Nimor Starseeker's page

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Do adventure paths include all the loot you should be receiving?

Most monsters that you look up on d20pfsrd and stuff have a level of treasure the creature should have, whether its None or Incidental or Standard or whatever. And there are plenty of treasure generators online. Adventure Paths usually include treasure and gear on npcs or scattered around, but some creatures just say 'find this creature in Bestiary whatever." Are those creatures treasures included in what we should be getting as players? I feel like I am pretty poor for being Level 3 in my campaign, and looking at a different AP, I figured that could be part of the problem.


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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.


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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.


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Thanks for the advice. I don’t want to take away the characters abilities, but I do want to challenge them. This advice is sound, and will help me give fun challenges to each member of the campaign.
The teleport trap is something I can use here In the campaign, in a few places. Thanks for pointing that out.
Thanks to both SheepishEideleon and avr.


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There is a misconception that the micro lab scans the targets dna and whatnot, but none of that is actually true. Read from the COM page 41.

As long as you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab’s range (60 feet at 1st level) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check. The DC of this check is determined by the creature’s rarity, as presented on the Creature Rarity table on page 133 of the Core Rulebook. You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20.

It lets you:
-use identify a creature within 60 ft.
-you always get 20 on your die.

The identify attempt on page 133 CRB, specifically says that it lets you recall useful information about the target creature.

It’s like when you see an orc, (a dragon in disguise) it brings up lots of useful information about the orc. You have to succeed the perception check to see that the orc is not really an orc.


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I’m excited about the mechs and the nanocyte. What will the crew at Paizo come up with next!? The Starfinder setting has room for basically anything. And at the same time it has unique lore and story depth.


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Miley "Cueball" Norveg wrote:
Now I can come in like a wrecking ball....

User name checks out : )


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My 2 cents. I enjoy SF a lot and do not want a second edition. Maybe in 10 or 15 years, but I doubt it. I really like what I have now. I look forward to whats coming. Some updates to the FAQ/errata would be nice.


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My Take on the SF setting has always been: it’s Guardians of the Galaxy.
However, a lot of it is how your group likes to play.
With that said, some of the aliens are truly ALIEN and very very strange!
One of the playable races from the AA2, Quorlu is one of those weird creatures that I thought I would never play because it is so weird, but after hearing one of people in the Androids and Aliens podcast play one, I quickly changed my mind. I want to play a Quorlu and other strange creatures because It is just a whole new world of being something/someone very different and borderline bizarre! I love it!


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NaerenVastir wrote:

I've noticed a couple of weapons in the books that have the bleed critical effect but no damage number associated, and I cant see anything that shows what the bleed damage should be. the Shuriken, microserrated and ultraserrated, as well as the perforator pistol, phased all do not show any damage numbers. is this an error in the book or is there something i'm missing in the books that show what the bleed damage should be if it is not specified in the weapon description?

Here is the answer, hidden in the bleeding fusion page 193 in the CRB.

BLEEDING LEVEL 5

The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect (see page 182). The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.


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I FAQ’ed it!


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I want to put my shot up fighter on a collision course towards the enemy ship. I’m I’m going down, it’ll be in a blaze of glory! Collision rules please!


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In regards to space exploration and combat I would like to see the following situations and some rules for handeling them:

-Hazards: Asteroids: I am thinking of your PC's space ship is being chased by several fighters and a large battle ship. You have to escape the battle ship by going into the asteroid field and out manuevering the fightershipes or get caught or destroyed. Rules for chasing in asteroid fields.

-Cosmic gas that reduces sensor range, so it becomes very difficult to locate ships, making it a good place for your foes to escape or for you to escape into. Cosmic gas that make it so that your shields do not recharge and there can also be random strikes of space lighting that can mess up your ship.

-Dangerous space with harsh conditions such as Micro meteorites that could make several small holes in your ship causing all sorts of mechanical problems, maybe even creating a survival encounter with a malfunctioning drift drive.

