Sunlord Thalachos

Lavabeing's page

Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber. ** Pathfinder Society GM. Starfinder Society GM. 68 posts (69 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters.



1/5

Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

High level SFS scenario? Yes please!

Great updates all around.


Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

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?

1/5

Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber
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.


Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

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.


Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

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


Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

I've noticed that the adventure does not include maps for events two through six. I'm wondering what maps other GMs are using for these encounters.


Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

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?


3 people marked this as FAQ candidate.
Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

I'm considering taking " Tech Tinkerer" as a mechanic trick a level two.

The ability states:

Quote:

The item must have an item level and bulk no greater than

half your mechanic level.

However, the ability doesn't state whether this applies to the starting item or the item you are trying to replicate.

I would assume starting item, but it isn't particularly clear. Should I assume since the ability doesn't reference "new item" as it does in other sentences, it refers to the original item?


3 people marked this as FAQ candidate.
Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

I have three questions about how multiple afflictions interact and one quick request for clarification.

1) If a character is suffering from two different afflictions that progress on the same type of affliction track, are two tracks maintained seperately (one for each affliction)?

2) If multiple afflictions with the same type of track must be maintained sperately, do the penalties from the current progress on each independent track always stack with one another?

3) If a character is suffering from two instances of the same affliction (being poisoned twice for example), are two afliction tracks maintained separately or do failed saves progress a common track?

4) Poisons note that upon initial exposure characters lose health equal to the DC - 10. Does this bypass stamina as the wording would indicate?


Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber

Hi everyone,

I've looked through the forum to find a discussion about this interaction but have yet to find one.

I'm curious how everyone rules feats that enable additional uses for actions (like wild Empathy allowing a diplomacy check to use "make an impression" actions against animals) interact with feats that allow alternate skills to be used for actions ("impressive performance" allows performance check when attempting a "make an impression" action).

Since wild empathy specifies a diplomacy check to "make an impression" against animals, does it prevent alternate skill checks when taking this action? Or, should the diplomacy check reference be ignored and only treated as a reminder of what kind of check is the default?