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Starfinder Charter Superscriber. 330 posts. No reviews. No lists. No wishlists.




Starfinder Charter Superscriber

Does the starfinder subscriptions move automatically to second edition or is it an entirely new subscription?


Starfinder Charter Superscriber

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.


Starfinder Charter Superscriber

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.


Starfinder Charter Superscriber

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.


Starfinder Charter Superscriber

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?


Starfinder Charter Superscriber

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.


Starfinder Charter Superscriber

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?


Starfinder Charter Superscriber

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.


Starfinder Charter Superscriber

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.


Starfinder Charter Superscriber

How are you and your players going to use portablegravity and anti gravity fields?


Starfinder Charter Superscriber

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…


Starfinder Charter Superscriber

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?


Starfinder Charter Superscriber

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.


Starfinder Charter Superscriber

I am game mastering this Pathfinder adventure. We are in book 6, part 6.

The occlusion Field at the Spires of Xin Shalast prevents teleportation and one of the players characters has built his monk with dimensional door feat chain, where he teleports next to opponents and full atacks them all in one full round action. This will nerf his character tactics concept for the rest of the book except X14 and the final encounter.
-How do I break it down to him nicely?
-Also, I think that he has to make the attempt, by spending his action to find this out. It feels a bit mean, but the book says, teleportation does not work here.


Starfinder Charter Superscriber

I took over the Rise of The Runelords campaign from a friend whom could not continue the story. The players are level 15 and are on the last book. One of the players is a monk with dimensional dervish build. He is destroying the combat challenges by just teleporting around and full attacking the opponents. He is to powerful because he to quickly destroys targets and then there is not much left for the other players to defeat.
I am looking for ways to counter dimensional dervish and not all monsters can have the teleportation tactician build, but that’s one of my options. Changing out monsters with fighter monsters that can counter that power build.
I will use monsters that fly, so that the dimensional dervish will lose their attacks by falling when they teleport up in the air.
What are other ways to bring back the fun of the challenge instead of one player steamrolling his way through the playing field?


Starfinder Charter Superscriber

When you are large, either physically or in a large or larger power armor, when you take a 5 ft guarded step, you may take a 10 ft guarded step. If you are huge you take a 15 ft guarded step and increasingly so however you become larger.
It seems logical to have bigger guaisteps for bigger creatures, but it might be game breaking for mechanics. Any thoughts on this?


Starfinder Charter Superscriber

What are some good examples of using the analyst envoy expertis? A player in my group wants this ability and I (Game Master / Starlord) want to make encounters where this can be used. I want to give the player opportunities to shine being this detective/investigator type. I just don’t know how to employ true/false negatives/positives into the adventure. Normally, I just tell the pc if they succeed or fail their sense motive rolls.

Does anyone have good examples of using false/true positives and false/true negatives in their campaigns?

From the CRB 64
Analyst (Ex; Sense Motive)
You have been taught to carefully consider your own assumptions, making it much less likely you assign false motives to other creatures. When using Sense Motive to detect deception or discern a secret message, as long as your expertise die roll result is not a 1, you dorn’t think a truthful statement contains deceptions or infer false information from a secret message even if you fail your check by 5 or more.


Starfinder Charter Superscriber

I don't normally suggest house rules but here goes:

The problem:
Monsters getting a surprise round, but all acting second in the initiative order.
This is worse than actually acting first in initiative order. At least when you act first in initiative, you have a full round worth of actions. In a surprise round, you should have an edge, but you actually might not get an edge if you act second in initiative.

Example:
A group of melee monsters gets the jump on the party, granting a surprise round. They are about 20-40 ft away from the group party. Some of them will be able to move up next the the group party, but they will not be able to attack. What happens next is that after everyone has rolled initiative, the monsters go second. So the entire group get their full actions (swift+move+standard) in round 1 before the group of monsters. The party takes a 5 ft guarded step back and shoot the monsters.

I thought that perhaps I made a bad choice for the melee monsters to move adjacent to the party, maybe they should have gone for cover or taken full defensive actions to boost their ACs.

The proposed solution:
I think if the monsters get the jump on the party, they should skip the surprise round, instead jump into round 1 acting first with a full round worth of actions, because acting first is more advantageous than acting in a surprise round but second in initiative during round 1.

So my house rule would be like this:
Monsters (not players) skip the surprise round and act first. This rule is only for the monsters, not group/party.
Depending on what initiatives were rolled, I would let the monsters get surprise and act first in round 1 if they rolled very well, but if they rolled poorly, skip the surprise round and simply act first in the surprise round, or else their surprise round is kind of a disadvantage.

