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Gyrkin's page
13 posts. No reviews. No lists. No wishlists.
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ElementalofCuteness wrote: Where did you get the Commlink from if I may ask? Probably meant "Comm unit"
Shadowfax96 wrote: Yeah, it genuinely felt like a typo, but it’s not in the errata. After just armor and a gun a soldier can’t even afford 2 clips. I think it was to make projectile weapons cost the same as battery powered weapons to shoot. But batteries can be recharged, so it would make sense to have them cost more per shot. It would be better if projectile rounds cost one credit for 10 and until they fix it, I will house rule that they do.
It didn't hurt my head because I thought "that's really stupid" and instantly decided to house rule that, when active, environmental protections do protect against those things. Some things, the corrosive atmosphere for example, could damage your armor but as long as it's still functioning they wouldn't damage you.
Also note "A suit of armor’s environmental protections last for a number of days equal to its item level."
So since all Commercial grade armor has an item level of 0 that means armor only has environmental protections once you upgrade it to Tactical grade. I don't think they intended it to be that way because the rules also state:
"All non-archaic armors, except those with the exposed trait, allow you to breathe and survive in a vacuum or in non-hazardous underwater environments."
I think the best fix would be to change it to "A suit of armor’s environmental protections last for a number of days equal to its item level. Treat 0 level armor as level 1 for this rule."
Or if you want a campain where "struggle against the environment" is a thing, just leave it that only the better grades of armor have protections.
The artwork makes it look size tiny.
Yea, Inappropriate probably isn't the best word. 'Unintentionally misleading' better conveys my thoughts. My first though was "crappy" but the artwork is well done, except that it makes the pahtra look quite small.
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The Starfinder 2 playtest PDF states:
"All non-archaic armors, except those with the exposed trait, allow you to breathe and survive in a vacuum or in non-hazardous underwater environments."
"A suit of armor’s environmental protections last for a number of days equal to its item level."
All Commercial grade armor has an item level of 0. Does that mean armor only has environmental protections once you upgrade it to Tactical grade? That doesn't seem right.
I thought the same thing, but the stats say medium. I chalk it up to inappropriate artwork.
Did someone say Bugbears
Bugbear
CR 2 XP 600
CE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., scent; Perception +7
EAC 13
KAC 15
hp 25
Fort +4, Ref +4, Will +1
Speed 30 ft.
Frost maul, aufeis +10 (1d8+6 B & C Staggered), sunder
Ice launcher, aufeis +7 (1d12 B & C) 60 ft. Knockdown, 20 charges, usage 4, Unwieldy
STATISTICS
Str +4, Dex +1, Con +2, Int 0, Wis 0, Cha 0
Skills Intimidate +12, Perception +7, Stealth +7
Languages Common, Goblin
Gear: Hidden soldier armor, Frost maul aufeis, Ice launcher aufeis
TACTICS
Before Combat Bugbears slink in shadow and behind closed doors. They revel in the look of terror on a foe’s face when they suddenly loom from the darkness, often with some horrible trophy in hand.
During Combat Bugbears do not enjoy protracted fighting and seek to down a foe and slip away as quickly and quietly as possible. They favor hit-and-run tactics when the situation allows, striking at the most vulnerable point or member of a group.
Morale A bugbear is not foolish enough to fight to the death, as that would preclude it from menacing others at a later date. It usually flees if reduced to 5 hit points.
Bugbear Chieftain
CR 4 XP 1,200
CE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., scent; Perception +10
EAC 16
KAC 18
hp 50
Fort +6, Ref +6, Will +3
Speed 30 ft.
Frost maul, aufeis +12 (1d8+9 B & C Staggered), sunder
Ice launcher, aufeis +9 (1d12+4 B & C) 60 ft. Knockdown, 20 charges, usage 4, Unwieldy
STATISTICS
Str +5, Dex +1, Con +3, Int 0, Wis 0, Cha 0
Skills Intimidate +15, Perception +10, Stealth +10
Languages Common, Goblin
Gear: Hidden soldier armor, Frost maul aufeis, Ice launcher aufeis
And three versions of Githyanki:
Githyanki
CR 2 XP 600
Githyanki soldier
CE Medium humanoid (Githyanki)
Init +5; Perception +7, Darkvision 60 ft.
HP 25
EAC 15
KAC 15
Fort +4; Ref +4; Will +1
Speed 30 ft.
Githyanki Plasma sword bronze +7 (1d6+2 E&F)
Githyanki Laser rifle, azimuth +10 (2d4+2 F) 100ft. 20 charges, usage 2
Riot grenade I +8 (explode, staggered, 10 ft.)
Offensive Abilities fighting styles (Sharpshoot), Sniper’s Aim When they make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. They can’t use sniper’s aim against an enemy with total cover.
Psionics (Sp): psychokinetic hand and daze at will as a spell-like ability, with a caster level 2
Str +0; Dex +4; Con +2; Int +1; Wis +0; Cha +0
Skills Athletics +7, Intimidate +7, Engineering +12
Languages Githyanki
Gear Githyanki Plasma sword bronze, Githyanki azimuth laser rifle, Riot grenade I (2), Githyanki baroque armor I (Vesk brigandine I).
Githyanki Sergeant
CR 5 XP 1600
Githyanki soldier
CE Medium humanoid (Githyanki)
Init +5; Perception +11, Darkvision 60 ft.
HP 70
EAC 19
KAC 19
Fort +7; Ref +7; Will +4
Speed 30 ft.
