Tanuki

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Organized Play Member. 75 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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Starfinder

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Tbh, I'm fine with most as long as the players get to create a starship and that their choices are meaningful while building it. I love the idea of the starship as an additional character.

Starfinder

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Get the new version on Starfinder Infinite.

Starfinder

Get the new version on Starfinder Infinite.

Starfinder

Get the new version on Starfinder Infinite.

Starfinder

I've now updated this, you can get it on Starfinder Infinite.

Starfinder

I've now updated this, you can get it on Starfinder Infinite.

Starfinder

wolfdog1dmn wrote:

Wish to say, thank you for this.

I am about to run this conversion and was dreading having to do some of the more annoying facets of conversion myself (I've done so in the past for various pf1e adventures including doing the entire kingmaker conversion (literally finished the conversion a month before they announced the official conversion)) However thanks to work and home hunting I've not had time.
So your pdfs will greatly assist me in ensuring that everything is set and ready in a timely manner.

Aww, thank you. :3

I've now updated this, you can get it on Starfinder Infinite.

Starfinder

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I will buy it at least. Pawns are a great in many ways (actual artwork, easier to get than miniatures, don't take much space in transportation or storing).

Thank you, Paizo!

Starfinder

Well, considering how different 1e and 2e are, it's not really an issue to convert it to 1e at this point, as 1e has something akin to a base chassis and the playtest did the only thing that will affect a conversion: A vision of the class.

Basically, use the mechanic as a base for BaB and class feature progression (call Mechanic Tricks then Hardlight Illusions), downgrade the spotlight (like how Get 'em didn't use to be a core feature for envoys in 1e) to either a hardlight illusion chain or something akin of a subclass.

The real problem usually is playtesting, as it's easy to miss the sweet spot in balance and miss some (sometimes basic) unintended interaction with other rules.

Starfinder

My idea would be to give roles more significance. When an ally follows their role the bonuses gets stronger and if an enemy follows the role, it's penalties would weaken.

Examples:

Action gives its 5ft speed bonus, but when it takes damage, it gains quicken 1 which can be used for a Step or Stride

Comedy: enemy gets -1 on reflex saves, but when it doesn't fail or critical fail a roll during its next turn, it gets -3 reflex instead (or clumsy 1-2, whatever fits)

Starfinder

I'd like to see a return to space horror, as we currently only have Signal of Screams for that. Maybe even mix it with fantasy horror, like part of the Swarm seperating via undeath and forming a new colony, unless the PCs can step up to that.

Other than that, just some high-level stuff soon.

Starfinder

You are absolutely right in your confusion, which is shared by much of the community. Especially considering that the Player Core had different stats in its first printing, which may have been missprinted, but made more sense.

Assassin: 1d10 Piercing base damage, analog, backstabber, fatal d12, kickback, unwieldy, volley 30ft

Shirren-Eye: 1d10 Piercing base damage, analog, deadly d12, kickback, unwieldy, volley

There the Shirren-eye was ay slightly worse weapon until elite, but then picked up, though Assassin Rifle had some sort of redeeming quality due to backstabber.
IMO, it needs another errata to give both weapons a niche. One for critical hits, one for better reliability.

Starfinder

I think, the debuffs without saves is what made the devs stop to give proper follow-ups play-wise. I think the envoy and its "Lead by Example" is a good comparison, where you not only give your buffs, but have a reason to follow up to them and make it feel right.

Casting roles gives the first (de)buff, but then it stops and you do a turn like everyone else.

Starfinder

Pin Down still has its usage, as it still is a debuff that you can apply to a creature which isn't your primary target. It only has your reaction as a cooldown and enemies will succeed often enough, so especially as a ranged fighter taking away 10 feet speed can work wonders (as often the higher level enemies will succeed more often, and making them primary targets can help, but only if you hit). So see it as an assurance and you'll be fine.

Quick Swap can be useful to get from your burst weapon to your line or cone weapon, the moment an enemy approaches. These are also the kinds of weapons you really like to make use of your Athletics to get them into better position to have more enemies in your AoE, therefore Burst of Strength shines in this regard.

Starfinder

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First, there is a big case made by others for aquatic ancestries, but do whatever is better for you. I'll just weighs some pros and cons from the top of my head.

Pro-aquatic:
* easy to manage, as combat and other things are basically like everyone is flying
* it can be fun to think outside the box for GM-purposes to get hazards there and it's easier to get fantastical and whimsical as basic problems aren't there anymore
* depending on the technology there, non-aquatics don't lose much of an edge anyway
* easier to manage, as it's closer to what Starfinder 2 is designed around, therefore less need to write some subsystems that will actually help (as rewriting hexploration will become a nightmare the moment you realize that a ocean planet is three-dimensional and the party usually need 2 days to have one activity, even if you allow them to swim without exhausting themselves or count water as plains, if you count them as swamps, well... 6 days for one activity :P)

