Planar Alchemical Catalyst

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Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 131 posts. 1 review. No lists. No wishlists. 1 Organized Play character.

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I just figured out how to full attack while flying (without falling). Despite the post's title, it's not weird at all. It's surprisingly mundane.

A Hit-and-Run Soldier's 5th level ability, Nimble Fusillade, states the following:

CRB, Page 115 wrote:
When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up.

Correct me if I am wrong, but the additional movement from Nimble Fusillade should negate the need to spend a move/swift action to hover. The required guarded step might be slightly annoying, but it will usually be worth it to full attack without falling out of the sky.

I have not seen anything about this posted to the boards yet, so forgive me if this method is common knowledge. It is new to me. And it opens up a few possibilities. I was primarily looking for a way to keep a barathu PC in the air, because I can't stand their land speed of zero. I also think that a Hit-and-Run Dragonkin Soldier would be really powerful at level 5+.

Does this work? Has anybody seen a flying hit-and-run soldier at their table before?

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One of the many new options in Armory is the bayonet bracket. I love this option, and I believe my players will feel the same when we all sit down tomorrow. While the bracket can accommodate many different weapons, there is no weapon with the name "bayonet." The closest weapon I can find, from a mechanical standpoint, is the sword cane.

(NOTE: Bludgeoning and slashing weapons take a -2 to attack rolls when used as a bayonet.)

The sword cane is a great option for a bayonet from a rules perspective. But from a fluff/RP view, I find it odd to attach a sword cane to a gun--especially to a small arm. And since the sword cane is such a good option, I see a lot of builds using this weapon as a bayonet. The setting is going to be full of people with cane swords attached to their laser pistols.

By the rules, the sword cane will retain its length and its top/head. That's just going to look awkward. I have no problem refluffing it as an actual bayonet in my home game. I do wonder though, why wasn't a bayonet included in Armory? This seems like an obvious oversight.

Would your character strap a sword cane to his gun? Or would you take a -2 to your attack rolls to use a more traditional (and, IMO, respectable) knife as your bayonet?

Also, why are knives slashing weapons instead of S/P? A knife with a piercing attack would make a perfect bayonet.

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I am considering a house rule that makes Detect Radiation into a level 0 spell.

After reading comments in other threads, the spell just makes a lot more sense as a lvl 0 spell. It's duplicating the same effect as a real life Geiger counter, which is an invention from the early 20th century.

I don't see this as creating any balance issues, but I am curious what others think. If Detect Magic can be a level 0 spell, then Detect Radiation shouldn't cause any problems as a level 0 spell.

What do you think?

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What are some good uses for the mystic spell/ability mind link? Mind link is a class feature of mystics, so I feel like the uses should be obvious. But I can't think of many.

It can be useful if you encounter a creature that you can't communicate with if that creature is willing to allow you to cast a spell on it. That's really niche.

What am I missing? Are there other uses? Has anybody used mind link in their games?

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How should perception beyond 30 feet be handled for khizars?

For reference, here is the text for their racial trait on senses.

Pact Words, page 212 wrote:
Khizars have no eyes or visual senses, other than the ability to perceive the presence or absence of light. Khizars have blindsense (vibration) and blindsight (life), each with a range of 30 feet. Khizars can't speak and can communicate only via telepathy.

It seems fair to treat Khizars as blinded in relation to any creatures that are farther than 30 feet. But I'm not even sure what that means in rule terms. Blinded states the following:

Creatures that become blinded but that have a precise sense other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.

1) Khizar's blindsight is a precise sense. So, do khizars suffer a penalty to perception when attempting to perceive creatures beyond 30 feet? They can't use their precise sense (blindsight) beyond that range.

2) Should khizars be treated as flatfooted for attacks that originate beyond 30 feet from the khizar?

3) Can khizar's fire a starship weapon without penalty? Can Khizars even interact with any starship systems? khizar's can't directly perceive the starship with their precise sense unless they are in a living oma.

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Hover is a move action (or a swift action under certain conditions). There doesn't seem to be an exception, at least not that I can find. This means that flying creatures must choose to fall if they take a full round action that doesn't involve movement (like charge and withdraw).

This seems odd, especially for something like a Contemplative that probably just floats right above the ground most of the time. It seriously changes how I view PC Contemplatives.

Am I missing something? Is there any way to to take a full action without moving or falling?

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I once played a game where a fellow PC killed the final boss with an interdimensional ballistic missile (IDBM) with a nuclear warhead. This was a homebrewed 3.5 game. We eventually found ourselves in something similar to a near-future Earth, and one of the PCs (a wizard) slowly developed the ability to make nuclear weapons and a portal through which he could launch them. He finished just in time for the final battle (we were lvl 16 at this point). The GM managed to make the combat fun for everyone, but that weapon could have easily ruined the fun if the GM hadn't done such a great job.

Now I am about to GM a Starfinder game, and the same player will be at the table. Only this time, the game already contains nuclear weapons.

Nuking the BBEG's dungeon from orbit seems so obvious and easy. Even if you don't kill the BBEG, you're going to do a lot of damage.

How would use of nuclear weapons be deterred or countered? Obviously the best solution is to talk to my player beforehand (and I plan to do that tomorrow). But I would like a solution that does not break the game's verisimilitude.

The best idea I have at the moment is that important structures and settlements all install anti-missile weapons (with the point property) with an AI gunner. This would provide a lot of protection. Additionally, anyone who launches a nuclear strike would likely become an intergalactic criminal.

Has anyone else had this come up yet? I'm curious what other people think.

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Question 1 How much does a "downloaded data set" cost for the purpose of Decipher Writing?

Decipher Writing wrote:
You can’t take 20 on a Culture check to decipher writing unless you are trained in the Computers skill and have access to an information network or downloaded data set. In this case, there is no chance of misconstruing the information presented in the writing.

