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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() I remember reading that the Mechanic and Technomacer are available to SFS but you have to use the playtest details until they are released. During the playtest, in addition to the details on the playtest document there was some formal errata provided. A Paizo blog on 2nd of May and some FAQ changes. Is this the current state of these two classes or have some more amendments to the tech class playtest been made since then? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Starfinder Player Core page:200 "If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually only happens when a creature is weak to both a type of damage and a material or trait, such as a plasma doshko critically hitting a monster that has weakness to fire and electricity." A doshko normally does fire damage however on a critical hit it also does electricity damage. However, this electricity damage is persistent damage and so does not take place at the same time as the strike from the Doshko. The example seems to imply that the damage from the Doshko plus any persistent damage over potentially multiple rounds, arising from a critical hit represents a single instance of damage. This seems a lot more restrictive in terms of what an instance of damage is, very much supporting the viewpoint that it is all damage relating to an individual attack that counts as an instance of damage not separate damage types as is often ruled. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() I've been looking all over but I can't find what the range is for setting a snare. Does it have to be adjacent to you are can you create a snare and throw it into a space further away from you. I'm sure there is something somewhere but I can't find it. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Monastic Weaponry now allows weapons you have familiarity with as Monk weapons as they gain the monk trait. pg 118 Player Core 2 "If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat} the weapon gains the monk trait for you." Weapon Familiarity isn't defined anywhere but with most of the races they have a weapon familiarity feat identical to the Catfolk one, it is pretty clear in terms what counts as weapon familiarity for those races. Humans however don't have a Weapon Familiarity Feat but they do have Unconventional Weaponry. The wording of which is different to that used in the racial familiarity feats {and is a different name}. pg 64 Player Core "You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of proficiency, you treat it as a simple weapon. If you are trained in all martial weapons, you can instead choose an uncommon advanced weapon that has an ancestry’s trait or is common in another culture. You gain access to that weapon and have familiarity with that weapon. For the purpose of proficiency, you treat it as a martial weapon." Although Unconventional Weaponry doesn't have the word familiarity in the name, the Monastic weaponry feat just states that you need familiarity with the weapon and Unconventional Weapon does use that language. Is this how others see this? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() So far in the games I've been part of as GM or player we have usually had a disrupted attack count towards the multi attack penalty. Primarily due to the rules for disrupting actions on page 415 of Player Core: "When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action’s effects don’t occur." If your have an attack disrupted then you still use the action you committed to and hence as that action has the attack trait it would still count towards your multiple attack penalty. Initially the specific rules for multiple attack penalty on page 402 of the Player Core seems to agree: "The second time you use an attack action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check." However it then goes on to say: "Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others." If an attack is disrupted there is no check so it would fall foul of this definition. As this provides additional definition to the multiple attack penalty does this take precedence and therefore should disrupted actions with the attack trait no longer count towards the multi attack penalty? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Is there a way for a pathfinder society character to speak Androffan without being an Android? It looks like it’s a rare language and isn’t one of the available ones if your from The Broken Lands. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Is there a Specialist Crafting specialism that Inventors can apply to their Innovations or Gadgets? A lot of the specialisms could apply (Artistry for clockwork maybe) but just looking at your Innovation for example, you could justify needing at least Alchemy, Artistry and Blacksmithing. Is there anything definitive or is it just up to the GM as per the description of the feat? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Is a weapon implement always considered a weapon? I'm thinking of a situation where you switch from using your melee weapon implement to a one handed ranged weapon. For example: You are currently using a short sword as a weapon implement. You then spend an action to draw your one handed ranged weapon (lets say an Air Repeater for simplicity). When you then make an attack with the air repeater do you get to use Implement Empowerment? If you didn't have a weapon implement (but say an amulet) there would obviously not be a problem as you meet the requirements for Implement's Empowerment (single one handed weapon in one hand and an implement in the other). However if your implement is a weapon implement, you have more than one weapon in each hand even if you are not using the implement as a weapon. Does this prevent you from using Implement's Empowerment? Or can you treat the weapon implement purely as an implement and not a weapon, thereby allowing you to use Implement's Empowerment for your attacks with your (In this example) Air Repeater? At 5th level you can avoid this as you can freely switch your weapon implement for your secondary implement avoiding this issue but up until then, can you use your weapon implement as just an implement? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Am I missing something with the avid collector boon and it's access to firearms? It would appear that you can take Avid Collector - Air Repeater and you would gain access to the item and ammunition. Also with it being a simple weapon any class trained in simple weapons would be able to use it without difficulty. Is this correct? Cheers ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() The text for Implement's Empowerment is: Quote:
Are you able to use Implement's Empowerment when your implement is a thrown weapon (Likely with a returning rune)? I'm not sure when the check for holding an implement would be from a rules perspective. Does it check that you're holding an implement at the point when it hits the target and causes the damage or at a point when you throw it? Any ideas? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() The guide to organised play states:
Quote:
Does this mean that if you don't have the Achivement points to pay for a Second Chance Boon at the time of the adventure you can never make the character available for organised play again? Or, can you purchase the boon at some point in the future when you have saved up enough achivement points from playing other characters and then be able to use the character again? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() What are the limits of Evolving Destiny? The text for the evolving destiny boon (Taken from this thread: Link to Thread on Achievement Text is: Evolving Destiny text wrote:
Core Rulebook on retraining exclusions wrote:
Organised Play Guide on retraining wrote:
Looking at the Core rulebook and the organised play guide there are clear restrictions on retraining when it comes to ancestry, heritage, background, class, and ability scores and these are not removed by the additional rules on retraining in the pathfinder guide. However I'm unsure how that interacts with Evolved Destiny: As it doesn't mention retraining do we just look at the text of the boon and ignore the retraining rules when deciding what the boon covers? Do we take the exclusions as only being from the text and if so which way do we view it.
In a similar manner how are Ancestry Feats treated as they are part of your ancestry but also a feat and so potentially covered by both elements of the boon text. Finally the text of evolving destiny doesn't make any mention at all of Ability Scores or Heritage. These are excluded from retraining but as mentioned earlier, the boon doesn't mention retraining in anyway. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() The Swashbuckler’s Battledancer style states: To you, a fight is a kind of performance art, and you command your foes' attention with mesmerizing motions. You are trained in Performance and gain the Fascinating Performance skill feat. You gain panache during an encounter when the result of your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn't fascinated. Question 1
There are a number of performance types you can use each with different traits. The section on the performance skill states: Performance Traits
Act or perform comedy: Auditory, linguistic, and visual
Each of these have their own advantages and disadvantages. Dance provokes attacks of opportunity as it has the move trait but can be used on anything, while sing is safe to use in melee but requires you to share a language with your target.
Question 2
There is nothing in the description that states you need to make a performance check using fascinating performance. Although a performance check in and of itself does not require that you exceed the target’s Will DC the description in the text: You gain panache during an encounter when the result of your Performance check to Perform exceeds the Will DC of an observing foe does infer that you are using the Will DC as the DC for your performance check. However this is then further complicated by the last element: even if the foe isn't fascinated which does assume you have attempted a Performance check using Fascinating Performance. Question 3
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time. The rider on the end of the paragraph states that all you need is for your performance check to exceed the opponents Will DC. But can you still use it on the same target on following rounds when the target is immune to the effect for an hour. Are you allowed to repeatedly take an action against an opponent that is immune to that action? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Sorry if this has already been discussed. I've tried to search for an answer but looking for threads about witch hexes was just coming up with discussions about their effectiveness. My question is does sustaining a hex count against the one hex per turn limit? The rules on hexes state:
