Maedar

GeneticDrift's page

RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 1,817 posts. 4 reviews. No lists. 1 wishlist. 5 Organized Play characters.


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Octopus. I'm happy we have have weird cuttlefish though.

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my quick two coppers and jumping on the making stuff up fun. I like the idea of fixed DCs with expecting fails at low levels and crits at higher levels. Maybe skill feats can increase DC to do more than hp healing.

Heal skill: treat wounds:

Takes 10 minutes for up to 6 creatures

Critical sucess: Target heals half of its max hp.
Gain condition to prevent treat wounds again

Success: target heals one quarter of its max hp.
Gain condition to prevent treat wounds again

Fail: target heals one eighths of its max hp.
Gain condition to prevent treat wounds again

Critical fail: no healing.
Gain condition to prevent treat wounds again

Heal skill: extended care:

Takes 1 hour for up to 6 creatures

Critical success: removes condition gained from treat wounds.
Task completed in half time

Success: removes condition gained from treat wounds

Fail: nothing

Critical fail: condition cannot be removed for 8 hours.

Perhaps other skills can do this as well, like Performance, with a skill feat.

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I like how these feats are fun and useful. Being the coward who screams and hides behind allies can actually work.

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Just got the subscriber pdf. This book has a new theme, a few feats, and spells. Also the corrupted Navasi art is creepy.

spoilers:

theme: paranormal investigator. Think bounty hunter for mysteries.
Feats: craven ploy, indirect retreat, startled scream, steel nerves, wary withdrawl
Spells: nightmare, paranoia, shadow body
Corruptions: give a boon and hinderance as they progress. I am not familiar with the pathfinder system system to compare them. The book focuses on one specific corruption but offers ideas on how to do others.

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John Lynch 106 wrote:

SO I see that the PLanelliar is a Solarian. Based on the Core Rulebook the Solarian religion was introduced by the Kasatha (and presumably the fighting style as well) so why is there an ancient elf that is a Solarian?

I understand a monk or other Pathfinder class wasn't really available, but is there a deep story reason for it? Or was it just a simplification to allow GMs (and mod writers) to make the NPC close enough in terms of flavour?

I'm thinking of rebuilding him using the creature rules and to approximate an elven curved blade wielding monk (yes, that means taking away some treasure for the Solarian, however I could make an enemy in Book 3 be a Solarian to make up for it) instead.

Solarians can be any religion and race. These elves were dedicated to astronomy and communicated with something far far away and it is fitting one would be a solarian. Changing it wont impact the adventure though.

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Pretty sure it is 317

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I love the whale on page 140. Feeling the breeze among the clouds, it makes me smile. I hope to be it's friend.

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AtlasSniperman wrote:
ghostunderasheet wrote:
While I am using "shot on the Run" can I throw a grenade as my ranged attack? Reasons for why one would not be allowed to for clarification purposes.
From what I can tell, a Grenade is a Thrown Weapon, using the "Thrown attack" rules, which are not the "ranged attack" rules. And Shot on the run applies to Ranged Attacks, not 'Thrown Attacks' so I don't think so, no.

So grenade launchers would work?

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How do once per day abilities work?
1) how does it work with multiple castings of polymorph? Is it 1 use per cast?
2) If I have the polymorph adept feat and switch to different forms with the same 1/day ability, how many times can I use it?
3) What if multiple forms have the same ability? If all of my forms take hyper, can i use it once in each form? (Per day?/per cast?/using the polymorph adept feat, is it per form for each spell casting?)

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Ravingdork wrote:
A Mite Excessive wrote:
Ravingdork wrote:
Yqatuba wrote:
What is the most powerful creature in the book please tell me?
The Living Apocalypse. It's a CR 20 civilization killer.
Is it a playable race? Asking for a friend...
Yes, but it's PC stats are nothing like the real thing. /tongue-in-cheek

GM:Bob's character walks into the spacebar, to meet his new crew. Please describe your self.

Bob:I am a colossal all powerful being of death and destruction. Everyone needs to save vs high radiation due to my awesomness.

Other Players: haha great. So what are you, a shobhad soldier? dragonkin?

GM: no, bob is a living apocalypse, make your saves,

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I already want more PC races...I guess i am being greedy. Now that we have 2 plane touched races how about more? Elemental plane pcs please, more oni, a book on all outsiders so i know how things are post gap.

Untill we get them,
I still want kineticists and mediums.

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The combat perk is through the abilities you can gain when using your regular weapons. Plenty of non gear specific rules to borrow.

I do wish the natural attack bonus was higher. I see why though, a spell slot shouldn't replace expensive gear.

Also im blind, where are the DCs mentioned? I just see the breath weapon dc formula.

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Troodos wrote:
Are there any dragons in this book? (Creatures of the Dragon type, not just true dragons)

I only see metalic and outer dragons.

