It's honestly exhausting. I'm running all three systems as well, and I have definitely noticed that I'm slower to give rules feedback and that my feedback isn't as reliable when I do. I don't have a great solution besides dropping a system, but I have a lot more freedom to do that than a VO, since you're required to be in the campaign leadership of all three systems.
Xenocrat wrote:
I've heard people express this view before, but I don't see where the system supports it. At no point in the Trick Attack class feature or the Operative class do the rules talk a failed skill check rendering the entire trick attack action invalid. I've seen plenty of players talk about the skill check as the "trick" and the attack roll as the "attack," but I haven't seen any rules supporting that belief. Let me be clear: I really hate Operatives. They are a blight on the Starfinder power curve. But, until Paizo gives us errata or FAQ on the class, we have to run them as written.
All right, I'll necro this because we still need an answer or consensus on this. Here's my two cents: Trick Attack wrote: You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed.[...] Debilitating Trick wrote: When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn.[...] The only requirement for Debilitating Trick is that you hit an enemy with a trick attack, not that you also succeed at the preceding skill check. And Trick Attack doesn't have any language indicating that failing the skill check invalidates the remainder of the action; if you hit, you will deal your weapon damage and trigger any hit-dependent effects, regardless of the results of the skill check.
Project Terror wrote: As a standard action, a rhu-chalik can harness the fears of any creature on which it has successfully used detect thoughts within the last minute. This effect creates terrible, nightmarish visions in the target’s mind; the target must succeed at a DC 16 Will save or be frightened and take 1d4 points of Wisdom damage. The save DC is Charisma-based. How long does the Frightened condition granted by a Rhu-Chalik's Project Terror last? Is it permanent?
In the Megzoloth encounter, the CRs don't match the number of creatures. The low tier is listed as a CR 6 encounter when it should be a CR 8, and the high tier is listed as a CR 8 when it should be a CR 9. If each encounter instead had one fewer enemy, the CRs would be correct. Which of these sets of numbers is accurate?
Because everything the termination of Michael Eshleman is covered by NDA, all the community can do is speculate. All we know is that a beloved pillar of the community was ousted by an unpopular RVC and that Paizo's been silent on the matter. Now we're being told that we can't even discuss Michael's termination on a public forum. For years, I've respected the Society's leadership and direction, but this matter has made that stance challenging to maintain.
Serisan wrote:
I really hate comparing ectoplasmatists to phantom blades. Phantom blades use a physical weapon that's vaguely ghost-flavored and get ghost touch for free at level 1. Ectoplasmatists literally hit people with a ghost, and it's only ghost touch at level 8. And yes, their armor is awful. I picked up Armor Expert so I can wear a mithral breastplate I'm not proficient in with no penalty.
I have two mediums and a spiritualist in PFS. I can't speak too much about spiritualists as a whole, but Ectoplasmatists are great. Right now, he has 15 foot reach, hits like a truck, and can heal and buff the party while attacking. Mediums are a little strange. I don't think I could ever see myself playing an Archmage, Guardian, or Hierophant. But Champion, Marshal, and Trickster are fantastic. Champions get one of the most versatile pounce effects in the game, plus an extra attack that stacks with haste and an amazing spirit bonus. Marshals are fantastic at ensuring that your party doesn't fail. Ever. By taking a taboo and channeling a weaker version of the spirit once you hit 6, you can surge 8 times a day. 1d6 + spirit bonus goes a long way towards making that crucial save or skill check work. Tricksters struggle to find something to do in combat, but that spirit bonus makes everything worth it. My level 7 trickster has 24 skills at +11 or higher. A rogue or snakebite striker dip plus Accomplished Sneak Attacker is generally worth it to get the most mileage out of the intermediate power. The problem with mediums, as other people have pointed out, is that you aren't guaranteed your primary spirit. In a home game, I would definitely request a house rule that every medium picks one spirit they can channel every day. Otherwise, Champions are stuck with weapons they can't use, Guardians can't wear their armor, and Archmages and Hierophants can't even use their highest stat in combat. One chronicle sheet in PFS opens this up, but chronicle fishing is generally discouraged.