So am I overthinking this?
Does anyone agree, or should I be taking other actions with my monsters against the party?


Starfinder Charter Superscriber

Combat maneuver Grapple and Grab (EX)

Attempting a combat grapple maneuver is KAC +8 and +13 to pin.
I just found out that the Grab (EX) that monsters have is KAC +4 and 13 to pin
Ref. AA 155

I just thought it strange that monsters would still have to hit KAC +13 instead of 9 to pin, since Grab (EX) is already 4 less. Is this intentional or an error?


Starfinder Charter Superscriber

Has anyone tried gamemastering an AP for 1 player?
I would assume increasing the player level consistently by 3 to compensate for 3 less players.
What are your experiences doing this? Good, bad, ugly?
I am considering trying to game master for 1 player, as an introduction before starting a second group. Can’t mix the groups right now because the first group is full.


Starfinder Charter Superscriber

Hey all,

I’m sure that plenty of you have unanswered questions in regards to the rules, updates, errata’s and updates. Remember to hit that FAQ button, so that the developers for Star Finder register that and those questions can get some more attention and hopefully some answers. Some of them only have a few FAQ hits and that might not be enough to make it a priority, so let’s hit those FAQs for each other!

1-I invite you all to post a link to a rules thread you may have started or just want the answers for.
2-Hit that FAQ buttons and hopefully get some attention : )


Starfinder Charter Superscriber

What are som good uses for the mechanics trick portable power?


Starfinder Charter Superscriber

Hi,

This may have been brought up before, but I could not find a thread for it. I want to get my wife interested into playing RPG's with me. I do not know how to go forward with that because she has always been a bit hesitant about these "weird/odd games" I play in the basement with my friends. She likes videogames, fantasy and sci-fi movies and series.

I was able to get her into science-fiction tv series by introducing her to the Firefly series and a few a few other series after that (Battlestar Galactica, Star Wars, all of the Star Trek series, various sci-fi movies). She enjoys cross word puzzles, video game tactics and board game challenges (Settlers of Catan). As for the actual role-play I have yet to see since, she has never tried it before.

I want to get her into Pathfinder and/or Starfinder. I think it would be fantastic if she would play these games with me (+friends), and I think she would like it, but I might be wrong. I could really use some advice on how to get her to play and hopefully continue to play. I dont want to start her in a major campaign, but maybe a good, funny and adventurous one-shot that could be played over 2-3 sessions. I want to make it about her enjoyment and that would make me happy as well.

-What is a good one-shot to get her interested into RPG's?

What advice do the Dungeon Master sages on the Paizo Forums have to say on getting your wife to play RPG's with you?


Starfinder Charter Superscriber

When I use the Fusillade feat and each of my identical small arms has different weapon fusions on them, do my targets suffer the effects of all of the fusions?
In other words- will Fusillade quadruple the amount of fusion effects on my enemies?

Fusillade (Combat)
You use your numerous limbs to lay down a hail of fire.
D Prerequisites: Base attack bonus +1, four or more arms.
D Benefit: As a full attack when you are wielding four or more
identical small arms, you can fire them all simultaneously to
duplicate the effects of an automatic weapon (see page 180).
You use all of the ammunition in all the small arms used,
and you treat this as an attack in automatic mode. Add all the ammunition expended from all of your small arms when determining the maximum number of creatures you can hit.


Starfinder Charter Superscriber

I just realized that monsters with RP, could potentially stabilize and come back into the fight. Nice to know when your players kill your monsters a little to early. And you can give them a surprise!


Starfinder Charter Superscriber

When you improve your power armor - does the damage it does also increase?
For example - the Lv6 Absorbtive Shell does 1d10 Damage. Will this increase if I improve the armor to level 10?
The EAC, KAC, max dex, armor check penalties, strength score, and upgrade slots available get adjusted. Wouldn’t the damage too?


Starfinder Charter Superscriber

Is there a way to increase the level of radiation around an Elicoth? Like, is there an object or a spell that I am missing that will make their bodies severely radioactive.


Starfinder Charter Superscriber

Are you flat footed in the beginning of combat, if you have not acted yet?


Starfinder Charter Superscriber

What kind of things can you do with the with a Starship, if you managed to hack into its computer? Here are my own suggestions.

Basic functions:
-adjust lighting
-adjust temperature
-adjust atmosphere

Advanced Functions:
-Open Airlock
-Activate/Deactivate artificial gravity
-Systems scan for life forms on Starship

Other Advanced functions:
-Turn the Anti Personel weapons on the crew
-Emergency venting of starship (uncontrolled opening of Airlock)
-Overheat power core?
-Power down weapons?

