Nimor Starseeker's page
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Warped Savant wrote: Nimor Starseeker wrote: Invisible rules: reference:
https://aonprd.com/Rules.aspx?ID=431
Moving at half speed -5
Moving at full speed -10
Running or charging -20
You stopped listing them two lines too early...
"Using Stealth Stealth Check +20"
So if you're stealthing it's your stealth check +20. I think I get it now.
-If you are moving stealthily, the movement penalty works as such:
When moving at a speed greater than half but less than your normal speed, you take a -5 penalty.
-If you are moving when invisible, but not moving stealthily, the penalties are -5 at half, and -10 at full speed.
Azothath wrote: Neriathale wrote: ...
e.g. Fred the >invisible< rogue has a stealth skill of +10 and is walking next to Bob. He rolls a 15 on his stealth skill. That means the difficulty to perceive him is now 45 (10+15+20) i.e. vastly harder because he is using his skill to stay silent and not disurb anything as he passes. fixed that So how does pinpointing come into this? I think that it adds another 20 to the DC to locate/perceive Fred’s position.
EDIT: spelling
Warped Savant wrote: Nimor Starseeker wrote: Invisible rules: reference:
https://aonprd.com/Rules.aspx?ID=431
Moving at half speed -5
Moving at full speed -10
Running or charging -20
You stopped listing them two lines too early...
"Using Stealth Stealth Check +20"
So if you're stealthing it's your stealth check +20. I purposely excluded that part because that is the invisibility bonus to stealth, correct? I that maybe post the whole text, but that might be confusing when it’s A LOT of text.
The topic is the movement penalties are different than when moving stealthily and invisible. That seems kind of weird, because they are almost the same
It should be mentioned that the invisibility spell doesn’t mention you get a +2 bonus to attack rolls. That part is mentioned under the condition of being invisible.
Taja the Barbarian wrote: You probably should just use the spell text:Source PRPG Core Rulebook pg. 301
School illusion (glamer); Level adept 2, alchemist 2, antipaladin 2, arcanist 2, bard 2, inquisitor 2, investigator 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, redmantisassassin 2, skald 2, sorcerer 2, spiritualist 2, summoner 2, summoner (unchained) 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)
Effect
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
Description
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack ... I get what you are saying. I am saying the character loses the bonus for moving when invisible, but what is the penalty?
I linked to movement penalty for when you are invisible.
This does not change things. (I think..)
The character is invisible (+20 stealth), is not stationary (so no +20 stealth), and takes either -5 or 0 penalty for moving half speed. I cannot figure out which one.
Also:
PFS Legal
Fast Stealth (Ex) (PRPG Core Rulebook pg. 68): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
This makes me think that moving up to half speed is always -5 and anything more is -10, but maybe I’m missing something.
Which one do I use when moving stealthily?
The scenario is my character is invisible and sneaking half speed towards an unsuspecting victim. The stealth rules give me 0 penalty for half movement. The invisible half speed movement give -5 penalty to stealth.
Source PRPG Core Rulebook pg. 106
You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It’s impossible to use Stealth while attacking, running, or charging.
Invisible rules: reference:
https://aonprd.com/Rules.aspx?ID=431
Moving at half speed -5
Moving at full speed -10
Running or charging -20
Does the starfinder subscriptions move automatically to second edition or is it an entirely new subscription?
Gamefound has a project called Starforged. This is Dwarven Forge’s project that has fantastic sci gaming terrain. Perfect for Starfinder. Dwarven Forge always delivers.
I did not see anything in the forum rules in regards to posting this kind of information, BUT since it can be considered advertising please delete if it is not OK.
Thanks everyone for your comments as this helped clear up some things. I understand it now as oozes get the unconscious condition and can’t act when at negative BP.
As for the group, they did get a couple of hints that the ooze regenerated. One of them flung a paperweight with the Pharasma faith symbol on it at the ooze, making a pharasma shaped indenture into the ooze that slowly pushed back into place. After that experience my group will probably start over killing monsters just to be sure they are dead!
Detect magic has a duration of concentration, up to 1 min/Level, so does that mean the following a or b:
A) My LV2 character can concentrate for up to 2 minutes?
OR
B) My Lv2 character can concentrate for several hours and when ceases to concentrate, the spell lasts for 2 minutes?
