Burning Knight of Moloch

Felix Cohen's page

** Starfinder Society GM. 36 posts (40 including aliases). No reviews. No lists. No wishlists. 33 Organized Play characters. 2 aliases.


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Second Seekers (Jadnura)

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On the library page when sorting by category my items are split across multiple pages. This means that I can't see all my owned pf2 adventure paths next to each other, and the same is true for any other category.

In the library as well there are a few items that are not properly named but whose title is a series of numbers. The three i found were 2 player's guides and the SF2 pregens. I didn't check page 2 or beyond, but i suspect that there are more free downloads that show up this way.

Specifically those items i found were:
15479 => PZO900017E.pdf (hell's rebels player's guide)
2256452 => the starfinder 2e pregens
2268450 => PZO9000-33E.pdf (fists of the ruby phoenix player's guide)

Also i noticed i hadn't received the starting 25 gold, although i do now have 25 gold from clicking the social media links

Second Seekers (Jadnura)

I was playing collision's wake when i noticed that Iseph doesn't have any expert skills at level 3. It seems like it was intended that they either got acrobatics or piloting, as the level 5 pregen has both at expert.
Also why do none of them have spare ammo? It is very easy to shoot 10 rounds as an operative during a single scenario, and if enemies don't happen to have the ammo you need you are in trouble.

Second Seekers (Jadnura)

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I would like clarification on the range of battle medicine. The feat itself doesn't specify who you can target. Which means that a strict reading of the rules would indicate it has unlimited range which is obviously silly. In starfinder i consider it plausible that a standard medkit contains some kind of healing gun that allows this to be at range. But whether that's true, and what the range would be needs to be clarified.

This is especially relevant for "Through Desperate Times" Envoys. Their directive allows them to choose a target within 30 feet and boost the next healing they receive. If they use two actions they also get a battle medicine. This directives' power changes substantially based on the range of battle medicine. If you need to be adjacent to an ally this would usually mean you also need to stride before using it, which means you spend your whole turn on it.

Second Seekers (Jadnura)

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Squark wrote:
Could that interloper be an Imugi, perhaps? He certainly fits the verbal description in the Tian Xia World Guide. Although there's no mention of excellent taste in hats...

The alt text for that image says: "Xareonshin, artist Josef Kucera : An imugi sits coiled, with a gat, a style of horsehair hat, resting atop its antlers"

Second Seekers (Jadnura)

The Warding Statuette is a spellheart that seems extremely powerful for any martial character that likes defense. It has the following effect when attached to a weapon

Warding Statuette wrote:
Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn.

To me this seems very powerful, so i would like to check that it works the way i think it does. If my champion has this attached to their weapon, and hits an adjacent enemy. Can they gain this bonus for themselves? That seems like a near permanent +1 to AC.

On a related note, is it correct that a champion cannot use the spells and cantrips which have an activate entry of Cast A Spell? From what i read it seems like you need to have a spellcasting class feature in order to use those, and focus spells don't count.

Second Seekers (Jadnura)

I'm pretty sure it's (2 x level) + wis

Second Seekers (Jadnura)

Teridax wrote:
Dragonchess Player wrote:
It's not as if other classes have "base abilities" that help against enemies that are "flying or atop a tall vantage point," either. There are ancestry/class feats, equipment, or spells that can help; just like other characters. I find it slightly dishonest to make the enemy that is "flying or atop a tall vantage point" as the baseline evaluation standard for the "effectiveness" of the solarian.

Of course they do; every other class is built to fight from range by default. Asking for Solarian players to only pick Barathus to not be dysfunctional in melee combat early on does not strike me as good design whatsoever.

Dragonchess Player wrote:
I find it slightly dishonest to make the enemy that is "flying or atop a tall vantage point" as the baseline evaluation standard for the "effectiveness" of the solarian.
I find it dishonest not to, because these are enemies you can encounter multiple times in the scenarios we were given. Whether you like it or not, a Solarian is going to be encountering ranged, flying enemies at level 1, and if they have no adequate means of dealing with those, then the class is not fit for purpose.

Speaking from experience, a Barathu Solarian is a bad choice, at least at level 1. Their land speed is misprinted and is intended to be 5ft. a 5ft speed is not useful for anything. And their fly speed is only 20ft. This means that at base they are worse at closing gaps than most other ancestries. Another downside of not having a functional land speed is that they do not benefit from anything that gives a bonus to speed, as that only applies to land speed unless otherwise specified. And they cannot use stellar rush (or most other action compression abilities) because those only let you stride, not fly.

