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. 1,868 posts. 5 reviews. No lists. 1 wishlist. 5 Organized Play characters.


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The maximize/empower question is irrelevant and the SA harm question has already been answered per previous postslink.

There are 7+ threads discussing maximized or empowered spells and sneak attack. Neither way it is answered changes the answer to your question.

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Agénor wrote:

If it were the case, then there would be no immunity to precision damage. Damage from Sneak Attack isn't damage from Harm otherwise they wouldn't be separable.

In the example, the target isn't immune to the attack, the spell portion of it deals zero damage to the target but the attack succeeds, any effect to which the target isn't immune to triggers.

Incorrect. Sneak attack is extra damage not separate damage. If a creature is immune to sneak attack or has a chance to negate it and succedes then you don't roll it.

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If a target is immune to an attack it is also immune to the sneak attack damage. Sneak attack just makes the damage a bigger number.

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I used this pull ring of scent since it’s an animal archive item I got gm approval first. Add mindblank for added fun.

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Sneak attack is part of the damage and would be limited by the spell. link

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Happy to share. I just discovered it as well.

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Have you seen the magic trick feat for unseen servant?

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There isn't a secret leshy organization. Or at least that is what they want us to think.

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The narrative power of being a medium makes for great characters. For the voice of the void, the bonus spirit surge uses and increased die size works well with the marshal spirit.
Looks like you are going another way, champion is definitely a good choice and benefits from the archetype as well.

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Kurgon9 wrote:

You guys have actually made me feel better about bards being Occult casters. Pink Floyd is definitely some outer gods music.

What bugs me is Bards getting the spell Bind Soul, while wizards don’t. It doesn’t even really bother me that Bards got it, it just bugs me that wizards didn’t. At least in the play test. Does anyone know if that continues to be true in the print version.

My wizard aspires to collect the souls of his enemies... an improved familiar that spits up soul gems would work too....

I'm not up to date on pf2 spells/spell lists. Perhaps you can make a pact/planar binding with a devil to do the soul work for you.

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I have a mythic character with infinite AoO (movement triggers once unless I spend a mythic point on my turn), huge size, 30’ reach and I don’t feel it’s overpowered.

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Thanks for the guide (and pointing out the spirit bound armor enhancement) If there is a more recent guide sorry for the Necro.

Any new ideas on the guardian spirit? I would love to play it a little.

For trickster I have the frightening ambush feat and eventually shattered defenses to keep enemies flat footed and the malevolent armor upgrade for accuracy and damage boost.

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Past 7 years:
Jade regent
Wrath of the rightous
Crimson throne
Age of worms (finishing in 2ish games)
Starfinder as GM: deadsuns

In progress: DnD curse of stradt (lvl 6 and going strong)

Unfinished APs (same GM)
Carrion crown (1-5)
Skulls and shackles (1-2)
Serepent skull(?)(1)

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Kineticist is my favorite class. So I think people underrate it and think it is more complicated that it really is.

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NoobLord wrote:

So. According to the rules there is supposed to be a certain amount of money dropped from every encounter. Problem is: i played the first two adventures of the campaign now, and the money outcome is nowhere near what is suggested in the rules. In fact, the money my players get is barely enough to buy basic commodities. Looking at the basic prices of equipment there is no chance for y whole team of players to keep up with equipment and buy updates. Heck, our Soldier still uses her first weapon cause there simply is not enough loot in the whole two adventures to afford better. The 10% rule when it comes to selling loot also doesnt help.

How did you solve this? Did you just drop more money? Or do you keep your players hopelessly underequipped?

How many players are there? There is a decent amount of loot, especially if your party is diverse in equipment needs.

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How I see it: Sneaking on board a ship that is too large to search, with disloyal(book1) and magically controllable crew, who are focused on something else (space combat). The pcs obviously know how to fly it since they have been flying ships since book 1 and hacked the marine ship to sneak on board.

The SD will kill them if they approach, the EoB will kill them if a rogue Corpse fleet ship approaches the SD.

