Search Posts
At 4th level, it has +10 to hit (assuming 18 Int), and AC 20, and deals 1d4+4 damage. Compared to acid arrow (+10 to hit, 3d8 A +1d6 persistent), it does less damage on the initial cast, but has a good chance of dealing more over time with it's two actions a round. Plus a canny wizard can counter pick the illusion to match the weaknesses of the target. Plus the flanking ability is cool. Though a question that just came to me, can it use Demoralize or Feint?
How do crits work on turret weapons? The book says that turrets count as being in every weapon arc, and when the weapons take a crit you randomly determine an arc that has weapons in it to be affected. So does a ship with a front weapon, rear weapon, and turret have 4 arcs that can be critted since the turret is in every arc, or does it only have the front and rear and the turret just shared the crits. And if an arc is Malfunctioning and the turret fires to a different arc, does the turret still take the penalty? How do crits on weapons stack? Do I roll a different arc each time? That sounds like the right way to me, but it does make the weapons difficult to wreck.
So the computer section is cool, if a bit obtuse, and I think will work out pretty well. What doesn't help keep it clear is the lack of sample computers! I know, word count, blah blah blah. So let's get some made to help out. Computerised machine gun turret, tier-2, 2,704 credits, 6 bulk
Robo-doc, tier-3 , 9,075 credits, 59 Bulk
Drone remote, tier-1, 5,123 cr, L bulk
Secure datapad, tier-2, 760 cr, L bulk
Automated cargo lifter, tier-1, 3,845 cr, 35 bulk
What is the storage capacity of a computer? I haven't found anything that defines it, and giving hard numbers for this sort of thing will just make you look silly a couple years down the line, but there's this line from Into The Unknown that's throwing me. Into The Unknown: So the boon at the end of the quest gives out a Starfinder insignia, which has a secret data storage function, and can hold 'as much data as a tier-1 datapad.
Theoretical Historian:
If you run a scenario as a GM that you have already run as a GM, you can take a Chronicle sheet from that scenario and apply it to this character. This Chronicle sheet provides no rewards (such as XP, credits, or boons), except you can mark the Chronicle sheet as being completed as part of this boon and earn 1 additional Fame and 1 additional Reputation with the Exo-Guardians Faction for your associated character. Does the Chronicle for this boon count as the normal GM rewards or is it in addition to them? For instance, if I run The Commencement a second (or twenty-second) time, do I get a Chronicle for the character with Theoretical Historian and a Chronicle for another character in range? Also, if the scenario isn't repeatable, I'd still need to use a nova or some other means to get a valid replay, correct? Can I run the same repeatable scenario multiple times for this boon?
As the title says, I think this would be pretty cool. Androids already have a sense of the Cycle, in a way, with their Renewal, so having one study the path would be neat. Statwise, there's an issue. -2 Cha isn't great, though it's easily bought off and mostly gives Resolve. I was looking at:
Thoughts? (That aren't "take a level in blitz")
Hangman's Noose:
At 2nd level, a hangman can wield a rope noose as a net or whip, and also can use it to grapple, gaining the benefits of Improved Grapple with it. He takes no penalty on combat maneuver checks with the noose for having the noose in his hand, but he still doesn’t add any bonuses he might have with a net or whip (such as weapon enhancement bonuses or benefits from Weapon Focus) on the check. He can spend 1 minute to weave a magical or masterwork net or whip into a noose, thereafter gaining these benefits with it. Do I still need Greater Whip Mastery to grapple at range with a noose, or does Hangman's Noose only allow me to grapple adjacent foes? If the target still needs to be adjacent, is there a faster way to pull them towards me than using Net Maneuvering?
So from Heroes of the Streets, the Fashionable Accessories clothing item:
How are these supposed to work in PFS play? Obviously you'd pick a city when you bought them, but how would the time limit work? Would I just need to buy another set every scenario? I checked additional resources and campaign clarifications, but there wasn't anything there except stating that they are legal for use.
The FAQ states that PC SLA's from race/type are considered arcane unless the spell it emulates is not on the wizard spell list, and SLA's from a class are the same as whatever spells the class normally casts. My paladin has the trait Chosen of Iomedae, which grants light as an SLA. Should that be considered an arcane spell or a divine spell? It isn't granted by my race, as any follower of Iomedae can take the trait, and it isn't from the paladin class. As it is a spell that can be divine, and is gained by a faith trait, I think it should be divine, but I don't know if there is any definite ruling on that. (Basically I want to use the Chosen of Iomedae/Divine Warrior combo for +1 to damage rolls for 20 min/level, but I want to double check that it does work as it seems. If the light SLA is divine, then casting it on a sword counts a divine spell that affects a weapon, triggering Divine Warrior. If not, I still have a handy flashlight and free masterwork weapon, so I'm not too upset.)