Contra-aquatic:
* Due to a perfect environment, aquatic ancestries are absolutely "normalized" and "unspecial"
* Non-aquatics in the party will feel constantly disadvantaged by their aquatic fellows to get even, even with the technology and other means, as those will use up slots (like upgrade slots, augmentations, spell slots, etc.)
* Survival aspect will fall much flatter, as hunting, harvesting, and gathering doesn't pose as much risk and work, unless everything becomes so hazardous, that it'd be easier and more merciful to hunt down the non-aquatics of the party and eat them than to let them even get outside their crashed ship

So I would probably look at what is important for me as the GM. If I want PCs to struggle and have problems all around they have to work through for several levels (and you got players with the patience for that), then non-aquatic is the way to go. Then maybe around level 5-6 give them some means like a swim speed to open up the world and grow out of the "basic means problems" to lead into more fantastical elements. If it's all about the fantastical elements, the experience of what may lie under the sea, then ask them to play aquatics and if someone actually wants to be non-aquatic, allow some early means to get there with the rest.

Starfinder

It's not on AoN, but pg 430 of the SF1 Core Rulebook states that the time for a message to get through the Drift is the same as the travel time.
So if the message can get through via Drift Lanes or are sent to Absalom Station, it takes just days, unless strong Drift Engines are used.

There was a SF1 ritual that cut the time in hours, but also has a 25 word limit (and is high level for SF1).

Starfinder

Answer to SFS: Suck it up until Paizo makes a boon or ruling to make it work. It's organized play, after all, so every rule is read and used tighter to work as a guideline for every GM.

Answer for Home Games: Do whatever vibes with your group.

Quote:
I am left with the impression that the archaic weapon heritages, and Close Quarters Soldier, were designed separately from each other.

I would go as far as to say that the "OK, we got the needed amount of cross-compability out there, said that the GM may need to consider some changes if necessary, and will now leave it at that, as in the past as in the future there will be too many cases that even trying to cover it will too much text. We seriously don't need to cover a PF-character slinging killer whales that might be converted to a SF-character whipping space whales ourselves, or to cover any little odd option we did in the Player Core just to clean up every bit of compatibility issue with our partner system, which is still another system in the end."-attitude have taken over.

Personal take: Gee, I wonder why weapons keep on evolving, as if they need to adapt to different kinds of fighting styles and warfare and old weapons are optimized to their thing and new weapons are optimized for other things. :P

Starfinder

You can't RAW. Here shows how important wording is in rules.

Saw it Coming doesn't allow you to draw a weapon, but to use "Interact to draw a weapon", which means it refers to the Interact action, not any action that is called Draw or any action that allows you to draw a weapon.

Tactical Hideaway Limb doesn't allow you to draw an item and use it, but to use its own Draw action and then add onto it.

If it would be allowed, the tactical hideaway limb would read like "When you use Interact to draw a weapon, if the item can be activated or otherwise used with a single action, you can use the item as part of the same action. For example, you Interact to draw a weapon, then Strike with that weapon."

Starfinder

It's a bonus without check, it just uses the reaction. It just increases the target's Will DC against that one check.

Starfinder

Well, as I'm currently running my own conversion of Signal of Screams and had to do/modify most statblocks myself, I can't speak from experience, but if what OP says is true, this would certainly be a problem, as this would poke a hole into one of the best things I experienced with PF2 (and therefore also SF2): That encounters aren't guesstimates, but can be made quick and reliably, other than some other systems.
It's good to have encounters of different difficulties and some have to be hard to acquire it, to make the players feel like they *earned* it. Challenge is a spice of life, after all.

Starfinder

Squiggit wrote:
Why do we have simple/martial/advanced area weapons if proficiency isn't supposed to matter?

Because lacking any classification would lead to even more confusion and we already have cases where proficiency matters (like Primary Strike), it's just not the "base matter" of the weapon.

Squiggit wrote:
Why is the only class that can't use advanced area weapons properly the one class built around area weapons? If the proficiency is for niche protection this seems completely backwards.

In what capacity can another class use an advanced AoE better than a soldier?

Squiggit wrote:
Why are there advanced weapons with the performance trait if proficiency isn't supposed to matter?

To add the item bonus to the skill?

Squiggit wrote:
Why has it been so hard to get any discussion on it? I know there's a few comments scattered around the internet now, but people spent the whole playtest asking about it and the devs were weirdly evasive the whole time. This somewhat stands out because parts of the playtest were actually fairly well documented in terms of explaining certain ideas.

I see plenty of discussions, but in case you want to have a dev on it... did you try to contact them directly? I mean, I'm happy to spot a dev on a forum or a reddit to get what they say, but I certainly don't expect them and even they have the right to say "well, we said what we said and won't say more at this point".

Starfinder

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Here4daFreeSwag wrote:
Good to have some free conversions of The Diaspora Strain, The Penumbra Protocol, and Heart of Night from SF1e to SF2e out there in the wilds, Starfinder Rotfell. ;)

Thank you for your kind words. I'm probably done with GMing Diaspora Strain this week and already spotted several needs for corrections.

Starting converting Scoured Stars campaign (not the AP) soon.

Starfinder

The spells have the specifics.

