I didn't realize how close to $100 this subscription was going to be. Is it possible to still add some sidecart items to the subscription to qualify for the discounted shipping, so so could you add the items from Order 8057590 to Order 8080451. Thanks in advance.
So I was playing around with an order last night and applied the downtime code to it, I kept this in my card for awhile and didn't end up pushing the order through, sometime between last night and today the code seems to have fallen off, its still showing as applied in the cart but the discounts are no longer showing on products. Is it still working right or is there something that can be done to unapply it so I can reapply it later when I'm ready to finish my order.
Overall, I think its an excellent job weeding out many of the problematic things while still allowing a lot of stuff that will make things interesting at the same.
I do have a couple of issues with what made it in, personally. Not banned bipods and gunner harnesses being a big one. Allowing for shenanigans with summoning grenades and bombarding fusion being another(although this may be dealt with in an imminent FAQ.) But overall an excellent piece of work which opens up a lot of fun builds.
I believe I was supposed to receive $60 in store credit for running 6 slots at PaizoCon, I'm not sure where this is in the process, I appear to have gotten my store credit for Origins but not PaizoCon, but it is possible that this is reversed and I got store credit for PaizoCon but not Origins.
I'm not sure how many situations this applies to but I was looking at a potential multiclass Operative/Soldier build and stumbled on two abilities and was wondering about the order of operations of how they operate.
Namely, there is a class option of each class that reduces speed, Hampering Shot and Flash Freeze:
Hampering Shot (Ex)
For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn.
Flash Freeze (Ex; 7th level)
D When you hit a creature with a weapon in the cryo category, that creature’s speeds are reduced by 10 feet for 1 round, to a minimum of 10 feet.
If the thing you're hitting with both of these has 30 foot move speed it will actually lead to the same result, 10 feet movement speed, but if, for instance, the creature has 40 foot move speed it leads to the following:
Hampering half first then Flash Freeze subtraction = 10 foot move speed
Flash Freeze subtraction first then hampering half = 15 foot move speed
Normal math order of operations says that we should divide first and then subtract, is this a general rule in Starfinder, should it be?
Not sure if I'm jumping the gun on this but I want to make sure I'm squared away and able to sign up for events when I am not GMing. I am signed up to run 6 slots of PFS at PaizoCon, because of this I believe I got the following e-mail yesterday afternoon:
Request to Participate in an Event
Dear Shawn,
You have a request pending to participate in an event.
To accept this request, go to https://secure.paizo.com/paizo/account
1. Click on the link and log in your paizo.com account.
2. Scroll down to the box called “Pathfinder Society” and click on the title of the box.
3. Scrolling down should show “Pending Volunteer Requests"
4. Review the event(s) listed and click on “Accept” or "Decline"
Best regards,
Paizo Customer Service
customer.service@paizo.com
I received this e-mail twice, I looked at my account and I don't see any event participation requests. I'm not sure if this is an issue or if this is simply something that I won't be able to see until the events go live. This is my first PaizoCon and I want to make sure I do it right.
"If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor..."
Powered Armor has this to say, "The cockpit of powered armor is too small to fit a person wearing heavy armor. If you’re wearing light armor while in powered armor, you gain the higher of the EAC bonuses and the higher of the KAC bonuses between the two suits of armor, and you take the worse maximum Dexterity bonus and armor." Implying you can wear light armor while in powered armor.
So my question is simply, RAW, does the operative's evasion ability work when one is in powered armor and light armor.
Grammatically, I can't figure out a way to parse the Evasion ability other than, "You gain this benefit only when...wearing light armor or no armor..." to mean anything other than as long as you are wearing light armor regardless of what else you are wearing you benefit.
Can anyone provide an alternative explanation that jives with the grammar of the sentence that precludes powered armor and light armor combos allowing evasion.
This doesn't seem to be intended by the rules(but who are we to actually say this without dev comment), but I also can't figure out why it doesn't work besides arguments along the lines of "well it shouldn't work so therefore it doesn't."
Or could a developer/design team member chime in and clarify that evasion does not work when a character is wearing powered armor.
So with the impeding release of Pact Worlds (some lucky subscribers who aren't me already have it) there are 14(!) new themes being released. This being the case, I am sure that there are some themes that may be better suited for character concepts than those currently available in the CRB.
That being said, I am wondering if I can get a ruling on how the mnemonic editor works with regard to retraining theme, this is sort of an offshoot of the race question in a previous thread but unlike race, it seems like a theme could definitely be something that could be erased by erasing the first level of a character.
Is this true? Can we pick a new theme by paying the 4 fame for a mnemonic editor prior to playing 3rd level with that character or is theme something that cannot be mnemonic edited.
