I personally agree with it from a balance standpoint, but the problem is that it is functionally no different than Inspire Courage, since both offer status bonuses to the damage of the spell, meaning they shouldn't stack whatsoever.
But that comes with more questions than answers. If you have the bonus apply to multiple damage types, but is limited at the given spell level, how is it applied? Are you forced to pick one type? Does it split evenly among the different types available? It gets even more confusing if Inspire Courage et. al. get thrown into the mix, since now we have to determine if those apply to the different damage types, or if Dangerous Sorcery overwrites it entirely.
I agree that a clarification on how to apply Dangerous Sorcery and similar abilities to effects with multiple damage types would be helpful. When I GM I let the player decide how to divide the extra damage between damage types. Usually it doesn't matter, but in some cases it will (mostly regarding resistances and immunities). In the case of both Dangerous Sorcery and Inspire Courage, then any damage type not assigned damage from Dangerous Sorcery would get the Inspire Courage bonus, as that damage roll does not have a status bonus to 'overwrite' Inspire Courage.
Again though this is all based on a logical inference from a grammatical detail in a broadly-applying rule. There is no evidence that it is RAI - it is solidly in the realm of GM discretion.
Does someone has a link to AON, where it says roll each damage type one at a time? Also isn't this just the wording of Inspire Courage messing with people where it is mentioning Damage Rolls? Which should just be total damage, did Paizo ever answer this?
There is no rule that specifically says to roll damage types one at a time. However, it is implied in the "Damage" section of Chapter 9 in the CRB, specifically that step 2 "Determine the damage type" implies a singular type of damage. However, this implication may not have been intended.
Inspire courage is the most common effect I know of off the top of my head that modifies damage rolls specifically, but there are other things that reference them, for instance the Kineticist's Elemental Blast:
"Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier."
Elemental Blast on Nethys
Which now that I think about it makes Two-Element Infusion a lot stronger, as it says "Determine the damage amounts before altering the amount due to halving, doubling, resistances, weaknesses, and other calculations." Probably not intended, but also not totally busted for a 6th level feat. Regardless, not something I am going to push for with my GM.
Two-Element Infusion on Nethys
I too have been searching for an answer to this question since I introduced a lava-leaping kineticist into a party with a bard.
I came to the opposite conclusion about RAW: each damage type is it's own damage roll. This is based on the 'damage' section of chapter 9 (Nethys Link).
In particular, the four steps of damage:
Quote:
1. Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.
2. Determine the damage type.
3. Apply the target’s immunities, weaknesses, and resistances to the damage.
4. If any damage remains, reduce the target’s Hit Points by that amount.
Step 2 indicates that a damage roll has a single damage type.
I'm far from confident that it is RAI, though, and a GM ruling the other would be quite reasonable.
A very important caveat:
Some effects like Inspire Courage modify damage rolls specifically, but others - like the Psychic's Unleash Psyche - add damage to a spell, strike, etc. The first group would add to each damage type as distinct damage rolls, but the latter would not.
In the example of the Unleash Psyche Meteor Swarm, for instance, there are two damage rolls but it is still just one spell. Thus per the wording on Unleash Psyche you would only add the extra damage once.
Where in the second one is the standard action to cast the spell?
The exact same place the standard action normally needed to make a ranged attack with a weapon goes when you wrap it in Harrying/Covering Fire.
Ah, I see how it is you are interpreting now. I thought I did before, but I was slightly off.
As I see it, there is a distinction between an attack and a standard attack action.
An attack is literally the act of rolling the die and your attack modifier, etc.; a standard attack action is the game mechanic entity that is part of the action economy.
With this distinction, Harrying fire is a standard action that contains an attack. It does not contain a standard attack action.
Harrying Fire, Covering Fire, Casting Telekinetic Projectile, and a Standard Attack are all variations of the same thing - standard actions that entail an attack.
Descriptive text is rules. It is in the rulebook and that means it is part of the rules.
No. Just no. This is the source of much facepalming when it comes to rule lawyering. Descriptive text is there to provide context and make reading the book interesting and not merely an act of logical kung fu.
Some people enjoy logical kung fu (I happen to be one of them), but many people do not. Paizo wants to sell to the larger group, not the narrow one.
It would be much clearer for Paizo to separate out all rules text from flavor text, perhaps putting flavor text in a different font-face (like flavor text in many card games), but they did not. Perhaps it was deemed that the additional cost in editorial and typesetting wages was not worth it, perhaps they just didn't think it was necessary.
Halek wrote:
The armor section never states you must wear only 1 set of armor.
It is literally impossible for the book to list all of the things that are not possible. "It doesn't say I can't" is not a good argument. I don't think the book says that a gnome can't fly purely because they choose to... but that doesn't mean they can.