In general it's assumed that each creature will take only once damage per round unless it's willingly doing something out of the ordinary, especially as these walls often lack saving throws.

Wall of Fire (assuming 1e):

Wall of Fire wrote:
The wall deals this damage when it appears and on your turn each subsequent round. In addition, the wall deals 5d6 fire damage to any creature passing through it.

So first damage when it appears. Then enemies have a chance to defend against it, which is why it deals its damage when you start your next turn again.

As "passing through" means usually "moving from one side to another", a creature that starts its turn in the wall doesn't get damage when it moves out, which is congruent to the usual design: You will get damage only once per round unless you do something out of the ordinary.
Getting a wall cast on you and you moving out is pretty much what to expect. Like almost every other effect lingering effect, there is a timewindow to do something to avoid more of it. In this case it's just a specific movement pattern instead of a save.

What would be out of the ordinary? Crossing the wall several times during your movement, for example. Usually, it's because of the own choice though, not a choice forced upon you.
Another would be teamwork, like one casting the wall and another pushing an enemy through it. This is the result of two turns of effort, so having two instances of damage is also to be expected.

To sum it up: You can argue your point, but I don't read the rule that way, so I would agree with your GM there, unless you get enough pushing power to get the enemy through the wall.

Starfinder

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First, Whirling Swipe allows you to use the reach of your weapon (so 10 feet for a Painglaive for example), while the CC-Fighting Style is always 5 feet.

Second, Whirlwind Swipe is a feat that every soldier can take, in case they want a melee AoE if needed. However, they are not supposed to use other feats in combination, while CC-soldiers can use Shot on the Run to Stride and melee-AoE in two actions.

It seems a bit bulky and yes, it seems to double, but it doesn't. I would have probably also preferred other solutions, but this is what we have.

Starfinder

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I noticed that I made an error in my table earlier, as I accidentally counted the d8 fully in the plasma caster variant. So the new table would be:

Rank/Ignition/Boosted Plasma Caster
1/5/10
2/7,5/10
3/10/16,5
4/12,5/19,5
5/15/19,5
6/17,5/24
7/20/30,5
8/22,5/35,5
9/25/35,5
10/27,5/45,5

If I would see the whole boost trait as a problem will probably show with the SFS-scenarios and Adventure Paths, as these are as close as you can get to the game as the makers have envisioned it. If we get enough ideas how to not have whiteroom combat, then boost may not be meta. As long as combat remains a damage race with few interceptions, the numbers won't lie.

Starfinder

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Boost can be a problem, as it's one of the few direct damage buffs there is in Starfinder 2e, and it adds already two damage dice with an advanced weapon.
And we're not talking about a small one like one damage per die, like backstabbing. Like moosher12 already said, the damage is also comparable with two attacks and therefore it's usually better (as there is no MAP involved).
It's basically emulating several class feats in PF2 like Vicious Swing with fewer downsides.

As it's now online and boosting was a SF1 mechanic, there are limited options to reign that in officially and many will be seen as what they are: Balance updates instead of errors that worked their way into the final product. May be needed for game health though, depends on what Paizo will stomp out later. Either reducing the boost dice of the current weapons or tacking some demerit to the trait (like -2 circumstance penalty to attacks while boosted or increasing the expand for each damage die [as SF1 also needed more charges for boosts], a cooldown, etc.) might work.

While I know that this is not appropriate as spellcasters are supposed to do less damage, I compared Ignition to the damage of a plasma caster used by an operative. It's definitely not as dry (as there are no upgrades or special actions like aim in there), but if you want to compare two actions that are spammable with each other and aims at AC, it might be a good starting point. The plasma caster has the same item level as the caster would need to get to the rank.

Spoiler:
Rank/Ignition/Boosted Plasma Caster
1/5/13,5
2/7,5/13,5
3/10/20
4/12,5/23
5/15/23
6/17,5/27,5
7/20/34
8/22,5/39
9/25/39
10/27,5/49

Oc there are also some critical hits to consider and I won't see it as anything else than a starting point.

Making boost 2 actions would also be an interesting thought experiment, but it would heavily limit its use with classes like soldier or operative who seem to be the ones who should use it more than others.

Starfinder

Today I finished the last conversion guide for Signal of Screams, #12 Heart of Night. As long as you own the original, you can converse it from 1st edition to 2nd edition now. Here are all 3 links, though I changed the formatting between each one (first one, I was new to ScribeTools, and thanks to Jerry123i I was able to make the third one look much more like Starfinder than Pathfinder).

(All on GoogleDrive)
#10 The Diaspora Strain
#11 The Penumbra Protocol
#12 Heart of Night

I will finish GMing it, make some notes in-between for changes (and take everything you tell me into account as well), then I will make a mega-pdf. But it will be months away, as we're barely in Signal of Screams right now.

If it's done, I will post again! :D

Starfinder

6 people marked this as a favorite.

Today I finished the last conversion guide for Signal of Screams, #12 Heart of Night. As long as you own the original, you can converse it from 1st edition to 2nd edition now. Here are all 3 links, though I changed the formatting between each one (first one, I was new to ScribeTools, and thanks to Jerry123i I was able to make the third one look much more like Starfinder than Pathfinder).

