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avr wrote:

Starfinder philosophy is unkind to those who can't spell "star".

Careful, poking at the fact that I didn’t take the time to check my spelling, and the way you presented that is boarderline bullying...I could have dislexia or any other issue, so please don’t be that a-hole who feels they are above others and that you “have” to point out these kinds of issue...be better than that.


Torbyne wrote:

...It also seems to establish that they can easily replicate many of the functions of those purely magical relics with tech based fusions as well.

As common as the trope is in other settings, I don't think that "the past was greater" is a part of this one anymore.

Metaphysician wrote:
...Magic is literally used on industrial scale, if anything its vastly stronger than in Pathfinder. You just don't have 9-level casters running around so much. . . because there is no point. Anything you can do with 20+ years of education in advanced spellcasting, can be done far far more efficiently by a factory staffed with skilled arcanotechnicians. You don't cast Gate, you *buy* a Gate.

I agree with your analysis and it does make sense a society that was structured with magic has now learned to adapt technology seamlessly together. But as "Metaphysician" has established, there is no higher spell level above 6th, at this time. This making the higher level relics priceless if they cannot be assimilated or duplicated.


Based on the story of the Starfinder universe, I want to have a discussion regarding the society structure. Technology is designed to mimic magic allowing the product to become usable to all users. Where raw magic is taught and studied for years by select individuals.

- Since the magic of Golarion and the gods that helped create magical items have more so diminished, and/or, disappeared. How valuable would you as a GM or player value those older magical items.
- If you found an older magical item(s), should you be able to use it if your not a caster; or would it become valuable for its actual power rather than its historical purpose.
- From a role playing aspect, would magic casters with natural magical abilities be discriminated for not having to spend extra money to buy tech that can do the same thing or would they be glorified for being casters.
- Would casters not want to take the time to study the magical arts or take the quick route and purchase tech.


With what has been discussed here regarding additional damage when casting a ranged spell attack; Why would it not make sense for the spell not to act as if you were a gunslinger. The gunslinger uses their dex modifier for attacks and calculating additional base damage.
I have looked over the gunslinger and to me it would make sense that when casting ranged spell you would perform the same calculations for using dex modifier for both attack and damage (unless the spell has auto aim: magic missile). You basically are a magic wielding gunslinger minus the gun mechanic, being that the whole aspect of that class is about how well you hit the enemy.


ObsessiveCompulsiveWolf wrote:

Umbra Base Class

Link't for you.

Yes I looked over that, but when you download the pdf and look at 1st level abilities, it shows “shadowstrike (1d8).” Unfortunately the review and the pdf does not elaborate what the 1d8 is or how it pertains to the class at 1st level.


http://paizo.com/products/btpy9fkm?Umbra-Base-Class

I discovered this class and began to go wild with ideas from it, though a questionable ruling came up that I am not familiar with. Looking at the class the umbra gains the ability "Shadowstrike (1d8)" at first level and again at 4th level is becomes "Shadowstrike (2d4)". This 1d8 to me represents the starting base damage, as i thought. Looking more in the description, it states:
"...When using shadowstrike, the umbra’s
melee attacks deal an additional +1d4 points of
damage, increasing by an additional +1d4 at 4th
level and every three levels thereafter..."

My question is, what does the 1d8 come from when the descriptor states I would gain only +1d4 of damage. Due to how 4th level appears it would make more sense starting would be 1d4 instead of the 1d8 damager.


http://paizo.com/products/btpy9fkm?Umbra-Base-Class

I discovered this class and began to go wild with ideas from it, though a questionable ruling came up that I am not familiar with. Looking at the class the umbra gains the ability "Shadowstrike (1d8)" at first level and again at 4th level is becomes "Shadowstrike (2d4)". This 1d8 to me represents the starting base damage, as i thought. Looking more in the description, it states:
"...When using shadowstrike, the umbra’s
melee attacks deal an additional +1d4 points of
damage, increasing by an additional +1d4 at 4th
level and every three levels thereafter..."

