CorvusMask wrote:
Starfinder AP books are 64 pages. Pathfinder AP books are 100 pages. So it fits inline with the current Starfinder book sizes.
I was trying to make a red mantis elf rogue the other day, and noticed something off with the Red Mantis Dedication (which I shall refer to at RMD from now on). The requirement for Sawtooth Saber seems to unfairly hurt non human ancestries. I will go over it below. Fighter gets Advanced Weapon Proficiency, and can take RMD at level 2. Cleric gets Sawtooth Saber Proficiency and can also get RMD at level 2. Champion, Ranger, and Barbarian only have Martial Weapon Proficiency, which means they need to get Weapon Proficiency feat once at level 3, so they can take RMD at level 4. All other classes (including rogue) need to take Weapon Proficiency twice, at levels 3 and 7, meaning they can't take RMD until level 8. Human can spend it's heritage and ancestry feat to get two weapon proficiency feats at level 1, which allows most classes to get RMD at level 2. Half humans can spend ancestry feat to get weapon proficiency and allow champion, ranger, and barbarian to get it at 2, and all other classes at 4. Most other ancestries don't have a way to speed up getting weapon proficiency, and are stuck with the normal class progression to get them. This is weird as they are a cult, and their god, Achaekek, has the Anathema of "become fixated on petty matters such as others’ gender or ancestry", yet have a prerequisite that seems to specifically target non human rogues. I would imagine Red Mantis would have some way to fast track or make it easy for new recruits to learn Sawtooth Saber, and not delay elf/dwarf rogues to wait until level 8, and take all the level 1 choices for human.
On page 48 of Threefold Conspiracy 5: The Cradle Infestation, there is a list of new guns. Two guns in the Moon Splinter line, Full and New, have the exact same stats. They are both level 10 (Guns before them are level 4 and 9), priced at 19,000 (Gun before is 13,000), deal 2d12 E damage (which is weird as all the guns up to this point were doing C & B damage and the entire line is marked Cyro), and have the exact same special properties: Bright, force, hybrid, living, polarize 1d8. The only difference is Full has a capacity of 80 and a usage of 4, while New has a capacity of 100 and a usage of 5. So they both still only have 20 shots per clip, but New costs more to refill than Full. I feel these guns are both misprinted. Adding on to this possible issue, the Frost Maw, Roar-Class also shares the level 10, price 19,000 trait (with the previous gun also being level 9 and costing 13,000)
In Threefold Conspiracy 3, we have got a new starship armor and a new starship sensor that gives bonuses that are radically different than the original sensors and armors. But the book fails to mention if it is possible to have two different armors or two different sensors installed. So, can a starship have two different armors installed if both do different things? And what about sensors?
David knott 242 wrote:
Ijtikris are on page 55 of Alien Archive 3
Sporkedup wrote: Yeah. It's just a weird scenario this time around. The delay around the holidays and such means that it's been two months since we've gotten any monthly subs. Add to that the very long delay since order generation due to the long weekend and everything, and you're gonna see a few restless folks. People are just excited, and we're getting some REALLY good looking books this winter, so I'm not surprised that I'm not the only one checking in very frequently. Throw in the issue with customs delaying the initial order generation, and the snow storm that hit the Paizo region around the time orders were about to start getting ready.
I agree that it feels like it should be to allow Zenith. And when I first read it, I read it as "This lets you use a Zenith for a resolve point." But, since AA3 has started shipping, I have seen this come up multiple times, and thought it would be a good idea to get an actual quote from Paizo on how it is supposed to work, as it is easier to point to a FAQ or quote from a dev than to have to have an discussion on what is the RAI is everytime someone reads it that way. A common response I have seen people say is that COM is going to add Solarion Revelations that are different based on Attunement status.
In Alien Archive 3, we have got a new Solarian feat called Periastra Training (Page 31). It gives the following ability. When you have 1 or 2 attunement points and use a stellar revelation, you can spend 1 Resolve Point to use that revelation as if you were fully attuned to your current mode. You cannot benefit from this feat if you have disproportionate revelations. Now the issue is Stellar Revelations fall into two categories, Zenith and Normal. Zenith are powerful, but you can't use them unless you have a full attunement. As this feat gives attunement after you pick which revelation you want to use, you can't pick Zenith. All the normal revelations on the other hand don't care if you are fully attuned. They give their bonus ability regardless of full or partial attunement. And the bonuses don't get better if you are fully attuned. So either this new feat is worded wrong, and is supposed to say "If you spend 1 Resolve point, you can use a revelation as if you are fully attuned", or it currently can't do anything. Could we get some clarification?