-Black Holes: Your research vessel has flown to close to a black hole and is now stuck using its thrusters to push away from the black hole but without enough power to move away. Time slows down. Impending doom is slowly eating away at your ship. How can you sci-fi-magic your way out of this one? Get the mechanic to divert power from other parts of the ship, canabilize weapons for required parts, making them unusable later on- or sacrificing a vital ship function in order to live.

-Long travels make it so that the party/crew will get cabin fever if they dont have a a recreational suit. Space travel is not for everyone, especially for long journeys. Some people will even go crazy and vent out the pilot through the airlock or turn off vital ships systems. So maybe some rules for people going space crazy?

-Spaceworms the size of a large dog that will literally try to eat your ship! Shouldnt have landed in that weird asteroid cave looking for minerals! Now you are in space, the ship is having compartmentalised decompression issues because of the space worms eating holes accross the hull. Your ship weapons are not designed to shoot things on the ships surface, so you have to put on your mag-boots, climb on outside your ship and remove the problem on your own.


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Just wanted to say you guys pointed out some great tactical advantages with envoy abilities I was not aware of- thanks! : )


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Here are my two cents:

To answer your question I ask you in return:
What would it take to increase the maximum range of a firearm?
In my opinion the weapon would have to become more powerful somehow and a scope will not make a firearm more powerful, but it will increase accuracy at longer ranges (within the fire arm maximum).

I think scopes do not increase your maximum range, they increase accuracy.


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Thanks for pointing that out - it actually makes sense now. The ammunition types on table 1-8 are explosive ammunition's with the fiery description in addition.

We could expect ammunition types in the future that are exclusively explosive or exclusively fiery.

To answer the original posters question about what the damage type is correct: A weapon that is loaded with the explosive ammunition from table 1-8 in the armory deals half fire damage. The ammunition has the Fiery quality in it as well, so on a critical hit, all of the damage becomes fire damage.

refferences:

Armory page 28
Fiery ammunition bursts into glowing embers when fired. While this is not enough to change its normal damage to fire damage, any extra damage from a critical hit is considered fire damage and the weapon deals half damage to targets that take half damage from energy attacks but no damage from kinetic attacks (such as incorporeal creatures) and counts as a weapon with the explode special property against creatures with swarm defenses. If fiery ammunition is used in a weapon that already deals half fire damage (such as a weapon with the flaming weapon fusion), on a critical hit, all the damage dealt is fire damage. At the GM’s discretion, fiery ammunition can set extremely flammable materials on fire, such as oil-soaked rags or dry tinder.

Armory page 55
Explosive ammo is used with projectile weapons and is available for most projectile weapons and other weapons that fire arrows and darts, as noted on Table 1–8. A weapon firing explosive ammo deals its normal amount of damage, but half of this damage is fire damage and grants the weapon the knockdown critical hit effect. If the weapon already has a critical hit effect, the knockdown critical hit effect is added and considered part of the weapon’s normal critical hit effect. If the weapon normally already has the knockdown critical hit effect, it instead gains the push (5 feet) critical hit effect in addition to knockdown, and this considered part of the weapon’s normal critical hit effect.


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Great news - I am totally going to punish my wallet when the WizKids Starfinder models come out!


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If you take damage when casting a spell you lose the spell.
Ref: CRB 331 under Concentration and Interrupted Spells

You can interrupt a spell with an Attack of opportunity, because AoOs are always resolved before the triggering action.
Ref: CRB page 248-249

You CAN interrupt a spell with a casting time of 1 round or longer with a ready attack action. Keep in mind you do not have to ready an attack action against a caster to interupt spell casting, you can simply take a normal turn on your initiative and damage the caster.
This implies that spells with casting times less than 1 round are not uninterruptible with ready attack actions. This claim is also bolstered for the rules on page 249.
Ref: CRB page 331

You CANNOT interrupt a spell casting with a ready attack action because readied offensive actions are resolved after the triggering event/action. The exception is spells with casting time of 1 round or longer.
Ref: CRB page 249

Exception: You CAN interrupt any spell with a ready action to cast dispel Magic.
Ref: CRB page 351

You may be asking yourself, why would you ready an action to attack someone casting a spell when it might not interrupt them depending of the spell casting time?

