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In the 3rd level ability under the 'Projected' Alternate Class Feature (GM p. 38), it says you can use a move action to give yourself concealment for up to a number of rounds equal to your Witchwarper level, though they need not be consecutive, but it doesn't appear to say anywhere when you regain all of those rounds.

Is it with a 10-minute rest, like the 6th level ability, or does it require an 8-hour rest?


The armor protections is a good point I hadn't thought of, after which I immediately thought of something like an interstellar liner, and then you guys mentioned the Hotelier Tent, which, at 50 credits, is easy to imagine being stocked all around said passenger liner for emergencies.

Between the two, now I'm almost wondering why you'd want escape pods at all. :) You did bring up one or two possible cases, though.

Thanks, you two!


Do I understand correctly that it is prohibitive to impossible for the larger starships to carry enough escape pods for their entire crew?

6 escape pods per expansion bay = 6 medium-sized people that can escape
Battleship 8 expansion bays = 48 escape pods if you use all of them and a minimum crew of 100.


Anyone found any STLs to use for 3d printing minis, especially cool looking ships, to use with Starfinder? Or any favorite minis in general?

Thanks!


John Mangrum wrote:
In terms of layout, the books are identical to their larger cousins, just smaller.

Good to know. Mom doesn't read small text as well as she used to, so I may need the full-size one.

Thanks!


So, with a smaller book, is the text all super-tiny, or did they leave out some art or is it thicker?


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The Doc CC wrote:
Bottom Line: Let the character (Man) dictate the damage dice. Let the magic give the weapon awesome properties. Let the quality (Manufacture) give the weapon a small bonus that - at the margins - does matter.

This, right here, is my ideal.

So, as a high level character, I'm still deadly with anything I'm proficient in.

If I have a high quality weapon, I've got a little better chance to hit and a better chance to crit (and a teensy bit of damage).

And if I want returning or flaming or some-such, I need magic.


1 person marked this as a favorite.

What would it do if non-PCs could not critical hit?

Or, said another way to try and clarify intended meaning: What would it do if PCs could not be critically hit?

GM doesn't care if a roll is 10 over or not, just over DC. Combat is less random, and PCs still get the awesomeness of getting crits.


Is there any reason to not make this more general, so that it can be used on most (any?) ranged weapons with reload 1.

Specifically, a halfling Ranger with a staff-sling (sling-staff?, I can't remember which it is)?


PsychicPixel wrote:
It's in the errata it's rounded up not down.

Awesome. I missed that one. Thanks!


It says that Paladin powers are heightened to Level / 2 (rounded down). This seems to imply that they should be at 0 when the Paladin is 1st level. As Lay on Hands is a 1st level power, should the Paladin not have use of it until level 2?

My inclination is that it should be minimum of 1, but is this explicitly stated somewhere?

Also, this means the power isn't Heightened at all until the Paladin reaches 4th level, correct?


Vic Wertz wrote:
skizzerz wrote:
You close the villain's location, not your location. The villain's location is the location whose deck you encountered him from, where your character is located is irrelevant to that determination.

Correct.

elcoderdude wrote:

I was momentarily confused by this FAQ.

FAQ wrote:
Resolution: On page 11 of the rulebook, under Resolve the Encounter, add the following sentence: "If you move during an encounter, any effects that would happen after that encounter do not happen."
But I'm thinking resolving the villain encounter is not something that happens after the encounter, so it doesn't apply.
Right—resolving the encounter is part of the encounter.

Awesome! Thanks for the help, everyone!


The villain Khorramzadeh has a Before you act that, if you fail, you are moved to a random location. If the other locations have already been temporarily closed, and you end up at one of those closed locations through this power, then defeat the villain, does he escape to the location you originally encountered him at? It's not closed, because you can't close the villain's location, but defeating the villain closes his location, which I think means wherever you are at when you defeat him. So does he close the location that you are now at permanently, even though it's temporarily closed already?

Something else that I haven't thought of or missed?


Not to quibble...well, okay, I am quibbling, but Abyssal only causes Outsiders to lose that trait if you're playing the Wrath of the Righteous Adventure Path.


skizzerz wrote:
No. Each character only gets one attempt at temp closing when encountering the villain; you already attempted to close Blackburgh, so you cannot attempt anything else.

That was my inclination, too, although I can't find anywhere that specifically spells it out.


The "When Closing" for Blackburgh (in Adventure 5) says, "Summon and build the location Maze and move to it."