(All on GoogleDrive)
#10 The Diaspora Strain
#11 The Penumbra Protocol
#12 Heart of Night

I will finish GMing it, make some notes in-between for changes (and take everything you tell me into account as well), then I will make a mega-pdf. But it will be months away, as we're barely in Signal of Screams right now.

If it's done, I will post again! :D

Starfinder

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I also lament the lack of adventure kits, as it was a huge help when making one shots and the like (also a stable guideline for beginner players).

Solarian:
I would consider the skyfire armor due to its lack of upgrade slots, if sholashtu doesn't fit fine, Defrex Hide is another option. Or 5 credits more instead to go Freebooter (as Max dex only applies to AC not reflex and the AC stays the same and you ignore the check penalties with your STR anyway).
With Skyfire Armor or Freebooter, you're basically down to a few credits. Get a container first to carry your stuff and a hygiene kit to be socially acceptable, and you got the basics covered.
As a very athletic character, you may want to take the Climbing kit or the Autograppler. If you got Crafting, Maker's App is kinda nice to make more items during Drift Travel.

Soldier
Get the guns with the biggest AoEs to make your Fighting Style work for you. Go for the Stellar Cannon first, as burst-area is the easiest to use (as your position matter only for range) and the damage is good (in addition to training in martial weapons, which matters for Primary Strike). Go Defrex Hide until there is enough credits to go heavy armor. Then the Container and Hygiene kit. Then you could purchase a usable grenade shell for the future (as grenades can deal with damage types) though there isn't enough left for a grenade (maybe you can buy one and "lend" it to her though, as it won't break permanently with the shell).

Starfinder

Driftbourne wrote:
Time line-wise of book releases, Tech Core is more in line with the Armory book, although the Tech Core is more like Tech Revolution content-wise.

Wouldn't suprise me, if the Tech Core will be basically a mix of both, a book with some technological options and rules and a bunch of tech items to round it up, as the Core is still lacking there for Science Fantasy feeling, and magic options can always be taken from PF2 in SFS and home games.

Starfinder

FlorianF wrote:
Seems very clear to me that's because, contrary to D&D4, PF1/2/SF1/2 has no concept of "attack vs. Reflex", nor the concept of a "Reflex DC" or "Attack DC".

Sorry to be that guy and put something else on top of it, but there is Reflex DC used in the system. Here the general rule. Now onto what uses it:

Disarm (though Disarming Shot uses an attack roll instead of an Athletics check)
Tumble Through (though Will DC with Pardom Me)
Trip
Sabotage
Swerveshift (bonus to the Reflex DC)
Cerebral Circumvention (same)
Magboots (bonus as an item)
Swallow Whole

With disarming shot, we even have an attack roll vs reflex dc, therefore the reason of the decision lies elsewhere.
As a back-then vivid D&D4e player, I know how nice it was to have defenses, but I think the reason it was put the roll back to those who defend against such effects is for abilities that shifts the degree of success, which are baked in many characters and seldom any enemy creatures.
Also, it makes it clear: Attacks either hit or not (unless in very special cases where there is a failure element), while most saves use all 4 degrees of success. Treating Plasma Cannon like a fireball makes sense, so instead of adding yet another rule onto AoE-weapons, having them use some of the standard mechanics just makes so much sense.

Starfinder

Mostly for balance-related issues, as you don't want to replace skill checks with attack rolls, unless you have some kind of tax to pay (like how many skill feats allow you to replace one skill with another within a limited context).

It also makes some sense IRL, as long as you see skills also as knowledge in the field (which is often used in SF2, even if it isn't INT-based). Not every point that maximizes the damage is good to trip your opponent, especially considering their stance and weight distribution. It takes a lot of practice to know intuitively how to move your opponent's body to make it fall swiftly without beating them down until they have enough, and you have less than a moment to preceive it and act upon it.

Which comes back to why not replace STR with another attribute in this case, which is also the boomerang back to rules: Simplicity whenever posssible in rules most characters can use.

Starfinder

It's pretty deliberate. Has been topic since playtest and we got an official confirmation here, so we can assume that this stance hasn't changed.

The proficiency matters for soldiers (who can strike with weapons that don't strike), for everyone who wants to strike with automatic weapons (that can strike), and for everyone who wants some extra damage with weapon specialization.

Starfinder

FlorianF wrote:

Another question is whether you can be disarmed of a solar weapon? Wording is it is an "extension" of yourself, but it doesn't speak of whether you can let go of it. By a dumb RAW, you could argue you could drop it (and then pick it up), or grab something with the hand *after* conjuring it; contrary to SF1 it doesn't say AFAICT that it is unattuned and disappears in those cases.

Besides finnicky arguments, it may be important in two situations:

* What happens if you are disarmed? Similarly, what happens if you take the Disarm property with it and crit fail your attempt, can you let go of your solar weapon?