-You do not know what they are going to cast and it is not actually worth readying an action to shoot a spellcaster when you can simply delay action and jump in on a later initiative of your choosing or take your turn normally.
-If you can counter spell, it is worth readying an action.

Starfinders spell casters are extremely vulnerable if everyone can simply ready action to shoot the caster in the face and potentially ruin every spell casting possibility they have. It would ruin the game for casters. This is why spells with a casting time of 1 standard action is protected against readied attack actions.


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Ever since Starfinder came out I have been hoping to see SF comics and novels - something to enhance my knowledge of the setting that I can use when game mastering/StarLord storytelling. Isn’t there enough interest for this? I enjoy the setting so much, I want more!


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SuperBidi wrote:
Nimor Starseeker wrote:
Circumstance bonuses came up in my group recently, and I’m still not sure about this one, but I’m more in favor of letting it stack.
Well, nothing stacks by default. You can't be double flanked, you can't have double concealment, have twice the same spell or condition. I would not understand why you can have twice Harrying Fire.

You are absolutely right, the conditions you have mentioned do not stack. However Harrying Fire is not a condition, it’s a circumstance bonus. I did notice the line on pg 273 saying Conditions are circumstances, but that does not mean all circumstances are conditions. Harrying fire is not in the conditions overview.

Harrying/Covering fire on pg 246-247 says that they are circumstance bonuses and those bonuses may stack. It’s up to the GameMaster/StarLord to decide how many instances of those circumstance bonuses can stack according to pg 266 and as long as the sources are different.


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Darrag Oathsbane wrote:

Mimics are one of my favorite monsters and as a gm, I always try to fit them in at some point within a campaign. However, when transitioning to pathfinder, I've been struggling to find a satisfactory item a mimic could disguise itself as. Also, what kind of technological or magical advancements may mimics have undergone? What I'm specifically looking for is creative disguises that allow mimics to ambush their prey effectively, maintain a level of safety, and keep close enough to food to stay well fed.

A few ideas I have come across:

Toilet Mimic: Ambush people when they're generally alone, and if the target is not alone, just process the waste as normal.

Cargo Container: Similar to the classic "Treasure Chest" Mimic, but feels less effective as Cargo Containers are rather common. The only place this would be effective is in a low population environment which brings scarcity of food into play.

Tall Gun Safe Mimic: Instills that level of allure similar to the Treasure chest Mimic, but suffering the same problem as the cargo container.

Potential Advancements for the Mimic include developing the ability to create an electric current and simulate digital devices.

The thought of a toilet mimic is truly terrifying and hilarious at the same time!


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SuperBidi wrote:
Freeloader215 wrote:
Question 1 - What is the soldiers circumstance bonus to hit?

Your Soldier has Harrying Fire (from 3 sources) on the target, so he has +2 to hit.

Harrying Fire is a state, like Flanked, Fatigued, Flat-Footed. You can't "double flank" an enemy, even if you have 2 sources of flank. It's the same for Harrying Fire.

You’ve made a really good point on how conditions don’t stack, but I don’t see Harrying/covering fire on the list of conditions. It is described as circumstance bonus. For multiple characters to spend an action to provide this bonus I would not say would be overpowering if those bonuses stacked. Burning conditions from multiple sources stack as long as they are from different sources. I’m not entirely convinced that harrying/covering won’t stack, but I am 100% behind you on the fact that you cannot be double flanked.


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We enjoyed space combat loads. It’s another game in the game. And you could not possibly have a future space sci-fi without space combat. My players take a Star Trek like approach to it and it also gives the players some RP opportunities so they can show off their technobabble in their various roles.


