door and move through unless one of the other party members stops him.
Ini +2; AC 18, Touch 12; HP 10/10
Emil continues to attack the wolf (#3) and help Devlin, The battle god protects those the move in battle Devlin. Use your feet, don't let the wolf bog you down! he screams while the battle wages on. [ooc]5' Step. Attack: 1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Ini +2; AC 18, Touch 12; HP 10/10
The map makes my retina burn. Mr. Kind benevolent GM, master of the multi-colored maps filled with strange and horrible monsters, judicator of all rules justly, and receiver of free horseback riding trips for your offspring... is my alignment ok or should it be changed? :)
Ini +2; AC 18, Touch 12; HP 10/10
Not ferral Devlin, just practical. I trust in Gorum's might, not the sensitive stomachs of lot. But now, my god tells me that it is time to slay the creatures that stalk us in the night.
Ini +2; AC 18, Touch 12; HP 10/10
Perception Check: 1d20 + 3 ⇒ (12) + 3 = 15
Ini +2; AC 18, Touch 12; HP 10/10
Emil doesn't come forward to get the handouts from the Mayor. These things are beneath him, let the others be beholden to the townsfolk. See what kind of trouble it is worth in the long run. Emil does make it clear that he was sent by Gorum himself (at least that is what the dreams say) while he pats is longsword to add emphasis.
Initit Check: 1d20 + 2 ⇒ (6) + 2 = 8
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There was a discussion on another forum regarding how to handle the cone of light from a flashlight moving during play and whether it took an action to set the facing of the light during a turn. While we didn't find consensus, I decided to search for precedence elsewhere to help the discussion and I ran across this odd bit of RAW that I wanted to share and get others take on. The spell Detect Magic creates a cone-shaped emanation with a range of 60 ft, with a duration of concentration with a maximum duration of 1 min/level. However, according to the rules about duration for spells, I came across this fun bit of text. CRB p 335 wrote: If the spell affects an area, then the spell stays within that area for its duration This suggests that once you cast detect magic, it only affects the cone-shaped area that you originally defined during the casting and does not move with the caster. I decided to check the text on emanations under "defining effects" to see if it offered clarity. CRB p 268 wrote: Emanation: An emanation effect functions like a burst, except that the effect continues to radiate from the point of origin for the duration of the effect. Most emanations are cones or spheres. And the text for defining a cone: CRB p 268 wrote: A cone-shaped effect extends away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and grows wider as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners. Does this suggest that the caster is the point of origin and that the cone from detect magic moves with the caster, defining the caster as the "point of origin" for the spell (which I think is the most common de facto practice) or would the corner that you're casting the cone from be considered the point of origin for the spell and therefore the cone effect would not move with the caster (by RAW)?
Because punch guns are treated as ranged weapons, can you fire a punch gun beyond the range increment of "reach?" Ranged weapons can usually fire x10 their range increment. Which means a punch gun can fire up to 10x your character's natural reach. For reference: COM wrote: Punch Gun: A punch gun weapon is a small ranged weapon outfitted with a pressure-sensitive firing mechanism that is affixed to a glove or a similar item. Unlike most ranged weapons, which discharge when a trigger is pulled, a punch gun fires when sufficient pressure is placed upon its barrel. All punch gun projectile weapons have a range equal to their wielder’s natural reach. Although these are ranged attacks, they do not provoke attacks of opportunity. My argument is that RAI is that they can only be used to attack enemies within reach, but the classification as ranged instead of melee weapons (like shell knuckles) does carry the implication that they follow all other rules that apply to ranged weapons, such as being able to fire beyond their range increment.