Gary Bush wrote: The Known Quality boon is out of the Guide so that is why it can't be found in CRB. I was referring specifically to the rules about stacking multipliers, like we have in Pathfinder. Core Rulebook, p. 12 wrote: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a x2 multiplier twice, the result would be x3, not x4. So far as I can tell, Starfinder has no similar rule.
I'll toss my hat in for clarifications on Known Quality. Does it replace the existing multiplier for Profession checks, or does it stack with it? If it does stack, how? More discussion in this thread.
Known Quality wrote:
Guild Guide wrote: You gain a number of credits equal to twice your Profession skill check result, as per the “Earn a Living” entry in the Profession skill. How many times do you multiply the result of a downtime check for a PC with Known Quality? The text of the boon doesn't mention dropping the standard multiplier, but the example does. And, if you keep the multiplier, does the stacking multiplier rule apply? I can't even find that rule reprinted in the Core book. How does this boon work?
This scenario is great, but it has a lot of errors. Here's a few:
Spoiler:
-The Brotherhood of Silence Concocter has Spring Attack at both tiers, but he doesn't have any weapons that he can use with it, and Spring Attack doesn't let you use standard action class features.
-The safe has a "failsafe magical effect" that triggers when someone tries to open the safe. So... a trap. But with no DC to find or disable. Also, what are its hardness and HP? Tables without disable device will definitely try to cut it open. -Karina Deckland's tactics mention Arcane Accuracy, but the talent she has in Accurate Strike. She also has Vital Strike, which she can't use with spell strike or spell combat. All that said, I love the scenario. The callback to Spoiler: is great, and I'm so glad to see this level of coordination with the AP. Infernal Vault
If you mostly just care about Transmutation spells, Transmuter of Korada could help.
I can't think of a way to make this work for a low level character. Rings of Spell Storing are 50,000 gp, and they only let you cast spells at minimum CL. This holds twice as many spell levels, presumably casts them at your own CL, and is slotless. Altogether, that looks like it'll cost you 150,000 gp.
Franz Lunzer wrote:
Someone on the reddit has been posting some pretty useful guides.
Chris Caldwell wrote:
Adapt creatures are all five colors. The keywords are pretty glitchy right now. According to the documentation, Fury is supposed to trigger every time that creature attacks, not just when you cast it. Revenge is super buggy right now and can trigger off any creature taking damage. And Colossal has problems when the creature is sent back to your hand.
MrCharisma wrote:
That is specifically on checks to activate blindly. It does nothing for other UMD checks.
Heritage is more than biological. Wyrwoods are constructed, but magically, not mechanically. A Wyrwood created by (or whose ancestors were created by) a dragon could definitely lay claim to a Draconic bloodline, and Wyrwoods from Jalmeray could absolutely have Impossible heritage. You don't need blood to have a bloodline.
Michael Eshleman wrote:
I've never seen a Paizo product describe firearm bullets as anything but "bullets." It would be nice if there were a further distinction, but it's probably best to couch things in the terms the system uses.
Dragons are always tough, but Nightmare Dragons seem unnecessarily so. Compare to young red dragons or adult black dragons, both at CR 10, and you'll find that Nightmare Dragons are better in pretty much every category. I know that CR's generally a poor indicator of difficulty, but developers continue to use it, so it needs to be accurate.
Especially if you're already wearing robes, I recommend wearing Silken Ceremonial Armor. Unless you have ~monk levels, it'll bump your AC a tad. But more importantly, you can enchant it to be +1, then add things like deathless and fortification. The +1 won't stack with magic vestment, but it's definitely worth it in my estimation.
He's starting at level 5, so it's likely the level 5 bump that puts him at 19 Charisma. That said, I definitely recommend against rolling for stats in Starfinder with any kind of Pathfinder rolling system. The stats in Starfinder are lower across the board (usually around ab effective 10~15 point buy). But ultimately, it's your GM's decision.
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