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No, cover does not mitigate the damage, but it can make the reflex save easier.

Check out page 254 in the CRB for cover rules.

If the PC has total cover when prone, he is safe from the attack.
If he has improved cover, he gets a + 4 to his reflex save, + 2 reflexe save for cover, +1 reflex save for partial cover and 0 bonus for soft cover.


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As a Game Master (or Star Lord, as I have instructed my group to call me), this is how I would rule:

-Ductaping grenades together would be treated as cluster weapons.

Here is the rule from the armory for cluster weapons:
Cluster A cluster weapon is a form of grenade launcher that can fire a single grenade or (if loaded with appropriate grenades) can expend two identical grenades as a single attack. In the latter case, the grenades act as a single grenade of the same type (with a single attack roll, dealing damage only once, and so on), except its radius is increased by the listed amount listed and the save DC of any effects created by the grenade is calculated using the cluster weapon’s item level if it is higher than the grenade’s item level. Attempting to fire two nonidentical grenades results in an error code and the weapon does not fire.

There would be no damage increase, only area of effect increase. Attaching more than 2 grenades together would have no effect in my book, but you other GM's could possibly rule it by increasing the area of effect again.


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Garretmander wrote:

The only way to interpret RAW that they do, despite RAI, is to define triggers that don't exist in the combat rules. (ex: aiming as part of the attack action, begins to cast a spell, blinks, heart makes a beat, twitches a muscle etc.)

Defining actions as triggers is not a problem. Use the chart on page 244 CRB.If someone blinks, you cannot use that as a trigger, because it has nothing to do with game mechanics.

Sniper weapons let you use a move action to aim them. That can be a triggering event/action.

In regards to game mechanics of combat, most other weapons do not have an aim function. So, when you aim your pistol at someone, just barely squeezing the trigger, holding your breath, lining up that shot- Its for narrative, flavour. This alone, if it is not associated with a combat action, then it is not really an action.

The reason you use actions as triggers is because people are going to make up silly triggers to try and break the game to get an edge.

It is in no way confining to use actions as triggers. You can say that you ready ranged attack if the target enemy walks into a square you have selected. When the target: skips, hops, back-flips, moonwalks dances over into the selected square, it is a move action. A move action can be described in many different ways, but all in all, for the purpose of game mechanic, it is still just a move action.


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Magyar5 wrote:
Garretmander wrote:

It seems obvious based on Owen's post that readied actions are not intended to disrupt spellcasting, except for counterspelling. Whether the actual RAW written support that, RAI seems obvious.

Maygar5 wrote:
(see Owen's original post)

Owens post was a reply to Attacks of Opportunity. Which is a Reaction. His post was not specifically in response to readied actions and any reference was ancillary to his point about Attacks of Opportunity.

I quoted and linked his post in a previous response,

This is what Owen wrote and he does in fact use an example with a readied action:

https://paizo.com/community/blog/v5748dyo5ljv8?Five-Differences-Between-Sta %20r%2520finder-Rules-and#29

First, reactions resolve directly after the triggering action. So if you cast a spell and someone readied to shoot you if you cast, if the spell has a casting time of 1 standard action you get the spell off before the AoO gets made.

Again, You are not meant to be able to interupt spells with ready attacks against casters when they cast spells with casting standard action or less. (And most likely, full action spells as well.)

Also, it would seem that readied actions are Attack of Opportunity reactions according to what Owen wrote.


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Spellcasters would be severely weakened if you could ready an action to make a ranged attack to interrupt them when they cast spells with casting time 1full action or less.
Compared to Pathfinder 1, you got to take concentrate checks if you took damage to see if you still managed to hold onto the spell. In Starfinder, if your opponent deals 1 damage to you when you are casting, you lose the spell. Casters would be the target of ready ranged every round if you could interrupt spells, regardless of casting time.
Starfinder has a lot of guns and ranged combat is a big deal.
If you could interrupt casters casting Spells with readied ranged (full action or less) you weeken them in a while world full of ranged attacks.
I’m confident that it was the intent that you could not interrupt casters with readied ranged.