* It doesn't actually say it occupies the hand. That's not gratuitous rules-lawyering: the iconic SF1 solarian had the blade on his forearm and the SF2 Pathra Solarian has a glowing hand, leaving their hands apparently free or free-ish. The issue may well arise: What happens if you really need that hand, e.g. to grab a potion? There's no action to un-manifest it, and if it's Attune, it's harder than dropping a physical weapon.

From FAQ:

Quote:

Can manifestations like solar weapons be dropped or disarmed?

Yes. When dropped a solar weapon becomes part of your solar mote and must be manifested by using the Attune action when you want to use it again.

This is rather direct. Btw, if you got the free-hand trait on it, it can't be disarmed as the trait says so.

From the class:

Quote:
When manifesting your weapon, it appears in a free hand of your choice. If it has the free-hand trait, it can manifest in any hand. Your solar weapon is a martial melee weapon.

Here we have a rule that references other rules. I bolded a very important part here. As it is a weapon, it follows the normal rules for weapons. I do think there should be "that requires one hand to wield" put there or the normal weapon rules should be changed to "weapons require one hand to wield, unless it states otherwise" or so to be 100% covered rules-wise instead of 70% covered and 30% implied. ;)

Starfinder

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griefninja wrote:
Does anyone else wish SF2E added a fifth tradition called something like "digital" or "tech?" I want the magic holograms and comm unit spells to be saved for the Technomancer and Mechanic. When I play a Mystic, I want to contrast the tradition of magic against modern sci-fi technology. I wouldn't even mind a "tech Mystic" option existing either, just feels weird to be default. I guess it's so PF classes can steal spells easily without adding new PF rules for the new tradition. Still sucks though. Some of it is just flavor text that can be changed, so it's not a, like, super pressing issue or anything. It just feels like a weird choice.

While I can entertain such thought, it makes little sense narratively. The four spell traditions are basically sources and understandings of magic, as well how they interact with spirits, life, and the like.

Otoh, it makes sense that magic will have evolved to include technology, as it probably always had (detect metal was probably developed as people started their respective Iron Ages, or Summon Instrument that also wills a crafted item into existence, or Summon Constructs as it needs to have constructs that had to be invented to work in the first place).

So I think Technomancer should rather have class mechanics that tries to make sense of a deeper connection between items and spells and create specific spells via the focus spell mechanic to add to that.

There are some promising things in the playtest for that, but let's see where it goes.

Starfinder

You can do all three. "Any" means "all of your choice" in this context.

Starfinder

OrochiFuror wrote:

As much as I enjoy Void War (FTL like game)), I'm not sure how that would translate to SF2. In that you just need someone at each station and time your recharging weapons to all salvo at the same time. Otherwise board the enemy ship with teleportation, via tech or magic, or shoot your troops in a boarding drill. The latter option just turns it into a standard adventure, while the former I kinda struggle to see how that gets over the problems mentioned here.

Having roles on a ship that mirror what your class normally does feels like the easiest way to make it work so everyone has something to do regardless of build.
Adding a separate starship section to each class that gives them solid starting space could work, while trying to make a modular system that can fit every build and party comp sounds like a really high bar.

I hope it doesn't become some sort of draw a random hazard type of system because using skills to overcome hazards is rarely fun in my experience.

Because of the complexity of characters in SF2 (as there are so many moving parts), my thought would be to just use the base mechanics of each class (like aim, suppressing shot, spellcasting, etc.) and give them a starship action, often tied to a role. Then do the same to some skill feats, and then a list of general actions (here under the starship rider are some actions collected by CSS which would work as baselines for general crew role actions).

Starfinder

Answered in the FAQ: It's 1.

About whether Primary Strike takes Ammo or not:

Quote:
When using an automatic weapon, the soldier does need to spend additional ammunition...

About what happens when you got less ammo than targets in auto-fire:

Quote:
Only creatures up to half the ammo expended from the weapon need to roll Reflex saves. Which creatures are decided upon by the GM based on positioning and the weapon used, but generally they are the creatures that are furthest away.

Starfinder

3 people marked this as a favorite.
Nitrobrude wrote:
I also don't get the hate on SF1e's Starship Combat, especially reading what came out after I quit running it. We're GMs really going, "oh you all explode now, game over." instead of disabling, surrendering, abandoning ship, etc? I think only once did I ever had a starship combat end in "TPK" and that was because it was a Halo: Reach style "survive until you can't" style finale mission to set up our next campaign.

As someone who ran it to the end, I will list some reasons that can rub ppl the wrong way:

* Character Tax: To be useful in starship combat, your party needed to be able to fill specific roles (like pilot), which in return created a strange sense of obligation for any dex character becoming the pilot as its role is strategical pivotal.
(I homeruled that in Starship Combat, you can replace the usual skill ability with your key ability instead, which opened more options in party lineup without feeling bad)

* No Character Synergy: It doesn't matter in the vanilla version what exactly your character is, it comes down to skill checks. TIMs (training interface module) tried to make character choices matter more, but they are kinda artificial and not that useful due to restrictions and such. In a sense, starship combat lacked classes and only some archetypes and classes gave bonuses to them. This should have been part of Starfinder's DNA back then to make starship combat feel more essential than tagged on.

