Theodore Black

Imbicatus's page

Goblin Squad Member. Organized Play Member. 15,492 posts (15,499 including aliases). 1 review. No lists. No wishlists. 4 Organized Play characters. 6 aliases.


1 to 50 of 2,348 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Scarab Sages

1 person marked this as a favorite.
Shinigami02 wrote:
ghostunderasheet wrote:
Theres non-lethal dmg. Touch ac would be EAC I think. Then theres ac vs. Comdat maneuvers which is KAC + 8. And the ageing rules ehere not that hard you get a or two positive and two nagitives which stacked with each age group. Just wondering when my pc will be having a mid-life crisis or should be having it now.

Nonlethal is not its own damage now, only the type of the final hit matters.

.

Not exactly. For damage to living creatures, that’s true, but undead and constructs are immune to all non-lethal damage, so it is still a separate type of damage, it’s just applies to your normal hp+stamina pool.

Scarab Sages

5 people marked this as a favorite.

It's an abstraction is several factors including licenses, black market connections, bribes, permits, aviailibilty, military or law enforcement rank, gang membership and so on.

Basically it's a simplified system to make gameplay easier without going into too much detail. If as a GM, you desire more detail and a more realistic and less abstract system for your arms sellers, you are free to do so.

Scarab Sages

1 person marked this as a favorite.

But what about the three seashells?

Scarab Sages

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

A club is a level 1 weapon and can only accept level one fusions. If you wanted to transfer a level one fusion to a higher weapon you could save some cash that way, but the trick is useless for higher level weapons.

Scarab Sages

2 people marked this as a favorite.

It doesn't exist. Starfinder two handed weapons tend to do more base damage, but they do not get 1.5 str bonus damage. There is a solder class ability that allows you to gain 1.5 str with any melee weapon regardless of hands, but it's soldier only.

Scarab Sages

1 person marked this as a favorite.

Step up and strike allows you to defer your attack to allow another reaction. So a caster takes a guarded step to move 5', you use your reaction to use step up and strike to follow him. Step up and strike gives a bonus reaction you can use to either immediately attack or you can wait for another trigger. If the casternthan strikes, you can use the bonus reaction from step up and strike to interrupt the spell.

Scarab Sages

1 person marked this as a favorite.

Or KAC + 2, if you spend a feat and carry an appropriate weapon. And if the enemy is spending a move action to remove the dirty trick or to stand up, then they have effectively staggered themselves to remove the condition. Meaning they can't full attack. They can't cast a full action spell. They can't make a trick attack if they have operative levels.

Scarab Sages

3 people marked this as a favorite.

It's only KAC + 4 with an improved maneuver feat, the same accuracy as the -4 you would be taking on a full attack. You then get a +2 to that with a taclash. Possibly another +2 if they're flat-footed, which if you have an envoy or operative in your party they should be.

It's only difficult if you put no resources into improving it.

Scarab Sages

2 people marked this as a favorite.

Absalom is actually pretty damn similar to the city in Dark City. It's got the huge city with towers and parks in the dome, and the artificial gravity and machines that run everything are down in the bottom of the spike.

Scarab Sages

1 person marked this as a favorite.

Correct. Guarded Step is the pathfinder 5 foot step, but it requires a move action.

Scarab Sages

1 person marked this as a favorite.

In six out of eight Star Wars movies, someone loses a limb with a single lightsaber swing. Most of them survive it without any issues, other than getting some replacement parts.

It's a trope of the genre, and the stamina issue only applies to PCs. NPCs are built using different rules and have no stamina to worry about. PCs are supposed to made of sterner stuff. And you know, Luke seemed to be okay after he took a quick rest on the falcon after he was "disarmed".

Scarab Sages

1 person marked this as a favorite.
Petty Alchemy wrote:

I mean, my starting stats as a human are 16 Str, 14 Dex, 12 Con, 10 across mental (+1 to something from Theme).

For someone that wants to go into melee and try to not die, those physical stats seem pretty necessary.

They really aren't. Stamina + HP gives characters more survival than hp alone from pathfinder, making con less necessary. The extra resolve from having a good charisma is more valuable than the extra stamina from a con 12.

If you take heavy armor, the dex is less necessary. Or you can use an operative weapon and lower str while going dex primary.

For a human, 16 str 12 dex 10 con 10 int 10 wis 14 cha would be an array that will be fine in combat and give you decent DCs and resolve points without a soldier dip.

Scarab Sages

1 person marked this as a favorite.

Operative weapons give the option of using dex to attack, but it doesn't force you to. However, a bigger issue with making it an operative weapon is that operative weapons only receive .5 x level to damage for weapon specialization instead of 1 x level. You're lowering the potential damage output by making the weapon an operative weapon.