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Xenocrat wrote:
Nimor Starseeker wrote:

I think it was the intent of the developers to almost guarantee casters casting spells with casting times of full action or less slot succeed. The only things that can potentially stop them are opportunity attacks and dispell magic.

In PF1 you could ready attacks against spell casters potentially disrupting their spelll casting regardless the casting time. In SF a single point of damage will disrupt spellcasting, but at least casters do not have to put up with ready attack action shenanigans against their spell casting.

I think this was a good choice for the development team to make.

I don't think "the developers" had a unified intent for a lot of the things that need FAQs in the CRB. Someone wrote one rule, someone else wrote another, no one noticed the discrepancy, and no one has forged a unanimous consensus on what the rule should be.

For a game this size, there is always going to be some errors of sorts, and eventually the developers will respond to this thread or a FAQ or something.


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Magyar5 wrote:
Nimor Starseeker wrote:
Hypotheses 2, I am not sure I understand what you mean by this phrase: That the triggering event is an event which is the occurrence of any steps necessary to complete an action. I read it like you are breaking an action into parts - are you?

Here's an example. When you attack with a weapon, say a laser rifle, how do you do it? Do you simply 'attack'. Or do you perform a series of smaller actions which constitute the entirety of the action of attacking with a weapon. In the definition for an action, it states (1b) the accomplishment of a thing usually over a period of time, in stages, or with the possibility of repetition. This definition seems most applicable for understanding how actions work in Starfinder. When you move, you don't just appear at your location. You perform a series of smaller actions to get you where you go. You could jump, hop, skip, or dance to your location. If you attack with a laser rifle, do you bring the weapon to your shoulder, aim carefully down the sights, then pull the trigger to discharge the weapon?

It seems quite clear that in Starfinder, the actions allowed in a turn (standard, move, swift) are composed of smaller actions. This is further evidenced by quite a bit of the language in the book. Paizo themselves use the term 'begins to cast'. This indicates a subset of the casting action. They didn't say 'begins the Cast a spell action'.

So in short, as far as describing a ready action trigger, then yes. A triggering event could be a subset of the actions needed to perform a standard, move, or swift action.

If I am reading the book within context, it could be easily argued that this is the case. There is further evidence that this is the case when reading the Combat Casting feat. If a spell with a casting time of a standard action couldn't be interrupted by a readied action, why would Combat casting specifically call out this possibility? We have already determined that you don't need to ready an action to interrupt a...

Oh, I see what you mean now.

Yes, you can say: you firmly brace the heavy duty auto rifle against your shoulder, taking careful aim at your target and not any civilians, placing your finger carefully on the trigger, holding your breath just before you squeeze and take the shot. These are the kind of details I might use when game mastering in my group for flavour and details and suspense. I make up these kinds of details all the time when we are playing in my group.

Game mechanically, this is a standard action to make a ranged attack.

When you say: You perform a series of smaller actions to get you where you go. You could jump, hop, skip, or dance to your location.

Game mechanically doing a move action.

When you cast a spell here is the description I might use:
You begin to cast the spell, magical energies surge through your fingers, your eyes begin to glow, electricity sparks in the air around your, a rumbling sound grows larger into a loud thunderous clap, and you cast a jolting surge lighting shock spell, it blasts out through your fingertips electrifying the goblin monster.

Game mechanically this is a standard action to cast a spell.

When you say: It seems quite clear that in Starfinder, the actions allowed in a turn (standard, move, swift) are composed of smaller actions. You could probably say that about everything, and I think it is probably true in most cases. I call those smaller actions: details, flavour descriptions. Their function is for your storytelling, not game mechanics. If you can apply all these wonderful details to your storytelling to give your RPG group the suspense of the ultimate sci-fi adventure, then it is a good skill to have.