Both are crazy choices but I think the greater chance to win is on the EoB. I guess if the pcs think security will be little ~cr3 robots from book 1 and low dcs, I can understand their choice more. I just don’t see a plan to board the SD that sounds like it could work.

If you bet the corpse fleet loses it doesn’t matter much what you do, but if they win you will then have to stop them from either ship you board. They don’t care if you kill the pact world’s sun. The SD will be crippled (EoB won) and maybe the pcs can destroy the EoB with the SD at the last moment, but I expect they have back up (or the cultists do) who will check the area out after losing communication.

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Going to the SD is an even riskier choice than the empire of bones. They know little about the creatures that built it beyond their name and fate. It’s being attacked by the empire of bones and the corpse fleet. Their approach will be noticed by both sides, and both will destroy their weak little ship.

So I guess pretend their plan makes sense and roll with it. When they get through it and blindly use it...have it be broken (because it’s be ripped apart by the drift and the corpse fleet attacks) and explode.

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alien archive:

Dimensional shambler CR 8 Outsider
Magma ooze CR 7 Ooze
Magmin CR 3 Outsider
Pyric Harbinger CR 8 Aberration
Pyric Heliacus CR 10 Undead
Pyric revenant CR 4 Undead
Pyric Wraith CR 6 Undead

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j b 200 wrote:

The way this is set up, why even have exp at all? Why not just write into the rules "you level up when the GM tells you." Right? That's in essence what they're doing.

Our group rotates GMs, and one PC may play under multiple GMs or even move from one Adventure to a different one (say b/c I'm starting an adventure for 5th level PCs and you already have a level 5 PC that isn't currently in an adventure).

How are they going to handle Society play, where you are pretty much guaranteed that no two PCs will be at the same spot for advancement short of starting at level 1 with brand new characters?

These are not problems. It’s what society play already does and it works just fine.

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Or just reduce the xp needed to lvl by 100 for each level a PC is behind.

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Iirc there is an ap with an enemy that has a rule to ignore the unwieldy property.

Then again, I'm sure grenade dcs don't follow the PC rules in monster stat blocks.

...guess I'm just saying I am now confused.

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None have been announced, so no. It would be neat to see though.

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Imperial vs metric. Different numbers don't mean the thing being measured has changed.

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Yes, all soldiers can be good at melee. you don't need to but,If you plan on using summoning grenades it won't matter what your Dex is.

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GentleGiant wrote:
Anguish wrote:
GentleGiant wrote:
Bolstered should mean that you're "immune" to that effect, no matter the source. And Treat Wounds makes you Bolstered towards Treat Wounds for 1 hour.

Strongly disagree.

In general I don't think it's good game design to have a party with multiple members able to inflict a condition but a given PC prevented from using their abilities because another party member has already done so. In fact, I can think of exploits behind condition-immunity, such as (and this is a generalization, not based on specific rules since we don't have them) a party deliberately blinding themselves and removing it right before facing a monster whose greatest weapon is the ability to inflict blindness. "Nope, sorry, we're bolstered against that because our cleric already made us blind within the last 10 minutes. Doesn't matter how bright a light you shine in our faces... we're bolstered."

That makes Bolstered into not-really-bolstered, but a strange, circumstancial, semi-sentient status that can somehow discern where and who your positive or negative effect comes or doesn't come from.

Also, unless you know that removing blindness makes you bolstered against blindness (or, if it does, how long the duration of being bolstered is) it's a bad example.

It's also a bad example because it doesn't fit the examples we have seen. You are bolstered against abilities not the effect. (The specific blinding attack not the blinded condition)

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I like the first episode and look forward for more.

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Did you port the kineticist to starfinder? I think you posted in the wrong forum.

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There is a surprising lack of flower themed spells.

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I was excited for a second when I heard wiz kids announced new miniature range.
link MLP, GiJoe, and transformers...meh.

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My PCs, after fighting off the skyfisher, cast fog cloud to approach. Climbed up the the side pushed the enemy off the statue. Continued to explore from top down. It was fun.

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Garretmander wrote:
The Ragi wrote:

It's not like the 12 stars gate is the only way into the pocket dimension - the AP pretty much starts with a whole piece of the degenerator just found inside the drift.