If I temporarily close Blackburgh when another character encounters the Villain, and then build the Maze and move to it, can the character who just closed Blackburgh immediately attempt to close the Maze as well?


Let's say I'm attempting to close The Citadel, so I need to make a combat check. I decide to use Soulshear, which has not yet been redeemed. I fail the first combat check (because sometimes the dice hate you) and discard Soulshear to re-roll my check. Fortunately, I succeed at the second check and thus, close The Citadel and banish all the cards in the stack. Unfortunately, I roll a 1 on a d12 for Soulshear, and then fail to defeat the Servitor Demon that gets summoned, so Soulshear is shuffled into the location deck.

The question: Does Soulshear get shuffled in before the cards are banished for closing the location, and thus is gone with no chance of retrieval (since it's loot from an already completed scenario)? Or does it get shuffled in after the location is finished closing, so I just have to spend an exploration to get it back (I'm assuming since it has no check to acquire, you automatically acquire it when you encounter it)?


Ripe wrote:

From pg. 2 of the Rulebook:

Quote:

RULES: THE GOLDEN RULE

If a card and this rulebook are ever in conflict, the card should be considered correct. There is one exception to this: When the rulebook uses the word “never,” no card can overrule it. If cards conflict with one another, then Adventure Path cards overrule adventures, adventures overrule scenarios, scenarios overrule locations, locations overrule support cards, support cards overrule characters, and characters overrule other card types. Despite this hierarchy, if one card tells that you cannot do something and another card tells you that you can, comply with the card that tells you that you cannot. If a card instructs you to do something impossible, like draw a card from an empty deck, ignore that instruction.

So Becalmed trumps over Jalhazar's Wheel.

Thanks, Ripe, I missed that part.

And, yes, we thought it was quite thematic, actually with that Becalmed during the Regatta.


First of all, Becalmed sucks during the Free Captain's Regatta, because you can never empty the location deck if you want to win, so it makes any character at that location permanently stuck. We barely pulled a win out on this one with the two characters who weren't at that location...

Anyway, Becalmed says "You may not move or be moved from this location while this barrier is next to it."

Jalhazar's Wheel says "At the end of your turn, if your ship is not wrecked, recharge this card to move."

It seems to me that these two cards are in direct opposition. Which one trumps the other one?


Drejk wrote:
ShinHakkaider wrote:
HarbinNick wrote:

I live in China...I'm white (but not white enough...damn Arab blood line) and find the racism and color thing strange here...

...in particular, black Americans have trouble getting hired to be English teachers because they are, "too ugly." Yet Russian Women who speak with heavy accents can get jobs (they get paid badly) as English teachers.
-Personally I don't understand where the black people are bad thing comes from, when you consider China has little if any interaction with Africans until modern times.
The black people (men) are bad thing is pretty much universal. The impression is gotten through popular media I think.
From what I heard and read (which might or might not be accurate, though) about negative approach to black people in East Asia it supposedly works like this: important part of East Asian cultures - Chinese, Korean, Japanese, probably Vietnamese as well, is conformity to local standards, including physical appearance. Exotic appearance is more often perceived negatively than in European/American cultures. While white people look differently than easterners, they are still closer to East Asians standards of appearance than black people and thus perceived as more attractive (or at least less "ugly") than the former.

It might also be that pale=attractive and tan=ugly to the Chinese, as I understand it. When they go to the beach, for example, the Chinese (and I admit that I'm generalizing here as my experience is limited to learning Chinese and some of the culture in America) do everything they can to avoid getting at all tan.

On a different note, I spent two years in South Africa as a missionary, where I mostly worked in the black townships (a relic of the Apartheid), where I was very definitely a minority when it came to skin color, and I never felt like I was being treated as 'out-of-place' by the people around me. Unless you count the belief that American=rich.

The funniest thing was when people would ask me if I knew celebrities because we're both from America. :P


First, thanks for the advice all!

Orfamay Quest wrote:

Combat maneuvers tend to be slow to adjudicate and the rules are often rather cumbersome and nonintuitive. (Grapple in particular resulted in my GM banning me from ever playing a druid at his table again.)

Unless everyone at your table has a Ph.D. in pathfinderology, it might make things too complex.

This particular game is a play by post game, so it shouldn't be too much of a problem to add them in. I will definitely keep that in mind if I get the face to face game going that I hope to in the near future.