Githyanki Plasma sword silver +11 (1d8+5 E&F, wound)
Githyanki Laser rifle, corona +14 (2d6+5 F) 100ft. 20 charges, usage 2
Riot grenade II +11 (explode, staggered, 15 ft.)
Offensive Abilities fighting styles (Sharpshoot),
Sniper’s Aim When they make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. They can’t use sniper’s aim against an enemy with total cover.
Focus Fire When they make a full attack with a ranged weapon, they can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If their first attack kills or knocks out the target, they can instead make the second attack against a different creature at a –4 penalty.
Psionics (Sp): psychokinetic hand and daze at will as a spell-like ability, with a caster level 5
Str +0; Dex +5; Con +3; Int +2; Wis +0; Cha +0
Skills Athletics +11, Intimidate +11, Engineering +16
Languages Githyanki, Common
Gear Githyanki Plasma sword silver, Githyanki corona laser rifle, Riot grenade II (2), Githyanki baroque armor II (Vesk brigandine II).
Githyanki Captain
CR 8 XP 4800
Githyanki soldier
CE Medium humanoid (Githyanki)
Init +5; Perception +18, Darkvision 60 ft.
HP 125
EAC 22
KAC 22
Fort +10; Ref +10; Will +7
Speed 30 ft.
Githyanki Plasma sword, gold +16 (2d8+8 E&F, wound)
Githyanki Laser rifle, aphelion +19 (2d8+8 F) 100ft. 20 charges, usage 2
Riot grenade III +16 (Explode 1d8 S, nonlethal, staggered, 15 ft.)
Offensive Abilities fighting styles (Sharpshoot),
Sniper’s Aim When they make a ranged attack against a target with cover, reduce the AC bonus from cover by 2. They can’t use sniper’s aim against an enemy with total cover.
Focus Fire When they make a full attack with a ranged weapon, they can make both attacks with a –3 penalty instead of a –4 penalty as long as they both target the same creature. If their first attack kills or knocks out the target, they can instead make the second attack against a different creature at a –4 penalty.
Psionics (Sp): psychokinetic hand and daze at will, dimension Door 3/day, as a spell-like ability, caster level 8
Str +0; Dex +6; Con +4; Int +2; Wis +0; Cha +0
Skills Athletics +16, Intimidate +16, Engineering +21
Languages Githyanki, Common, Draconic
Gear Githyanki Plasma sword gold, Githyanki aphelion laser rifle, Riot grenade III (2),
Githyanki baroque armor III (Vesk brigandine III).
I also made ogres.
Ogre
CR 3 XP 800
CE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
EAC 14, KAC 17
hp 40
Fort +6, Ref +0, Will +3
OFFENSE
Speed 30 ft. (40 ft. base)
Doshko, tactical +11 (1d12+7 P) Analog, unwieldy
Artillery laser, azimuth +8 (1d10+3 F, Burn 1d6) 120 ft. 20 charges, usage 2
Space 10 ft.; Reach 10 ft.
TACTICS
When their prey turns out to be more dangerous than they thought, the rare moment of good sense seizes ogres; they flee if reduced to less than 5 hp.
STATISTICS
Str +4, Dex -1, Con +1, Int -2, Wis 0, Cha -2
Feats Iron Will, Toughness
Skills Athletics +7, Perception +5
Languages Giant
Gear: Golemforged plating I Artillery laser, azimuth; Doshko, tactical
People want Gnolls. So did I, so I made them.
Gnoll
CR 2 XP 600
CE Medium humanoid (gnoll)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +8
EAC 13, KAC 15
hp 25
Fort +4, Ref +4, Will +1
Speed 30 ft. (25 ft. in armor)
tactical pike +10 (1d8+6 P) Analog, reach
tactical crossbolter +7 (1d10+2 P, Unwieldy) 70 ft. capacity 1 arrow, usage 1
frag grenade I +7 (explode [15 ft., 1d6 P, DC 11])
Space 5 ft. Reach 5 ft. (10 ft. with tactical pike)
TACTICS
Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one’s tail entirely.
During combat, gnolls use a strange mixture of pack tactics and individual standoffs. If a gnoll feels that it is winning, it attempts to take down a weaker being rather than aiding its fellows. If the gnolls are struggling, they gang up on a powerful leader and try to take that creature down, in the hopes of forcing its allies to flee.
STATISTICS
Str +4, Dex 0, Con +2, Int -1, Wis +1, Cha -1
Skills Athletics +7, Perception +7, Survival +12
Languages Gnoll
Gear: hidden soldier armor, tactical crossbolter with 20 arrows, tactical pike, frag grenades I (2)
Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures’ behaviors.
Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.
Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more “civilized” gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.
The Core rules don't have prices (in credits) for starships and I kind of understand why, but what do you do with captured starships? The rules kind of encourage capturing them rather than destroying them, so what are the characters expected to do with them? I'm thinking of having them be able to sell them, not for credits, but instead for build points that they could add to their own ship. Thinking of having the going rate be 10% of the build points it would cost to build the captured ship.
Anyone see any potential problems with going this route?
Schoon wrote: Honestly - find some starship images you like from any given source, print them on cardstock (optional: glue to stiffer stock), and use just like the Paizo pawns. Thast what we did. Used copies of the orange and green ships from page 318 of the Core Rulebook.
Thanks for the resource. I generated several batches of loot for our next session. I also eagerly await the starship and character generators.
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