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If I cast a 4th level Polymorph on an ally to make 'em large, do they lose their armor bonuses due to it not fitting properly? Would the same happen to someone in Powered Armor?
Momentum requires you to move at least 10' and to make a melee attack to add your CL to damage. Steal Life uses a melee attack and it says you heal damage equal to the damage dealt.

Isaac Zephyr wrote: Greydoch wrote: You mean the hacker operative that you complained was cheating on the other thread that you created.
-Beta The same, yes. Even without the cheating though, as an Operative Ysoki, his racial and class bonuses far exceeds what the Mechanic Android can achieve at early levels. This is part of what makes the cheating such a blow, because not only is he on paper better, but he lies about rolls, which leads to literally pushing the mechanic out of everything. At least now you guys know not to make a mechanic with a Hacking Operative, their skills bonuses are out of this world. Even as a Healer Mystic, I'm only just as good at Medicine as a Ghost Operative.
In regard to ship combat, if you have 4 people there will be 1 role open. Even then you have your pick of Dex/Int/Charisma skills, if you rolled low and didn't put anything in those stats, you're just as bad as a Mystic. Incompetence in Starship Combat is already baked into the system, rolling won't be something new.
Mysticism, Life Science, Perception, Computers, Diplomacy, Engineering, Stealth, Culture are the skills that are most rolled in our campaign. If you get low rolls, if you max your ranks the difference in skills should only be 2, not that big of a discrepancy.
In SF one of the common house rules I've seen for rolling is capping it at 18, since everyone gets those ability increases at level 5. Even those ability increase helps if you roll low.

Dracomicron wrote: Jesta wrote: I do it because I like it and find it fun. Games are about having fun.
I already have my character planned, have traits of his that are independent of ability scores. Even though I constantly dump Str, I never make characters in which frailty is part of how I RP them.
I wish they'd spend more of those years finely balancing the math into making so that DC's and saves scale at similar rates. I'll gladly give them a big FU, the same every other Homebrewer/GM gives I expect.
It's a bit baffling that so many think you walk in with 8 18's prewitten on your sheet. No! You roll the stats at the table with the GM.
While cheating is a concern for the rolling method, it by far isn't the main thing. Even if you roll those two 18s naturally, at the table, in front of the GM, the fact that you, through no action of your own, have a better character than anyone else tips the balance of the table in your direction. You will arbitrarily do better even though everybody is contributing the same amount of effort to the activity.
The player who rolls two 7s, three 9s, and a 12 might feel like they can't do anything right, and that's not a feeling we want to be giving to our players.
The thing you don't seem to get is that the DCs and saves DO scale properly... if you do the point buy. With the exception of the original starship skill checks and a few of the skill DCs (I'm looking at you, Treat Deadly Wound), the math on Starfinder is tight, IF you use point buy. You can't properly balance a character without point buy, because there's no telling what any character will have. Except it isn't, unless by design level 6 spells should be useless. A level 20 Mystic has a Spell DC of 28, assuming he maxed it out from character creation. He has a 35% of landing Will saves, 25% of landing Fort saves, and a 45% chance of landing reflex. CR 19 have a 65-40% chance of saving. Damage spells are also don't hit heavy enough to be worth it the save, the attack roll, and SA when you can just FA with a Longarm or Heavy. Personally it doesn't feel balanced. This is out of topic for the thread though.
In this thread, early on the majority of comments were about how rolling for stats was basically for cheaters, paraphrased of course. Though if you rolling lower compared to your party member will affect your enjoyment of the game, most tables we let people use standard point buy if they feel that way. So far no one has chosen it, but it's there.
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I do it because I like it and find it fun. Games are about having fun.
I already have my character planned, have traits of his that are independent of ability scores. Even though I constantly dump Str, I never make characters in which frailty is part of how I RP them.
I wish they'd spend more of those years finely balancing the math into making so that DC's and saves scale at similar rates. I'll gladly give them a big FU, the same every other Homebrewer/GM gives I expect.
It's a bit baffling that so many think you walk in with 8 18's prewitten on your sheet. No! You roll the stats at the table with the GM.
sebastokrator wrote: With the Corpse Fleet only a few hours away the group might not necessarily have the time to craft anything either, especially if they need to race to do something before the enemy arrives.
I think at this point we're kind of stuck waiting until Book 6 to see what sort of opportunities for crafting or shopping are provided.
A bit late but I'd seriously suggest DM's add in an Anvil of Torag or for the designer to do so. At the end of the AP PC's have gone 4 levels not being able to make higher level gear.