I think it is B, because here:
https://www.d20pfsrd.com/Magic/#duration
it says that some spells last for a short time after you cease concentrating.
Can an Ooze become unconsious? I do not think so, because they are mindless creatures, but for game mechanics maybe they can be.
Context:
In the campain im running, my group encountered an Ooze. It has fast healing and a consitution score of 22. The group brought it down to -1 hitpoint. They thought it was dead and the following round the ooze healed itself with fast healing 2, bringing it to 1 hitpoint. It then proceeded to attack the group again. The group brought the ooze down to a negative 13 hitpoints. The Oozew healed itself up to a negative 11 hitpoints. It the proceeded to attack. My group argued that the ooze should be unconcious and unable to attack, but oozes are mindless creatures. They are not concious at all, so by their very nature cannot be unconcious. So, maybe I am applying real world logic into a game mechanic that was not intended to be interpretated like that. Help me out please.
Here are the ooze traits:
Ooze
An ooze is an amorphous or mutable creature, usually mindless.
An ooze has the following features.
d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most oozes are mindless and gain no skill points or feats. Oozes do not have any class skills.
Traits: An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.
Azothath wrote: Nimor Starseeker wrote: claudekennilol wrote: What is the DC to leap across a ten foot wide pit? ... The DC is 15, because ...
*BZZZZ!!!* sorry - as you failed the DC check you have fallen into the Pithy of FAQ Despair due to lack of reading. it was even in the post previous to yours, really... “Those that fail to learn from history are doomed to repeat it.” I deserved that : (
Java Man wrote: Nice five year necro, and you are wrong.
The post immediately before yours referenced the pertinent faq.
I stand corrected! Didn’t notice that 5 year necro - gave me a good laugh. I hope I don’t restart this huge rolling ball of an argument!
claudekennilol wrote: What is the DC to leap across a ten foot wide pit?
This is a FAQ request.
Pertinent Rule (PRD, Acrobatics) wrote: The base DC to make a jump is equal to the distance to be crossed Common answers are 10, 11, and 15.
edit: Here's Quadstriker's interpretation of my Command answers. I didn't stop to think that everyone may not be aware of why those are "common answers".
Quadstriker wrote: Common interpretations:
10: The pit is 10 feet. I jump 10 feet. DC 10 I clear the pit.
11: The pit is 10 feet. To cross it I have to jump a greater distance than 10 feet. Therefore 11 feet must be jumped. DC 11 I clear the pit.
15: The pit is 10 feet. In order to cross the pit (2 squares wide) I must jump from my square to a square 3 squares away. 3 squares is 15 feet. Therefore 15 feet must be jumped. DC 15 I clear the pit.
The DC is 15, because you are jumping a distanse og 15 feet or 3 5ft squares.
For clarity, if you jump into the square next to you the dc is 5.
If you jump 10 ft or 2 squares over, the dc is 10.
In your example there is a 10 ft gap to clear. So you need to jump over two squares into the third square for a total of 15 ft distance.. The dc is 15.
If you fail by 4 or less, you fall and can make a dc 20 reflex save to catch the edge and not fall.
People are mixing up the distance to jump and the gap- those are not the same.
Encounter at Fort Hailcourse, D24 Storage room there is a ghost by the name of Clymes Prett. He has a pretty nasty touch attack that does 7d6 dog and this set of feats:
Dodge, Mobility, Quick Draw, Spring Attack,
Weapon Finesse
I am trying to figure out why he has QuickDraw???
The ghost has perfect flying and is going to fly by using spring attack with his deadly melee touch and spring attack. Quick draw does not fit into the mix of feats and abilities unless there is something I’m missing. The ghost has telekenis as well, but QuickDraw doesn’t help there either. I think I might just change out the feat with weapon focus or something else.
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced “coo day grahs”) to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Delivering a coup de grace provokes attacks of opportunity from threatening opponents.
You can’t deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace).
vhok wrote: Natural attacks are light weapons But are natural attacks melee weapons?
So im running the strange aeons campaign and one character failed a will saving throw and fell asleep. I was going to do a coup de grace but realized the monster only had slam attack. You have to have a melee weapon or a bow or crossbow to do it. Is this really correct?