You CANNOT activate the self-destruct protocols.


Starfinder Charter Superscriber

What kind of things can you do with the with a Starship, if you managed to hack into its computer? Here are my own suggestions.

Basic functions:
-adjust lighting
-adjust temperature
-adjust atmosphere

Advanced Functions:
-Open Airlock
-Activate/Deactivate artificial gravity
-Systems scan for life forms on Starship

Other Advanced functions:
-Turn the Anti Personel weapons on the crew
-Emergency venting of starship (uncontrolled opening of Airlock)
-Overheat power core?
-Power down weapons?

You CANNOT activate the self-destruct protocols.


Starfinder Charter Superscriber

Does the xenoseeker theme let you identify any alien with life science, or only aliens identifiable with life science?


Starfinder Charter Superscriber

So following the advice of many here on this forum, I decided to let my group level up to level 3 before the Garagakkal boss fight at the end of book 1 in the Dead Suns adventure path.

My group is 4-6 players, but usually only 4 at a time because not everyone can make it for our weekly game night.

This time; ALL of the players can join in, so I have 6 lv 3 Players going up against the Garagakkal. Now I need to make the Garagakkal challenge harder. How do I do this?

The fight is supposed to be at least very hard, and now the APL is 4, and the challenge rating should be brought up to at least 6, possibly 7.

Normally it would be APL 2 vs the Garragakkal CR 5.
-Maybe move the combat inside the Sunrise Maiden spaceship? The monster would have a good time phasing through the walls, scaring the players, creating suspense on where it will show up next!
-Adding anbother Garragakal woould be to much, the players have not had the opportunity to buy new equipment.
-Adding a malfunctioning security bot to the ship? The Monster and the Bot.

I can budget in an extra 800 XP or 1600 XP for more monsters/dangers.


Starfinder Charter Superscriber

How do these interact with each other:

Penetrating weapons
Adamantium alloy
Fusion ULRIKKA DUSTER LEVEL 2
Phasing ammo

Can I combine Phasing ammo with Adamantium Alloy for the ultimate penetration?
Does the Fusion Ulrikka Duster stack with penetration?
Does the Fusion Ulrikka Duster stack with Adamantium ammunition?
Does the Fusion Ulrikka Duster stack with phasing ammunition?

Core Rule Book 181 Penetrating weapons
Penetrating A penetrating weapon is designed to punch through large objects’ outer layers, making it easier to damage them. A penetrating weapon ignores an amount of hardness equal to the weapon’s level.

Core Rule Book 191 Adamantium alloy
SPECIAL MATERIALS Some weapons can be crafted using materials that have innate special properties. Only cartridges of ammunition and melee weapons that deal bludgeoning, piercing, or slashing damage can be made out of special materials. If you make a weapon out of more than one special material, you get the benefit of only the most prevalent material. Each of the special materials described below has a defined game effect. Some creatures have damage reduction making them resistant to all but a special type of damage (such as that dealt by evil-aligned weapons) or damage from weapons of a particular material (such as cold iron). Characters may choose to carry several different types of weapons, depending on the types of creatures they most commonly encounter.
TABLE 7–12: SPECIAL MATERIALS TYPE ITEM PRICE MODIFIER Ammunition
(adamantine alloy) +50 credits per cartridge Weapon
(adamantine alloy) +2,500 credits Ammunition
Adamantine Alloy Adamantine is a starmetal, one of several valuable metals mined from asteroids and planets throughout the universe. Pure adamantine is exceedingly rare and expensive, so weapons using adamantine are always made of an adamantine alloy. Weapons or ammunition fashioned from adamantine alloy overcome the damage reduction of creatures with DR/adamantine, such as many magical constructs, and have a natural ability to ignore hardness when sundering weapons or attacking objects, ignoring hardness less than 30 (see Breaking  Objects on page 409). Weapons and ammunition without metal parts can’t be made from adamantine alloy.

Pact Worlds 195 Fusion ULRIKKA DUSTER LEVEL 2
ULRIKKA DUSTER LEVEL 2 Dwarven asteroid miners favor the Ulrikka duster fusion, which causes any weapon with it to take on an armored, stocky appearance. Attacks made with weapons with this fusion ignore half of a target item’s hardness. Use of such weapons has helped more than one short-supplied dwarven mining crew remove the last bits of useful material from an asteroid while still remaining armed enough to fight off space pirates.