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Magyar5 wrote:
Quote:

Magyar5,

The CRB 249 has an example of an event and that event is an Action. The book says:

If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it.

The triggering event in the example is: the foe shoots you, which is a ranged attack action.

Is this not fair to say?

This is a good example and I am glad you found it! This allows us to open a dialogue which, I feel is critical, to why there is such misunderstanding in this realm.

Let's preface this with how synonyms work because in this case you are asserting that event is a synonym of action and that they can be interchanged. That MAY be the case but in order to do that, we have to discuss how synonyms actually work. Synonyms can only be substituted when 2 words share the same or nearly the same meaning in SOME or all senses. This is the definition from Miriam Webster. That last portion I capitalized is very important in proper usage. Let's walk through an example using the following words.

Endure
Bear

At cursory glance these 2 words can have the same or nearly the same meaning. Let's put them in a sentence and attempt to interchange them.

The heat was more than I could endure. (Sure.. this works. Bear is a synonym of Endure in this sentence).
I ran quickly because I was chased by a bear. (hmm.. doesn't work so well here. Endure is not a synonym to bear in this case).

As you can see, because words have different definitions they may, or may not be synonyms of one another and thus you may, or may not interchange them at will. So this begs the question.. how can I tell when it's applicable. The answer is.. it's complicated. The reason it's complicated is that words can have nuanced meanings with each definition it has, that may be the same or nearly the same as another word, however they can be easily misinterpreted or applied. This is where inference and precedent and many other...

When readying an action you simply say if event X happens, that is the triggering action and then say what kind of action your response is.

For example:
I ready my ranged attack action for when my foe enters the room (his move action being the triggering event ), I shoot him (my standard action).

(You wrote so much the quote function would not include all of the text you wrote, that’s why it’s cut off.)


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Magyar5 wrote:
BigNorseWolf wrote:
Magyar5 wrote:


You disagree that there is any difference in what the term 'action' and 'event' mean in the context of the Starfinder game?

Event is not a game term. Unless you want to ready a laser beam for gencon?

You also can't separate out half of a compound term and expect it to keep its meaning. A tiger shark is not a cat. A [triggering action] may not have to be a specific [game definition of action].

Why isn't 'event' a game term? What makes a term a 'game term? Why is 'action' a game term.

Also please answer the previous question. This answer makes it look like you are ducking the question.

P.S. Triggering event isn't a compound term. A compound term is a word like duckbill or rowboat. It's when you take two distinct words and combine them into a single word. Triggering event is 2 separate words. In this case triggering is the adjective that describes event (noun).

Magyar5,

The CRB 249 has an example of an event and that event is an Action. The book says:

If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it.

The triggering event in the example is: the foe shoots you, which is a ranged attack action.

Is this not fair to say?


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Page 249 in the CRB says that the readied attack action resolves after the triggering event. The triggering event example is: If the Foe shoots at you. It could just as well been: If the foe casts a spell on you.

CRB page 249:
Ready an Action You can prepare to take an action when a certain trigger occurs by using a standard action. Decide on a standard, move, or swift action and a trigger. You can take the action you chose when the trigger happens. This changes your initiative count to the current initiative count for the remainder of the combat. If you used a reaction on your previous turn and then chose to ready an action, you still regain your reaction at the beginning of your original turn, not when you take your readied action. If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it. If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event. If you come to your next turn and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again).

Conclusion: the spell with a casting time of a standard action or less, resolves before your readied action, so you do not get to disrupt the targets spell.

Further: I understand you feeling that it seems a little pointless (I feel the same way), to ready an action against an offensive action. I That is why I asked people if they could come up with scenarios when it could be beneficial.


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Magyar5 wrote:
HammerJack wrote:

Again, we have a developer answer.

I have confirmed that the developer answer is from more than 2 months AFTER the CRB was finalized and sent to the printer.

