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Quote: You can play every Starfinder Society Scenario as many times as you like, earning full rewards for playing, so long as you play with a different character each time. So, effectively, every scenario is replayable? I like this change but also hope the scenarios have enough to keep them from feeling stale on a replay
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Nefreet wrote: APs do have a long history of editing errors. The alien stat block just made it on to Archives of Nethys a few days ago. I'm hoping we might see an official errata in the FAQ and a corresponding update on AoN afterward. Hoping this was an error so junior GMs who might not notice the generous bonus don't obliterate their parties.
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Unless I am wrong, it appears the CR8 Moroi Vampire stat block on page 56 has some numeric values far outside the recommended values for a CR8 combatant. The attack bonus on the Moroi's melee attack is +25. I feel like this was likely an error not caught before it went to print. I'm guessing the Blair should have been closer to the +19 ranged attack bonus it has listed under spells. I'm not seeing any abilities that would increase the alien's attack bonus that far beyond the starting value. Has anyone else found an explanation for this or any other stats that appear inconsistent with the recommendations from AA1?
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Quote: Tech Revolution - Rules and Subsystems: The dynamic hacking, custom vehicles, improving vehicles and mech subsystems are not used in Organized Play unless specifically included in a scenario. I see what you did there. Looking forward to seeing some of these in scenarios.
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I have a question about subscription shipping dates, since they still appear to be changing. The pre-order date for Whispers of the Eclipse (book3) now says preorder expected late Sept 2021. Serpents in the Cradle (book 2) has a pdf availability date of Oct 13th. My Subscription shipments page lists both AP 41 and AP 42 as shipping together. Should subscribers expect to receive both volumes of the AP in one shipment, and, if so, will they be delayed past the Oct 13th date to ensure AP 42 is included?
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Some questions about content on page 4 under fulcrum: Quote: . Your fulcrum has an item level equal to your evolutionist level, and you can install weapon fusions and fusion seals onto your fulcrum as if it were a weapon of that level How does this work with item level restrictions normally present on weapon fusions? Do Evolutionist lose any fusions that aren't high enough level to be applied to their fulcrum after they level up? Does the fusion just go *poof* ? Or do they somehow lose the effect of the fusion until they complete additional work to *maybe* upgrade it? Can an evolutionist have more than one fulcrum? Can the fulcrum be damaged/destroyed/stolen? How does an evolutionist replace a lost fulcrum?
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Page 3 again Quote: Special: Once per round, you can spend Evolution Points with no effect to regain control of your body. The wording of this (again without the deep context of the rest of the class rules) makes it seem like EP can possibly be spent to end enchantment or other mind-affecting effects to regain mental control over an uncontrolled body. I had to read the sentence more than a few times. After reading more of the class abilities, it eventually became clear that this ability mechanically does not do what I thought. I'm confident now it is meant to give characters the ability to lower their EP to reduce the mechanical effects of a niche drawback, or reduce some of the perceived signs of the evolution. I'm wondering if anyone else might have been confused by this as well.
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Quick point of clarification: Page 3 under Maintaining EP, the last univeral instinct says Quote: "8 EP: The enhancement bonus to your AC or EAC increases to 2" Should this have said Quote: "8 EP: The enhancement bonus to your KAC or EAC increases to 2" ?
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Dracomicron wrote: The whole calibrate defense aspect of armor mechanics is its worst feature. My concern was not that the ability was simply underwhelming (it is unless it receives major errata), but that the capstone was only partially functional. Hopefully we can receive clarification as to whether the number of enemies one "calibration" provides bonuses against increases -or- if this simply prevents the loss of the initial bonus when using the ability a second time in one turn.
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The level 20 capstone ability of an experimental armor prototype mechanic is an ability called Defense Matrix. The ability is written as: "You perfect your experimental armor prototype’s adaptable defenses, bolstering your armor against a greater number of enemies. You can use your calibrate defenses ability to gain a bonus to your AC against a number of targets equal to your Intelligence modifier, spending a move action for each calibration." I'm confused as to how to interpret this ability in the context of the last phrase: "spending a move action for each calibration" As written, does one move action only gain you your calibrate defenses bonus against the standard one target? I'm not sure on the reason for the inclusion of the phrase if that were not the case and the bonus can be gained against multiple targets with a single move action. Furthermore, does this ability not provide any greater bonus to mechanics with more than 14 intelligence because it is limited to two uses (a move action and a standard action) on your turn? Let know if I'm completely missing something or if this is a valid question to have given the wording.
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Slamy Mcbiteo wrote: Wondering about the errata? Is it all included in the download? Also do you get JPGs for use on VTTs? I haven't seen an errata to the digital version of the cards. The digital version is a download with JPGs of all of the cards, though.
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As a GM, I would definitely start starship combat as long as the defending ship has functioning sensors. I wouldn't even have the defending ship roll to detect the breaching pod (I.e. they automatically succeed) unless their sensors/computer were malfunctioning, damaged, or inoperative. I'm not familiar enough with the rules to state if there is an official specific rule for what does and doesn't triggers combat. With regards to the grey cloak, I am confident that the breaching pods are not meant to be used while the ship is cloaked. From a printed adventure that uses it, I believe the instructions for the "sample acquisition bay" (another expansion bay) is that it can't be used while the ship is cloaked. I would apply the same rule to breaching pods.
