Joseph Norris's page

Organized Play Member. 29 posts (30 including aliases). No reviews. 1 list. No wishlists. 15 Organized Play characters. 1 alias.



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My mistake, Pazio did update their faq. The links in this thread were not functining, but I found it. Sorry, folks. Move along.


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According to the book on Theme Knowledge:

You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioEngineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. The DC of skill checks to recall knowledge about your specialty is reduced by 5.

So, does that apply to recalling information about creatures you identify with Life Sciences?

If that is the case, then wouldn't it break down as follows:
constructs - bioEngineering specialization
aberrations - xenobiology specialization
animals - biology specialization
humanoids - biology specialization
monstrous humanoids - biology specialization
oozes - xenobiology specialization
plant creatures - botany or ecology specialization
vermin - zoology specialization

Otherwise, where would this specialization apply?

FYI: I applied xenobiology to aberrations and oozes because xenobiology (contrary to science fiction) is the study of biological systems and biochemistries that differ from the canonical DNA-RNA-20 amino acid system.


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I'm dumping the whole Starfinder Society.

The setting section of the core book states:
The Pact is not a single system-wide government, but rather an association of independent worlds bound by treaty to work together and acknowledge each other's sovereignty. Though its powers technically extend only to the facilitation of trade between worlds, interplanetary law enforcement, and mutual defense, over the last several centuries the government has gradually broadened the scope of its authority.

Borrowing" a few things from other games/media, here is what I've got as a multibranch replacement for the Starfinder Society.

mutual defense a.k.a. The StarForces
The StarForces are the military arm of the Pact and divides into a number of branches: Starship Command, Science, Engineering, Technicians, and Medical.

The Space Marine Corps is the elite assault force of the StarForces. Every Starship carries a complement of Marines for landing and boarding actions, as well as for major planetary raids and invasions.

The StarForce Commandos are an elite force within the Space Marines organization which trains for deep penetration raids and prolonged operations behind enemy lines. Commandos are also dropped onto enemy-occupied planets to assist BRINT agents to mobilize resistance groups.

Bureau of Intelligence - Military Agency
BRINT is the intelligence-gathering agency of the StarForce. BRINT operatives can expect to operate in enemy territory as ‘spies’ and saboteurs and may be required to organize and train resistance groups on planets Occupied by the enemy. BRINT agents also keep a close watch on the Bureau of State Security, whose agents are not part of the Military Establishment.

Interplanetary law enforcement:
Bureau of State Security BoSS
BOSS is a paramilitary organization which combines the duties of such services as MI5, the FBI, the KGB, and similar security institutions. The Bureau of State Security is a powerful arm of the Confederacy of allied worlds, for it is charged with conducting counter-espionage and anti-sabotage investigations, suppressing revolutionary and terrorist organizations, and maintaining the security of the state in general. Thus BOSS agents may be found in any government or civilian service, or in private business and industry. The Bureau is under the direct control of the Director-General of the Pact.

Interstellar Police Agency
The IPA is a paramilitary organization very similar to the StarForce and BRINT, except that it is charged with maintaining law and order in the volume of space controlled by the Pat and concerns itself with criminal activities of an interplanetary and interstellar nature.

Trade between worlds:
Merchant Marines
The Merchant Service is organized on a tight Guild structure. Normally, employment is maintained in one of the Guilds, but a general SpaceHand position may be obtained by any personnel unable to obtain employment in their Guild position. Most large vessels are owned by large corporations as both the cost of the vessels and the cost of operations are far too high for many private citizens to manage.

Department of Interstellar Survey
The Department of Interstellar Survey is charged with the exploration of deep space, to discover and chart new planets suitable for colonization, resource exploitation, etc.

Survey Scouts
The need for new Colony and resource planets is never satisfied, and while the Survey Service does extensive work in the discovery of new planets for settlement and industrial development, independent exploration companies have also entered the field. According to Interstellar Law, the discoverer of a planet uninhabited by sentient races becomes a First Claimant to all land and resources on the planet. If the discoverer undertakes the development of the planet, a very costly enterprise until returns are won from that development, he literally owns the planet. In most cases, the Only organizations capable of such development are governments and the great interstellar corporations. However, a discoverer can also sell his interest in his First Claim, the value of the Claim being dependent on the potential of the planet for colonization or resource development and the difficulties that may be encountered in undertaking such development.

Mercenary Companies:
The Mercenaries are fighting men who have, for the most part, been released from the regular forces. Mercenaries hire Out their services to the large interstellar corporations, to frontier planets that lack sufficient population to maintain a regular planetary defense force and need professional ‘stiffening’ for their Citizen militias, and to independent merchants requiring a heavy guard for voyages into pirate and enemy infested space.


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Very nice, far more along than mine. Your skill is clearly superior.


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thebluecanary wrote:

Idea time. So I've been digging, and I'm thinking of going with VB.Net (Windows Forms) with a XML based data structure. I'm very familiar with VBA and VB, so I expect the learning curve to be less. I'll finally be able to get away from many of the limits I hated.

Now my question, what the heck do I call it? Friend suggested sCoreForge Plus+, wife's idea characterCore. Anyone else have any ideas?

I am an experienced C# developer of 12 years, and classic ASP (vb) 5 years before that. If you need any help, don't hesitate to ask.


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Need to check if this is legal:

If a Magus with Wand Wielder arcana casts Weaponwand spell to embed shocking grasp wand in a longsword , can the magus then take two swings per round (both at -2 of course) using the long sword 2 handed (one normal, one via spellcombat/spell strike) by expending a charge on the wand for the second attack.

Wand wielder states, "The magus can activate a wand or staff in place of casting a spell when using spell combat."

Weaponwand states, "You can attack normally with the weapon or use the weapon as if it were the encased wand"


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I've yet to get it to run. 1.4.7 just hung on starting. 1.5 locks up I try to highlight a player name, require an end task to kill.