I'm loving these pieces of flash fiction, they lend so much to the daily lives of those in the setting and are great role playing inspirations. I love the use of "to path" as a verb for telepathic communication. It's one of those things that seems so obvious in retrospect. Likewise I'm curious how "diverting" would work mechanically as it seems incredibly useful.
tl;dr what AC does the psychic-wave cannon from Armory target? A bit of confusion on psychic-wave cannons and how you target enemies with them. Am I rolling against KAC or EAC or am I not rolling at all? The description of EAC has this: "Some weapons and effects that use magical or exotic untyped energies might also target your EAC; the description of the weapon or effect tells you if this is the case." The cannons do not specify that they target EAC. Would this mean that they would target KAC instead? Does the mind-affecting tag from the weapon (linked above) indicate that no attack roll is needed (like mind thrust)? I'm just trying to understand this weapon and its intended use as there seems to be some confusion on exotic damage types and whether they target EAC or KAC by default unless otherwise specified. I'm inclined to say it targets EAC but if there's a good argument otherwise I'd love to hear it and if we can get a dev comment clarifying it would be even better.
One thing I feel is lacking in the Biohacker is the ability to make quick and cheap versions of the items they'll be frequently using in their injection weapons. I mocked up a couple of quick theorums of what such an ability might look like. 2nd level Theorum Synthesis: Once per day you're able to synthesize a medicinal or serum of your level or lower with ten minutes of work for no cost. This medicinal is unstable and has a limited shelf life. Only you are able administer this item, and it breaks down into useless organic chemicals when you next regain use of this ability. If you also posess the stable injection theorum, it also applies to synthesized items allowing others to administer your synthesized items. 8th level Theorum Expanded Synthesis: You gain one extra use of your synthesis ability. In addition, you're able to create drugs and poisons of your biohacker level or lower with this ability. This is just an idea, and I'd love to see who else is interested in something like this, or has other ideas of how this could be implemented in the full version of the class.
I have a question surrounding the use of the conserving fusion and the injection class feature. For reference, the fusion and relevant part of the Injection ability are listed below: Conserving: Weapons with the conserving fusion preserve their ammunition and charges after a miss. When you miss with a ranged attack roll, your charge or ammunition is not consumed, as though the weapon had never been fired. This fusion does not prevent your weapon from malfunctioning or breaking as a consequence of your attack. Only weapons that use arrows, batteries, darts, flares, grenade arrows, mini-rockets, rounds, or scattergun shells as ammunition can benefit from a conserving fusion. Injection: ...This preparation time includes only readying the compounds and chemicals you need to make your injections, and you decide the specific injection you create as part of the standard action you take to attack with it or inject a creature with it... My question is: If the conserving fusion prevents you from using one of your daily uses of the injection class feature when you miss your target, are you locked into the decision to use that same injection when you attempt to do so again on the following round? Can you decide to use a different injection (such as switching to a restorative instead) on the next round?
The Spiker is a series of heavy weapons with a single goal. How can I pin my enemies to the wall? I want to thank the folks over at the Starfinder Discord who helped me iterate on this and get it to the state it is in now. I'm looking for any kind of feedback about the items and whether they seem like something you would use in your games. Thanks!
2nd level exploit Hand-to-hand (ex): You learn a special fighting style that allows you to treat your unarmed strike as a weapon with the operative weapon property. This strike does 1d6 + 1d6/5 levels and otherwise functions (but does not stack with) Improved Unarmed Strike. This ability also doesn't stack with any other ability that modifies unarmed strikes. This attack gains specialization as an operative weapon at level 3. 14th level exploit Hand-to-hand, improved (ex): The damage of your hand-to-hand unarmed strike improves by 2d6 and no longer has the archaic special weapon quality. You must have the hand-to-hand exploit to select this exploit. ---------------- I found it kinda silly that operatives couldn't use trick attack or dex-to-hit with their bare hands. These exploits enable them to do so I'm a way that's balanced against similar options for operatives with relation to cost, damage output, and other class and racial features. Any feedback is appreciated.
Quick rules question for you guys. So let's say an Invidiak (Shadow Demon) uses its spell-like ability (magic jar) to possess a host. They then decide that they need to leave quickly and decide to use their spell-like ability Greater Teleport (self only plus 50 lbs). Would they teleport out of the body they are possessing using magic jar and leave it behind or would they teleport with the body they are possessing? Is the body they are possessing considered "self" for the purposes of the Greater Teleport SLA? |
