Cavall wrote:
Flat footed is a situation that normally prevents you from taking attacks of opportunities. Paired opportunist (when it triggers) allows you to make an attack of opportunity even if the situation normally prevents you from making AoO, as long as you still threaten the target. By my reading it absolutely works. Situations that prevent you from making AoO that paired opportunist gets around: Flat footed
Situations that Paired Opportunists doesn't get around: Not holding a weapon
Cat Whisperer wrote: If a PC is killed, how does that affect the timeline considering the time travel aspect of the AP? After book 3 begins I would advise not allowing PCs to die in a permanent manner. There are plenty of time related excuses to keep it from happening, and other ways you can disincentivize dying. But I'm the type of GM that prefers to have consistent characters through out the entire story.
No. And I don't see how cure light wounds wand was even an issue to begin with. In my experience one of two things happened. 1. Party had enough healing to stay topped off and kept adventuring. 2. Party did not have enough healing to stay at max health at the beginning of encounters and stopped adventuring for the day. All resonance does is force one of your party members to be a cleric. PFS scenarios are all going to crash and burn now because its impossible to have an adventuring day without a non-resonance source of healing. I don't see why letting people keep adventuring is a bad thing. People are just going to stop and rest more often when they run out of resonance now.
Ung. No. The old monster creation rules required faaaaaaar too much work. I much prefer the new method completely divorced from PC generation. On the otherhand the current numbers seem to be waaaay overtuned. Monsters hit too hard way too often. I like the system, but the details need to be tweaked a bit.
Rules unclear, consult GM. When I run games it does, but Other GM's may differ in their interpretation. The key thing to remember is that you shouldn't add the same attribute twice. So if you are already getting Int to damage, probably not. If you are not already getting Int to damage (say from explosive missile) then probably yes.
You use it as a small part of a massive alchemical attack! Hybridization Funnel + Acid+Alchemist Fire+Composite Long Bow+Thistle Arrow+Explosive Missile Discovery+Explosive Bomb discovery+deadly aim+ Red Tears poison Direct Hit
Also splash damage.
As someone that actually has a degree in mathematics I can say that MrTsFloatinghead actually has some very good points. Another thing to consider is the distribution of values in damage. Average DPR is great when each damage value is equally likely, but with the way damage is generated in SF you really should take the variance into account. For example 10d4 has a mean value of 25 and a Stdv of ~3.5. 4d12 has a mean value of 26 but a Stdv of ~6.9. You are much more likely to get the average value with d4's than d12's. The d12 will be far swingier with many more attacks at lower and higher values. With larger standard deviations of damage you will see more value out of static modifiers as they will bring that swinginess down.
Athos710 wrote: The fight took us over 4 hours. Us too. It was stupid. The entire encounter was ridiculous. Spoiler: 4? on 1 for 1st level characters. The GM ended up letting us flee and then come back and try again after we figured out the mechanic of the fight. (We spent several rounds shooting down at the seemingly infinite supply of drones)
Redelia wrote: Has anyone actually built a solarian with Cha of at least 16? Everyone keeps saying it won't work, but I'm not so sure. Such a solarian would concentrate more on using revelations and less on normal damage in combat, and also concentrate on CHA based skills; probably built to be a captain in space combat. My PFS solarion has Str 16, Dex 13, Cha 16. So far he has been the highest DPS in combat, and the party face. In fact I have made far more roles that utilized my Charisma bonus than I have rolls that used my Strength bonus.
Death Knell here! Solarion Icon and World Heavy Weight Champion of the Eoxian Championship Gladiatorial Games. You might also recognize me from Season 2 of Dancing in the Stars, where I advanced to the semi finals, or season 78 of Wasteland Survivors, where I was unfortunately eliminated in the first round. You can also look forward to seeing me in the upcoming season of Eox Got Talent, and the next season of the Eoxian Championship Gladitorial Games where I will defend my title against the Dread Phrasmian Mangler, vile cleric of Pharasma. 8 p.m. Eoxian standard time, 9 p.m. Absolom Station time.
One result of the battery charge rules that I have seen in play so far is that PCs only ever use their batteries for the first encounter. After that we strip the batteries from our opponents guns and use them for the rest of the encounter. After all, consumables found in the course of an adventure can be freely used without effecting your chronicle sheet, and batteries are consumables. Its stupid, but I am also of the opinion that having to pay to recharge batteries is counter intuitive and anti-fun.
HWalsh wrote:
But the only thing you are rating as good is stuff that increases damage. That would seem to only be important IF rocket tag was your goal. The longer a battle lasts the more important things like battlefield control become. Especially when the class has abilities that can make hazardous terrain. Controlling where the opponent stands is exceedingly useful. Especially given the importance of cover.
Our group has played 3 of the SFS scenarios so far, and in each and every one the Envoy ability to restore Stamina was critical to our survival. They have far more damage negation potential than the mystic does, and it really showed. The 5 per person per level per fight was way more useful than the mystic's 1/day healing power.
I think you are greatly undervaluing many of the Revelations, graviton ones in particular. Gravity hold is amazing for battlefield control. You can use it to trap your opponents in a bad positions, or move them into melee with yourself or an ally. Alternately you can use it to move yourself or your friends into position, potentially giving a melee ally the equivalent of a pounce.
Does forced movement provoke attacks of opportunity? The rules seem to be unclear. In the combat section it states that if you leave a threatened area you provoke. It says nothing about it having to be willing. My primary concern is when using the Gravity Hold ability of a Solarion. If it does provoke you can use it to grab your opponents and move them past friends for AoO's/ If it doesn't provoke you can use it to grab your friends (or yourself) and move them into and out of combat without triggering AoO's. Either way it's a solid use of the ability, I just need to know which way I should be using it.
I don't understand your point at all. If thug A is about to stab you, rob you, or just be mean to you, you cast charm person on him. He is now your friend and decides not to stab you, rob you, or be mean to you once his initiative comes around. How is that not useful? Especially with the various abilities that make them not realize they were charmed.
David knott 242 wrote:
Unfortunately that doesn't work as the Gap is known to have started/ended at different times in different places and to have skipped certain times. Which could mean that
thistledown wrote:
On the scale of 5 millennia 4500 years is "nearly." My personal pet theory is that the Gap perfectly corresponds with the period that prophecy stops working, and that both are caused by the same thing. Notice in the book that Pharasma is still listed as the god of prophecy, but nowhere does it mention that prophecy doesn't work. Maybe that's because to the records of SF it never stopped working. (Cause no one can remember that time period) That is to say all of Pathfinder is during the Gap.
Hiruma Kai wrote:
Yeah, even if Plasma Sheath & Gravity hold didn't play well together (I am in the camp that believes you just need generic attunement for Gravity Sheath) I think GH's ability is worth it. Keep in mind that nothing says it is for enemies only. You can use it to move your allies next to opponents for a pseudo pounce. Or you could throw foes off of cliffs. Also Starfinder doesn't seem to have a clause about involuntary movement not provoking AoO's, so that may be a thing as well. That's a good point on reflection. I may have to reconsider that power, maybe Defy Gravity,
The build I'm looking to play starts with Str – 18* Dex – 11* Con – 10* Int – 10 Wis – 8 Cha – 16*
2–Gravity Hold
Get the ring of resistance for will saves to compensate for the Wis. Grab Heavy Armor Prof at first level. Focus on Bluff & Diplomacy to be the party face. This gives a good deal of battle field control, out of combat utility, and damage. |
