Maedar

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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. 1,851 posts. 5 reviews. No lists. 1 wishlist. 5 Organized Play characters.


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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)
3,756 credits

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Maybe the dwarf's first stride action each turn could be double the distance.

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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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