Mil Meadowstride wrote:
It is missing most likely because Lost Omens World Guide was delayed until end of August.
I was going through the Starfinder APs pages, and noticed a weird pattern in the expected release days. September: Attack of the Swarm 2 and Attack of the Swarm 3
It feels like Attack of the Swarm 3 to 5 were accidentally moved one month up. Not sure if this is intentional or by accident, just wanted to bring this up just in case it is an accident.
I know kinectist won't be in the core rulebook, but I can see it eventually coming along. And while talking about other parts of the playtest today, I had a realization that I really think is a great idea and want to pass along to the fine folks at Paizo. When we reach the point the Kinectist is added back to play, it should use the Words of Power system for it's abilities. With it getting a base element word at level 1 (and any level it might gain more powers), and getting metamagic and transformation words as either class feats or from certain levels. This could make the kinectist a lot more versatile.
David knott 242 wrote:
As a resident near by, I can confirm that we are part of the ring of fire, and that we are overdue for "the big one" that could be on par with the earthquake that hit Japan a couple years back.
Sam Phelan wrote:
Good luck Sam, we are all routing for you!
Claxon wrote:
It does kind of depend on the person. I am seeing both people who are arguing they want more books, and people who are complaining that Paizo is moving too fast, and that they should slow the release schedule.
SuperBidi wrote:
Reading through Paizo posts, it seems the swarm has already attacked the Pact Worlds and were pushed out. And the Pact Worlds now have plans in place to stop any future attacks from the Swarm. The Veskarium is in the same position. So Attack of the Swarm! will be a new location where they haven't dealt with the Swarm yet. We know the azlanti haven't, so it could be their territory. Or a unknown colony, or a race we haven't met yet.
I agree with point 1, and the book agrees too with "The Azlanti Star Empire aims to be the only power in the galaxy," I think point 2 is off, more so the Aeon Throne probably thinks so lowly of the Veskarium it doesn't even come up in thought. Point 3... I think I need to change my opinion. Looking over the description again, it doesn't actually say that the Azlanti are afraid of them. Just that they know the Swarm exists and they know a fight is coming. Where Veskarium, Pact Worlds, and other races like Draeliks and Wrikreechees are deemed not a threat, so as the book says "so none are potential targets for war—yet." Point 4. I think we won't see a fight between the Swarm and Aeon Throne. Unless Attack of the Swarm! is in Azlanti territory. So a side point I want to bring up, we don't actually know the size or capabilities of the Azlanti army. All we know is it is made of three parts, The Imperial Fleet, the Aeon Guard, and the Alien Cohort. And the Imperial Fleet size and numbers are believed to rival the combined fleets of Pact Worlds and Veskarium (only the top members of the Azlanti Empire know for sure), and the biggest ships in the Imperial Fleet outclass any standard ship in either the Pact Worlds or Veskarium.
Xenocrat wrote:
Against the Aeon Throne Spoilers:
The failure state of Against the Aeon Thrones is the Azlanti getting the Rune Drive, which gives them the ability to teleport ships instantly. If the players return to the Pact Worlds, Absalom Station is under the Aeon Throne's control, and the rest of the Pact Worlds are on the verge of collapse. The issue isn't war of attrition, it is the movement of such a large fleet of ships through the drift is unreliable, and they have a bigger issue to worry about. If they can speed up the movement, or had the time to organize the movement of their ships, they would invade.
Thorin_Ironwolf wrote: Was browsing the 3rd book for the Aeon Throne series looking to get an Idea on a hybrid drive system, but found no stats for the drive! What and how does this drive work? Does it have anything special? what are the rules for making up a hybrid drive and such? I currently run a homebrew and was looking for ideas and thought that I would find it in this book. I am contemplating getting the series, but it seams to be lacking info. I don't see any mention of a hybrid drive in the book. If you mean the plane shifting drive in Alien Archive 2, it does not have it. If you mean the Rune Drive, it allows instant travel between any two points by temporarily rewritting the rules of the universe so those two points are right next to each other.