I strongly believe that the solarian should be designed in a way that they don't need external weapons. But as written they cannot function without buying some kind of weapon with a ranged increment.

Second Seekers (Jadnura)

I think the bigger issue with their speeds is the fact that abilities that boost your base speed, or allow you to stride with a bonus don't really work for them. You can't take the fleet feat. You can't take stellar rush if you're a solarian. They can't benefit from an envoys Get In There! They can't pick the mystics Convert Tempo feat. And probably a lot more abilities. If you want to increase your speed you first need to invest a feat into getting a land speed, making it kind of a mandatory feat.

Second Seekers (Jadnura)

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Second Seekers (Jadnura)

Based on the rules in the core rulebook, any item in the equipment chapter can be crafted. And when you craft them they have more HP and hardness. Vehicles are listed in the equipment chapter, so it seems like you should be able to craft them using the normal rules. Which would mean that all the normal rules apply including the increased HP and hardness.

The rules in Tech revolution don't seem all that relevant to this question. They only mention improving and modifying vehicles, not crafting. Using these rules would not turn a purchased vehicle into a crafted vehicle. It would not grant additional HP and hardness beyond what is described in those rules. It looks like the player or GM can use those rules to design a vehicle, but the characters are expected to purchase them.

Second Seekers (Jadnura)

I believe it does not let you take the feat because it's a temporary effect.

prerequisites:
Some feats have prerequisites. A character must have each indicated ability score, feat, base attack bonus, skill, class feature, and other listed quality in order to select or use that feat. She can gain a feat at the same level at which she gains its prerequisites. A character can’t use a feat if she loses a prerequisite, but she doesn’t lose the feat itself. If at a later time she regains the lost prerequisite, she immediately regains full use of the feat that prerequisite enables.

You must qualify to take the feat at the time you select the feat. Since this isn't really a precise moment during the game, and you can't time when it happens. You wouldn't be able to make sure that the spell is active during the level up process.

It is possible to qualify for this feat if you buy a dual cybernetic arm augmentation (level 14). You could later replace this augmentation and lose the benefits of the feat. At that point using the helping hands spell would allow you to temporarily regain the benefits of the feat.

If you're not playing in organized play your GM could make an exception, and allow you to take a feat you only qualify for some of the time. Which i feel is completely reasonable in this situation.

For your followup question, i'm not so sure helping hands is supposed to grant arms. It specifically says vestigial hands. Which implies that they are not as capable or developed as your regular hands.

That said, if your GM allows you to qualify for feats using spells, i think also allowing fusilade through helping hands is perfectly fine. It's not good enough that it needs to be reserved for only a select few species (I personally think it's pretty bad), and you'll only be able to use it if you have the spell active and have spent actions drawing at least two more guns.

Second Seekers (Jadnura)

A lot of your suggestions would be decent homebrew ideas to justify some things, however since this is the rules forum i will do my best to clarify how this works as desribed in the rules. Also note that per FAQ it functions similarly to the change shape universal creature rule. Note that while in it's core form it can only take mental actions, or form its hardlight body. This is stated under the size and type portion of the statblock.

How can they carry gear? The hardlight body functions like a small or medium humanoid creature with two arms and a speed of 30. They can carry gear in all the same ways that a human can carry gear, including backpacks or their arms.
How do they wear armor? Because it functions like change shape, you will need to protect the hardlight body with armor if it's manifested. This requires armor sized and fitted for the small or medium form you have taken. While you could also wear armor fitted for your diminutive core, it would not function when your hardlight body is active. It's also unclear what happens to it when you activate the hardlight body, although i would assume it simply falls to the ground.
Does it drop everything they are carrying when reverting to core form? I believe that a very precise reading of the rules as written would indicate that they could continue carrying all their gear. Creatures are assumed to have two arms unless noted otherwise, and their carrying capacity is not determined by size. However since they can't take any physical actions it wouldn't make much sense.
Can they move in their core form? No, unless they can do so using purely mental actions. I vaguely remember hearing that every character has an assumed land speed of 30ft if their race doesn't state otherwise. That would imply that the core has that speed too. However they cannot use any physical actions, which includes move actions to move your speed.