The race is to get to the macguffin first, not trying to hide it even better - the PCs don't expect an entire armada to show up (it's quite a twist compared to the smaller units faced in previous books), so bringing the degenerator into the open isn't that crazy.

The idea of the party taking over the ancient sivv superweapon and managing to find the auto-destruct button before the fleet arrives seems more ludicrous - isn't this the first time they stumble upon sivv tech?

Second time, technically.

But... really, is infiltrating a six kilometer long ultranought, with a minimum effecttive crew to operate of at least a 100 individuals (really 250, but a PC should only be familiar with the core rulebook), with a group of four or so people, and expecting to be able to operate the ship at all reasonable to anyone who is familiar with starship rules? No it is not.

The only reason PCs would expect it to even be possible at all is if you tell them it is.

** spoiler omitted **...

Not to defend it too much, this is done in pathfinder all the time. PCs infiltrate castles, dungeons, ships, lairs, towers, kingdoms, cities... all the time.

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There is a way to rest, if you are at a train then you likely have it already.

I think all options in this situation are bad. the book assumes you take the best choice with the information known.

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Pf1 arcanist?

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You just need 4 guns.
Fusillade

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It's just a large body of mass and is easily noticable by the large ring of debris/affect on other celestial bodies. You avoid it like you avoid flying into the sun.

There is life on the sun in starfinder.

The ferran homeworld entry hints life might exist in a black hole.

Some scientists think some black holes might be survivable.

My suggestion is to plan what protection is needed. How passage in and out is handled. And what scifantasy concepts you want to use.

1) time distortion is probably fun and important.2) Using the black hole as an energy source.3) powerful unknowable and indescribable extra planar beings "sleeping" deep inside and locals like it that way.

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Alexander Augunas wrote:

I think giving the witch warper reincarnate flavored as, "You bring back the creature by replacing its dead body with a living body from an alternate dimension" would be pretty rad.

Give them a witchwarper specific "greater reincarnate" that let the witchwarper choose what the target came back to life as (or make it a paradigm shift) and it could be SUPER cool. Kind of like the Pathfinder witch's forced reincarnation grand hex.

In my opinion it would be super disturbing. Letting the PC die and replacing them by kidnapping them from an alternate dimenson. It's super villian crazy.

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how my party dealt with it:
My party ran into the Home for protection and found it benefical to cast control undead on it's owner to call it off.

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You can't prove all iconics are not astrozoans.

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Zwordsman wrote:

such a shame. it it just had a cone effect up to its first increment (like that one weapon property.. what was it..burst? I forget atm) it would have a solid and really uniquely cool niche.

It would've been a cool "quick sheath fire drop" sorta tool.

Feel free to look up rules online. archives of nethys

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VampByDay wrote:
GeneticDrift wrote:
The develpoers have said they dont plan on it.. Pcs get their powers from anywhere they want. Iirc it was on the cosmic crit interview, but it could have been a starfinder paizo stream.

That is . . . disappointing. I get that they don't want to limit character options, but at the same time, some grounding would be nice. Like what they did with Solarian. They say that studying the stars and meditating is how Kasatha developed solarian abilities and that's how the spread it out, but since then other avenues have been unlocked. Someone talked about a supercomputer downloading ideas into your brain, or a new way of doing it found in a cave under Apostate or whatever.

I'm not asking for something like pathfinder sorcerers, where all Sorcerers HAVE to have FROM BIRTH a bloodline type of magic, I'm saying a starting point would be nice.

Like maybe, randomly, devourer cultists discovered that they could gain power from worshiping the end of all things, and that's what led to vanguards. Someone defected from them, or their teachings were found, and people have since learned how to be vanguards in a variety of ways. Boom, gives us grounding, we know where it came from, but it doesn't lock down characters.

Well you will likely get one version in the iconic back story..

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The develpoers have said they dont plan on it.. Pcs get their powers from anywhere they want. Iirc it was on the cosmic crit interview, but it could have been a starfinder paizo stream.

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confused targets will attack people that attack them so chain confusion is hard to do. Its a lot of work to pull off.

