Senko wrote:
If 180,000 GP is not pricey in your games I am intrigued to see what IS pricey in your game. ;)
Senko wrote: I was looking at telportation circle and it saying it functioned as greater teleport got me thinking what would you use to set up a permanent means of people travelling between two planets? Would it not be a custom magic item based on the Interplanetary Teleport Spell? Is that not how the Elven Gates were made in Golarions history? Even if that is not how they were made that seems the way to go. Use activated/unlimited use. (gonna be crazy pricey but then it should be)
Mightypion wrote:
Seems like strike true would pair well with Vital Strike on Warpriests wouldn't it? Or am I missing something?
VoodistMonk wrote:
And here is where we VASTLY disagree. Sure Paladins CAN be the 'difficult to work with super strict sheriff @$$hole do-right' but that just means that player has bought into the lawful stupid hype and has not actually given any creative thought into playing a Paladin. All you really need to do to play a paladin is have honor, not be a dick, and try your best to do the right thing as often as possible. If the party is constantly butting heads with that then maybe the party is full of the stereotypical murder hobos that so darken our hobby. There are myriad ways to play a Paladin without being inflexible, super strict or a jerk if you just try. Also assuming the rest of the party is not full or selfish, childish, contrarian players/characters.
VoodistMonk wrote:
Because the baggage could be fun to RP and as a play challenge to some people. I read so much anti paladin rhetoric on these boards in some posts and it makes me think that a lot of people have no idea how to properly play one or deal with one. In my own experience over 35 years of gaming is that Paladins are nowhere nears as broken or onerous to play/play with as the boards make it seem.
IMO if your not playing a 4 level casting class because the casting power is not powerful enough then I think you may have missed the entire purpose of what the spells are supposed to be doing with those classes. Paladins, Rangers etc are classes that are (in my personal play experience) pretty good as they are and have some minor spell powers to put them a little bit better. But I don't play with power gaming optimisers (they have me for that) so for the most part average power works just fine in our games. Obviously this varies heavily from group to group. But if your playing a paladin in a campaign with lots of undead, dragons and evil outsiders, you will definiltey not be lacking in firepower.
You could use the old 'ancient transport system rediscovered' excuse. The city square has always had a'rune circle' in it that the town was originally built around in old times but it was eventually obscured by dirt and traffic and such and forgotten about by the townspeople. The rune circle is part of an ancient travel network of a lost empire, most of them having been covered or destroyed in the ages since. Your bad guy has discovered a second portal and the information required to open a connection between the two, but not the location of any more gates yet (perhaps there is such in the town which he is trying to steal?). To activate the gates requires you to know and think of the 2 gates 'mystic numbers' and cast a conjuration spell into one of them to activate the connection. The level of the spell used x 10 minutes is how long the connection stays open before collapsing. The connection however is 2 way. I would suggest the ogre's gate be near but not IN the ogre's stronghold.
Off the top of my head I would observe that it says you must have ONE hand free to make and fire a soul arrow. NOT that you can make and fire a soul arrow per free hand. Otherwise normal 2 handed creatures would get twice as many attacks as they list them getting. Also nowhere does it state that you can use MORE than one hand to fire more soul arrows per round. So I think your attacks calculations are way off. Multiweapon fighting does not even enter into it as they are not even wielding any actual weapons.
Here is my suggestion: Check the characters and see who has the most attribute points in total on their character. Allow the other players to add points to their stats until they have the same total on their characters. That way everyone has equal stat potentials (for the most part) and no one is behind others in the group. Then just set the XP for all characters equal to the XP of the character with the most XP. The policy of penalizing people for not being able to make games is TERRIBLE. Stop doing it. Having everyone have the same XP means less book keeping and less stress for EVERYONE. The problem your asking for help on is one of your own making, so get rid of the policy. Our group used to do this 20 years agao and got rid of it since real life needs to be dealt with and that sometimes means a PLAYER missing a game. But the CHARACTER is still there and would still be learning in the setting from actions.
Our GM's world does not have 20th century morality for the most part so 'gentling' fallen enemies into the afterlife is common on a battlefield. If your good aligned and an enemy surrenders that is a whole different thing, depending on the honor of your character. But a foe who fought till you were forced to put him down on the ground but is not quite dead yet? Let him bleed out or put a blade to him to 'stop his pain' is perfectly acceptable in a medieval world with as much clash of arms as most fantasy settings have. Least that is how we run it.