Second Seekers (Jadnura)

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I doubt they intended to create a new augmentation system at this point in starfinders life. However there is precedence for something like this. The original list of augmentations does state that it is not necessarily a complete list. And later books have indeed introduced the endocrine system as an additional augmentation slot. So the existence of a nose system can't be conclusively ruled out.
All that said, i do think either nose or brain is a misprint. And of those two it makes more sense that the more established brain system is correct.

Second Seekers (Jadnura)

I'd argue that a fighter would be a valid target. I don't believe passenger is used as a game term. And i would count anyone onboard, including the pilot, as a passenger for the purposes of this spell.

If you disagree, the nebulor skymedic could still count if you consider patients passengers. And if you read the description, it also mentions that variants of it exist where the medbay is replaced by luxury seating. These would definitely qualify.

Finally, the description for starship frames states that, while not normally possible, if you have lots of time money and a GMs permission you might be able to change how many expansion bays a ship has. Allowing you to install guest quarters or passenger seating in a modified tiny ship.

I think not allowing this spell on vehicles and ships that are too small makes sense. If there's barely room for people, where are you going to put the door to the extradimensional space? However the more i think about it the less sense it makes to restrict larger starships from benefitting. What you are really doing is creating a doorway that connects to a magically created space, how big the ship is shouldn't really matter to a spell like that. However using this on a starship seems like a bad idea in general, as passengers will be shot into space if you ever let it run out.

Second Seekers (Jadnura)

Spells do exactly what it says it does. So because it does not mention a type of movement or state that it is affected by terrain, it simply moves 30 feet in any direction regardless of terrain. If this was unintended the designers could have written that it moved with a land speed of 30 feet.

I would also like to add that if it does become a problem, you could limit it to a move action once per turn. The spell electric light show works similar in this regard. Allowing a move action to deal damage each round, but only once per turn.

Second Seekers (Jadnura)

Zenith Revelations are Stellar Revelation, although there are a few special rules. However i don't think you should be able to use them with Attunement Surge. If they could, most solarians would effectively be fully attuned at 2 points, and ignore disproportionate revelations.

I think the word "benefits" in Attunement Surge is refering to the additional power a revelation has when fully attuned, but not whether or not you can activate them. For non-Zenith Revelations, you can take the actions to activate them even if you are not fully attuned. However Zenith Revelations are unique in that they can only be activated while fully attuned.

Second Seekers (Jadnura)

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The biohacker theorem "explosive danger" says you can detonate the spores you created with "fruitful danger". This seems to imply that those spores are the fuel for the explosion. However the text never mentions the effect from fruitful danger going away, or even that you can only detonate a given cluster once.

rules text:

explosive danger wrote:
As a move action, you can detonate the toxic spores of a mushroom cluster you have created with the fruitful danger theorem (see above). The explosion deals 2d6 fire damage to each creature within 10 feet of the cluster’s original square (Reflex save for half damage). At 8th level, you can spend a Resolve Point to add damage to the attack equal to your biohacker level and push creatures 5 feet away from the cluster’s square (a success on the Reflex save negates this movement). This movement doesn’t provoke attacks of opportunity, and any creature unable to move into an empty space does not move. You must have the fruitful danger theorem to choose this theorem.
fruitful danger wrote:
As a full action, you can use a ranged injection weapon to cause the sudden eruption of a toxic mushroom cluster in an empty square within the first range increment of the weapon used. Large mushrooms sprout in the square and release toxic spores in a 10 foot radius. Any creature who starts its turn in or enters the area takes 2d4 acid damage, plus 2 damage per biohacker level (Fortitude save for half damage). The mushroom cluster lasts for 1 round per biohacker level and causes the original square (not the entire area) to become difficult terrain. You can’t use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.

My personal interpretation is that RAW you could detonate it as often as you like while the duration lasts, even twice per round. But RAI the area should disappear after detonation. Or at least be limited to one detonation per cluster

Second Seekers (Jadnura)

It seems to me like that is indeed the RAW, but probably not RAI.
My reading of the text suggests that you could use a 4th level spell slot to assume a 1st level form for the rest of the day, using perpetual polymorph. Then use a standard action on your following turn to take on a fourth level form without affecting the duration. This is because polymorph mentions a form you know from the level of the spell, but not specifying that it needs to be one that the initial casting would have allowed.