If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.

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Also dreamscarred press just did a Kickstarter to update that system to starfinder.

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Metaphysician wrote:
Pretty much what people have said. It is not intended that PCs routinely pay money to simply buy expendable minions.

I would enjoy a brief scenario like that. It sounds fun.

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A medium archetype. A daily option of what spirit to bind with. Kinda like the adaptive fighting feat but your spirit determines the bonuses. Maybe choose new concepts instead of the mythic paths.

anonymity spirits (Operative)
data spirits (technomage)
Spirit loci (mystic)
Celestial songs (solarian)
Media spirits (envoy)
Machine ghost (mechanic)
Kaiju spirits (soldier)

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Lemartes wrote:

While all the fields of study seem interesting in name. Not sure about in execution.

Further, there really needs to be a way to chemhulk out. Either temporarily or as a slow process(over levels) of muscle grafts, anabolics and growth hormones etc. Both options would be cool, although I prefer the second.

Maybe as a feat chain or as an archetype or prestige class if not directly from class abilities. Chem Warrior? Chem Hulk? Yes not holding my breath. But I can still dream. :)

Personal upgrades and biological cybernetics exist for increasing your "hulk" value as you level. We also have the serum of enhancement (commando). So we have a route to help with all of this. But it looks to me that we have room for more short duration bursts.

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I was hoping for an archetype playtesting but this works

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Mad Snack wrote:
Minmaxed or not, just try a party without a soldier or solarian and see just how much fun you have!

The group im gming has neither. They are: Mechanic, operative, mystic, technomancer. They seem to have fun.

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BigNorseWolf wrote:

Ya'lls melee mystics got your wisdom cranked too high. You don't need to start with more than a 14 ish to keep getting bonus spells off of your leveling equipment. YOu don't need to take damaging spells with jacked dcs because you're the damaging spells.

you DO need strength to overcome that BAB as you level

I agree. My example was to show a non optimized PC that is still effective.

I'm honestly surprised by the responses about needing to min max for fun. Maybe starfinder has a higher floor to be successful in combat but it can be reached with just a little investment.

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I'm GMing a deadsuns game for four PCs, about to start book 5, and I felt the attack/ac variance has been good starting in book 2.

I've the stats for one PC when he became lvl 5. I felt it is a well functioning non optimized character.

PC is a mystic that also melees:

Xenoseeker Mystic 5
N Medium humanoid (Kasatha)
Init +0; Senses Infrared Sensors; Perception +12
DEFENSE SP 39 HP 34 RP 5
EAC 18; KAC 20
Fort +3; Ref +1; Will +8
OFFENSE
Speed 25 ft. [-5 armor]
Melee carbon steel curve blade +6 (1d10+7; critical bleed 1d6)
+6 longsword [+called fusion, lv 4] (1d8+7) or +6 tactical spear (1d6+7 P)
Ranged +6 tactical spear (1d6+7 P) [20 ft] or azimuth laser pistol +3 (1d4+2 F; 80 ft, burn 1d4)
Mystic Spells Known (CL 5th)
2nd(3/day)–fog cloud, hold person, mystic cure [3d8], spider climb
1st(5/day)–life bubble, mind thrust (DC 15), lesser remove condition, share language, wisp ally
0(at will)–detect affliction, detect magic, fatigue (DC 14), stabilize, telekinetic projectile, telepathic message
Healing touch 1/day [10 minutes] heals 5 hp/level
Connection Xenodruid
STATISTICS
Str +3, Dex +0, Con +2, Int -1, Wis +4, Cha +1
Feats Advanced Melee Weapon Proficiency, Heavy Armor Proficiency, 5th level
Skills Acrobatics +2, Athletics +6, Culture +2, Diplomacy +9, Life Science +10 [Theme Knowledge: Identify Rare Creatures], Mysticism +11, Survival +13, Perception +12; ACP -2
Languages Common, Kasatha, Speak with Animals
Gear lashunta ringwear II [infrared sensors], hidden soldier armor [], golemforged armor mk I, healing serum mk 1 (3)
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