Armory 55 Phasing ammo
Phasing This ammunition is tipped with quantum-variable molecules, allowing it to phase through many materials prior to impacting with its target. If you take a move action to aim and then fire on the same turn a weapon with phasing ammo (including doing so with a sniper weapon), the attack ignores any cover the target has with a hardness equal to given value or less (hardness 10 for 7th-level rounds, hardness 20 for 14th-level rounds). The rounds literally bypass the cover, doing no damage to it.

Armory 17 Laser with penetration
Excavation laser, light
Level 4
Price 2,050
Damage 1d10 F
Range 60 ft. —
Capacity 40 charges 2,
Usage 2
Special Penetrating, professional (miner)

Core Rule Book 266 Bonuses
When multiple bonuses apply to the same value, different types of bonuses all apply, but in most cases bonuses of the same type do not add together (or “stack” with each other), unless a source specifies otherwise. (For an exception, see Circumstance Bonus below.) Bonuses that do not list a bonus type do stack, both with each other and with all typed bonuses. Such bonuses, often referred to as “untyped” bonuses, are among the most utilitarian of all bonuses in the game.


Starfinder Charter Superscriber

So my SF group got together last night and we did out first play in zero-G. This made a few questions arise, as I am not sure if I GM'ed it right. Here is what is confusing me:

-The player is off-kilter in a zero-G cavern with a 15 ft speed momentum, floating along the walls of a hallway. He uses a move action to kick at a ledge in the wall to push off along the same trajectory in the long cavern hallway. (in a continuous straight line) He then down grades his standard action to do it again, gaining a total of 45 ft movement that round. Is this OK?

-The players did not mind getting the off-kilter condition when colliding into a wall, they just used the push-off action to give move themselves forward to grab or kick off on something to continue moving in the direction they want like they where pin-balls! I cannot see that I am doing it wrong according the the rules, but it felt a bit odd.

When played Dead Suns, part 3 in book 1. The players manuevered the caverns like they were pin-balls in a pinball machine.

Do you need hands to push off? If so, do you need at least 1 or 2? It is important to know, because the PCs might want to be able to hold their weapons, or might have to keep them sheathed - affecting action economy in combat roundsn


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Starfinder Charter Superscriber

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)


Starfinder Charter Superscriber

So my one of my players characters caught a nasty disease starting himself on the physical progression track. In the rulebook, it says the character can pass on the disease. How does that work? How can my players character pass on a disease to another character?

For reference: Page 414, CRB
Physical Disease Track Healthy—Latent—Weakened—Impaired—Debilitated— Bedridden—Comatose—Dead
Latent: The victim has contracted a disease. She suffers no ill effects yet, but if the disease is contagious, she can pass it on.


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Starfinder Charter Superscriber

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!


Starfinder Charter Superscriber

Hey, I am trying to make a Medical skill cheat sheet. Please point out any mistakes and let me know if the text is explanetory enough. Once it is good to go, I am going to print and laminate my medicine skills cheat sheet for me and my medicine skill using players. And of course I will share it on this forum as well :)

Medicine skill (INT)

First Aid
(untrained) (Cannot take 20)
Use a standard action to stop the bleeding condition DC 15.
Use a standard action to administer first aid to stabilise a dying creature DC 15
Using a medpatch/sprayflesh untrained grants a +10 circumstance bonus.

Treat Disease
(trained only, requires medkit, medlab or medbay) OR
(untrained with medpatch/sprayflesh, granting +10 circumstance bonus)
Use 10 minutes to treat a creature suffering from a disease. Each time the creature attempts a saving throw, make a medicine check. DC depends on the drug or poison. Success grants character a +4 bonus to saving throw.

Treat Drugs or Poison
(trained only, requires medkit, medlab or medbay) OR
(untrained with medpatch/sprayflesh, granting +10 circumstance bonus)
Use a standard action to treat a drugged or poisoned creature. Each time the creature attempts a saving throw, make a medicine check. DC depends on the drug or poison. Success grants character a +4 bonus to the saving throw.

Treat Deadly Wounds
(trained only, requires medkit or medlab or medbay)
Use 1 minute to restore hit points to a wounded creature.
Feat: Medical expert: Use a medpatch/sprayflesh to Treat Deadly wounds as 1 full round action.
DC is 25 with Basic medkit or DC is 20 with advanced medkit or medical lab
Restore 1 HP per level/CR of creature. Exceeding the DC by 5, add INT to the amount healed.
A creature can receive treat deadly wounds once per day.
Medical labs allow for treat deadly wounds one additional time per day.
Sprayflesh allows for treat deadly wounds one additional time per day.
Sprayflesh: If you succeed at a DC 25 Medicine check, the next time such a creature rests for 10 minutes and spends a Resolve Point to regain Stamina Points, it can instead gain the benefit of your Medicine check to treat deadly wounds.