The messenger from the Sincomakti School sets a letter from Dr. Quolorum on the table and unrolls a map of Ustalav. "The Hungry Mountains have always had more than their share of strange events and hauntings, but Doctor Quolorum has recently become aware of some different-seeming events, apparently connected with a noblewoman, Lady Illirigarde. The Doctor has some places he'd like you to investigate to learn more of these events." Letter from Doctor Quolorum: My esteemed assistants, I’m told there is a small village called Dunhob only a few miles from Illirigarde Manor that could have useful information. No doubt the villagers have many stories about the phenomena affecting the region. Additionally, before her disappearance Lady Illirigarde visited the locals occasionally to perform harrow readings and seances. Perhaps we could learn more about her research and disappearance as well. My contacts informed me the villagers of Dunhob are a particularly close-lipped and superstitious lot, so diplomatic finesse may be necessary. There are also legends of a haunted tavern called The Lucky Lantern in Dunhob that I would like you to investigate. Your mission is to see what secrets the tavern may hold and interview one or two of the local villagers. Happy adventuring!
Dr. Quolorum
Is it legal in PFS play to add the Consecrated Weapon option from Adventurers' Armory at a later date? I found this previous thread, which didn't have any definite answer to the question.
So I was looking at doing a Kitsune Trickster build and wanted to use the Unchained rules for the Dex to damage and skill unlocks, but I noticed that some of the Rogue Talents such as Obfuscate Story and Honeyed Words aren't listed as compatible with the Unchained Rogue. So what do you guys think? Take the Finesse Training and Skill Unlocks and forget about the Talents, or go for the Talents and forget about the Unchained rules?
Looking for 4 players to go nutty as goblins! Embrace the chaos and enjoy the carnage as the Licktoad Tribe learn of fireworks and set out to get more of them. Sign up here, and include your preferred pregen if you have one. Start date will be Monday the 15th.
So one of my PFS characters is a chaokineticist who started with Negative Blast because I liked the touch attack. While going through The Confirmation I realised something I had overlooked. I can't hurt undead! And I don't get another blast that can hurt undead until level 7! How completely screwed am I? And is there a trick that will help until I get Expanded Element at level 7? Do I just run around punching undead with my cestus and suck up the drop in damage?
So this seems like it could be an interesting chain. First off is Meditation Master: Faiths and Philosophies:
When you meditate for at least 1 hour after getting at least 8 hours of rest, you gain special insight into your situation that is nearly impartial, granting you the edge in whatever endeavor matters most during the day. After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest. An unused bonus fades after 24 hours. It's a +1 bonus that can be applied after you see what you rolled, and doesn't require you to do anything except hang out with the wizard while they prep spells. The next feat is Combat Meditation:
Faiths and Philosophies:
You can meditate as a full-round action. If you do, you gain all the benefits of your meditation feats, but they last for only 1 round per character level. Combat meditation allows you to expend the +1 insight bonus granted from the Meditation Master feat to instead roll twice when attempting an ability check, attack roll, saving throw, or skill check, taking the better of the two results. You must decide to use this ability before the initial roll is made. You may only use this alternate ability in place of bonuses granted by the Meditation Master feat. You can perform combat meditation a number of times per day equal to your Wisdom modifier. This one seems more like a tax to get the good stuff later, trading a Flurry round for rolling twice on a single attack roll doesn't sound great. Hopefully the last feat makes up for the tax. Slow Time:
Faiths and Philosophies:
Once per day, when you meditate as a full-round action using the Combat Meditation feat, you gain the effects of haste for 1 round per 2 character levels. These effects do not stack with the haste spell, the speed magic weapon special ability, or other effects granting the same result. This is an extraordinary ability. Now once a day we're trading a Flurry for the roll twice from Combat Meditiation, and we get three rounds of haste minimum that works in anti-magic zones and can't be dispelled. At level 7, which is the earliest it's available, our Flurry will be +7/+7/+2 before ability mods and other bonuses. In four rounds we'd get twelve attacks, eight of which are at full BAB. With Slow Time, we skip our attack for one round and get three hasted attacks instead, along with the other benefits of haste. So in those four rounds we'd get the same twelve attacks, but nine are at full BAB. At 11th level, we have a Flurry BAB of +11/+11/+11/+6/+1. So without the feat we'd get thirty attacks in six rounds, eighteen at full BAB, six at BAB -5, and six at BAB -10. Using Slow Time, we'd skip one round of attacks and get the same thirty attacks, but now twenty-four are at full BAB, five at -5, and five at -10. Biggest issue I can see is the fight ending before the full haste effect wears off. Going off the rule of thumb that fights end in 3 rounds, just full attacking at level 7 nets nine attacks, as opposed to the eight from using Slow Time. Thoughts?
For reasons that I'm sure many of you will already know, I'm trying to figure out how to get a bear companion for an Unchained Barbarian. It's not a must-have, but it would be cool to have as a pet. Animal Ally doesn't seem to work, unless there's a later feat that allows bears? I'm not sure Mad Dog is allowed for Unchained Barbarians, and I don't really want to trade Rage levels for it. I could multiclass with Hunter I suppose… Anything else?
Has anyone ever fallen in the pit in the Wisp's basement? Has anyone ever tried the Disable Device check? Or even bothered just walking slowly across it? I like the idea, and the weight check is cool (not really something I'd expect), but it's a 10' wide gap encountered when there's no time pressure, since the fight takes place in the next room and there isn't a big need to move from there. Why bother moving at ¼ speed when you can just take 10 and jump it? Why bother with a DC 20 Disable Device (seriously, what's up with level 1 scenarios and absurd lock and trap DCs?), when again, as long as you haven't dumped Str you can jump it with no chance of failing? It's neat set dressing, and gives the PCs something to heckle Heryn about with her lax workplace safety, but why bother making it an actual trap? |