Where in the second one is the standard action to cast the spell?
pithica42 wrote:
Per the rules for spellcasting, a spell with an attack roll is, itself, an attack. They are equivalent. ((Cast Spell with Attack Roll))==((Attack))
Ok, I think I see where you are coming from, and where we disagree. Casting Telekinetic Projectile is not an attack. It is a standard action that contains an attack within it.
Similarly Covering Fire is a standard action that contains an attack action.
The issue is not whether or not TkP is an attack (no one is arguing it isn't), it is a question of how you get two standard actions in the same turn.
I think the fundamental issue is whether or not you can wear multiple suits of armor in the first place.
General -
Unspecified.
Note that Pg 230 only talks about the relative positions of armor and clothing. It says nothing about multiple suits of armor. The text of Second Skin merely states that it can be worn under armor - it means nothing that isn't already stated on pg 230.
Specific -
a)you can wear a suit of light armor under powered armor.
b)you cannot wear heavy armor under powered armor.
Other than those two specific cases, as far as I am aware there is nothing stating one way or another. That leaves it up to the GM to determine.
Harrying/Covering not working with TkP and other spells is not the same as saying it only works with weapons.
It's about action types, not attack types.
You can't stack casting Supercharge Weapon with making an attack with that weapon, because they are both standard actions.
The Overcharge mechanic trick specifically includes an attack with the weapon, you are not taking two standard actions, you are making an attack as part of the standard action.
Other Proficiencies:
Thief's Tools
Cook's Utensils
Flute
Language: Common, Elvish
Race Features:
Darkvision 60'
Fey Ancestry: Advantage on charmed saves and immune to sleep magic.
Blessing of the Raven Queen: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Theme Features:
Ear to the Ground: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Class Features:
Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts: Make an extra unarmed strike when you take Attack action.
Gear:
Traveler's clothes
Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hempen rope strapped to the side of it.)
Coin: 20gp
'Elevator Pitch' Background:
Lucian is a member of the Order of the Dark Moon, sometimes acting as a spy, thief, bounty hunter, or even assassin in the name of Shar. Between assignments he participates in freelance activities to keep his skills sharp and build contacts. If he makes some money in the process, so much the better.
Uncommon item: Thinking either Amulet of Proof Against Detection and Location or Winged Boots. the former is more thematic, the latter is probably more useful.
Alright. First Character concept is more or less complete. It could certainly use some more detail, but I'm not quite sure where/what setting the game is taking place, also Bond #5 felt like a natural fit, but I don't know anything about this Talis person's background.
Navarre Oleander, NG Male Half-Elf Warlock(Celestial)
Background etc.:
Background: Folk Hero
Personality Trait: I’m confident in my own abilities and do what I can to instill confidence in others.
Ideal: Respect. People deserve to be treated with dignity and
respect.
Bond: 5. You have heard rumors that your close childhood friend, a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her!
Flaw: I’m convinced of the significance of my destiny, and
blind to my shortcomings and the risk of failure.
Navarre's earliest memory is from the orphanage; he never knew his parents, and always put more stock in friends as the family you choose than in parentage and blood relations.
He lived most of his life taking odd jobs where he could get them, helping tend farms or ranches, being a day laborer, and so on. One day he caught the eye of a Deva and was granted celestial powers for some mysterious purpose. He doesn't know why he was chosen instead of someone else, or what he is expected to do with these powers, but when a celestial taps you for a destiny, you don't argue.
His only regret is Talis. She was a friend of his, and, while in his immaturity he could never bring himself to say it to her, the love of his life. When he heard she might have been kidnapped, he all but literally dropped everything to go find her.
1. What are you intolerant of?
Cruelty and abuse. Navarre was born poor and knows how much good could be done if those with wealth and power used it to help those who didn't have it.
2. What is the most satisfying thing about being an adventurer?
Helping others solve problems that they cannot solve. He has been granted a power and a destiny, and he must help those who cannot help themselves if he is to be worthy of it.
3. Three words to describe your personality.
Kind, cheerful, down-to-earth.
Bonus questions! *Optional* but fun :)
4. PC's favorite food
Fresh baked bread.
6. Your PC empties their pockets. What's inside?
Breadcrumbs, a bauble gifted to him by a child in the last village he helped, and a yarn bracelet that Talis made for him when they were young.
Me as a player:
1. What are you looking for in this campaign?
I'm a sucker for a good storyline, particularly the interactions of PCs with it and the small conflicts that arise from slightly differing goals and how they get resolved. I also enjoy combat (tactical or Theater of Mind), puzzles, and problem solving.
2. Link me to a post you feel best represents your writing style.
It's been a while since I was in traditional party-based PbP, so these are from a Savage Rifts game I was in a few years ago.