Minigiant wrote:
I assume it was because the writer's thought it would be an interesting limitation and expansion on the nature based faith concept for the setting. Too many people miss the fact that limitations are just as important as abilities when making up interesting settings. And yes I know rule 0 exists, I am not saying it doesn't.
You really need to consider the in game scope of what they have done. In the US 9/11 was about 3000 people and look what is has done to the country in the 2 decades since? In WW II Millions were killed over the course of 5 years of war and it has affected the entire world since. Hiroshima and Nagasaki were two cities. What the players did was several orders of magnitude larger. Your players have just murdered millions of living creatures, humanoids of all races, animals, plants and layed wasted to a 1000 mile diameter area of the world. Straight up they are all now evil. It should not matter what alignment they were before, such an act is evil magnitude maximum. They should have their alignments changed and take any penalties that come with it. Additionally, any organizations or deities who represent Law, Good, Justice or Vengeance have just put the group on the top of their 'kill with extreme prejudice' lists or have put the investigation into those responsible as top priority. Any survivors of this, families of those killed and power groups who were disrupted by this apocalyptic level event will want their blood. This will have a resounding psychological and social impact on the world for generations to come. There will be mass terror of it happening again for one thing and fear of why and howit happened at all for another. Not to mention the creature they tried to kill was totally unharmed and would probably also make it priotity #1 to kill them and all their families and friends. Preferably shackling their souls and keeping them as tortured undead servants for all time after.
I have a warrior/Cleric character who used part of his wealth to reclaim his family estates and rebuild them. He also founded his own high end whiskey distillery and started a ranch to breed the greatest horses on the continent (at least that is his goal). That character was always going to theaters and shows in the new lands he explored during down time. Another character was a 3.5 Half Giant warblade that had a societal background much like the Vikings of earth so showing his power by displays of wealth was very important to him. He wore jeweled belts and necklaces, the most 'masterwork' clothing he could find and regularly threw feasts for his party to celebrate large victories. He also had a very large collection of first print poetry books that none of the other players ever discovered as he loved poetry. I think it depends some on the game AND the players on how wealth is spent. Given how closely tied wealth is to effectiveness and items, spending it on non 'crunch' items often is not an option if you want to 'succeed' in combat.
Alter you GM style a little. From you description it appears that your players are not keen on a sandbox style game and may be just happy to be lead by the nose to adventure. Use the guild you have already established to have them investigate more external activities that make them go into the wilderness. Use the excuse that they have stabilized your home region enough that lower level adventurers are sufficient to handle the small issues that arise but their skill and power are now needed to handle more difficult issues that have arisen in the wilds. If I am reading you right they will be fine with this. Sometime as a GM you need to alter your plans to motivate the players if they do not motivate themselves.
Piccolo wrote:
If your using 3.5 material then wands of lesser vigor are the way to go for healing Vs GP. Every charge of the wand heals 11 HP over 11 rounds via fast healing and costs the same as a CLW wand. They require no special or expensive components.
blahpers wrote:
Oh I know. I ref for the group as well so it is not like I have 0 idea what a GM needs to do.
Melkiador wrote:
Because some GM's never know when to STOP doing it and it gets tiring to have your family tortured and wiped out in every game you play with that GM for 'drama' when in reality they are just not that creative and cannot come up with anything new. Characters are protected by levels and magic items and powers. Family are speed bumps waiting to get wiped out by a strong evil wind and it is extremely hard for players to protect them. In fact the stronger the PC, then the stronger the enemies and the easier it is for them to kill your 'assumed' normal family.
Now with the success of the Kingmaker game I would love to see a Starfinder, turn based RPG for the computer. IMO with the success of the Xcom series, turn based combat in a sci fi setting is a viable genre that seems too poorly supported in gaming today and can be successful. It would enable a literal translation of the SF table top rules to the game. Am I alone in this?
Steve Geddes wrote: How would you rule if a player declared “I’m going to full attack, firing both shots on that guy!” and then proceeded to kill the target with the first shot. The various possibilities put forth were: I would let them change the target of their next attack if possible. They full attacked so both attacks are still at -4. Nothing forces you to make a second shot if there are nothing else to shoot at.