Jason Keeley wrote: Jesta wrote: Jason Keeley wrote: Commodore_RB wrote: Jason Keeley wrote: As for credits, this ancient city that has existed long before the Azlanti were even a gleam in some boleti's eye isn't exactly going to have modern-day currency just lying around.
Besides, the real treasure is the friendships you made along the way.
But the friends are impoverished aboriginal people. Who I worry we might have taught a very bad lesson about trusting alien invaders.
If you included valuables, like enough of them to give a brother an ultra-thin cane sword, our GM missed it. Could you maybe send him a note about WBL?
Seriously, top notch adventure, was a blast to play, thanks man. No, thank YOU!
I feel like I did ok seeding the city with treasure (though not credsticks). Maybe your group just missed a couple of stashes? I did the math assuming the PC's sell everything. They got the gear off the Azlanti, stripped every Kish except for the Priest, and got all the stashes of loot. I didn't account for the ammo and batteries found in the adventure, as they'll be used in the combat encounters.
Assuming every piece of loot is sold, the total is 39,533.5 credits. That's 9,883 credits per PC. We could make it an even 40k to make up for anything I might've missed some equipment. That's a 12k deficit. The wealth by level is 22k credits total from level 7-9.
So either there is another grave misprint, or the designer only account for 1 level up worth of loot for everyone to get. Reminder that this is if the PC do not keep a single piece of gear. Even though there's a level 10 armor& weapon, 2 Haste Circuits, 2 Deflective Reinforcements, 2 Jetpacks, cool tech gear, and useful magic items PC's are unlikely to sell. Wealth by Level is meant to include the full price of the gear a character is wearing and wielding. When we populate an adventure with treasure, we assume the PCs will keep something like a suit of armor that is a few... Oh, I thought it was the amount of liquid capital the party should have per level. So far my party has sold their loot and it came to equal the WBL or pretty close to it each time. Thanks for clarifying!

Jason Keeley wrote: Commodore_RB wrote: Jason Keeley wrote: As for credits, this ancient city that has existed long before the Azlanti were even a gleam in some boleti's eye isn't exactly going to have modern-day currency just lying around.
Besides, the real treasure is the friendships you made along the way.
But the friends are impoverished aboriginal people. Who I worry we might have taught a very bad lesson about trusting alien invaders.
If you included valuables, like enough of them to give a brother an ultra-thin cane sword, our GM missed it. Could you maybe send him a note about WBL?
Seriously, top notch adventure, was a blast to play, thanks man. No, thank YOU!
I feel like I did ok seeding the city with treasure (though not credsticks). Maybe your group just missed a couple of stashes? I did the math assuming the PC's sell everything. They got the gear off the Azlanti, stripped every Kish except for the Priest, and got all the stashes of loot. I didn't account for the ammo and batteries found in the adventure, as they'll be used in the combat encounters.
Assuming every piece of loot is sold, the total is 39,533.5 credits. That's 9,883 credits per PC. We could make it an even 40k to make up for anything I might've missed some equipment. That's a 12k deficit. The wealth by level is 22k credits total from level 7-9.
So either there is another grave misprint, or the designer only account for 1 level up worth of loot for everyone to get. Reminder that this is if the PC do not keep a single piece of gear. Even though there's a level 10 armor& weapon, 2 Haste Circuits, 2 Deflective Reinforcements, 2 Jetpacks, cool tech gear, and useful magic items PC's are unlikely to sell.
Dimity wrote: gustavo iglesias wrote: Why would they want to nuke it?
They went there, in theory, to investigate the relation of Nyara's book with the Stellar degenerator. Nuking it defeats the purpose They thought the Cult of the Devourer was holed up there, and wanted to take them out. I mean, they also know they don't know the coordinates to get to the gate. Nuking your only lead and perhaps harming any electronics that could've been useful to find the info seems short sighted.

Pax Rafkin wrote: I really don't like the initial encounters at the univeristy.
Muhali, a professor whos lifes work is linguistic anthropolgy, and someone presents her with ancient script found on a mysterious asteroid, possibly the most interesting thing she will ever see in her career, and she says, "nope, don't want to see it, I've got some public relations things to do." I don't buy it.
If the PCs even talk to Ailabiens 21:2, he tells them early on that he's on probation and can't help, but Dr. Solstarni can. So, I would wish him luck and go find Dr. Solstarni. Why, at this point, do the PCs care about helping Ailabiens? They don't find out until later, and only IF they help Ailabiens and Muhali, that Dr. Solstarni is missing.
Muhali calls the police and then...gives these random strangers a key to Solstarnis office. "The police are on their way but you four random people should have access to his office and start the investigation."
Bleh...
I mean, the PC's are introduced as Starfinders and by then they would've taken care of Contemplative headache for her. Not really randos.
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