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Goblin Squad Member. Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. * Starfinder Society GM. 109 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.



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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A couple of questions came up during my playtest of the Biohacker at the weekend.

Does the Conserving Fusion work with the Biohackers Injections ability?

The description of the infusion states the ammunition is not consumed as though the weapon has never been fired and specifically lists darts as a type of ammunition that is affected.
The rules under Injections however don’t say how long the injections last after you have made them. It does say you mix the injection as part of the standard action you take to attack with it or inject a creature so it’s possible the injection only lasts for that standard action. However, in the section on regaining daily uses it comments that when you regain your daily uses any injections you created early but didn’t use becomes inert, even if still in your possession. This implies that injections would last longer than the standard action you take to create and use them.
If it functions for Biohacker injections, then is has quite an impact upon the class as in practice it means that misses no longer use up one of your injection uses per day as you can continue to try to use the injection you made until you successfully hit. This makes the conserving fusion pretty close to mandatory once you can use it.

Do conditions inflicted by your injections escalate?

Many of the conditions that the field of study allows you to inflict on your target as a counteragent cause conditions some of which can escalate into a more serious condition if they receive the same condition again. For example: If someone who is already fatigued is fatigued again, this escalates to and they become exhausted.
The specific example in play was an opponent that was already suffering from fatigue was hit by a fatigue causing counteragent due to the Enzymology field of study. Do they therefore become exhausted as per the description of fatigue in the core rulebook?
Although there is nothing to indicate that they don’t become exhausted, it is rare that player character abilities cause this kind of escalation so we weren’t sure if this was intended.


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Xenocrat wrote:

If it had boosts to your recommended skills it would potentially be too good at creature identification, since it should have those maxed and its scanner uses those for all creatures.

As it stands the biohacker’s creature identification is not particularly effective as it takes a move action whereas normally it doesn’t take an action at all.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don’t really want Dex to damage. That effectively makes Strength based characters and Dexterity based characters the same with damage being weapon plus your stat. If we are having Dexterity based builds then a better approach would be to make them different in the way Strength and Dexterity (or neither) are applied. Maybe Dexterity builds favour many attacks against large single attacks for strength builds, I’m sure there are other possibilities too.


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Arc Riley wrote:

No, the guide is correct.

The blog was referring to cases such as SFS #1-00 which is tier 3-4. As was previously clarified on the forums, since you have to play a pregenerated PC for this scenario (specifically a level 4 pregen for this one), you can apply credit to any PC in the level range - specifically a level 3 or 4 PC for SFS #1-00. So if you only have a level 2 PC and play #1-00 the chronicle sheet applies once they reach level 3.

If the scenario does not require you to play a pregenerated PC, you must apply credit to a PC of a lower level than the pregen once they reach the same level of the pregen, or to a level 1 PC using the rules on page 8.

Ah right, I understand now. Thanks for clearing that up.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

With the caveat that I may have read the play test rules wrongly, we are finding that the underlying maths is really fun in combat but is proving limiting outside of combat with players just avoiding skill rolls in situations where failure would have significant impact.

As an example:
The player playing the rogue finds using stealth in combat to remain hidden and sneak up on the opponent’s mage a lot of fun. The success rate feels about right and so far the dice rolls have added to the tension rather than proved frustrating.

The same player is not prepared to use stealth outside combat to scout ahead. The relatively high chance of failure (20-30%) and the consequence of being spotted (Having to face the encounter alone until they can get the other players there) discourages them from attempting it.

As I said, maybe we are reading the rules incorrectly if so ignore me but this is currently what is happening when we use the new rule system.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My initial impression is very much in line with the opening post. The rule mechanics and class frameworks look really good. The modular nature of character generation opens up loads of options as well as creating design space for third party publishers to create different genres (Just change the feats and you can move the game to low fantasy/wuxia setting or whatever you fancy).

However, the feats and powers themselves are not catching the imagination much. Not sure if its the clinical nature of the text in the write ups or just a lack of a wow factor in the feats function.