In the case of the flame weapons at least I think the odds are that there is an error in the rules with the size of the ammo tank bulk. I believe that the weapons lines include the ammo weight in their bulk listings and in the few cases where this does not make sense that the bulk of the ammo is probably off.
Pax Miles wrote:
Yes it is covered. The rules specifically state on page 322 under Crew Actions that: Quote: Class features and items affect crew actions only if specifically noted in the class feature or item. Crew actions are anything a player does in Starship combat under the Starship Roles. So no Mechanic overcharging a Laser Cannon, for example, since the class ability does not specifically note it can be used on Starships.
quindraco wrote: Whose year? By definition, Triaxus orbits its star once per (Triaxian) year, because that's what the word "year" means. It is called out in Pathfinder, Distant Worlds and in Starfinder that all time measurements for Golarion and the setting are based on our real world earth standards. 1 day is 24 hours.
When they state how many years an orbit for a planet is in their descriptions they are using those time references. So yes one orbit of Triaxus around Golrions sun has a length of 317 Golarion Standard Years. All races ages are measured in those years as well.
ghostunderasheet wrote: I mostly wana know about the ryphorian. But it would be good to knowthe lifespans of all the playable races. Since the ryphorian are just fuzzy elves do they have a similar lifespan? Well there is a height, weight and aging table in the Core Rules for those races. I would suggest for now, comparing the longevity from that table and from the Pathfinder table and it should give you a rough idea of how better medical tech and magic has affected lifespans on the old PF races. Then just extrapolate how it has affected the ryphorians and adjust their old longevity appropriately. For example Human max age used to be 70+2d20 years. Now it is 80+2d20 years. So nearly a 13% life span increase. Distant Worlds lists Triaxus with a 317 year orbit. I think it is safe to assume their lifespans are similar to human from the inference in the fluff from there and SF sources.
pithica42 wrote: (Personally, I would have vastly preferred 'space sorcerers' and 'space oracles' and 'space psions', but the position is similar. I really don't want to inherit the 'just play a wizard, they get that ability as a third level spell' trope. But I do want to be able to have the option to play a class who only does magic. I want more fantasy in my space-fantasy.) Then perhaps Starfinder is the wrong game? The writers specifically pointed out that their aim for the system was to create space opera which was mostly super tech with some magic, as opposed to mostly magic with some tech or super tech and super magic both. It was a specific design choice to ramp back the overall scope of magic and it's effect. pithica42 wrote:
See I have always had a bad reaction to phrases like 'we are paying for the game and should get what we want'. Because it makes an inference that your money should dictate everything the writers and designers do and they have to take it. The game designers made a game they thought would sell and they liked and they think is fun. They made it to fulfill a vision they had of what sort of setting they wanted and a system they think would support that while being versatile enough to allow a lot of homebrew. But they are not omniscient and omnipotent. They cannot make a game that can cover all genre's and flavors for all people. GURPS tried and it is hardly one of the top 10 selling systems in the world even all these years later. IMO the only thing your money buys you is the information they publish. If the game does not do what you want from the concept you have, feel free to look for a system that does it better. Or to homebrew stuff/look for third party support that does what you want for that system. Don't get me wrong, obviously they (Paizo) want to serve their customers and sell more product so listening to those spending the money is wise. But blanket statements infering 'we're buying the game so we make the decisions' sort of ignores the company and writers themselves and the passion and effort they put in to making what they want to publish. I mean they get to make what they want and we get to decide to buy it or not. Buying it only reflects that the material they produce is something we think is worth the money. It does not buy you anything other than that.
Loa wrote: In any case, by level 3, Sorcerers have 2 bloodline powers (same as connection powers), eschew materials and a bloodline spell. This is very similar to the mystic, but they know 2 more spells per day! Two! Your comparing Full Casters to non full casters, a flawed comparison IMO. It is probably better to compare their spells per day to Bards or Magus', who are also six level casters and not a 9 level, Caster Primary class. I think you probably need to change your base assumptions about the casters in Starfinder. They are not meant to be 'space wizards' and 'space clerics'. They are meant to be more like 'space Magus' and 'space Warpriest'. They are 3/4 BAB classes. Their primary offensive power is meant to be from weapons just like everyone else. Their magic is to bring utility and burst damage when needed. The class assumptions are changed from Pathfinder because the setting and system intent has changed as well. Magic is supplemental now to the skills and tech. Not the classes primary focus.