Long-Term Care (trained only) (Cannot take 20) (requires medical lab or medical bay)
Attempt a DC 30 check once per 24 hours for each patient. Max 6 patients.
A successful check recovers hit points, ability score damage and poison at twice the normal rate.
Exceeding DC by 10 triples recovery rate.
*Recovery rates
-1 point for each ability score, HP 1 per level, 8 hours rest
-2 points for each ability score, HP 2 per level, 24 hours rest, 1 poison state step
-4 points for each ability score, HP 4 per level, 24 hours rest with successful Long Term Care, 2 poison state steps
-6 points for each ability score, HP 6 per level, 24 hours rest with successful Long Term Care, 3 poison state steps DC exceeded by 10,

Long-Term Stability
(trained only, requires medkit, medlab or medbay) OR
(untrained with medpatch/sprayflesh, granting +10 circumstance bonus)
Make Medicine check DC 15 each hour for up to 8 hours to give patient a +2 bonus to constitution rolls. Success treats patients constitution roll as a minimum 10 so they do not die.
Consitution check results OUTCOME
20 Heal 1 hp, regain conciousness
10-19 Remain stable, attempt new check in 1 hour,success after 8 hrs
9 or lower Die


Starfinder Charter Superscriber

Do Blast weapons benefit from the Weapon Specialisation Feat for multiple attacks?
In the Core Rule Book on page 180, it says: ...A Bast Weapon doesn't benefit from feats that increase the damage of a single attack (such as the operatives trick attack).

Scenario A: If I take a standard action and make a 1 attack (single attack), I do not get to use the Weapon Specialisation Feat for added damage.

Scenario B: If I take a full attack action and to make 2-3 attacks, I do get to use the Weapon Specialisation Feat for added damage, because it is not a single attack.

This is silly, because this cannot possibly how it is meant to be, but it seems to be they way it is written. What did I miss? The source of confusion is that the Blast description refers to a single attack as the condition for not adding Weapon Specialisation damage.


Starfinder Charter Superscriber

It is clear that you can only use an unwieldy weapon once per turn. So here is the twist:
Can I full attack with 2 unwieldy weapons?
In the CRB, page 248 Full attack says certain weapons have a firing speed so slow that you can’t shoot them for more than once in a round, even with a full attack.

So I’m thinking that my Kasatha with his four arms is wielding 2 two-handed unwieldy firearms, shooting both once as a full attack action. This seems to me to be a legal action.

In the CRB page 182, it says you cannot use an unwieldy weapon as part of a full attack action, but it seems that this rule is intended for multiple attacks with one weapon.

What do you guys think?
It’s not game breaking imho, but please show me if I’m wrong.


Starfinder Charter Superscriber

If my character gets a neograft subtype, will he get temporary hitpoints from necrotic weapons? I have included the text from the Splintered Worlds AP Book.

NECROGRAFT SUBTYPE
Adding even a single necrograft to a living body causes the recipient creature to gain the necrograft subtype. Abilities, items, and spells that detect or identify undead reveal necrografts (identifying only the augmentations as undead, rather than the recipient creature as a whole).
Creatures with this subtype are also damaged by spells that damage undead, and can be subjected to other undead- specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature, but does affect undead, the creature can be targeted, but it gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0).

Necrotic: A necrotic weapon deals cold damage infused with negative energy. Creatures immune to negative energy (such as the targets of a death ward spell) are immune to the cold damage of a necrotic weapon, and the cold damage of necrotic weapons a ects only living creatures. Undead creatures targeted by a weapon with this property not only take no damage from the cold but also gain temporary Hit Points equal to the weapon’s item level. These temporary Hit Points last for 10 minutes, until expended, or until the undead gains a larger number of temporary Hit Points from a necrotic weapon. A creature can bene t from only one source of temporary Hit Points from a necrotic weapon at a time.


Starfinder Charter Superscriber

Can I use the sniper weapon feature to get long range shots together with the Sniping ability described under the Stealth skill on page 148 of the CoreRuleBook?


Starfinder Charter Superscriber

How exaclty does fog , smoke and other clouds provide cover from laser attacks?

On page 184 in the Core Rule Book under Laser Weapons, it says that:
Fog, smoke and other Clouds provide both cover and concealment from laser attacks.

Concealment is understandable, because you cannot see your target as well, therefore there is a miss chance.

-Why does fog and smoke grant cover against laser weapons?
-Is it an error/typo?
-Do fog and smoke clouds cause laser beam refraction, so that the beam redirects?
-Am I just missing something?