* Easy Exploits: The bulding rules were subpar in balance. It was easy to make your starship much stronger than its tier suggested, which is why there are optional rules that forces a more balanced approach to building (which I also used at some point).

* Gunners' Pace: If we go by most scenarios of the Adventure Paths, it was a fight until being destroyed. Which means, game-wise the gunner is the only role that progresses the fight, as it's mostly about HP. This is why Victory Points in CSS are actually a nice addition.

* Lack of Consequence: It's good that usually a los in the AP-fights ended up with being boarded, but usually the consequences are barely noticeable, either by a lack of urgency or that winning didn't really prepared the party better for the upcoming.

Starfinder

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It is in fact a 2-action activation. There may be several reasons for it, like:

* only one Interact to have access to 6 grenades (which you can choose to fire)
* only 2 Interact to get the next 6
* upgraded versions make grenades better (tracking and adding weapon upgrades for more critical effects, damage, ghost killer, etc.)
* throwing is more natural than aiming and shooting (and making use of that high range)

Btw, grenades still can bounce, so you can do some funny stuff with it. ;)

Starfinder

kaid wrote:
I really want bio hackers again I loved that class but it almost could be a class archetype of alchemist. It may be a case where the implementation would just be too similar. Then again they did mechanic and it has a lot of similarity to inventors.

At the moment, I'd use alchemist as a base and replace bomb proficiency with "inject-weapons", especially with the needler pistol in a monster stat. (would also add better action economy with injection weapons as a base feature)

Made a thread some time ago with this idea.

I think a SF2 Biohacker will probably diverge from it, especially since the alchemist without bombs is basically using the SF1 idea of inhabitors (poisons) and boosters (elixirs) already.
I wouldn't be suprised, if the booster/inhabitors are chosen as a base class, get some additional effect via class feats in addition to better action economy and making attacks and skill actions better.

Starfinder

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Hi there. I made the first booklet before, now we're onto the second one. Had some free time during Christmas season, so not sure if I get to the next one in another month.

For those who wants to support me, leave a comment so that I don't think that nobody cares at all. :P

I made the .üdf with ScribeTools and this time I could include color and made the .pdf as a whole more usable.

Here we go, have fun!

PS. The Diaspora Strain .pdf will also be reworked, but want to include it with the whole package of all parts in a single .pdf in the end.

Starfinder

Hi there. I made the first booklet before, now we're onto the second one. Had some free time during Christmas season, so not sure if I get to the next one in another month.

For those who wants to support me, leave a comment so that I don't think that nobody cares at all. :P

I made the .üdf with ScribeTools and this time I could include color and made the .pdf as a whole more usable.

Here we go, have fun!

PS. The Diaspora Strain .pdf will also be reworked, but want to include it with the whole package of all parts in a single .pdf in the end.

Starfinder

3 people marked this as a favorite.

Let's be honest here: Do you think that you will ever revisit the First Ones with that same group ever again? Because if you believe that you got enough other material to mess with, then do what you want.

What I like about the SF-Setting is, that it's written for RPG. It's meant to give some hints and settings and let GMs play with it afterwards.

If you are concerned, think about it as an alternate universe, it's SciFantasy after all.

Starfinder

1 person marked this as a favorite.

Would love ships to have a structure similar to the characters. Just instead of ancestry, background, and class, we would have origin (if it's tech, biotech, crystal-like, etc.), manufactor, and classification.

Kingmaker 2e made the same with its kingdom, including granting feats for customization.

I also liked SF1's idea of TIM (Training Interface Module) that basically allowed character options to work into ship combat. While I would probably use only general features of classes and some skill feats there (to keep it sane), it does feel good to see the own character matter more in starship combat.

Starfinder

Firearms and guns aren't the same. Firearms are a weapon group, and guns are ranged weapons with either the analog or tech trait. So unless your gun is in the firearm group, the gunslinger don't apply their proficiency into it.

There are rules in the GM Core how an archaic firearm may be upgraded to get the tech trait here. Then you could use a gunslinger with the usual proficiency with a weapon that also qualifies as a gun.

If it's just about using guns, just take Operative. Gunslingers are made around firearms' rules, after all.

Starfinder

1 person marked this as a favorite.

Hey there. I worked some weeks on it, but I converted the whole #10 to 2nd edition and want to share it with you (google drive), if you want to run it with your group. You won't be able to run it without owning the AP though.

I made the pdf with ScribeTools.

If you want to pay me, sure! I'll take comments of gratitude, corrections, and questions as payment! ;)

Some noticeable changes (for GMs only):
1.) Adjusted most rewards to better fit the SF2 economy. Many are low level items, so I used the selling value.

2.) Inserted a whole optional part to use a variation of the Influence System into the first part of the adventure (as Paizo may have done it if it were a 2nd edition adventure).