I should learn to multi quote..for ship creatures..the space ameoba looks cool - Tier 7 stellar protozoa.

Haven't compaired the stats but the new anacite power armor looks cool, (edit looks like you lose 1 kac for some perks). I am also trying to grok polymorph.

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Can natural attacks have poison? I'm looking at my pdf and haven't figured it out. Is it a special ability?

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Maybe borrow from pf1 kineticists and add an action for a boost in damage.

3 actions is a big investment worthy of a boost.

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No thanks.Beyond it not making sense. I would rather limit everyone to 1 than give bonus reactions based on int. The problems it causes isn't worth it.

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Crits are great. I've had characters who died to critical hits in appropriate and memorable ways. Breath of life and ressurection/reincarnation options are also available at pretty low levels.

More games with crits: fading sun's, Firefly (extra damage for rolling high, called shots), numenera, trudvang).

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It is the same reason any backstory needs to align to the character as they are at the start of the game.

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The only thing I have seen is from an AP.

deadsuns:
Due to the rarity of this equipment, a PC must succeed at a DC 28 Culture or Diplomacy check to find a buyer who believes the merchandise is authentic; however, such a buyer buys the armor and weapons for 20% of their purchase price (instead of 10%).

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Ravingdork wrote:
Name Violation wrote:
Ravingdork wrote:
GeneticDrift wrote:
I would fluff it as your trick attack damage and conditions.

That would be totally fine with me (especially with Spring Attack), but it still feels like it should be an unarmed strike, which currently isn't compatible with trick attack. :(

pistol whip kinda does it

I don't much care that I have to be holding a small arm to make it work, but it's not like I can't spare the hands. :P

Maybe I could talk a GM into allowing a variant of that ability with harsher prerequisites, but doesn't need a small arm. (Though I much prefer to do this without house ruling if possible.)

Maybe I can somehow find a way to put small arms into my boots, and then name the character Bayonetta. :P

Mazecore hoverskates?

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Xenocrat wrote:
GeneticDrift wrote:
The science officer gains more options in one of the AP books to control combat drones. Which looks awesome. There are also weapons that use ranks of mysticism instead of Bab. Options are growing.
The drone missiles are bad, the drone fighters are the least likely thing to ever fall into players hands, and the damage on the mysticism starship weapons is also bad. The radiant cannons are the only actually good Azlanti weapons. Assuming your GM ever lets you have any of their stuff.

You're not making a strong argument here.

The mysticism weapons are the highest damaging weapons that use mysticism to hit. Hitting for less is greater than not hitting at all.

Azlanti ships exist in 100% of official starfinder adventure paths. Creature stat blocks are also in the alien archive. The content is easily available for a GM to use. The book said the tech is uncommon and other sources could exist. It's not a big ask to allow access to these options.

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The science officer gains more options in one of the AP books to control combat drones. Which looks awesome. There are also weapons that use ranks of mysticism instead of Bab. Options are growing.

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I would fluff it as your trick attack damage and conditions.

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Responsive
Unilateral
Intrusion
Nullification

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I love the cuttlefish PC race

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Its nice for always having a gun ready. I would put my primary ranged weapon there.

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I'm away from book.maybe page 41.

Non paizo resource

"In addition, most of the races presented here are Medium (see page 255); they have a space and reach of 5 feet and a land speed of 30 feet per round. While the ysoki are Small (see page 255), their space, reach, and land speed are those of Medium creatures"

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Yeah I don't think armor works. It's a cool idea for many different concepts.

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I hope it is just the PF2 play test and forum issues. The Facebook group I'm in has constant chatter.

I'm enjoying starfinder.

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My pcs were done with ksariks by then so i swapped in a different opponent of the same cr.

Panellier was a very tough fight for my 4 player party.
If your pcs don't have command undead yet and really dont want to fight Panellier you could have the nearby enemy group join the fight and accidentally break the spell with a grenade.

Avvisa wasn't much of a mini boss. My pcs rested before fighting Tahomen. After the rest, Tahomen, two grunts, with the two guardians (i forgot about them being in the temple) was just about perfect for the 4 pcs (hurl force disk was great).

All in all your adjustments dont seem to put the large party at a significant risk of tpk.

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Isaac Zephyr wrote:
GeneticDrift wrote:

Low levels, high monster cr, and the monster rules still being made makes book one tough.

It gets better.

We're almost done book 2. As a party of 6 we have heightened encounter numbers but are overall a little behind the EXP curve.

I'm GMing for a party of 4 that is entering book 4. The only combats I have modified are space combats to be more difficult.

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Low levels, high monster cr, and the monster rules still being made makes book one tough.

It gets better.

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Yakman wrote:
Jason Keeley wrote:
Yakman wrote:

Question - Where is the Ellicoth?