Will be intresting seeing how this affects actual play and how it develops from there.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I quite like resonance as a whole especially with it applying to consumables like scrolls and wands. However I have to add my voice to the choir when it comes to having resonance and restrictions in uses per day. I'll see how it works in the playtest but having to track multiple resources here sounds like unnecessary complexity.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Nice idea. It will be interesting to see how it works for small tables.

I’ve wondered about something similar but from a monster perspective. With single bad guys being difficult to use in PF1 (I find the fights either tend to be too easy or in boosting the CR of the monster you end up with powers that a group can’t yet counter) increasing their number of actions may balance out the fights without needing a high CR. Enabling the single bad guy to be a more workable option.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am concerned about the use of a stylish icon rather than the use of the word action (In the example given). This is an area that can cause problems in terms of clarity and really should be something that is tested with a large number of users.

I understand it won't be in for the formal playtest document but hopefully it will be able to be heavily tested at some point over the next nine months.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Looks good. Especially like the focus on the Paladin’s code. I think it might need some greater definition around what “Murder” counts as though. Considering the complexity of the term (Especially some of the modern usage which can be quite emotionally charged) it might be better to remove the term and instead just state what isn’t acceptable, for example (illustrative only): Must not kill solely for personal gain.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If Paizo aren't planning on taking comments from the community onboard, they are spending rather a lot of money just for the privilege of ignoring us.

More expensive print options (Canada rather than China so they can get the final copy to the printers two months later than normal); developer time on blogs and forum posts; delaying getting the new product out by a year......


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As much as I like the range of results that the critical success and critical failure rules add to the game I am not a fan of these results applying automatically to natural 20s and natural 1s.

The succeed/fail by 10 is within the players ability to control. If you are stretching, the chance of a critical failure increases and if you are doing something that is comfortably within your ability, a critical success is increasingly likely. I think this is an excellent addition to the game for all the reasons mentioned in the blog and in the subsequent posts.

However having these results on a natural 20 and natural 1 is just a player killer. Pretty much every roll in the game is either a player trying to act or a player being the subject of an action by an NPC. It is players that are effected the most by natural 20s and natural 1s so it is players who will be subject to double damage from their fumbled saves or their opponents attacks. I don't think I've ever been in a session where one of the players hasn't been on the receiving end of a natural 20 or natural 1.

I know it is part of current Pathfinder and indeed in some cases more dangerous (I'm looking at you Scythe) but I don't think it is something that should carry over to the new edition for the reasons mentioned above.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If taken purely in terms of modifier to the roll different levels of proficiency provides (especially between Unskilled and Trained), it doesn't look sufficient but without knowing what uses of the skills are gated behind different proficiency levels, the specialised feats etc. It is really difficult to gauge how the new proficiency system will effect play.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm running a campaign using this currently and can confirm the official setting of the book is post Yavin but pre Hoth.

Fantasy Flight are bringing out a supplement to run campaigns during the period covered by Star Wars Rebels but that isn't out yet.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Stephen Radney-MacFarland wrote:

I am very open to suggestions on what kind of emotional foci folks want to see. I can't guarantee it will get in the final, but suggestions are hugely helpful. Thank you.

Not sure if you want flavour type suggestions but I would like to see a phantom with a less aggressive emotion. Sorrow/Grief/Loss something along those lines would really round out the options.

Obviously it would also be nice to cover all seven of the deadly sins for Golarion campaigns..........

Other than that, the class has some really interesting concepts, I'll give it a go at the weekend and give some feedback on how it played.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I also do 25pt buy these days and I've also found it helps not only balance different character types but, for my group at least, has also encouraged them to play characters that they have found interesting that they wouldn't have otherwise.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Leaving the overall thrust of the thread aside, I do think there are some interesting tricks in Sarrah's build that probably deserve being in one of the rogue build advice thread rather than buried here where people looking for help with building rogues are unlikely to look.

In terms of rogues, my personal opinion is that the fundamental problem is the rogue talents themselves. If they genuinely made a massive difference to skill use and there were enough good ones to make getting ten of them seem worthwhile then a rogue could really shine. Hopefully the upcoming ACG will remedy this but at the moment I find archetypes like the archaeologist make a much more playable rogues than rogues themselves.