Important update from Kyle Olson on the Combat Manager Facebook group. IMO anyone who likes or uses this program should go there and give him some support and show him some love for the amazing program he has given us for free. Note to Paizo: Hire this guy already and make Combat Manager an official Pathfinder product. Hell even make a Starfinder version. Paizo has always wisely used the internet to promote and support their products. Go one more step and make an official GM support tool. You can even have a PF society setting to help players and Society refs.
Pretty sure the loss of Resolve points when a creature is at 0 HP is the absolute first thing that has to happen on that creatures turn. Hence why it would still need to spend resolve to prevent death since that 'step' is checked before fast healing happens. So your fast healing creature is put to 0. At the start of it's turn it either pays the resolve or dies, before ever getting to it's fast healing step. If it DOES pay the resolve (assuming it has enough) then it gets to fast heal. But then it gets blasted down again and the process starts again. Eventually the creature WILL run out of resolve and die.
ShadowDax wrote: I don't see any importance in Constitution for making characters in starfinder. It is not related to hit points any more ... Uh whut? Sure it is. You get your Con bonus added to your stamina point total every single level. Stamin points are still what absorb damage just like HP's they just come back a ton easier. Having more HP in both Pathfinder and Starfinder is good, yeah? You have the exact same reasons to boost con in this game as you did in Pathfinder, more HP and higher fort saves.
Found this Starfinder RPG Ship Builder while surfing Facebook and it is really fantastic so I thought I would share it here. It is all drop downs and everything is summed and calculated for you. Really, REALLY makes doing different starships easy. This is NOT MY WORK. I am just recommending it. The page is on the authors blog space.
Last night were were in a dungeon and my character discovered an archway leading into a room that we had been looking for. He could see the lights in the wall sconces in the room clearly but as he was about to go into the room his blindsense indicated that something he could not see was blocking the entire archway in front of him. Turns out it was a gelatinous cube filling the archway into the room. In character he failed his knowledge roll to know what it was but it was not attacking or anything so he stepped back a few feet and asked the 'lore experts' in the party as (he called them) what it was and how to deal with it. Long story short, our Magus decided that she would handle it since the rest of us were 'talking too long'. Knowing this magus well my character stepped the hell away from the doorway and hallway that lead to it while she approached it. Moments later the player targets a fireball at the other end of the room. The the gelatinous cube is filling the doorway of. The gelatinous cube that the is literally 7 feet in front of her character. So she made her save and only took half damage. But our party cleric (who was next to the magus so he could get a better look at what was in the doorway). The NPC wizard traveling with us and his fox familiar took full damage as well and the familiar was very nearly killed. Oh and the cube died. Despite KNOWING that it was a gelatinous cube and KNOWING the proper definition of he word gelatinous and KNOWING that the cube was actually BIGGER than the entire archway (hence why it could not come out of the room to get at us) the PLAYER for some reason thought she could shoot the fireball 'past/through' the cube and blow up the fireball on the other side of it. My character had never facepalmed and laughed till he pee'd himself before. But he did then.
Nodrog you cannot force people to enjoy the game the way you do. Likewise you cannot cite yourself at fault if your players do not see the game the way you do. Giving them all possible options is the best you can do (and may even be a little self defeating in certain corner cases but this does not sound like one of those). The old adage of 'You can lead a horse to water but you cannot make them drink' applies here. Bottom line = no one has failed. You just got a party mix you personally are not thrilled by. That will definitely happen as a GM but, IMO, the mark of a good GM is tailoring a game to the players and the characters THEY have chosen to play. If everyone is having fun playing the game and your having fun running it then your ok. If your not having fun running it you need to examine if the problem is actually their character choices ruining it for you or something else.
