Necropye Wraith

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captain yesterday wrote:
My understanding is they wanted some more time to work on squadron based situations and they would be trying some of it out in some upcoming SFS scenarios. :-)

That is great to hear!


Lack of options for squadron based groups, compared to bridge crew type groups. Like Squadron Leaders being able to use Captain Skills to effect the rest of the flight group, etc.

The support seems to be getting the whole group on one bridge. Which is very limiting.

Also, just the ship frames in general are bewildering on the small side of the spectrum.

If you can't even make the equivalent of an X-Wing with the ship build rules (4 Forward Arc Lasers, 2x Forward Arc Torpedos) then I think something is wrong fundamentally. An Apache Helicopter has more forward facing weapons than a space fighter can have per the rules.


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I have noticed a heavy pull in the system currently towards having your PCs act as a 'bridge crew' on one ship.

But what about options and opportunities for Squadron Based groups?

Should players and GM's wanting to have epic stories in the vein of Wing Commander, Battle Star, Rogue Squadron, Space Above & Beyond, Cowboy Bebop, StarFox, or even Macross/Battletech be left out in the cold?


If you select the Blood Arcanist option, it replaces the Exploit selection you get at 1st, 3rd, 9th, and 15th level. Do you have to wait to select the Extra Arcanist Exploit feat until you hit 5th level and 'officially' can choose your first exploit? or can you spend you feats to get extra exploits from the get-go?

http://www.d20pfsrd.com/classes/hybrid-classes/arcanist

http://www.d20pfsrd.com/classes/hybrid-classes/arcanist/archetypes/paizo--- arcanist-archetypes/blood-arcanist