The sorcerer pheonix can heal when casting spells that do fire damage. Does the immolation ability let it heal allies and itself?
Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
Immolation (Su): At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive.
Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.
My take is that the sorcerer pheonix CANNOT use immolation to heal, because it is a supernatural ability and not a spell.
Oh, and thank you to all those whom took the time to help me out : )
Ryze Kuja wrote: Nimor Starseeker wrote: Ryze Kuja wrote: Quote: Dimensional Dervish
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
A strict RAW reading of whether he can teleport out of the pit or not is contingent on whether he was able to make an attack before he fell. Making an attack is a requisite for being able to teleport.
This can easily be avoided with a Fly spell, or any item that allows flight, so I think whether or not to enforce it like this is up to you as a GM. If it were up to me, I'd let him teleport out of the pit whether he made the attack or not, but simply for rule of cool reasons. The pit did stop one of his attacks, after all. Appreciate the input, this is what I am looking for. The part where you say: Making an attack is a requisite for being able to teleport.
This is where I thought to myself, well, you can punch the wall or some other thing, so therefore expending the attack, and the you get to teleport again. How do you take that interpretation? Sure you could punch the wall, but now we're going to be opening up the books for the next half hour looking for the hardness of the wall created by a Create Pit spell because the hardness not in the spell's description, and the pit that is created is... Don’t need hardness info of the pit trap. I just go with an attack is expended.
You can attack random stuff to, flavor wise I would describe the monk throwing his punch and bashing the wall when he misses.
Ryze Kuja wrote: The SG shouldn't have been able to use a Readied Action with the initial casting of Call Lightning. You can only use Readied Actions with Standard, Move, Swift, or Free Actions, and Call Lightning is a 1 round casttime. Unless, the SG had already casted Call Lightning initially in round 1, and then in Round 2 the SG was Readying a Standard Action to actually call a bolt when he saw Opponent A? If that's the case, then yeah this is fine.
Nimor Starseeker wrote: The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Yeah, this does get a little hairy, because the triggering action was "as soon as I see Opponent A" (under the assumption of seeing Opp A from a distance), except Opp A teleports to the SG rather than runs at him, so the action triggers once Opp A *poofs* right next to him. Rules-wise, this is still legit tho. Except, the AoO would NOT be triggered though, if the SG decides to go through with his Readied Action, because Concentrating on an Active Spell (such as calling a bolt from the already-active Call Lightning spell) does not provoke AoO.
======================================
But let's say that it DID provoke an AoO because he Readied a Standard Action to Cast a Spell, Reality-wise, this seems backwards, because the AoO would interrupt the Readied Action to Cast a Spell, and the Readied Action was supposed to occur "just before" Opp A moves towards the SG. This situation is certainly messy, for sure, but it would be kosher per the rules.
Dude - THANK YOU! This cleared up things for me. Despite being a bit muddy, that helps!
Ryze Kuja wrote: Quote: Dimensional Dervish
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
A strict RAW reading of whether he can teleport out of the pit or not is contingent on whether he was able to make an attack before he fell. Making an attack is a requisite for being able to teleport.
This can easily be avoided with a Fly spell, or any item that allows flight, so I think whether or not to enforce it like this is up to you as a GM. If it were up to me, I'd let him teleport out of the pit whether he made the attack or not, but simply for rule of cool reasons. The pit did stop one of his attacks, after all. Appreciate the input, this is what I am looking for. The part where you say: Making an attack is a requisite for being able to teleport.
This is where I thought to myself, well, you can punch the wall or some other thing, so therefore expending the attack, and the you get to teleport again. How do you take that interpretation?
Ryze Kuja wrote: Nimor Starseeker wrote: The storm giant readies his action to cast his lightning spell against his opponent when he sees him.
The opponent teleports next to the storm giant thinking that the casting will provoke.
Does the casting provoke or does it resolve the moment the opponent teleports in?
From this example, I can't tell if you are or aren't in combat yet, so if you're not in combat yet, you can't use Readied Actions outside of combat, you must be under initiative to use them. Side note: The SG can use a readied action for casting Chain Lightning, but not Call Lightning. Call Lightning is a 1 round cast time.