What we currently know is coming out this year January: AP Heart of Night (Book 3 of Signal of Screams, Info about Shadow Plane), Flip-Mat Jungle World, Against the Aeon Throne Pawns. February: AP Fire Starters (Book 1 of Dawn of Flame, Info about Asanatown, Info about Church of Sarenrae), Alien Archive 2 Pawn Box March: AP Soldier of Brass (Book 2 of Dawn of Flame, Info about Brass Bazaar, Tourist Spots in Burning Archipelago), Flip-Mat Warships, Critical Fumble Deck April: Beginner Box, AP Sun Divers (Book 3 of Dawn of Flame, Info about City of Noma, Criminal Organizations across Pact Worlds), Signal of Screams Pawns May: AP The Blind City (Book 4 of Dawn of Flame, Cults of the Pact Worlds, Weird tech and magic items), Flip-Mat Spaceport June: Skitter Crash (Free RPG Day), AP Solar Strike (Book 5 of Dawn of Flame, Info about city of Kahlannal, Cultures on the sun and other stars), Rules Reference cards July: AP Assault on the Crucible (Book 6 of Dawn of Flame, Plane of Fire), Flip-Mat Ice World August: Alien Archive 3, AP Fate of the Fifth (Book 1 of Attack of the Swarm!, Info about the Swarm, Player Guide on how to fight the swarm), Tech Terrain Pawn Collection September or Later: Rest of the Attack of Swarm AP, Character Operation Manual
Jacob Audette wrote: So, if it takes 1d6 days to Drift to Absalom Station, why haven't the Azlanti tries to conquer it yet? Sure, Absalom has prodigious defenses, plus the armada, but is that the only reason the Star Empire hasn't attacked yet? This was talked about in the back of Against the Aeon Throne. The Azlanti Space Empire's military is around as powerful as the Pact Worlds and Veskarium combined. If they wanted to, they could take Absalom Station. The issue is while it looks useful, it would take resources, and currently the Pact Worlds are not considered a threat while the Swarm (A group the Azlanti are worried about) is getting close to Azlanti space. If they Azlanti could get their army to Absalom Station in formation quickly, they would conquer without a second thought. But as things stand, they are more interested in preparing to fight the swarm than to invade the Pact Worlds.
Kayal's Shadow Bending looks useful, pushing concealment to 50% when standing in dim light. Mix that with Improved Shadow Infusion, and you have concealment when you need it. Shadow Infusion mixing with their vision gives the See in Darkness. And mix Greater Shadow Infusion with their Cold and Electricity resistance 5, and now you ignore kinetic while taking a massive chunk off of the energy.
meepothegreat wrote:
I think Elytrio would be similar to Eox. It was a devastating event, which says a Calecor could form, but Calecor don't form if it is considered a "natural progression of the planet", so is Eox's population blowing themselves up, or Elytrio's population making the planet a nuclear waste, considered natural progression, or an outside force? For the Disporia, could they even form without a planet? And if they could, they would of likely died as soon as they saw them, as they were not in an condition to return to previous form. And when the Calecor died, the item they leave behind would break as the planet they were connected to no longer exists.
When a planet has a global calamity, the shock wave of so many souls leaving the planet at once can cause a weird ripple that temporarily creates a breach between the material plane and first world, and a Calecor forms in the first world, then flies through the breach with the one goal of trying to repair the world. When Eox fired it's super weapon and blew a chunk of the planet up while also burning the atmosphere away, was a calecor formed? And if it was, what happened to it?
So, I noticed Mountain's Stoutness has this line:
Does this mean that Mountain's Stoutness and Toughness don't stack with the Gray Maiden feat Unbreakable? Or do all three stack with each other, and this line just causes confusion?
The higher level crossbolters have a usage of 4, 6, or even 8 per shot, yet the crossbolter can also use grenade arrows. Does this mean that it fires 8 grenade arrows per shot, and it does 8 grenades worth of damage? Or is it limited to only one arrow per shot, in which case a level 1 bow is better with grenade arrows because of quick reload and not having the unwieldly trait.
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