My question is, what does the 1d8 come from when the descriptor states I would gain only +1d4 of damage. Due to how 4th level appears it would make more sense starting would be 1d4 instead of the 1d8 damager.


pithica42 wrote:
I think the BP system itself could be used to give you what you want. The ship just automatically upgrades itself as the characters gain levels. Instead of them taking it into port and upgrading it, the BP gain by APL is just them discovering new/better systems as they learn how to operate the ship. Maybe the ship comes with a learning AI and is made of nannites that actually upgrade the ship over time.

I really like that, definitely gave me an idea to use.


I am creating a session for my players of 5, they will be looking for a means of escape either from an enemy or decaying destroyer, this is when they will find an advanced prototype ship. This will be the only one available in the hanger they go too, thus time is of the essence; it will be utilizing the Explorer base frame:

Explorer
Size Medium; Maneuverability good (+1 Piloting, turn 1)
HP 55 (increment 10); DT —; CT 11
Mounts forward arc (1 light), port arc (1 light), starboard arc (1 light), turret (1 light)
Expansion Bays 4
Minimum Crew 1; Maximum Crew 6
Cost 12

My current thought is designing it to be more advanced than the APL, but much of its systems are locked, and/or hidden. With this I am trying to figure out a way for them to be able to unlock these systems as time goes, but I am uncertain the best way to go about it. For certain though, the ship more than likely will not be upgradable for this reason.

I have thought of a video game aspect where as the APL raises, the systems will become unlocked. In no particular order, more when the time is needed in story it will become present to the crew members, if that system APL value is met.

I would like some insight on this and how it would work best, if it can work without breaking the game. As well, different builds that might be entertaining for this type of starship.


Thank you, that has answered a lot of the issues I have been having, I was using the PFSRD site. I know it uses more than just pathfinder and that was probably what was confusing me.


I am doing a bit of in depth research into all the different types of magical damage that can be done. I have looked through many different types of arcane wizards and magical attacks also from elementals and dragons. From this list below, is there any other type that your aware of; also are any of these redundant: like void and cold - can deal the same type of damage.
I have referred to the board regarding all damage types:

http://paizo.com/threads/rzs2kvvk?List-of-all-damage-types

Lastly, is there an easy to read list of all magical damage types, not necessarily from the schools of magic compendium.

Acid,
Blood (bleeding)
Air,
Cold,
Earth,
Fire,
Force
Electricity,
Metal,
Necrotic,
Radiant,
Shadow (illusion),
Void,
Water,
Wood


Thanks this was really helpful, I also found other info on power gaming, what feats achieve that. From what I found there is not a lot to me that this happens...I'm curious if anyone knows how to do this. I'm mostly interested in the concept of it. I know my gm has allowed me in the even that I can figure it out, but it appears like paizo did a good job nerfing this possibility.


Im am new to table top game play, I have known of games like this and D&D. My Friend and Ii have started playing "Rise of the rune lords" and the GM is also not completely familiar with the different combinations of feats that i can choose from for a general build that I could take into other campaigns if my character survives, or just for future reference.
I chose a human fighter based on what I found online as a good starting character. I am a huge gamer, and i prefer to deal massive damage, which is why Fighter. My question is how do I build my character to be able to deal high damage as well as make sure I'm going to hit. I am looking at the Two-Handed Fighter build and archetype, and we started with rolled stats:
STR 17
DEX 15
CON 15
INT 11
WIS 13
CHA 10
Unless there is a better build than this for a human fighter, what bonus feats should I take at each level?


My question is related to races that have natural attacks, such as claw and/or bite attacks.

If a race has the racial trait for a claw and/or bite attack for 1d4 damage and then gains a class ability for a claw and/or bite attack for 1d4 damage, what would be the ruling:
>>> damage becomes 2d4
>>> damage become 1d4 +1
>>> damage remains as 1d4

It would make sense that there is extra damage due to the bonus class damage as from a Draconic Bloodline Sorcerer or the like. To me it would be like the claws and/or teeth (bite attack) become sharper or longer to deal the extra damage.