The skill reads as if the required data set is freely available for download on the information network. Page 430 of the CRB states the following:

Information Networks wrote:
[A]ll major Pact Worlds ports host basic encyclopedia-like data sets that ships can download to aid passengers in research when not in direct contact with an infosphere.

Again, that sounds free.

Question 2 Is there anything stopping me from downloading data sets for every known language to my personal computer so that I can have access to them while I adventure, so long as I have 1 rank in Computers and 1 rank in Culture? This seems really powerful.

Question 3 Does my computer's artificial personality have access to these language data sets? Can it do anything with them, like learn to speak the languages?

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My gaming group is about to start our first Starfinder campaign. I am considering playing a Mystic or a Soldier, but neither seem that great in starship combat (unless the soldier focuses on dex).

How concerned should I be with how my character performs on starships? Is this a large part of the game? How optimized should I be?

Thanks in advance!

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Our level 2 group just received 1,300 pounds of gold to be split 3 ways. My share is roughly 433 pounds, or 21,666 gold pieces. What should I do with it?

Some background: There are only 2 PCs. I am a bladebound magus (dex based), and the other PC is a bard (mainly focused on utility and buffing). This GM's style is kind of feast or famine, so it isn't surprising we received so much wealth. But I also think that part of his reason for giving it to us is to help make up for the small group size.

Our first concern is that we are in a thorpe with 9 residents, and we have a gold-laden wagon. There is a nearby druid who can brew potions, but there are no other magical items in the thorpe that we are aware of. There is a town we can travel to, but we have to be careful there. We have a potentially strong enemy living in town. We have heard of a city far away, but all we know is the general direction (NE). We've been attacked by bandits multiple times already, and that was while we were poor.

Assuming we can hold onto our money long enough to get to civilization, what should I buy?

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Does a black blade belonging to a Bladebound Magus share it's master's skill ranks?

I have read that the black blade is treated like a wizard's familiar, and its skills are treated the same as a familiar's skills. However, I have not read anything in the rules that indicates this.

Are there any rules that clarify the issue? Maybe something that I missed? If not, how would you treat the black blade's skills? (Other than the ranks it automatically gains in Knowledge [arcana])

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I'm playing a rules-light campaign, and the GM told us we can be any creature in the Bestiary. I flipped the book open to the choker. Everyone seemed to enjoy the idea of a choker in the party, so I'm going with it.

How would you convert a choker to a playable race? What ability scores bonuses/penalties would you give it? We are starting at Lv 1, and the GM is not overly concerned with balance. I'm also playing a monk, so I doubt I'll be unbalanced anyway.

Bonus question: How would you build a choker monk with a 20 point buy? I definitely plan to take combat reflexes to take advantage of my 10ft reach.

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Other than certain dragons, what creatures are immune to acid? Are there any that are CR8 or lower?

How about monsters that can resist acid?

Thanks in advance!

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The constrict special ability has me a bit confused. I will be using an Ochre Jelly in an upcoming battle against my PCs, and I want to make sure I understand it correctly.

The relevant attack stats for the monster are:

Ochre Jelly wrote:

Melee slam +5 (2d4+3 plus 1d4 acid and grab)

Special Attacks constrict (2d4+3 plus 1d4 acid)

How much damage will the Ochre Jelly do if it (1) starts its turn grappling a PC, (2) succeeds on its check to maintain the grapple, (3) chooses to deal damage, per the standard grapple rules, (4) and constricts.

I believe it should be 4d4+6 plus 2d4 acid. [that's from 2d4+3 plus 1d4 acid for grapple damage and an additional 2d4+3 plus 1d4 acid for constrict].

Is that correct?

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Let's say a wizard casts Silent Image to create an illusory double of himself in his same square.

1) Would this use of the spell create a 50% miss chance for anyone making a successful attack roll against the caster? (Assume the attacker has not successfully saved against the spell.)

2) If the attacker successfully lands a hit on the caster, would the attacker get a save against the illusion?

Basically I am curious if Silent Image can duplicate Mirror Image, but with only a single copy of the caster.

Thanks in advance!

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I have a group of PCs with a range of experience playing pen and paper RPGs. Some are very experienced and a few are newcomers. The group doesn't always play optimally. I never quite know when to pull my punches in a fight. I don't want to go too easy on them, but sometimes it is so difficult not to kill them. Well, today the first PC died. Here's how it happened.

The seven PCs (yes, we have a large group) are all level 6 (APL 7). They were fighting two advanced Greater Ceustodaemons (CR 9). This should have been a hard fight, and it was. But they had a more difficult time than I expected. Near the end, the bard walked up to one of the daemons and power attacked it (he had taken 1 level of fighter). The daemon had reach, and it landed an AOO when the bard approached. This left the bard with 9 hp. On its turn, the daemon finished the bard off with a power attack dealing 23 damage.

Part of me wants to say that the bard had it coming. He acted like a fighter when he didn't have the armor, the hit points, or the BAB to do anything worthwhile. But I also think I should have had the daemon do a regular attack (instead of a power attack). It could have easily done 9 damage and left the bard dying but not fully dead.

Does anybody have any experience with players who often make large mistakes like this? Should I just let the PCs die? Or should I take more care to pull my punches?

(The player who died was not too upset about it. He knows that the group can afford to bring him back to life, but he is considering rolling another character.)

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What happens to the body of a wraith's victim if it chooses to create a spawn? What happens to the victim's equipment?

My PCs will be entering a dungeon where several foolish adventurers were recently killed by a wraith and turned into spawn. I imagine the adventurer's equipment and clothing would still be on the dungeon floor, but their bodies would be missing.