Shwar wrote:
Nice sheets! You put a lot of work into those! As a quick FYI, you may want to put the disclaimer from the Paizo Inc. Community Use Policy on your sheets. I had it pointed out to me and it is probably good policy to cover you and Paizo. ;-)
Devasura wrote:
1) Added a 'Backpack' drop down above inventory that automatically adjusts the carrying capacity value depending on which backpack you choose and what your Strength score is. Default is 'Backpack' which has no Str total modification. 2) Added in support for the entry of the letters 'L' and 'l' to the bulk section. They will automatically be converted into the value 0.1 which allows the sheet to properly calculate total bulk. Values of 'L' less than 9 do not increase bulk total as per Starfinder rules. 3) Fixed my spelling error in the adjusted speed box. Files are still available at the same links. Thank you for bringing these bugs and options to my attention.
Wikrin wrote: I agree that they should be more overt with this information, if only to cut down on all the people asking about it. From another point of view it is not necessary at all unless your erroneously carrying in rules concepts from Pathfinder. Brand new players won't be confused since they will not have Pathfinder mechanics coloring their reading of the rules. Ideally, previous Pathfinder players should try to do the same.
Please refer to this thread for all further discussion of my sheets. I realize I have unintentionally coopted Paizo's announce thread. If a mod wishes to remove references to these custom sheets that would be fine with me.
SF Character Auto Calculation, Fillable Sheet
Since some of the links in previous posts broke I figured I would repost them here. If you find any bugs with these please PM me and I will address them ASAP. These sheets were made and tested with Adobe on a Windows machine. Using them with other OS's or apps are used at your own risk as I have no way to test or debug them with those.
Khelreddin wrote: My son and I are messing around, making our first Starfinder characters, and have found one glitch with the sheet: it is failing to grab the Dex mod for EAC and KAC and put it in the appropriate boxes. Dexterity issues on the sheet should now be fixed and have been uploaded to the Google Drive. You can use the same link as last time to get the new file. Zen Ghost, I have been unable to recreate the error your experiencing with the Starship sheet. Could you send me a private message (click on my blue name and look for the 'Private Message' tab) with the OS and software your using to open the file with?
Khelreddin wrote: My son and I are messing around, making our first Starfinder characters, and have found one glitch with the sheet: it is failing to grab the Dex mod for EAC and KAC and put it in the appropriate boxes. And when we try to type the mod directly into the Dex mod box for EAC, it will let us do so, and calculate the result, but then the number we typed in vanishes (though the resulting AC is still correct). And when we then try to type the mod in for KAC, it does the same thing as for EAC, but it sets EAC back to 10, as if there's no Dex mod entered. There needs to be a value in the max Dex box over the armor section before it will compute Dex allowed. I will look at the sheet and see if I can re configure the math. Zen Ghost wrote:
I will take a look and see what I can do.
Mike Lindner wrote:
In the setting section they state that the Pact Workds use a golarion standard for Gravity. They also state the Golarion has the same exact gravity as Earth. Something to think about. ;-)
Paizo Inc. Community Use Policy wrote: "These character and starship sheets use trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. These sheets are not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com."
Matrix Dragon wrote: Another reason why the weight is important is because it determines whether or not you can wipe out all life on a planet by crashing a ship into it. At high speeds, a capital ship may as well be an asteroid if it has the same mass as one. Standard ship tech does not get close to superluminal speed in SF. Even inter planetary travel in the same system averages about 3.5 days with assumed level of thruster tech from the Ship rules. Ross Byers wrote: It's mostly fuel tank, and that's the empty/dry mass? One of the REALLY interesting things I only noticed today: Fuel/power sources are not even mentioned with regards to starships and their engines/power cores. As far as I can tell they have solved infinite energy generation. :-)
gigyas6 wrote: That said, it is pretty easy to work around this - as Alfray mentioned, feats and themes can give you class skills for free. Oh I know it is possible to get around. I did it on my Android Soldier. But IMO after they went on in the preview about how Soldiers benefited from better teaching techniques and technology and how every soldier past and present I know has had situational awareness burned into their brains, I was really expecting Soldiers to have perception in and find it supersizing they don't. Having to burn a feat or take the themeless theme does not, to me, seem right to address the issue. As it turns out my SF GM has one house rule: Everyone gets max ranks in Perception so for my home game this won't be a huge problem. And exept for this one oversite I think soldiers got appropriate amounts sna selection of class skills. But if they get Medicine in class why not Perception.
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