Quote: You can ready a standard action, a move action, a swift action, or a free action. If you already were in combat and under initiative, and the SG readies his action to cast a Chain Lightning spell when he sees Opponent A, then Opponent A teleports right next to the SG (within threaten range), if the SG decides to use his readied action to cast the Chain Lightning spell, it will provoke an attack of opportunity (unless he casts it defensively and he will need to make a Conc check DC: 15 + double spell level 6*2=12 = Total DC27). The SG's Readied Action causes his initiative to change to go right before Opponent A for the remainder of combat.
This was during round 2 of combat and the SG was holding his call lightning, so he could ready cast it on the teleporter, whom
In this case teleported next to him.
This is the part that gets me:
The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action.
Here is the source that makes me question if this is correct or not.
https://aonprd.com/Rules.aspx?Name=Ready&Category=Special%20Initiative% 20Actions
When we played the teleported did not know the giant was readying to cast on him.
Claxon wrote: Melkiador, I don't think Dimensional Dervish requires teleports between attacks, it simply allows them.
The way I see it, the monk teleports onto a space that can't support him, he falls. Possibly lands prone if he takes damage. I would rule he would loose that one attack if he cannot reach the enemy from the bottom of the pit, but not all attacks. Remember, it's possible with magic and reach weapons to have 15ft or even 20ft reach even at medium size. He can teleport again (remaining prone if he took damage from the fall) to try to make another attack.
If this is a smart enemy who knows the monks tactics from a previous battle he may have dug pits on all the squares around him. Just to really stick it to the monk.
The way we have been playing it, is that if an attack is interrupted, that particular iteration is considered used - taken from the highest bonus.
The player approached me with what other groups was doing was that if you could not attack someone, the whole full attack was interrupted. I decided to go with losing an iterative. The player spends an attack iteration between the teleportation. Trying to be true to the text of the feat in regards to flavor and intention.
zza ni wrote: i am assuming the monk fell into the pit. if he made his save then pretty sure he can continue without a problem.
next is a question, did he take any damage from falling? (monks are notorious for having slow fall so maybe not). if he did he is now prone at the bottom of the pit.
anyway then the question is - can the monk use his teleportation from the bottom of the pit into a place he can continue attacking . im not fully versed with 'Dimension Door'- hence fort 'D.D.' for short, do you need line of sight?. i think the spell allow for calling out a place you can't see but know the direction and distance. (like '100 feet to the north' and the monk's ability is said to work like the spell).
EDIT : looked it up. he can D.D. by direction so if he knows how far he fell he can D.D. topside into an open space (better not the edge of the pit since anyone moving there i believe need to save or fall in again)
can he use it prone? (it shouldn't be a problem really beside the next note).
if he can use D.D. into a position he can attack from he can continue his attack (if he has more attacks to make), but depending on the answer to the previous question he might teleport prone, which mean the rest of his attacks (if he doesn't have a way to get up as swift\immediate\free action) are at -4 to hit and once he finish he end prone next to a probably pissed off enemy (if it's still alive) who then get to attack him with +4 to attack should he use melee attacks. (he might be able to teleport into the air and stand. but that might call for a special acrobatic roll or something, since there is no rule one can teleport fro ma prone position into a standing position that i am aware of that is up to GM. )
bright side - if the monk is prone he get +4 to his ac vs ranged attacks , yey!
This has kind of been my position too except you don’t get to teleport out of being prone, since you have spend an action to stand up.
He keeps on attacking, with a -4 for prone.
Teleporting into the air makes you immediately fall, interrupting that one attack. Gravity comes first.
I have thought that since you slow fall, that takes all your time/the rest of your turn, but then again I’m not sure.
Thank you for your extensive reply: )
The storm giant readies his action to cast his lightning spell against his opponent when he sees him.
The opponent teleports next to the storm giant thinking that the casting will provoke.
Does the casting provoke or does it resolve the moment the opponent teleports in?
Can you interrupt Dimensional Dervish?
The monk is using Dimensional Dervish to teleport around knocking the brains out of his opponents. One of his opponents had laid out a pit trap on the floor around him, so the monks second attack was interrupted by falling into the pit trap when teleporting on it. Can the monk keep going with the dimensional dervish attacks or does his turn end? My take, is that he can keep going, but im not sure and would like to hear the opinions of the fine people on this forum.