3.) Made the last bit of Part 3 a chase, so skipping the starship combat there. My idea was to make it a bit more organically, instead of somehow buttering in Kane in a fight and still the players that retreating is the smarter choice. I still converted Kane's stats.

4.) I changed Shadow Corruption to use a variant of the Free Archetype rule (so don't use it), using the Corruption Value instead of level to determine the number of feats. This is more streamlined than the original, but seems to be a good fit.

I hope you have fun when trying it.

Starfinder

Hey there. I worked some weeks on it, but I converted the whole #10 to 2nd edition and want to share it with you (google drive), if you want to run it with your group. You won't be able to run it without owning the AP though.

I made the pdf with ScribeTools.

If you want to pay me, sure! I'll take comments of gratitude, corrections, and questions as payment! ;)

Some noticeable changes (for GMs only):
1.) Adjusted most rewards to better fit the SF2 economy. Many are low level items, so I used the selling value.

2.) Inserted a whole optional part to use a variation of the Influence System into the first part of the adventure (as Paizo may have done it if it were a 2nd edition adventure).

3.) Made the last bit of Part 3 a chase, so skipping the starship combat there. My idea was to make it a bit more organically, instead of somehow buttering in Kane in a fight and still the players that retreating is the smarter choice. I still converted Kane's stats.

4.) I changed Shadow Corruption to use a variant of the Free Archetype rule (so don't use it), using the Corruption Value instead of level to determine the number of feats. This is more streamlined than the original, but seems to be a good fit.

I hope you have fun when trying it.

Starfinder

1 person marked this as a favorite.

Dear Paizo team,

as a selfish wish of mine, I like to request to move a Starfinder NPC Core up in your release schedule. While you may think "Isn't Alien Core not enough for a while", truth is, that for many GMs having a large cadre of NPCs makes things much easier.

Like for me, who is currently converting an SF1 AP into SF2 and while borrowing from PF2 NPC Core can serve as a starting point, I'd really like to have stats for vidgamers, coporate agents, and the like on my hand without the time-consuming convertion (which may still come with special NPCs, but then I only have to add and remove some abilities most of the time).

Thank you for your consideration.

Starfinder

I wouldn't call it overtuned, but I still wouldn't do it. Mostly because of the narrative side of things. PF2 classes are "the old way" or "traditionally", therefore characters with these classes decided to learn almost archaic ways to engage with certain themes and it stands to reason, that the "pure casters" would continue with not wearing armor (unless they take a feat to circumvent it), as it's part of the "style".

Full Name

Hudok 'Windsight' Tamiirrik, Tamiir-Quah

Race

HeroPts: 1 | Gear: Arrows/15, trail rations/2 |+Lng Shoanti, Varisian | Atk: UnA +4:1d6+2, MCLBw +6/+6:1d8+2/x3

Classes/Levels

Skills:
Acrobatics +7, Climb +6, Escape Artist +6, Fly +6, Heal +5, KS: Nat +2, Perception +9, Ride +2, Sense Motive +9, Stealth +7, Survival +4, Swim +6, Cft: Bows +4/6, KS: Geo +2, KS: Relig +5

Gender

Male LN human (shoanti) UC zen archer monk 2 | HP: 17/13 | AC 17 (T 17, F 14) | CMB: +4, CMD: 21 | F:+5 R:+5 W:+4 | INI: +2 (+4 surp) | PER: +9 | MV 30' | Perf. Stk: 2*2d20 |

Size

5'8", 168 lbs

Age

23

Special Abilities

flurry of blows (ranged)

Alignment

LN

Deity

Erastil

Languages

Common, Shoanti, Varisian

Strength 14
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 18
Charisma 10

About Windsight

Description:

At first glance, most people do not think Hudok Tamiirrik (meaning 'Windsight' in Shoanti) to be a Shoanti, for he is surprisingly short, a full handspan less than six feet in height. He possesses skin colored somewhere between a deeply-tanned Varisian's dark olive, a Taldan's bronze, and the darkness of a Garundi. Though he prefers light or no clothing (often going shirtless during the warmer months), he will wear heavier (but still loose) garb if the weather is against him.

Down the entirety of the outside of his left arm is a birthmark, exactly as Erastil's bow; down the inside is the bowstring as well as the arrow, in this case un-nocked, but with the arrowhead at his wrist, pointing towards his target. Spiralling around most of his right arm from shoulder to wrist is a tattoo of racing wind, as if to speed his arrows on their way.

Like most other Shoanti, Windsight keeps the majority of his head shaven; unlike most others, though, he has allowed small amount of his naturally black hair to grow out, keeping it in a braided scalp lock at the back of his head, as if defying anyone to come try to grab it. His eyes are a cloudy grey, often remote but never dreamy; though he speaks infrequently, and laughs rarely, he misses little, eyes moving often from one person to another to see reactions.

Background:

"Not good enough."

Hearing those words again and again had a gradual effect on the boy Windsight - the imperfections his father, uncles, and brothers saw in his stance, his form, and his accuracy drove him into an almost obsessive pursuit of the bow. Certainly, he was short - puny by most Tamiir-Quah standards - but he had strength, dexterity, resilience. He could and would stand up to boys several inches taller than he in the childhood scuffles, and gained a reputation of not being one to back down. More importantly to him, though, was his affinity for the bow - or at least his obsession with it.