Scarab Sages

1 person marked this as a favorite.

No, casting a spell is a standard action, not an attack. Spells like energy ray allow you to make a free attack as part of casting the spell, but you can't combine two spells into a full attack.

Scarab Sages

1 person marked this as a favorite.

They don't interact at all. Hammer Fist specifically says it doesn't benefit from any other enhancement to unarmed strikes.

Scarab Sages

1 person marked this as a favorite.

A decanter of endless water makes a great outboard motor for a boat.

Scarab Sages

1 person marked this as a favorite.
Rysky the Dark Solarion wrote:
I don't really see how a 48% chance of one hit is better than a 60% chance of one hit.

It a 64% chance of at least one hit. 48% of the time it's one hit, plus 16% of the time it's two hits.

To look at it from the other side, with a single attack ou have a 40% chance of doing no damage. On a full attack you have a 36% chance of no damage.

If you hit 60% of the time on a single attack, you are better off on a for terms of making a full attack, absent any other tactical considerations.

Scarab Sages

3 people marked this as a favorite.

Resolve points will do more for your survival than constitution. Because of the way stamina works you don't need a higher starting Con than 12, although a 10'is perfectly serviceable. The quick rest resolve point use is far more useful than most abilities that consume resolve.!

So a lashunta with +2 str/+2 cha could have a starting array of 16 str 13 dex 10 Con 10 int 8 wis 16 cha. You can shore up the low wisdom with iron will and ability increases at level up.

The class needs to be built to play to its strength, not be built as a second rate soldier.

Scarab Sages

2 people marked this as a favorite.

SFS limits you to item level of no greater than 2nd level at chargen. While you always need to confirm with your GM for home games, the default assumption of the game is level +1 is always available, and it's mirrored by the organize play campaign.

Scarab Sages

2 people marked this as a favorite.

As for exposure to vaccum damage applying to stamina first, 8:41 on this video is a great reason to allow it.

Scarab Sages

2 people marked this as a favorite.
Andrew Harasty wrote:
Is there anything that the spell Life Bubble offers that normal armor does not?

The ability to survive in space/whatever without armor. If you're without armor for any reason then it lets you survive without it. Maybe you're in the shower when a railgun vents the atmosphere in your section. Maybe you're captured by some pirates and they decide to throw you out an airlock without a helmet. Maybe you're in you armor, but someone sabotaged the environmental protection.

It's a fringe benefit, but it can be the difference between life and death.

Scarab Sages

1 person marked this as a favorite.

Accuracy bonuses are very rare in starfinder, and small arms tend to be cheaper than long arms and operative melee weapons tend to be cheaper than advanced melee weapons.

A dexterity primary solarion using multiweapon fighting with two operative weapons would have the least penalty possible on a full attack, allowing them to use deadly aim to increase damage output.

Scarab Sages

1 person marked this as a favorite.
Claxon wrote:


Also, near as I can tell there isn't even a option to use Dex to attack with melee weapons (no Weapon Finesse), so why would you allow dex to damage?

Operative melee weapons allow dex to attack without a feat, but there is no dex to damage option. There is even a FAQ that confirms it.

Scarab Sages

10 people marked this as a favorite.

Until a FAQ says otherwise, im ruling that the move action allowed by trick attack can be used for the move action to enable the increased range when using the debilitating sniper talent. It still doesn't use the trick attack damage, but it can apply debilitating trick penalties at extreme range.

Scarab Sages

1 person marked this as a favorite.
Sabina Fueges wrote:
RakeleerRR wrote:
spectrevk wrote:
Bigguyinblack wrote:

Flat-footed is now just a -2 to AC and you can't take reactions.

A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.
Wait, why would you ever charge if that were the case?
Because your opponent is a double move+ away and you still want to attack in that round, I assume.
In a setting where ranged weaponry is already going to be more prevalent, it seems odd to make melee even *less* appealing as an option though. Ah well.

Melee does more damage and makes ranged attacks and spellcasting dangerous. It's attractive enough even with a penalty on charging.

Scarab Sages

1 person marked this as a favorite.
RakeleerRR wrote:
spectrevk wrote:
Bigguyinblack wrote:

Flat-footed is now just a -2 to AC and you can't take reactions.

A 5ft step is a move action called guarded step.
There is no -4 for firing into melee.
Charging now gives a -2 to hit instead of +2. You still take the -2 to AC.
Wait, why would you ever charge if that were the case?
Because your opponent is a double move+ away and you still want to attack in that round, I assume.

Yes and blitz soldiers and solarions can charge without the penalty at higher levels. A blitz solder can even make two attacks when charging.