Pure Roleplay
Note that this was the aftermath of some party in-fighting, my character was assigned (not by choice) to lead a newly formed quasi-military unit. One of the other players was a pro-human bigot and talked down to numerous non-human squad members. Little did he know that my character only appeared to be human...
A combat post.
The same character, breaking free of a vampire's mind control just before attacking a subordinate.
Character mechanics:
Navarre Oleander
NG Male Half-Elf Warlock (Celestial)
5'6" 146lbs. Age: 24 Dark Brown hair, Hazel Eyes Deity: none
Race Features:
Darkvision 60'
Fey Ancestry: Advantage on charmed saves and immune to sleep magic.
Theme Features:
Rustic Hospitality:
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Class Features:
Otherworldly Patron: Celestial (Deva)
[Patron] Bonus Cantrips:
At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
[Patron]Healing Light [2d6,3]:
At lst level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish along rest.
Pact Magic: (slots refresh on short or long rest)
C [unl]: Eldritch Blast, Light, Sacred Flame, Minor Image
1 [1/1]: Cure Wounds, Hex
Gear:
Arcane Focus(Crystal), Common clothes, Cook's Utensils, Iron Pot, Shovel
Dungeoneer's Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Anastacea was born and raised on Absalom Station. Her father - Raido Greensun - is a scholar of Gap and pre-Gap Golarian culture, and her mother - Elyza Greensun is, or was, a forerunner with the Starfinder Society. 'Or was' because she has been missing for about six months - her and everyone else at her worksite just up and dissapeared. The only clue is that Coalition forces were seen in the area.
Anastacea left Absalom Station as soon as she was old enough. She had gotten a few tastes of living outside of domes, and she wanted more. However, she wanted something a bit more stable than her mother's life jumping from mission to mission every few months... so she split the difference. She signed on to a colony ship, and headed off to bring civilization to the wilderness. She had inherited a bright mind from her father and a strong body from her mother, and both traits were of great use in building a settlement from the ground up. She picked up the basics in a variety of useful skills, from engineering to xenobiology, and trained with the Skyfire mercenaries that guarded them until they could ensure their surroundings were secure.
A few years later, the settlement was stable, and successful.... and had gotten a bit boring. Anastacea packed up and left, and immediately signed on with another colony. And then another and another. Sometimes she got paid as a mercenary, sometimes she just signed on as a settler. Corporate stiffs or space pirates might do what they did for money, but Anastacea didn't care about that. Her current settlement is startign to get to the safe, secure, boring stage... and now her mother is missing. It was getting to be time to move on, when she recieves a message from Duravor Keel...
Goals:
1. Find out what happened to her mother.
2. A wilderness trek or two.
Memories:
Anastacea's earliest memories are of her childhood on Absalom station. It was a happy childhood, though her mother would often leave for lengthy periods of time on missions. When she was older, in her teens, her mother brought her along on some of the les dangerous missions, and Anastacea absolutely loved it. She has had a number of relationships in her adult life, but as she is more or less a professional nomad, none have ever been particularly serious - except one, about five years ago. She almost decided to settle down permanently in one of the colonies she set up, but ultimately her wanderlust won out. Corin is probably still on that mood, ans she sometimes thinks about giving up the wandering life and going back to him... but he's probably moved on and started a family already. That would be awkward as hell, and awkward personal situations just aren't Anastacea's thing - that's half the reason she left in the first place.
How you met Duravor Keel:
Anastacea has known Duravor for most of her life - he and her mother were friends and colleages, and she grew up calling him her uncle, though of course they were not at all related. The first she really spent much time with him was when she was fourteen. Anastacea travaled with one of of her mother's Starfinder missions - nothing overly dangerous, just helping a colony to set up mining operations after valuable ore was found in a nearby cave complex. Her mother was there to scout out the caves, and Duravor was there to lend mining expertise. Since she became a "professional colonist" she has worked with him a few times in similar situations as well. She has not seen him im several years, however.
Why are you coming to Absalom Station?:
Absalom Station is Anastacea's first home, and where she spent her entire childhood. Moreover, her father is there and she has not seen him in almost a decade. they keep in touch, but it's not the same as face-to-face. It's also where she is most likely to be able to find out what has happened to her mother.
Connection to the Voidwalkers:
Her mother might be one. Or maybe her mother is dead or being held because she was (or was thought to be) one. Anastacea doesn't know, but wants to find out.
Stats:
Female Human Colonist Soldier
NG Medium Humanoid(human)
Init +3; Senses Perception +0, Sense Motive +0
Experience 0
----------
Defense
----------
EAC 14 KAC 15
SP 7 HP 11 RP 4
Fort +2, Ref +3, Will +2
Armor: Second Skin (+1 EAC, +2 KAC)
-----------
Offense
----------
Speed 30 ft.