Looking through the Core rulebook Casting a spell is a seperate action to Sustaining a spell If this is the case you whould be able to sustain a Hex at the same time as casting a new one. You would only be casting one Hex in that situation so you would appear to still satisfy the rules that you can cast only one hex per turn. Is this the right interpretation? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Spoiler: At the end PCs get a choice to either reveal the presence of Mathun to Jularaz or to keep it a secret. There is a section in the chronical sheet to tick depending upon wich option is chosen. In previous scenarios it's been the individual players choice that goes on the Chronicle Sheet and the group decision on the Reporting Sheet. Is that the case with this scenario? ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Hello, The other month there was a problem with receiving my subscriptions in particular Extinction Curse 3 and Threefold Conspiracy 2 where you sent out replacements. I have just received your email saying you are also now sending out replacements for Extinction Curse 4 and Threefold Conspiracy 3. I think with the understandable lag in responding to emails we keep getting our wires crossed. I have never reported Extinction Curse 4 and Threefold Conspiracy 3 as being unreceived and in fact I have received them. Any chance of stopping these duplicates being sent out? I have no problem if it delays the other elements of the order. Regards ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() We seem to keep crossing each other with the emails. You have just sent me an email saying you are sending out a replacement for chapter 3 of extinction curse but the last email I sent you begining of the week (Which looks to be in your backlog looking at the forum thread)that has now arrived (It's just the Starfinder one that's missing). I appreciate things are really difficult at the moment but felt this might be the best way to prevent the duiplicate being sent. Regards Simon ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() During a session we were discussing Biohacks and the disintegrator weapons in the Character Operations Manual. Starfinder Character Operations Manual pg42:
“You can deliver any biohack you create with any attack from an injection weapon. You must declare prior to the attack roll that you are using a biohack and specify which effect you are using, but you select and apply the biohack as part of the action used to make the attack. You do not need to preload your weapon with biohacks. If you are making a ranged attack and miss your target, the biohack is expended along with the attack’s ammunition. A biohack delivered via a melee injection weapon is not normally expended on a missed attack. If you must attempt an attack roll with a biohack and your attack hits but deals no damage (normally as a result of damage reduction or an ability such as the vanguard’s mitigate), the biohack is expended but the target is not affected by it. After a missed attack that does not expend the biohack, you can remove it or change which biohack you are using as part of your next attack without taking any additional action.” Starfinder Character Operations Manual pg 123:
“Much of the design of this pistol-like weapon is based off the biological systems of the disintegration lash class of small arms, though a caustoject’s more traditional appearance is in stark contrast to its techno-organic inspiration. Caustojects create an injectable field that transforms ordinary matter into an acidic compound, disintegrating their targets from the inside. Syringes can be loaded into these weapons, allowing other materials to be quickly injected instead of an acidic discharge (in which case only the injection effect occurs—no acid damage is dealt).” The two elements seem to contradict. In the Biohack description you need to do some damage to enable the biohack to take effect. However, the Caustoject description implies that there is no damage from the weapon but the injection effect still occurs. If you go down the line of specific over generic, this would seem to imply that a Biohack delivered via a Caustoject effects the target irrespective of damage reduction etc but the target would not suffer any the weapon damage. This would compare against needler weapons which would do damage in addition to delivering the biohack but would run the risk of the biohack being stopped by damage resistance. If you take the more general text in pg42 then the Caustoject would not be able to deliver biohacks despite being an injection weapon as it would always fall foul of the no damage rule. Is there a clear answer (It’s likely to come up in a PFS game that I’m missing that would be great), or is it more of a GM / Table variation thing. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() It’s probably something obvious I’ve missed after reading through the scenario but..... Plot Spoiler (a):