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MerlinCross wrote: I basically have to build up to 4 forms? Yup. Each time you take this spell you have to define a specific number of forms that then become your options for this spell later when you cast it. So for example, you could build MerlinCross wrote: And can this form be built from anything, any mix and match of abilities that's possible(if so wow that sounds game breaking) but at the same time confusing? You can choose to mimic a specific creature or not. "If you base your form on a specific creature (which must be of a CR no higher than the spell’s maximum CR), you can select only abilities that the base form has, but you can select one ability more than the normal maximum." So, there is an upside to not build-a-bearing your own creature from various parts. MerlinCross wrote: Like I just want to turn into a laser wolf, is that even still possible? 1st level Polymorph is limited to animal or humanoid forms. Tashtari's are magical beasts. So, you need to start at 2nd level Polymorph if you want to become a Tashtari. With lvl 2 polymorph, you are limited to: If you choose one of the following categories of traits you are limited to the following based on the spell level: Tashtaris also have 2 special abilities
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Kigvan wrote:
The core rulebook refers to "edge of a square" in the rules for area. One edge would therefore be one edge of a square. Large or larger creatures would therefore have multiple edges on each side of their space. I would rule that the character will need to choose one edge of a single square they occupy. If they meant for this to create an effect centered on "all of the edges on one side of your space" they should have worded this effect in that manner.
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Apologies for the necro, but can we receive clarification as to whether missing on a ranged attack to hit a grid intersection with a non-thrown weapon effectively negates all effects from the attack? Chatting with many in the community, I believe lots of GMs and players assume missing an attack targeting a grid intersection with any weapon (and not just a thrown weapon) will cause the effect to take place in a different intersection per the thrown weapon miss rules. However there appears to not be any official rule for doing so. When an attack to hit AC 5 with a non-thrown weapon misses, (currently) it should produce no effect.
Thanks and apologies for the necro.
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frequency modulation graft (augmentation) is listed in the rules options index, but is missing from the publication entirely. I can assume this was a mistake in editing. I'd love to see a final description and stat block for this augmentation if the team could possibly include it in a blog post in the future.
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Looking at how astrazoans are depicted in the few artworks we have, it is clear that they normally stand and ambulate in a manner similair to most bipedal humanoids. I could easily see an astrazoan wearing a piece or armor designed for humanoids as they can restructure themselves to fit it even if they aren't mimicking another creature.
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This is likely an oversight and should probably be addressed in errata. As a GM, I would rule it does the same damage as a Huge ship's husk would deal. I would expect an errata to specify a different amount that is more than huge but less than colossal.
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adam morin wrote:
When you take either of the alternate class features (Experimental Armor Prototype or Experimental Weapon Prototype) you loose the Artificial Intelligence class feature you would normally gain at level 1. The class ability Control Net therefore does nothing since you lack the ability it modifies.
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Wei Ji the Learner wrote:
This seems outside the realm of rules discussion. I don't believe there is an explanation for this, and I don't expect us to receive one. They are a piece of technology with a specific function and description of how they achieve that function. Asking for further information about "how" they were developed is beyond the scope of most RPG supplements. You should be looking at Darksight Goggles as your option of choice if you prefer to avoid the ultraviolet lasers downside of darksight capacitors.
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Does anyone know if and where the various sourcebooks clarify whether a contemplative's psychic flight is purely mental and would still be available while limited to purely mental actions? I'm playing a contemplative character and haven't been able to locate an answer in case my character becomes paralyzed. Thanks in advance
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Just got my copy Some of these artworks are great. The art for meltaman and the proog were not what I was expecting in a good way. Kind of unfortunate there is only one aerial devil. I finally get to show my party what these characters look like! Edit: also realizing this doesn't include a pawn for any land vehicles from the AP.
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Wzrd wrote: The PDF of "#35: Merchants of the Void" is suffering from the same issue as #34 and the revised #31, #32 and #33 SF APS. Does the pdf for #35 include the separate map document in the download? Also, is the file size for this pdf back to below 100mb?
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SpiderOrc wrote:
The adventure just piles on nonlethal weaponry, so I feel like this is more common than you think. My party is doing the same thing.
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Did anyone else notice that the knockdown advanced rail gun used by one of the enemies in Book 3 violated the knockdown fusions requirement that "Only weapons that deal bludgeoning damage can benefit from this fusion"? I'm currently GMing my group as though the fusion is somehow functional on this weapon despite the normal restriction. How is everyone else handling this possible rules interaction oversight? I also notice that this weapon with fusion are listed as an option for organized play character through the chronicle sheet for this book. Does anyone know how organized play handles options on chronicle sheets that appear to violate rules like this? Does the fusion simply not function?
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Mosaic wrote:
Or you could use it if you party was shrunken down to tiny size. Just treat the map as 2.5 ft squares.
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Lavabeing wrote:
Also Spoiler: they are clones of important people that also exist in the setting. So telling your players that
* There already exists a exact duplicate of your character who is just like your character.
Finding out you are the evil clone is going to set off any character regardless of the process details.
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The Grays are supposed to be one of the most technologically advanced (if not THE most advanced)
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I would recommend not stretching the first book across more play sessions than necessary. The players need to keep track of a fairly nuanced investigation and I found the gap between sessions really hindered my party's ability to determine what was going on and what they were pursuing from last session. I also recommend the party familiarize themselves with mystery adventures and how to ensure they stay on track by reading the blog post: https://paizo.com/community/blog/v5748dyo6sh46 |