However, my advice to the GM would be to only allow you to change into forms that your initial casting would have allowed you to take. Which would mean that if you cast 4th level polymorph to take a 1st level form for the rest of the day, you could only transform into other 1st level forms. It might be argued that this is intended if you believe that "from that level of the spell" in polymorph adept refers to the level of the form instead of the spell slot used.
Alternatively they could rule that the duration can decrease if you take a higher level form, but not increase when taking lower level forms.

Second Seekers (Jadnura)

That's correct, with the caveat that you can't actually have picked it a 3rd or 4th time by level 6, as you only get the third one at 7th level.

For example, a 6th level technomancer casts Acidic mist. This deals 2d6 Acid damage.
If they had chosen Conjuration as their 1st or 4th level technomantic talent. They could use a reaction to have it deal 3d6 damage instead.
If they had chosen Conjuration as both their 1st and 4th level talent, they could use their reaction to have it deal 3d6+2 damage instead.
If they somehow had chosen Conjuration a total of 3 times while their level remained 6, it would deal 3d6+4. And if they had chosen it 4 times it would deal 3d6+6.

Second Seekers (Jadnura)

I believe a few versatile heritages used to be always available, but aren't currently listed in the guide. Off the top of my head this was Changeling, Aasimar, and Tiefling.

Second Seekers (Jadnura)

On a related note, an armor mechanic can use 8 hours to designate a purchased armor as their prototype, and then use power boost to change it to a powered armor of the same level. Can these be used during a single period of downtime, and does this allow a mechanic with an armor on their chronicle sheet of a higher level to acquire any powered armor of that same level.

In other words, if my mechanic is level 6 with 15 xp, and has a level 8 kasatha microcord III on their chronicle sheet. Could they buy that armor, designate it as their prototype, rebuild it into a level 8 kashcomm scout, all before playing their next scenario.

Second Seekers (Jadnura)

I have a question about the experimental armor mechanics lvl 5 "Power Boost" ability.

Quote:
You gain proficiency in powered armor. You can alter your experimental armor prototype to be identical to any suit of powered armor that has an item level equal to or lower than your existing armor prototype by spending 8 hours of work making upgrades.

Can i use this during a scenario to spend 8 hours (such as during space travel) to change my armor into another powered armor? The point of contention seems to be whether this would count as crafting/downtime, and thus be restricted to only one item between scenarios.

I quickly looked through the downtime section of the guide to organized play, and could only find the rules on crafting that could be relevant. And looked at the character options page for organized play and did not see special mention of experimental armor mechanics.

Second Seekers (Jadnura)

Qaianna wrote:

One suggestion would be with the stars you use for the ratings. While I can understand having three filled and one empty to represent a three-star feature, it may make for easier reading and viewing to not have empty stars to deal with.

For the Aescetic Warrior feature, you note that soldiers who get that gain 'either 1.5 lvl specialization like characters with natural weapons get, or the block, grapple, and stun properties on your unarmed attacks.' Make sure you note it's not a choice -- most characters gain the 1.5x level specialisation damage, while those with natural weapons gain the properties.

Yeah, i've been going back and forth on best practices with the stars. I do think accessibility and ease of use are important, but i also liked keeping everything evenly space. I've now changed it to have empty space instead of empty stars, and i do think it looks better now.

I've slightly tweaked the wording i used in Ascetic warrior at your suggestion. Since the guide isn't a replacement for the books i chose to not be as specific about certain aspects of your abilities while still giving a general sense of what they do from within the guide.

Second Seekers (Jadnura)

Driftbourne wrote:

It looks like you only rank one of the 3 alternate class features. You have Ascetic Warrior but are missing Feat Boost and Special Ops Training.

Thanks for putting that together very useful guide!

I have those rated at the bottom of the page. They replace Gear boosts, so i put them next to the gear boost section. The Ascetic warrior replaces proficiencies so i put it together with the core abilities of the class.

Second Seekers (Jadnura)

I just created my own guide to the soldier. Links below
the guide itself
the forum post for discussion

Second Seekers (Jadnura)

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Hi everyone,
I've been working on a guide to the soldier for some time now. And now it's finally done. It covers everything that's part of the soldier class, including gear boosts, feat boosts, and fighting styles. My experience is mostly in organized play, so my ratings are mostly based off that perspective.