Scarab Sages

1 person marked this as a favorite.

Since only pcs have stamina, any effect that bypasses stamina is only harmful to pcs and does nothing to npcs. If crits went directly to ho that means crits bean nothing for a pc.

Scarab Sages

1 person marked this as a favorite.

Yeah, but if your technomancer throws out a supercharge weapon, then that becomes 5d6+2. If you've got an envoy handing out buffs, the accuracy is going to make full attacks more worthwhile. If you're in melee, you're going to be hitting for more damage just from weapon die, not counting str bonuses.

Assuming everyone is going to just go pew pew isn't really the best plan.

Scarab Sages

1 person marked this as a favorite.

Supercharge weapon seems like the most useful combat buff/blast spell at first level. Flight looks like a must have for spells known just because it's so versatile depending on what level you cast it as.

The empowered weapon magic hack looks good if you want to self buff, or the harmful spells if you want to blast.

Scarab Sages

1 person marked this as a favorite.

Generally, only PCs have stamina. Npcs and monsters are built on different rules and are much squishier than a pc of thier CR.

Scarab Sages

1 person marked this as a favorite.

An improved maneuver and an appropriate weapon makes the target effectively KAC+2. Add an envoy or an operative and it becomes easier. It's not something that will be used by everyone, but for the cost of a feat and an item, you can become good at disarming or tripping.

Scarab Sages

1 person marked this as a favorite.

Page 17:
"Your character’s land speed at the beginning of play is 30 feet, unless she has an ability that modifies it (or penalties from armor or encumbrance). See Chapter 8 for more information on speed and movement."

Scarab Sages

1 person marked this as a favorite.

There is room for shapeshifting characters in Sci-Fi. Odo in DS9. Arnold in Total Recall. The Mangalores in The Fifth Element. The T-1000 in Terminator 2. The Thing in The Thing.

However, with the rebalancing that has gone into starfinder, polymorph effects need to be seriously curtailed from pathfinder rules, especially any stat adjustments or multiple natural attacks.

Scarab Sages

27 people marked this as a favorite.

I was working on the game late one night,
When my eyes beheld an eerie sight
For my monster's DCs began to rise
And suddenly to my surprise

He did the math
He did the monster math

Scarab Sages

1 person marked this as a favorite.

It is valid as it is in the CRB and there is no official FAQ stating otherwise. I'm sure there will be a FAQ released in the coming months that addresses some of the potential errors in the book. Mark's post is a clear indicator that when he was designing the operative that the ghost was not supposed to get the +4 at that point in the development cycle. If the change was an intentional change by the starfinder development team after he finished his work or an error from editing and copy fitting remains to be seen.

If you wish to house rule it not to work, his insights are a perfectly valid reason to do so.

Scarab Sages

1 person marked this as a favorite.

There is a great scene in season one of The Expanse. A young belter kid is on his uncles asteroid hauler when the uncle decides to use his cargo as an improvised mass cannon. He know his ship will be destroyed so he takes the kid, throws his helmet on, and throws him out the airlock. The kid is drifting alone for a few days until someone picks him up from his distress beacon.

This is super-science. Technology has the ability to fix these problems. If you're equipment is damaged or sabotaged, things can go badly. But it's no different than jumping out of a plane with a parachute.

Scarab Sages

1 person marked this as a favorite.

No one gets dex to damage. Operative weapons can be used with dex to hit without needing a weapon finesse feat. They still use str for damage.

Scarab Sages

1 person marked this as a favorite.

It's a power that would be incredibly powerful in pathfinder, but is really just flavorful in Starfinder. As bigguy pointed out, anyone can spend 95 credits for stationwear and survive 24 hours in vacuum at first level.

The 20 fly speed in space is actually more valuable than the environmental protection.

There are some cool narrative things this will let you do, and it's a great way to fake your death or to ambush someone who assumes that vaccum is a barrier to you.

Scarab Sages

2 people marked this as a favorite.

I'm betting that there will be a supplement for pc necrografts at least even if we don't get full undead pcs.

Scarab Sages

3 people marked this as a favorite.
Varun Creed wrote:
It's very powerful against ranged and spellcasters, as they'll keep provoking. :)

It doesn't matter if they keep provoking, you've already used your reaction to step up.

Scarab Sages

1 person marked this as a favorite.

The problem is that some of the most damaging melee weapons in the game are unpowered. Powered weapons tend to do less damage. They do either target EAC or have better critical effects, but they're not so much better than the unpowered option that they justify the battery charge management.

Scarab Sages

1 person marked this as a favorite.

A 20th level dimensional slice longsword does 14d8, or an average of 63 points of damage with no critical effect
A 20th level Solarion with a 20th level crystal does 18d6, or an average of 63 with a choice of four different critical effects.