I don't see an ellicoth pawn in any of the Starfinder pawns released so far... and yet they make an appearance in Dead Suns. They aren't in the Alien Archive pawn set either...

The ellicoth is Gargantuan creature, and due to various production issues, we just can't make pawns for Gargantuan or Colossal creatures. I think one would end up being an entire sheet to itself!
NO LOVE FOR TRAMPLERAM!

I made my own pawn and base expansion with a piece of cardboard (shoe box lid), a printer, and glue. Be careful as trampleram's first attack was a critical, obviously because of the TLC.

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Spells already go beyond 6 with wish and miracle. This is just in the current rule books i am sure more options will be printed as the rules grow.

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Amongst other things, I really like the flying gelatious cube creature, the monkey, and mystic ship weaponry. The drones sound cool but I'll need to reread the rule as it's confusing. I'm only half way through deadsuns so this AP is still far off for me.

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Everything is changing. How can you list that? This rule book is the list of changes. It's either here or not. Not to mention additions from future books might invalidate your list of changes.

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I am more for removing all the flaws. It seems too limiting with the profenciency system of pf2.

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Gaining more ancestry feats wont be exciting if I dont even want them. For most races I would be happy if there was just one ancestry feat that was interesting for the character.

Even the baked in benefits like speed and hp feel like hindrances. Attribute penalties seem severe when +/-1 modifier to hit or AC is so important.

please dont make benefits just to remove madatory penalties. Unburdened is frustrating as a baked in ability - just give them a speed of 25 and make a version of unburdened a feat.

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I like the idea. Use an item to cast a spell? That will cost one resonance.

Bags of holding taking resonance on each use is not fun.

I'm ok with wands costing rp and charges.

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What is the dpr comparison of a weapon with just the bonus to hit vs a weapon with equivalent cost with bonus damage dice?

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Is this at 7th lvl? Attacking touch ac should cause many non 1s to hit. If high touch AC is common in this AP (not played) The PC may want a belt of Dex or take weapon focus.

At 7th lvl
Bab: 5
Dex: 4 (16Dex with +2 size bonus for burn)
Overflow: 2
PBS: 1

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I dont see a 16 as a limitation in PF2. Either start with a 16 or start with a 14 and multiclass after your ability score boost. I just hope other feats are equally good.

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Open up mythic adventures. Turn to the spells. Get deathless. Grab the Marshall ability to let friends not go unconscious at 0 or less hp.

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PCs who create new spells might now have a mechanic to play off of. I think this simple idea might bring some fun role playing and maybe some in game use.

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I liked the idea that all spells can be heightened for the sorcerer. If that doesn't work perhaps allowing spell level +1. So a sorcerer can cast a spell with more power behind it.

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Looks great. I look forward to the play test.

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rainzax wrote:
GeneticDrift wrote:
With stealth and perception being iniative rolls I wouldn't be surprised if a critical success on initiative is what determines a surprise round.

Let's talk this out.

Four players roll 7, 15, 21, and 23 for initiative.

Four NPCs roll 4, 11, 14, and 25.

Who acts in the surprise round?

What skill did they roll?

From the march 23rd blog
"What you do in exploration mode can also influence how you enter combat. As you go on your adventures, the Game Master will periodically ask you what you are doing, how you are traveling, and what precautions you are taking as you venture into the unknown. These choices influence what you roll when it's time to roll initiative. For most characters it will be a Perception check, indicating how alert you were to the danger. If instead you were trying to hide, you might roll Stealth, possibly allowing you to start the combat unseen. If the fight is breaking out in the middle of a crowded tavern, you might roll Diplomacy or Intimidation to get the upper hand, using charm or a brutish manner to give you an edge. The GM makes the final determination of what everyone rolls for initiative, and might allow you to choose between multiple choices (one of which is typically Perception) if several options would make sense."

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With stealth and perception being iniative rolls I wouldn't be surprised if a critical success on initiative is what determines a surprise round.

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I see it as simply:
It costs resonance for a character to cast a spell without using a spell slot. Your life force is a limited but rechargeable magic battery. Magic armor and weapons are being enhanced by the magic weapon and magic vestment or similar spells which is why they cost resonance too.

Edit: maybe if weapons and armor were made with magic techiques they can have flat bonuses with out resonance.

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Dragon78 wrote:

Player: I pour the healing potion down the throat of the dying commoner. What happens?

DM: He dies!
Player: Why?
DM: Because he was only Lv1 and had 8 Cha, so had 0 resonance!

Veteran NPC: Magic is a tool and is only as strong as the practitioner using it. It is unfortunate thst you learned it his way. There is risk in using potent magic on such a weak child. Learn from this and In the future use this basic magic orison called stabilize. (assuming such a spell still exists)

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