So, why is it still being treated as a question?

2). Owen's statement actually supports my reading of the rules. I was hoping not to use it due to it's age. Go back and read his statement. It pertains to Reactions.. not readied actions. He specifically states that readied actions resolve after the triggering event. An AoO won't interrupt a spell casting with a standard action as a cast time since it's a Reaction action.

Attack of Opportunities are resolved before the triggering event, not afterwards.

You left out a part of Owens quote at the bottom that specifically says that Attack of opportunities are not resolved after the triggering event. Here it is:

[An earlier version of this post noted that all AoO were resolved after the triggering event, but while that is true for readied actions and most other reactions, it is not for attack of opportunity -- this is one reason we have to write down rules, especially after going through 6 versions of ho things work in development, rather than just trusting out memories].

It even says in the CRB page 249 that AoOs are resolved before the triggering event:

Attacks of opportunity are always resolved before the action that triggers them. You don’t take a penalty to the attack roll when making an attack of opportunity in the same round you took a full attack, but you do take any other attack penalties that would normally apply to your attacks. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn.


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Trying to make a cheat list for Zero-Gravity by gathering all of the relevant information in one place. Please point out obvious mistakes and let me know if something is missing like the grappler.

Movement in Zero Gravity: You cannot move your land speed or take a guarded step, but you can climb, push off so you are floating in space and fly if you have the means.

Climbing in general and arms: You need at least two hands to climb. You cannot run. You can cling to a wall with one hand while you cast a spell, shoot a small arm, or take some other action that takes only one hand. Keep in mind it is a move action to draw a weapon, but if you only have two arms, you cannot draw a weapon at the same time as climbing. Unless you have the quick draw feat so you can do it as a swift action or you have more limbs. You seriously need to have a 1H weapon when climbing, or anchor yourself to the surface with the boot clamps so you can use 2H weapons.

Climbing In Zero-G
As a move action move half your land speed with athletics check.
You are flat-footed when climbing.

Climb Speed in Zero-G:
You move your full speed without an athletics check or double your speed with a -5 penalty check.
You are not flat-footed when climbing.
You get a +8 bonus to athletic checks to climb and can take 10 even when threatened or distracted.

DC 5 A rope with a wall to brace against, or a knotted rope without a wall to brace against.
DC 10 A rough surface like a cavern wall with adequate handholds or artificial wall with cabling.
DC 15 An uneven surface with narrow handholds, like a stone or brick wall
DC 20 A relatively smooth surface with occasional handholds, like a space station wall or ice wall.
DC -10 if you can brace yourself against two opposite walls.
DC +2 / +5 for wet or very slippery conditions. (space grease, slime/void ooze)

Failures: by 4 or less, no progress, Failure by 5 or more, you lose your grip and you are off-kilter

Fly Speed: Natural flight does not work. Magical and technological flight with self propulsion work as long as they are not dependant of atmospheres.

Push Off: (Move action) If adjacent to a surface or creature within two size categories, you can push off to move at half speed. If what you are pushing off from is moveable, it moves in the opposite direction at the same speed.

At the beginning of your turn, without taking any actions, your movement continues at the same speed and direction. If you can make thrust by grabbing on and pushing off something it is a move action.

Collisions: solid objects, make an athletics/Acrobatics check DC 20 to safely stop movement,
or gain the off kilter condition.

Collisions: creatures, you both make an athletics/Acrobatics check DC 20 to safely stop movement, or gain the off kilter condition.

Conditions:

Off-Kilter: You are floating in space: You are flat-footed and take a –2 penalty to attack rolls. You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. Or you can throw something heavy.

Flat Footed: You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity.

Items:

Boot clamps: Most armors have boot clamps, so as long as you are standing/anchored on a surface, gain a +4 bonus against becoming off-kilter. Activating the clamps is a move action. Then you can use both of your arms wo use 2H weapons.

