Kainite101's page

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So we were trying to theory craft a character designed to flat out try to break things as best he can. The idea is to not have to rely on outside help or other characters, all of it has to be doable solo by the character via gear, feats, or abilities.

Besides maxing strength(or taking powered armor) and size increase (like dimensional gland) about the only thing we came up with was the vanguard discipline Blast Through that lets them add Con bonus to the roll.

Any gear, items, or other abilities that anyone can think of to add into the mix?


Is there a list somewhere that lists the name and what level and season they are, rather then having to click on each one in paizo store? painfully slow and tedious...


Rather new to Starfinder and was fiddling with going into powered armor later in levels. Got a few questions...

1 - Right now I see no class (or Archtype) that gives powered armor proficiency unless I am missing something somewhere.

2 - I keep seeing people talk about not having to have the str 13+ to get powered armor prof as a feat, but not explaining how this is possible? (I saw one vague mention of having heavy armor prof from class, but that really didn't explain it).

3 - Is there a way to "upgrade" powered armor (or armor in general) via the rules to keep it more viable at the odd levels. Such as crafting to make it a level or 2 higher and adding to the KAC/EAC?

Thanks in advance


So my group is going to start playing Starfinder for first time next month. We are currently reading up on the rules and such (We have played many systems oevr the decades). From some our limited knowledge so far, there doesn't seem to be the need to optimize as much as original Pathfinder seemed (closer to P2 in that regard). But we seem to be seeing some vast differences in some things. Are there any 'traps' that look or seem useful at glance, but really are underpowered or perform less than similar classes or feats? Specifically we were looking at Mystic and Technomancer. They seemed like good choices, but from what we have gathered on several message boards, they severely underperform compared to other classes that can do the same things much better, for less cost, and still able to do other things. Many suggest the operative can do things better then some of these dedicated classes. Has this been your experience? Or are these outdated references and errata and new abilities have since changed these dynamics... We are not trying to 'super munchkin', but don't want that awkward moment where someone puts a 'dabble' into a skill can do it just as good as the guy who thought he was dedicated, or the class doesn't do what was advertised in the short description...Thanks in advance


A player in my campaign has a cloistered cleric of Erastil, and focused on the healing feats. He was expecting to be a focused healer and be a good buffer. As a healer, he is doing great. But as buffer, he (and I after looking at the spell list trying to help make suggestions) is flailing as a buffer. Maybe my thinking is too rooted in 5E and original Pathfinder, but not seeing hardly any buffs spell levels 1-4. Bless, which has some serious start up time issues for range (as he plays ranged with bow for Erastil). Other then that, we are not seeing alot of options other then some niche party buffing spells that are severely limited to specific creatures or alignment.

Suggestions? Are we to rooted in the 'old ways'? Not seeing anything like prayer, divine favor, ect (even if he could self buff would help...). He was not expecting damage numbers, but he was expecting some decent buffing abilities to sideline with healing...


I see mention of it and the movement cost in the CRB under the terrain section, but no examples of it. I thought I recall seeing an effect or spell or something??? that mentioned it somehow turned an area into greater difficult, but for life of me can't find that either anymore... Any help pointing to page references would be most welcome of spells, abilities, or actual terrain references (like ice and snow on top of treacherous steep rocky slope...). My google-fu leads me in a circular pattern referencing the same section in CRB about terrain...

**EDIT** I have found several spells that let you avoid it, and only 1 spell(Punishing Winds) that mention it...


Last game, suggestion was cast on on of the party members.

"You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest"

They were fighting multiple shapeshifters (Rakshasa, which they new about, and had done a few recall knowledge checks on). The suggestion was that one of the Rakshasa's that had turned invisible the previous round, had shapeshifted to look like one of the party members and do what he needed to while we were in middle of combat. The party member decided to attack the "enemy", which was the player. One of the other players argued that this would be against self-interest, and other player argued it was was not, as his self-interest would be to protect himself as he saw the player as a shapeshifted enemy, not just suddenly an enemy (since they had lost sight of the original rakshasa the previous round he turned invisible...basically a plausible excuse)

Also for more context these rakshasa's had already ambushed the party pretending to be helpless halflings...

What do you think? I am of the mind that the suggestion was phrased correctly due to the disappearing rakshasa to be reasonable. Had the suggestion simply been, your ally is now your enemy, with no other circumstance then I would say it was against self interest.


Curious as to what others are using for rough starting distances for the begining of encounters... Now obviously terrain and location make differences. Do you use line of sight of the lead character? The whole party? Do you have a maximum distance you would start with? So far I have been trying to stick around 30 to 120 feet for outdoors(obviously less if opening a door into a room) and depending on line of sight and how much room the area has...


Part 1
Having a little trouble deciphering the precious material costs for weapons and armor. To keep it simple, as it seems to have the same header description for most materials, it describes weapons, and the cost of standard grade being 250 gp per bulk. But page 599 lists weapons as 880 gp + 88 gp per bulk. Now normally I would have gone with specific trumps general, but page 599 specifically called out weapons in the descriptions. Also 1k (rounding up) for a standard grade weapon seems a but on the steep side (weakness damage is kind of specific)...

Part 2
Would you up the hp of items one degree for each size increase? Example normal sized long sword is 5 hardness and 20 hp. A large long sword would then bump up one 'catagory' and make it 7 hardeness and 28 hp. Seems silly a giants weapon is just as easily destroyed as a medium size creatures...

Thoughts?


SO I have read the page about checks, and am somewhat confused by how they seem to float between "everything is a check", but then break them into skill check, attack roll, ect...

So the core question I have is, are attack rolls considered a skill check vs skill check penalties? In the instance we were struggling with was the fascinated condition -

"You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can’t use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies."

Seems odd that you are distracted, yet this would not affect your melee attack against another target... unless attack rolls are always skill checks...

TLDR - are attack rolls skill checks....


Quote:

This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.

Activate (Two Actions Interact) - Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn.

So can you throw the object? Let's say a bulk 8 rock (40 - 80 lbs, depending on how you rule it according to bulk rules if I read it right..) If you can throw it, 20 foot range? And then there would be damage?

Seems silly that it would lose all momentum after leaving your hand...


I did a search but didn't find anything about size of a creature changing the jump height or distance. If I missed it, could you kindly point me towards it?

Otherwise... Does a large, huge, ect creature get a bonus to the height/distance? Or a bonus to the check? Our Barbarian is about to hit level 6 soon and wants to take the Giants Stature feat and we are trying to figure out how to handle it. A few of the ideas we have were either double the base distances for leap but felt the long jump might be too far... The other idea was bonus to the roll (maybe +2 or +4), but then the crit fail can be weird in certain situations for short jumps(crit fail a 4 foot high jump for example)... Ideas?


If I read it correctly when using Harm (or Heal vs Undead). No matter which version you use (1,2, or 3 action), you only do 1d8 damage per spell level slot. The 2 action version specifically says (Harm says same for healing undead):

"If you’re healing a living creature, increase the Hit Points restored by 8."

Nothing about extra positive or negative, just flat out extra healing...

The same thing can be said about the 3 action version. It only does the base 1d8 per spell level slot (Healing or Damage)...

Is this correct?


I am probably missing something somewhere, but how do animal companions gain a specialization? p217 CRB. Is it a class feat I am just not seeing from Ranger or Druid? Is it a natural thing that happens at a certain level? Thanks in advance...