Cerberus Seven wrote:
fallingphoenix, Feint isn't a combat maneuver. It's in the same section of the CRB, which is why it can be confusing, but it doesn't use a PCs combat maneuver bonus at all like the others do. That might influence your decision to provide it for free.

Thanks for the catch, Cerberus. I will keep that in mind when I talk this over with my group.

Mattastrophic wrote:
I would note that the Trip maneuver is a very powerful maneuver, though, arguably the most powerful. I would suggest houseruling trip such that Greater Trip doesn't exist and that standing up from prone does not provoke an AO.

Good to know. I'll keep that in mind if we decide to do this and pay close attention to any tripping that goes on.

Mythic Evil Lincoln wrote:
One of the most popular house rules I know of is this: you only suffer the AoO on a failed maneuver roll.

That makes a certain amount of sense when I picture trying out some of these in a combat.


In hopes of making combats more dynamic and interesting, I was thinking of giving everyone (PCs and NPCs) Combat Expertise and all the Combat Maneuver feats (Improved Trip, Improved Feint, Improved Grab, etc.) for free.

What major pitfalls should I watch out for?


Brogue The Rogue wrote:

Looking for some advice from fellow DMs on lazy players.

What do you all do, or have you done, to mitigate or prevent players being lazy and not having their characters ready before session? I have players coming into a session and spending the first hour or three making, updating, or leveling their character. It happens a lot, sadly, for various reasons, but is worst when we start a new adventure, level up, or have a new character come in. last time we arrived at 4pm and didn't start play 'til 8:30, then ended at 10.

Have you tried talking to them about it?

Maybe you could discuss possibilities of having a set amount of "character maintenance" time built into the schedule, but once that time is up, you start whether people are ready or not.


pming wrote:

Hiya.

Or, for something really crazy, don't allow +#'s to damage. So that Gargantuan Abbyssal monstrosity doesn't do "3d6+15"...it does 3d6. An adult blue dragon's bite doesn't do "2d8+12", it does 2d8. And yes, the barbarian doing 1d12+14 now does 1d12.

Stronger, magical, or some other adjustment can be used for non-combat stuff, as usual (e.g., bonus to make a skill check or save). But, dropping the sometimes rediculous bonuses to damage would cut waaaaay down on rocket-tag.

*shrug* Just a thought.

^_^

Paul L. Ming

My knee jerk reaction is to really like this idea, with maybe a couple exceptions, like a rogue's sneak attack, unless there's another good way to give a bonus for that?

I'm trying to think if there's anything that would become useless without damage bonuses. Strength would still help to-hit, magic weapons also. Power attack could probably be an exception since it's self-limiting. It seems like this would also make a lot of blast spells relatively more effective than before.

Also, it seems the save thing is already being presently discussed a couple threads over, so please disregard.


Kolokotroni wrote:
Actually rocket tag doesnt come from save or die effects, they add to it, but rocket tag comes from the fact that most things at higher levels cannot survive a full attack or two from something level appropriate. If a dragon full attacks one player they are unconcious, probably dead, and the same goes for most monsters vs 1 or 2 full attacks from a pc.

Oh. So maybe having something like a dragon tend to spread out its attacks, while providing PCs with lots of targets? Would buffing single monster vs. PC groups hp help or do dragons (for example) have enough already?


So, I'm starting a Wrath of the Righteous game, and as that means some high levels and high power, I've been trying to think of ways to keep the high level game a lot of fun.

The two things I've seen people mention the most so far are the 'rocket tag' effect and the large differences in certain bonuses. Here are some ideas to help with those.

I'm not sure where all the problem with large differences in bonuses applies, but for saves, what would it do to change all classes low saves to always be 2 less than the high saves, like they are at 1st level? That way, at 20th, your low saves would be +10. I'm not sure how best to get this to work with multi-classing, but, aside from that, does anyone see anything immediately game breaking about this?

For the 'rocket tag', which seems to come a lot from save or die spells, what if they were just as effective but took longer to reach the end result? For example, a death spell that on a failed save makes you sickened or nauseated, then leaves you nauseated or dying, then dead. No save after the first roll, but that leaves time for someone to throw out a healing spell, maybe, or some anti-death effect? I don't remember if there are any of those, so maybe this would also take allowing healing spells to have some counteracting effect while the death spell was still running its course.

Or Flesh to Stone leaving you entangled on your first failed save, then petrifying you, with a possibility of something 1 level lower than stone to flesh being able to counteract it?

Thoughts?

EDIT: I should add that the group I'm playing with will likely not be heavy into optimization, for what difference that might make.