Dimensional Dervish
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
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I’m happy with my Starfinder content. I won’t be able to use it all, and I don’t mind that it’s not as big as Pathfinder. I’m having fun. Moneywise, I guess it’s a bit more expensive compared to Pathfinder, and I’m ok with that too.
Thank you Second Seeker, for sorting that out for me.
Does the Tinker Theme raise the DC of grenades you CREATE with the Soldiers bombard style and also the mechanic explosives expert alternative class feature?
I’m asking because I’m wondering if when you create something is the same as crafting something.
Durable Crafting (6th Level)
Your mastery of the materials you craft with has given you special insight into solid construction principles. When determining the hardness, Hit Points, and saving throws of an item you have crafted, treat its item level as if it were 4 higher instead of 2 higher. It takes you a quarter of the normal time to repair an item you crafted
GRENADE EXPERT (EX) 1st Level
You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
Class Mechanic
You’re an expert at improvising explosives, the components for which you carry in a special pack, case, or weapons belt that weighs 1 bulk. Each day when you recover any spent Resolve Points, you can spend 10 minutes using your custom rig to create a number of experimental grenades and explosive charges (pages 68–69) equal to 1 + your Intelligence modifier. You create these explosives at no cost, and you don’t need to decide which specific grenades or explosives you have until you use them, but when you do, each must have an item level equal to or less than your mechanic level. Any experimental explosives you don’t use that day become inert, even if they’re still in your possession. Your experimental explosives don’t work for anyone but you. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare one additional experimental explosive, up to the maximum number of experimental explosives you can have. In addition, your custom rig functions as a detonator (Core Rulebook 218), and when calculating the DC of the save to resist your grenade’s effects, you can use your Intelligence modifier in place of your Dexterity modifier.
Jared Thaler - Personal Opinion wrote: I have a contemplative witchwarper. With the concept "I can achieve any reality I can imagine. And with a brain this big, you would be surprised what I can imagine."
Beyond that there isn't anything hugely special about the build (they are only level 1.) Basically a party face, benefiting from charming veneer, with shifting surge for support and ectoplasmic blast for attack.
I too made a contemplative witchwarper. I liked the idea of the floating brain altering reality. I went with the alternative which changes out armor or weapons. He would always be saying things like: I have just the thing for that! Or, the odds of that happening and me having just the right equipment was 1 in 964290, but by Desnas blessings, I got it this time too!
I see the diléma. I cant see any solution other than its a typo and should be 1 slot instead of 2 or the second thundergauntlet just costs 1.
How are you and your players going to use portablegravity and anti gravity fields?
I live all of the Starfinder books. Tech Revolution is a blast and I am excited for what’s coming in the Drift Crisis.
How fast are hover chairs?
Also, kudos to the creators of Tech Revolution, I’m totally making a character in a hover chair. Maybe some brain creature…
Thanks for the replies guys. I enjoy the kind people at the forums with their quick answers. This cleared up some things. The player used Abundant Step, so grabbing people was not an option.
A monk player used dimensional dervish and dimensional door in the same action to full attack and transport players to strategic spots on the map. Is this legit?
So, if your boarding a living ship, where exactly are you going in?
I’m a little worried about the possibilities..
I suppose that you could also use the shoulder laser for harrying fire. A sheild gun is also a good idea. Probably lots of other good options, if you look.
ThermalCat wrote: Maybe this is in the House Rule category, but I'd allow a reaction of this sort to be bundled in to a readied action, so the trigger stated by a player could be "If any foe comes up next to me, I will Kip-up and do my full melee attack on that person". The reaction would be defensive, so I'd count that as before the enemy action (removing the +4 to hit prone), but the full attack comes after the enemy action. You can only ready a standard action, so you would not get a full attack, but you would get off 1 attack.
I the the kick-up part of it would not be part of the ready action, but as part of the reaction.
So, kind of like you are saying, but I don’t think it is a house rule, I think you can do it with rules as written.
Furansisuco wrote: A somewhat difficult subject to deal with. I know the rule of suffocation and drowning when the environment is 0 oxygen. The problem comes when you want to use that rule, to get immunity to inalated poisons.
I have had games, where covering your mouth and nose with a cloth can give you a bonus, I am in favor of that if you choose to hold your breath to double that bonus, but never give immunity.
