Thesing the Vampire

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Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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There is a rather glaring absence of basic-melee batons between level 1 and 19. The only advanced ones with Operative tag I see are Cryo. For some reason the shock truncheons are not operative. o_0

Kind of a weird oversight. A billy club is an ideal weapon for an operative conceptually.

This also raises a side question... Why do Operatives not get Advanced Melee Weapons? If they want to take advantage of some of the nice Operative tagged weapons in there, they have to spend like 3 extra feats to get full use out of them.


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Something for the warrior cleric types...

1st - Heavy Armor Proficiency, and qualify for Powered Armor Proficiency at 5th if they meet the Str requirement.

3rd - Reduce movement and skill penalties in heavy armor or power armor per the Nimble Juggernaut gear boost

Replaces Healing Touch and Mind Link


I don't see why it isn't possible given the existance of an item that can hold a full bulk worth of items in a pocket.


Leon Aquilla wrote:
Because it also calls it to your hand as a swift action.

As I said... I get why each pocket needs to be the same type of thing, because of the AI porting its contents into your hand.

But that seems a silly limitation of being able to only one kind of specific thing. It would be more useful if you could store any item that could normally fit into the pocket.


This item has an oddly specific description...

Quote:
This bandolier fits over any Medium creature and contains five compartments, each corresponding to a specific type of weapon: melee weapons, small arms, longarms, heavy weapons, and explosives. Each compartment contains an extradimensional space designed to house up to 1 bulk of ammunition or batteries

For what rational reason is it limited to only weapon magazines and batteries? I get why each pocket needs to be the same type of thing, because of the AI porting its contents into your hand. But can anyone see a problem with holding each pocket holding 1 bulk of a type of grenade, or demo charges, or whatever else you want to designate in each pocket up to 1 bulk?


Leon Aquilla wrote:


8) r/LFG, Foundry or Starfiner discords, etc.

I tried the Foundry Discord server, but could not find any Starfinder groups.

How do you find Starfinder Discords?


Garretmander wrote:

Starfinder is not an economics simulator. It was never meant to be one, and likely never will.

That said, in setting, owning a starship is closer to owning a yacht than a car. They aren't affordable to individuals or small groups without some extenuating circumstances.

And that's fine.

I don't even know how to respond to that first part. An RPG needs some form of an economy. O_o

As to the second... in a space opera setting a ship absolutely IS meant to be affordable for an individual. I compare it to owning a house. A huge investment, but actually possible.

I now wonder if having it be a separate currency was meant to make it adaptable to the setting. Early in a space age, ships would be multi millions. By Star Wars type setting, not so much. It still should have a conversion tho. Leave it up to each GM.


It's not silly to want to know how to invest in a ship. To find out that it's unattainable without this specific form of currency is honestly absurd. I'll never understand what the heck Paizo writers were thinking with this. Owning something like a freighter in a sci-fi setting should not cost hundreds of millions or no one would.


The orignal build was just BP. He said it was part credits we'd made as scavengers, part loan. How much that loan was is up in the air till we figure this out. Upgrade is from party loot.

I just ran these numbers against the ship we built (currently lvl 6) and it came too 106,500... Which seems to low for a heavy freighter (like a Bebop or a Serenity size).

Now thinking...
Base Frame = 30,000 / BP
Drift Engine, Expansion Bays = 2500 / BP
Power Core, Thrusters = (1000 x Size) / BP
Other Systems = 500 / BP

That's 254,500... Which seems more like it.


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So I know this has been talked about a lot. Probably the most useful post on the subject is in here... http://paizo.com/threads/rzs2ukqs?How-much-is-1-BP-worth

I liked Porridge's approach in that thread, but that seemed to make ships way too cheap. And my concern wasn't so much with the cost of a ship, but the cost of upgrading since our GM started us at 4th level with a tier 4 ship to build up.

Here's where I am now with a conversion chart suggestion...

Round estimate for a full ship = (d6 x 1000) x BP

Breakdown for building/upgrading:

    Base Frame = 10,000 / BP
    Drift Engine, Expansion Bays = 1,000 / BP
    Power Core, Thrusters = (500 x Size) / BP
    Other Systems = 250 / BP


Not sure where some of you guys were getting that I said they weren't useful enough. I said they were redundant, which wasn't the right word either. They were so broad they overlapped too much. Isaac got what I was trying to say.

Though yeah, splitting them was too overcomplicated. Adding just one more skill to invest points in and establish your professional focus helped a lot, so we weren't all thinking we could do the same thing.


He countered with a much simpler solution...

In order to be able to do anything more complex with Computers, Engineering, or Medicine than general knowledge, accessing unsecured systems, basic repair, or first aid, you have to spend at least 1 rank in an appropriate Profession.


After my first game, it quickly became clear that computers and engineering skills were a little too redundant. With no guide to help characters stay in their lane, we were kinda tripping over each other. My Mechanic felt kinda useless.

So I proposed this to my GM...

Split Engineering...
  Mechanics (untrained - Class skill Envoy, Mechanic, Operative, Soldier, Technowizard) - Repair vehicles or tiny and small ships, detect/disable traps, craft/repair general tech

  Electrical Engineering - (trained - Class skill Mechanic, Technowizard) Perform engineer actions on large+ ships, craft/repair starship tech + robots

  Weapons Engineering (trained - Class skill Mechanic, Operative, Soldier, Technowizard) - Craft/repair weapons, arm/disarm explosives, can be used for gunnery checks

Split computers...

  Computer Operation  (untrained - Class skill Envoy, Mechanic, Operative, Soldier Technowizard) - Access unsecured system, Bypass electronic locks, forgery

  Computer Coding (trained, Clsss skill Mechanic, Operative, Technowizard) - All other computer actions

New skill to encourage characters to take something else. Just because it's the future doesn't mean EVERYONE knows computers and engineering.

  Weapons Training (trained - Class skill Operative, Envoy, Soldier) - repair weapon in specified group, +1 hit per 2 ranks in skill