The blog says it is valid through March 5, 2018 (today) I applied it to my cart yesterday but did not complete check out, I'm trying to check out now and it looks like its not being applied properly. Could I get it added back if there's some issue.
Got by subscriber copy of Dead Suns 4, and it has an interesting passage in the section on the Drift that I'm interesting in figuring out how Starfinder Society will handle.
The CRB discusses the Drift briefly and mentions that it is only accessible by technology, but the Drift section of Dead Suns 4 has this to say,
The Ruined Clouds, pg. 48 wrote:
LIMITED MAGIC
Most magic functions normally in the Drift, but no spells or magical abilities have yet been discovered that are capable of transporting creatures or material in or out of the Drift. This means that spells or abilities like shadow walk and plane shift simply fail to work when used in relation to the Drift, as do summoning spells and abilities. (emphasis mine).
How is background information like this treated for Starfinder Society purposes, this is a mechanical thing, you can't summon creatures to the Drift. There is at least one instance of drift combat in one of the current Starfinder Society scenarios. Does this passage need official campaign documentation to be true, or does its existence in what will soon surely be an Additional Resource (although likely not this section) mean that it is true for the campaign?
According to the Pact Worlds advertisement at the back of Dead Suns 4, the following are the six new races coming next months in Pact Worlds:
"play as a member of one of six new alien races: shapechanging astrazoans, rolling bantrids, undead borais, plantlike khizars, robotic SROs, or winged strix."
Welcome to the game. Because this scenerio isn't out yet, there's only so much pre-game discussion that can go on but know that this is a continuation of the events of 1-00 based on the description, if you have played 1-00 and have the boon from that scenario please let me know as that is probably relevant.
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Starfinder Charter Superscriber
There has been a new FAQ, of which I am eternally grateful, lots of good stuff in there. There's just one problem, the Hover Drone FAQ entry doesn't actually fix the issue with the hover drone.
The new FAQ has this to say, "[Mechanic] Since a hover drone (page 75) doesn't have perfect maneuverability, it can't actually hover, can it?
A drone that takes the flight system mod twice gains perfect maneuverability. This allows hover drones to hover."
Here's the problem, page 259 says this about perfect maneuverability, "If you have perfect maneuverability, you do not have to attempt an Acrobatics check to use the avoid falling damage or hover options; you automatically succeed at these options (unless you are unconscious), though you can still attempt an Acrobatics check to hover as a swift action instead of a move action."
So awesome, the hover drone doesn't need to make a check or it can make a check for a swift action(which it auto succeeds in favorable wind conditions), that's cool, the problem is that it doesn't eliminate the fact that its a move action OR a swift action.
A hover drone only has a move action or a standard action. So if it uses its standard action to attack when not under direct control, it still falls because it has no move or swift action to take. That could be fine because it also doesn't have to make a check to avoid falling damage. So worst case it just falls, but it can not actually hover still. And it gets even worse, avoiding falling damage is a reaction, so if the drone has already used its reaction IT TAKES FALLING DAMAGE.
Well, that's fine you might say, you can just give it a swift action to have it hover as a partial direct control. Nope. RAW you can only give a drone a swift action if you gave it your move action first.
This problem is theoretically solved at level 7 because at that point it can take a standard action to attack and a move action but then why was the FAQ needed in the first place, because it could always take a move action to hover starting at this level (although it would have needed a check it auto succeeded at.)
It actually also brings up a really interesting point that goes beyond drones as well. NO FLYING CREATURE CAN MAKE A FULL ATTACK AND NOT FALL. Full attack is a full action. If you take a full action you don't have a swift action, so you always fall to the ground if you take a full attack as a flying creature. This is what really needs an FAQ above everything, is it intended that no being can ever full attack while flying?
The AR for Alien Archive states "Equipment: All equipment in this book with a list item level and price is legal for play except aeon guard armor, aeon guard rifles, maze-core equipment, and the resilient jacket."
On page 69 the following is listed "UNDERWATER WEAPONS Like residents of most water worlds, kalos create their own versions of common weapons, redesigned to function better underwater. These weapons have the following special property and generally cost 10% more. Underwater: A weapon with this special property that is used underwater ignores the –2 penalty to attack rolls and deals full damage."
Underwater Weapons do not have an item level listed are they considered available for Starfinder Society play at the item level of the underlying piece of equipment? (So for a normal character with no infamy at Character Level+0).
Didn't see a thread for this one yet, just had a question about one section (its possible I'll have more but I wanted to throw this one out there.) On page 12, one of the ways to resolve the conflict with Razor is a "Battle of Wits"
The "Battle of Wits" says "Attacking the opponent’s ships
involves an opposed Intelligence, Piloting, Profession (vidgamer),
or gunnery check."
There's just one, potential, problem. Razor doesn't have a skill modifier for Piloting or Profession (vidgamer), I'm really struggling to figure out how a well prepared PC doesn't just automatically win this trough opposed Piloting checks that Razor can't possibly match, especially at higher tier.