They are functionally identical, with the solarion edging out the longsword because it has critical effects and can't be disarmed or destroyed.

Scarab Sages

3 people marked this as a favorite.
The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb, are there any transforming ships/vehicles in the book? Mecha? Jaeger? Variable Fighters?

Could you clarify what you mean by "transforming"? The Orb is a little confused.

Some powered armor does work a little more like a mech than a suit of armor, though.

Spaceships which transform into giant robots. VHS players which transform into big robots. VHS cassettes which transform into small robots. Or any big robots for the matter :)
Unfortunately, there don't appear to be any robots in disguise.

Well, you can use the disguise skill on the mechanics drone...

Scarab Sages

1 person marked this as a favorite.
Aaron Scott 139 wrote:
Hi. Not sure if this has been brought up or not but is their anyway to get more than one attack per round? Thanks.

Everyone can get two attacks per round from level one by full attacking. This gives -4 to hit for each attack. Solarions, Soldiers, and others can get three attacks per round via class abilities. There may be other ways to get three attacks that I have overlooked. There are also ways to slightly reduce the accuracy penalties.

Scarab Sages

2 people marked this as a favorite.
Wraithguard wrote:

Thanks for the quick answer. First time I'd read anything about him going missing.

Torag and Rovagug are both gone in the gap with Golarion. Every other deity from pathfinder is still active, although they are not all core.

Scarab Sages

1 person marked this as a favorite.
Jimbles the Mediocre wrote:
Imbicatus wrote:
IonutRO wrote:
I'm honestly not too impressed by Phrenic adept.
Agreed. Most of the abilities seem pretty underwhelming when compared to class abilities you could be gaining.

What about the Phrenic Adept (in general terms) seems underwhelming? What kind of character concept do you think might make the most use out of it anyhow? Is it obviously better for some classes than others?

Speaking of archetypes, how does the Starfinder Forerunner look? We already know it only replaces abilities at 2nd, 4th, and 6th. Does it look useful for low-level characters?

I am, in general, really interested to see how the new archetype system plays out.

Most of that requires going into more detail than I'm comfortable with until the street date is here.

Basically, the Phrenic Adept gives up a big chunk of your class to gain some daily slas, limited telepathy, and some abilities that cost resolve. I think it would be good if you're multitasking, because the level 2 ability is pretty good, and if you were just dipping soldier for example, the bonus feat at 2 might be worth it.

The starfinder Forerunner is pretty good overall though. The abilities are useful, have great out of combat utility, and only goes to level 6 so you aren't giving up much to take it.

Scarab Sages

3 people marked this as a favorite.
Steven "Troll" O'Neal wrote:
Are there plasma weapons of a sword-like variety?

There are five different plasma swords under one handed advanced melee weapons. They have a level ranging from 9 to 20, and all have the severe wound critical effect, which in true Star Wars fashion, can sever a limb.

Scarab Sages

5 people marked this as a favorite.
Ventnor wrote:
What is the weirdest thing (in your opinion) that a Mystic can form a connection with?

Star Shaman connects with the cosmos, and can survive in vaccum with no environment suit indefinitely at level 1.

Scarab Sages

1 person marked this as a favorite.
Rysky the Dark Solarion wrote:
Steven "Troll" O'Neal wrote:
Zaister wrote:

We were talking about rules for NPCs, not monsters. Alien Archive is a monster book, not an NPC book.

It seems NPCs are geven a class and a CR and then are assigned some class features in a seemingly arbitrary fashion. What makes matters worse is that not even all of the assigned abilities are listed in the new abbreviated statblock.

I really don't get how this is supposed to be an improvement over simpy using class levels. I wonder why was this done? What is gained by this change?

This is really dampening my enthusiasm for this game. :(

Arguably, given the design principle of having as many "monsters" able to be used as PC races as possible, Alien Archive is a bestiary, player companion, and npc codex rolled into one. However, there is nothing stopping you from building an npc using the same method as a pc.

Will that skew encounters?

Instead of human with a certain set of stats and pick and chosen abilities from a class at a certain CR you would have a human with a enough levels in the class to have those abilities and stats, which might give them more abilities. If my understanding of the system is correct.

Abilities will be roughly the same. Where there will be divergence is the npc built using pc rules will likely have a higher AC and lower to hit bonus than the one build using the monster rules. This will make combats take longer, and will also take longer to build the character.

Scarab Sages

1 person marked this as a favorite.
Lanitril wrote:
What's the Priest theme like? Besides Priest-y.

It gives some extra mystic spells known if you're a mystic, or the ability to cast them once a day as a sla if you're not.

1 to 50 of 2,348 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>