To what extent can you twist the rules to make them in your favor? I can understand that in a game certain factors are not taken into account such as the stress that a person should have in that situation, and that from the comfort of your home and having minutes to think about the next turn, when within the game, the decision is up to seconds (6 to be exact).
The specific scene is, you are in a building full of smoking corpses, because you have "seen" them die a few minutes ago, you have the pressure that something wants to kill you, but you do not see it and you cannot face it (because it is attacking remotely), room that you enter, room that has a different environmental problem, and when you are close to the exit, a trap attacks you, removes the environmental protection so that the inflamed poison affects you, and the player, with all his blood cold and unaware of the environment say, I hold my breath.
When I denied it, he put me in a bad way.
Remind me that there is a rule of holding your breath.
And while that rule exists, it is located in suffocation and drowning, in how to survive underwater. (to my understanding, in environments with 0 oxygen).
After the talk that I have released, because i had to release it.
My question is, to what extent should a player be allowed to give benefits that do not exist or to twist a regulation so that, by keeping him happy, he can spoil a game for you?
-A player does not get to reactively hold his breath to avoid a surprise trap/poison.
-If the player knew in beforehand of the poisonous gas and walked into the room holding his breath, then he gets the added benefit against the poison.
-The player in your example, could hold his breath in subsequent turns to avoid the poison, but would most likely turn on his environment protections again.
You could stand up in someone else’s turn, after they trip you.
Then your enemies won’t get that juicy +4 to hit you with when your down.
I think the trigger for using the improved kick-up feat is anytime you are prone.
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I dont have anything against magic, but I am looking to find the benefits of the Envoy with a focus on the medicine expertise and abilities. A mystic with healing focus seems to be just better at healing in combat, and as the Envoy can heal well, I think its strengths are more versatile, meaning that the Envoy will help more (depemding on abilities chosen) on other medicine checks. It feels a littl lackluster on the envoys side, but I think I'm missing something, or I should just try it out and get the feel of it.
thanks for pointing out the part about the spell storing weapon and mystic self hp drain to give hp.
This is where the advanced medkit and medic theme, and a few envoy abilities are is pretty good on the Envoy.
This is partly out of combat.
The envoy will be able to take 20 on medicine checks to treat deadly wounds twice on each character daily, for the one time investment of an advanced medkit.
A third time with the surgeon envoy ability.
A fourth time if you pay for it using spray flesh (440 cr).
Potentially a fifth time. Battlefield medic Envoy ability will let you treat deadly wounds an additional time, provided the conditions of bleeding or dying are met.
Potentially a sixth use if you have the surgeon ability, letting you use the battlefield medic ability again.
The miracle worker and medic archetype make the Envoy excel at healing.
This does not cost serums, resolve, healing magic resources. I think it can pay off, when your group runs into several encounters and are being drained for resources. The mystic will run out of resources, whilst the Envoy will be able to keep going.
BigNorseWolf wrote: I don't think you can forgo the expertise dice once and get the benefits of doing so twice.
But if you spend the resolve point you get the reroll and the expertise dice, and then forgo the expertise die I think that would activate miracle worker. Since you still have your expertise dice to give up
Thanks, that makes sense.
I’m trying to make an Envoy healer, and I’ve realized that a envoy medic would do great healing the party in between encounters, but not as good as a mystic healer medic in encounters.
Can I use inspired medic to get a reroll on miracle worker if I chose to forgoe my miracle worker expertise die? I don’t think so, but I want another opinion.
Inspired Medic (Ex; Medicine)
When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.
Miracle Worker (Ex; Medicine)
D Your high spirits and unrelenting resolve to save lives allows you to pull your patients from the brink of death, even in dire circumstances. If you succeed at a Medicine check to treat deadly wounds and exceed the DC by 5 or more, you add your Charisma modifier in addition to your Intelligence modifier to the amount of Hit Points restored. If you forgo your expertise die on a Medicine check to treat deadly wounds and exceed the DC by 5 or more, your target regains an additional 1d8 Hit Points. This increases to 3d8 at 4th level, 5d8 at 7th level, 12d8 at 10th level, 16d8 at 13th level, or 20d8 at 16th level.
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