Ember Agitator: +4 (1d8 F) | Burn 1d4 | 60 ft | Boost 1d4; 20 Charges/Usage 1
Survival Knife: +4 (1d4+1 S) | Analog, Operative
-5 to DC of Life Science checks to identify average creatures.
Languages: Common, Triaxian, Vesk
Proficiencies: Light Armor, Heavy Armor, Basic & Advanced Melee, Small Arms, Longarms, Heavy Weapons, Sniper Weapons, Grenades
-----------
Spells
-----------
None
-----------
Feats
-----------
1: Mobility
R: Skill Synergy (Life Science, Mysticism)
----------
Class Features
----------
Primary Fighting Style: Sharpshoot
Sniper's Aim: The AC bonus from cover aginst your ranged attacks is reduced by 2.
----------
Racial Features
----------
- Bonus feat at 1st level
- +1 Skill Rank per level
----------
Equipment
----------
Total Bulk: 3, 6L
Credits: 7
- 250c Second Skin (L)
- 150c Light Projector [Installed in Second Skin] (1)
- 330c Agitator, Ember (2)
- 120c Weapon Fusion: Invigorating [on Agitator] (-)
- 95c Knife, Survival (L)
- 40c Toolkits (Engineering, Orienteering) (2L)
- 1c Clothes, Everyday (L)
- 7c Comm Unit, Personal (L)
Jatah, I have considered re-working Miles Dugo as a soldier, especially if there are no other soldiers in the party...The Solarin Armor choice seems a bit underpowered, if cool from a RP perspective. Let me know if you would like that alternate incarnation...
I have a soldier just about ready for submission to replace my earlier idea (Cors Trailblazer). She's built as a sharpshooter/ranger type with a heavy weapon an unusually hefty skill emphasis for a soldier, so still not a melee powerhouse/tank, though.
However, as I read more of the book and build the character, the less satisfied I am with him. He's too much Pilot and all the class features just feel tacked on - I could rebuild him with another class and it wouldn't change much. Once he is away from vehicles it just doesn't feel like he would have much to do (from a character perspective).
Definitely still interested in playing, I just need to think more Star Wars than Firefly I think - or more Pathfinder than The Expanse, perhaps.
This sounds great. I am a huge fan of both Star Wars and Firefly, so I really like the sound of this.
As a heads up this would be my first Starfinder game and a bit rusty on Pathfinder. I know nothing about this AP, but that's how I prefer to play games anyway. Please let me know if there is anything AP specific I should know about.
Name: Cors Trailblazer
Race/Class/Theme: Ysoki Operative Ace Pilot
Character’s concept and background:
-Cors was born on the Trailblazer, a somewhat inappropriately named cargo hauler.
-His parents were both mechanics on the Trailblazer, and while Cors learned much from them he was more interested in being in the cockpit than the engine room.
-After an accident which nearly cost the life of his aging parents, they decided to retire to their birthplace Akiton, where they now run a somewhat profitable business making custom toys for children.
-Cors is very much a space rat. He strongly prefers being on a ship than on a planet. Space stations are better than planets, but not by much.
-Cors spent used to work as a test pilot for ATech, while (unsucessfully) trying to break into professional racing.
Goals:
-Some sort of stunt flying or vehicle chase scene, where Cors' piloting skills can shine.
-Something causes a major ship malfunction, stranding the ship in the Drift (looking for a feeling akin to the 'present time' scenes in the Firefly episode Out of Gas)
Memories:
-Since he was young, Cors has occasionally had a nightmares in which he dies in the Drift. How he dies isn't always the same, nor what ship he is on... but it's always in the Drift.
-Cors favorite memory and greatest disappointment was being selected to be a pro race pilot... but then the team folded because of financial problems.
How you met Duravor Keel:
Unsurprisingly, Cors met Duravor while working as a pilot. Duravor was a passenger on his way to meet up with the Starfinders for some reason or other. The ship ran into some pirate trouble, but Cors was able to lose the other ship by flying through an asteroid field. That stunt cost his him job - the captain would have preferred to claim the insurance for his cargo than risk death escaping - but Duravor was impressed and helped connect him with another piloting gig.
Why are you coming to Absalom Station?:
Cors has several reasons for returning to the station. In addition to the promise of work, he's hoping to get a chance to visit his parents on Akiton while he's in the system core. He's also curious what new ships Atech might be working on, though of course it's unlikely they would ever let him near them, seeing he doesn't work for them anymore.
Connection to the Voidwalkers:
Cors' twin sister and older brother both worked aboard a Starfinder vessel which was seized by the Collective. They have both been missing since, and he doesn't know if they were killed or are rotting in a Collective Gulag. He doesn't really know much about the Voidwalkers, but he certainly agrees with their opposition to the Collective.