So I'm just starting to run through some stuff that has creatures that poison, and I want to make sure I'm understanding the rules involving poison correctly.
Suppose you have a creature who when it hits with its bite causes a DC 11 injury poison on the dexterity track with one save to cure. This has the entry 1 save per round for 6 rounds (the Kaukariki from Dead Suns 2 Alien Archives.)
The dexterity track is Healthy—Sluggish—Stiffened—Staggered—Immobile—Dead
So suppose I am hit by this creature, I fail my initial save, I am now sluggish.
On by following round, I attempt my save versus this disease and fail, I am now stiffened.
There are now two things that can happen if the creature hits me again:
1) It hits me again and I fail my save. Because poisons stack doses, I am now poisoned with 2 doses (and I take damage from this poisoning as well.) I am also now Staggered.
2) It hits me again and I make my save versus the second dosing. Am I now cured since I made my save versus a poison which requires 1 save to cure, or am I simply only once poisoned and not twice. I'm 99% sure its the former, but I just want to include this in the effort for completeness.
In the case of (1), now on to my next round, I am currently staggered, I have to now attempt 2 saves because I have two doses of poison inside me. "If a victim is exposed to multiple doses of the same poison, she must attempt a separate save for each dose and progresses to the next state on the poison track with each failed save."
Suppose I make one of these saves and fail the other, am I cured and back to healthy? Or since I failed against one of the doses am I now Immobile, with one dose of poison inside of me.
All and all this seems really powerful, yes you can make the saves, but since creatures have such high attack rolls in Starfinder a group of even a couple creatures with a poison effect seems incredibly deadly due to its tracking nature and poison dose stacking (much more deadly than disease which seems to not stack doses.)
5 people marked this as FAQ candidate.
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Starfinder Charter Superscriber
I was doing some work on my Envoy build and doing some reading and had a thought and wanted to get people's opinions.
Does Get 'Em require the enemy creature that your allies gain the +1 bonus against be able to understand you? Can it be used against Undead and other creatures immune to Mind-Affecting effects?
Get 'Em is a Language-Dependent, Mind-Affecting, Sense-Dependent effect. It states:
Get Em wrote:
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
Does the line "...you can choose one enemy within 60 feet" make the creature your allies get +1 bonus to hit against a "target" such that the following applies:
Language Dependent wrote:
A language-dependent effect uses intelligible language (either audible, visual, or telepathic) as a medium for communication. If you cannot communicate with the target or the target cannot understand what you are communicating, the effect fails to affect that target.
I think it is worth noting for purposes of this discussion that Get 'Em specifically mentions that this effect persists even if the enemy moves beyond "out of line of...hearing" which seems to imply that the enemy being able to hear you in the first place may have been a prerequisite.
I also think its also worth noting that a line identical to Get 'Em is used for Not in the Face "As a move action, you can choose one enemy within 60 feet. That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes against you until the end of your next turn." I don't think many people would argue that the enemy is not the target of Not in the Face.
So what do others think, can you use Get Em on something immune to Mind-Affecting effects or who does not share your language? Why or why not?
The racial boons released so far have language stating that "[t]his Chronicle sheet must be the first Chronicle sheet for the given character." How does this language interact with the Character Revision language on page 45 of the SFS guide.
Specifically, is a racial boon able to be added to a character that has not yet been played at level 2 or above despite it already having chronicles assigned to it.
As an added hink, how do these racial boon Chronicle sheets interact with the mnemonic editor item. If one is used to erase the first level of a character can these boons be applied even if the character has been played at level 2 or above disallowing the level 1 retraining option.
I would like to opt in to waiting for a back ordered subscription copy of SF AP #1. My subscription currently has started with AP 2 of 6. I had e-mailed about this a couple weeks ago but did not receive a reply.
Additionally, as a Starfinder Subscriber, I believe I should be qualified for the Paizo Adventure program, I do think I am getting 15% off products on Paizo.com(although I'm not really clear when this discount is applied), but I am getting my free Starfinder Society PDFs.
Under the drone skill unit description it states that you can choose a skill from a given list and that this skill is treated as a class skill for your drone and that the drone can use this skill while not under your direct control (i.e. it can use this skill without an action being required by you, although your drone must still be within range of your custom rig if not under your direct control and you must be able to issue commands to it.)
A couple of the roles for starship combat call for the use of skills for which drones can become proficiency, namely engineering for the engineer role and computers for the science officer role.
Drones can get a mod that gives them manipulator arms which allows them to perform "most functions that your arms can perform."
So, can a drone that has taken a relevant skill (engineer or computers) that has manipulator arms perform a role in addition to the mechanic PC during starship combat?