Is there any relevance regarding the track list that is provided as Handout 1? I can’t find any further mention of it in the scenario. Plot Spoiler (b): Is the conspiracy you investigate in data breach, sugar star heartlove etc resolved in this scenario? I can’t find any mention of that organisation in the scenario so was wondering if that conspiracy is still afoot and the events here are separate to that investigation. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Tried searching but I couldn’t find anything. Apologies if this has already been answered. Does Debris Field last for the shorter of 1round or until you leave graviton mode, or the longer? The rules text is: This ability functions for 1 round or until you leave graviton mode. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() I'm thinking of making a minor change to the skill focus feat. I don't think it would cause problems elsewhere but thought it might be worthwhile checking. Firstly I apologise if this has come up before, I’ve had a look using search and not found anything but if I’ve missed it please feel free to ignore me. One of the problems we have been having with Starfinder characters is the difference in effectiveness between a character with a class bonus to a skill (Mystic’s Channel Skill ability for their two connection skills, Technomancer’s Techlore with Computers and Mysticism) and one that does not have a class bonus. This has hindered players who have wanted to have their characters be highly skilled in something that isn’t already part of their class (For example having a charming Technomancer, an Ace Pilot Envoy, or Soldiers with any skill). At lower levels this can be worked around with the Skill Focus Feat, which allows a character without a skill bonus from their class to keep up because it grants an insight bonus which duplicates the insight bonus from the class abilities. However, at the higher levels they start to lag behind as this bonus never increases beyond +3. In order to allow characters without a class bonus to keep up even at higher levels I am considering changing the Skill Focus Feat to instead read (The bold sentence is the change):
Anyway. As far as I can tell this doesn’t create any potential problems further down the line but I was interested to see if there is something that I’ve not taken into account. Hence posting it here. Many Thanks. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() Hello, I submited an email last week to cancel my Starfinder Accessories Subscription (All other subsriptions remaining) but have not received a reply. Many Thanks Simon ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() I'm a little confused over the disguise skill and the rules for perception. Although the general state when someone is merely disguised but not as a specific individual is explained (opposed roll) when it comes to modifiers etc there is a different emphasis. The disguise skill states you cannot disguise yourself as a specific individual. However under the rules for using perception to pierce a disguise the modifiers are all based upon how well the individual knows the person that you are trying to disguise yourself as. From Disguise
From Perception (pierce disguise) "If the disguised creature is impersonating a particular individual that you know, the GM may grant you a bonus to your perception check" "The DC for perception checks to pierce a disguise are adjusted according to how familiar the observer is with the particular individual the disguised creature is masquerading as," The only interpretation I can come up with is that the section on pierce disguise is written for when a character has an ability that specifically lets them disguise themselves as an individua, although I'm struggling to find such an ability. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() One of my players as asked me to come up with a polearm wielding swashbuckler, and wanting the polearm to be used two handed. Specifically, they want their character to be a swashbuckling worshipper of Shelyn and thus use the Glaive. The approach below would appear to work as far as I can tell however I would certainly find it helpful if anyone can spot obvious errors or problems with it to let me know. Clearly even if this works, it is not an optimum build especially for a Glaive with its low threat. Although elements of it can obviously be improved using Fighter Advanced Weapon Training (Trained Grace springs to mind, as can choosing a different weapon for example a Nodachi, the player concerned is more than happy with it if it complies with the rules. Apologies if this has been covered elsewhere but I couldn’t find anything in my message board search that didn’t pre-date the changes to Kata Master as part of the 2nd printing. Anyhow: Feats and class taken: Level 1 Swashbuckler
Relevant Abilities and Logic Kata Master (ACG): Panache: At 1st level, a kata master gains the swashbuckler's panache class feature. At the start of each day, a kata master gains a number of panache points equal to his Charisma bonus (minimum 1). His panache goes up or down throughout the day, but usually cannot exceed his Charisma bonus (minimum 1). A kata master gains the swashbuckler's derring-do and dodging panache deeds. A kata master can use an unarmed strike or a monk special weapon in place of a light or one-handed piercing melee weapon for the purpose of swashbuckler class features and deeds. This ability replaces stunning fist.
Spear Dancing Spiral (WMH): While using Spear Dancing Style, you gain the benefit of Weapon Finesse with the chosen weapon if it is appropriately sized for a creature of your size category. In addition, you can use any feat or ability that functions with a quarterstaff with your chosen weapon. Logic The quarterstaff is a monk weapon and therefore qualifies as a light or one-handed piercing melee weapon for swashbuckler deeds and class features, as per the kata master description.
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