Magboots: +5 circumstance bonus to Athletics made to climb metal surfaces, +2 circumstance bonus to KAC against bull rush and trip combat maneuvers when standing on metal surface.
In Zero-G, you can move your landspeed across metal surfaces without checks.

Circumstance

Weapons: Thrown weapons have their range increments multiplied by 10 in zero-g. All ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.


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I came across this section of the CRB that states you target the grid intersection with throwing grenades and the AC is 5! It is almost impossible to miss. Grenades are really powerfull, because you are pretty much guaranteed to hit! Am I missing something here?

For reference:

CRB page 245
Targeting a Grid Intersection When using a thrown weapon that has an area effect, such as a grenade, you target a specific grid intersection on a tactical battle map, rather than a specific creature. Treat this as a ranged attack against AC 5.

CRB page 245
Range and Penalties A ranged weapon’s range increment is listed along with its other statistics (see Chapter 7). If you make an attack with a ranged weapon from a distance greater than its listed range, you take a cumulative –2 penalty to the attack roll for each full range increment of distance between you and the target beyond the first (or fraction thereof). For most ranged weapons, the maximum range is 10 range increments, or 10× the number listed as the weapon’s range. For thrown weapons, the maximum range is 5 range increments. Some ranged weapons have different maximum ranges, but if so, their descriptions specify their maximum ranges.

page 241
Ranged Attack with a Thrown Weapon Base attack bonus + Strength modifier – any range penalty (see page 245)


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We had our first time playing with space combat and I have to say that I have never seen my group play so well together as a team as they did then. The captain gave orders, in either an encouraging or demander manner. She made up new lines each time and we all loved it! The creative techno-babble made it even better. Normally my players play well together, but this took it to a whole new level. Thank you Paizo for making such a wonderful product!


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http://www.makeyourgamelegendary.com/products-page/starfinder/

Legendary Planet has one. Think the series will go from Lv 1-20.


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Thanks for pointing that out to me. I will make a checklist of things that are intended to be common PC knowledge along with information about the setting and the news rules systems of things. For this point, it will be something like you said.


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Steel_Wind wrote:
bookrat wrote:
At this point, we discovered that Culture is a trained only skill, and neither of the PCs had it, so they got no information.

Note: Culture is NOT a trained only skill where the attempt is to Recall Knowledge where the DC is only 10 or less.

As well, you can take 20 on a Culture check if you have access to the Net. On Absalom Station and within the Armada - they do have Net access.

You had only 2 PCs with nobody with Culture as a trained skill. With 4 PCs, you would have. As they are in Absalom Station with access to the Net on their Comm devices, they could take 20 on every Culture check.(Basically, they figure out in their head what they really need to know and they Google it.)

I would agree that the charts presented in Pt 1 of the Adventure need revision and complete fleshing out with additional sites, encounters, NPCs, and further layering of clues. I intend to totally revamp all of this. The author expects that GMs will do exactly that. Rob McCreary explicitly advises GMs to add material here and change this in a manner which fits their game (Read: your PC's skills and abilities) in this passage from Page 11 of Incident at Absalom Station:

Quote:


"Although the PCs’ inquiries and the information they can learn are represented by simple skill checks, feel free to flesh out the investigations via role-playing encounters with various denizens of Absalom Station. In short, this section of the adventure can and should be modified to meet the needs of your game and your players with as much detail as you deem necessary."

How are you informing the PCs about the net/info-sphere? Letting you take 20 on Culture checks having accessed it, is a great boon. I want to make it available to the PCs, without blatantly pointing it out.

It does after all, give you minimum 21 on all Culture checks in the investigation of: the SF Dwarf, Downside Kings, Lv 21 gang, Hardscrabble gang and Astral Extractions.

I guess I might role with the idea of the PCs accidentally walking into a holographic projection of a person that welcomes them to the Station, and informs the PCs of its Public information services, along with its function as an information hub for restricted information only available to those with the right security clearance.