Check it out here

Second Seekers (Jadnura)

Is it possible to install a psychic resonator inside a mk3 (or mk4) null space chamber? And if it can, will it function to double the range of limited telepathy to all creatures on the planet while the null space chamber is open.

The null space chamber has enough capacity to house the bulk of the resonator. The resonator does not have language indicating it needs power to function, although it states it can be operated as a system wide comm unit which in turn states it has a built in generator. The final hurdle i can see would be the question of whether it can function through the extradimensional barrier between the inside and outside of the null-space chamber. There is no clear language to indicate that it is blocked, however the language for what is affected by the resonator also seems unclear to me.

Also, is my interpretation correct that all creatures on the planet where the resonator is located have the range of their limited telepathy doubled? And if so, is the rule in starfinder still that two effects that double a given value combine to triple that value, if i have this and psychic booster active, does my range get tripled or quadrupled?

The character i'm considering using this on is in organized play, so if there is anything specific to organized play that affects your answers please let me know.

Second Seekers (Jadnura)

The utility belt is a pretty useful exploit, but how good it is depends a lot on how often it can be used. The last line specifies that:
"Once you have spent the credits deposited in the belt, you must spend 1d4 hours buying supplies in a typical settlement before you can use the utility belt again."
Does this mean that you have to go shopping after every item you pull out, or does it mean that to increase the stored credits you need to spend time in a settlement?

In the first interpretation you can often only use 1 item per society adventure. While in the second interpretation having it completely full allows you to use it far more often if you use it on cheaper items.

Second Seekers (Jadnura)

The COM book seems to list the old prices for medicinals. However the Core Rulebook got errata'd to lower these prices. When buying a medicinal published in this book, what price should i use?

I also often play in society and have the "Big Win Against Big Potion" boon. This states: "From now on, whenever any of your characters purchases a medicinal, use the followingg chart to determine the cost of these items:" It then lists the updated prices in the new core rulebook. It then goes on to state: "In the future these prices will become standard, updated by an errata to the Starfinder Core Rulebook, representing the Society's actions in reshaping the Pact World's medicinal costs. However, you gain access to these reduced rates as soon as you earn this boon, and this applies to all of your Starfinder Society characters." Does this boon affect the price of non-Core medicinals i purchase?

My feeling on this is that the pricing in COM is a mistake, and should be fixed if there's an errata. The boon seems to imply that the intention was for all medicinals to be that price.

Second Seekers (Jadnura)

I found something i would like cleared up. Sepulchral Evolutionists get a discount on buying necrografts. This is 10% by default, but if there is another discount it increases that discount by 5%. There is a relatively small amount of necrografts, however it is also possible to purchase a biotech or cybernetic augmentation as a necrograft costing only 90% of the normal price.

My question is what the price for a necrograft version of one of these augmentations would be.

Would it be 85% of the originally listed price, meaning the 90% pricetag should be seen as a 10% discount?

Or would it be 81% of the price, as you get a 10% discount starting from the reduced price that is the necrografts price?

Second Seekers (Jadnura)

If a Stellifera in an active hydrobody gets hit by a wound or severe wound critical hit and lose a limb, what actually happens? I see two options. The hydrobody loses a limb, or the diminutive creature inside loses a limb. If the hydrobody loses a limb, can that be reformed by forming a new hydrobody? If the creature inside loses a limb, does this impact how it performs while inside of hydrobody?

Second Seekers (Jadnura)

Some creature companions have a burrow speed and can be ridden as a mount. I would like to know if my character can stay mounted while their creature companion is burrowing.

Second Seekers (Jadnura)

Sounds exciting! I do see a common theme, with really big and really small robots. Maybe that somehow ties into this unanounced book they are coming in, assuming they are planned to be in the same book.

Second Seekers (Jadnura)

Do sleeves of many garments alter the appearance of magic items? Specifically i would like to wear a goz mask without standing out too much.

Second Seekers (Jadnura)

I haven't looked at the Witchwarp class yet, but i agree that the name sounds weird. However i think Biohacker is fine as is. It's already an existing term and while chemist or biochemist might be slightly more accurate because of all the injections, it sounds far less sci-fi.

Second Seekers (Jadnura)

I think performance enhancer is a pretty accurate term for what most of it's effects do. It makes a character better at things, increasing performance. Restorative implies giving back something you lost which none of them do.