By the time he was six, he rarely did anything besides his chores but practice; the only thing that could be interpreted as 'play' was to fly kites. Even that had a purpose, however; it began to teach him how to better gauge the wind. Other children would tease him that he clearly must have been a Lyrune-Quah foundling, something that at first drove him to fierce anger. Perhaps the bow-shaped birthmark down the outside of his left arm from shoulder to wrist, was to be an indicator of his obsession; many of the Wind Clan thought (and told the boy) that he was to be dedicated to Erastil, to become a hunter par excellance. Chosen of Erastil he was entirely willing to be, but not as hunter - as archer, to be the best he could possibly be. Anger had turned into drive.

It is true that as he grew, he ran as fearlessly and intently as other youths of the Tamiir-Quah; unlike others, few things got past his notice, and he seemed to know where to shoot for greatest effect. It was true also that it seemed his very touch could bring surety of survival to those most wounded, whether hunter or warrior or beast, an additional favor of the god to the clan. Unlike those who were favored of Erastil, however, he was less concerned about sharing the meat of a kill, making good trades, or helping out his tribe; unlike most Shoanti, he seemed to care less about claiming honor or a kill. While he was willing to do such things, his primary concern was making the perfect shot, the perfect kill. Once the fight was done, he could even sometimes be found walking the ground they'd fought over, or examining the carcass of the prey, or - most oddly of all - flying a kite on the killing field and watching how the wind toyed with the fragile thing as though it were a gazelle he was seeking to bring down with one of his arrows.

It was this last behavior that troubled his parents and clan the most; the clan's oracle was consulted, and once she herself had tasted the wind and cast the lots, she decreed that the then-sixteen-year-old was to travel off the Storval Plateau and into the lost Southlands until he found the place that celebrated tigers that flew as kites, where he would be one of six, to be six as one; there, he would learn his fate. While his sisters expressed concern for his survival and his brothers envy for the potential triumph and honor of a successful return, Windsight accepted the questor's journey phlegmatically. Gathering his few belongings, he gave his loved ones farewell, and set out to travel the lands that the Shoanti once roamed, the lands of the lost tribes.

Many places has he seen; many arrows has he shot, many more has he made. Much to his disgust, the finely-crafted composite longbow he possessed when he left his tribe was broken; that using it as a staff instead of a bow saved his life is not material to his thinking on the subject, for even though he held his own in the bare-fisted contests in his tribe (and in more than a few taverns along the way), to his thought an archer without a bow is as useless as a horse without a bridle - you may manage to get where you're going, but it's as much a matter of chance than anything else. He has since crafted another bow, but the loss of his specialized tools made it merely sufficient, instead of excellent. He has not managed to earn enough money since those misadventures to acquire tools worth the using (which he compares to those of his mother's father, a master bowyer), and so he stubbornly keeps with the bow he made. Should he manage to acquire tools, or gain access to a much better bow - especially a proper composite longbow - he is certain to leap at the opportunity.

Almost exactly a year ago, the twenty-two-year-old tribesman padded into Sandpoint, still searching for that which the oracle predicted. It was there that he first witnessed the yearly Swallowtail Festival, celebrating tigers that flew as kites. There as well, Abstalar Zantus recognized his birthmark (since emphasized with tattoos, as is the rest of him) as a blessing of Erastil, one of the six deities to be represented in the cathedral being built; already there was [check: number of PCs in town at this point; default: another] in the town with such a birthmark, though not of Erastil. Having found the place foretold by the oracle, Windsight Tamiir-Quah settled in to learn what fate would require of him.

In the year since, he has done little to help construct the temple; his idea of a building is that of most Shoanti, hide and light wood that is easy to take apart and move. Instead, he has helped in other ways, hunted game in the various woods east of Sandpoint (Tickwood and Shank's Wood, as well as that just before Ravenroost) and brought it back for the betterment of the builders. He has made a few friends in Sandpoint:

. . . * While he has not given in to Sabyl Sorn's attempts to convert him to a wholehearted worshipping of Irori, he has at least come to admire and acknowledge the god of self-knowledge - and Sabyl - as kindred spirits. He is a frequent visitor to the House of Blue Stones, his drive to perfection fitting in well at the monk's place, and has gained access to the library there, though his ideas of meditation and study (careful, thoughtful archery practice for the one, flying a kite for the other) are somewhat at odds with Sabyl's.

. . . * The White Deer, being just across the way from the temple's outbuildings, is Windsight's inn / tavern of choice when he wishes to get away from the temple's chatty acolytes. Garridan Viskalai's somber quietude reminds Windsight of his own family, and he sees Garridan as a distant uncle of sorts; the innkeeper may or may not feel the same, but he has allowed Windsight to barter for his fare, trading hunted game for credit. (Windsight is currently tapped out in this regard.)

. . . * Likewise, Windsight is on courteous terms with two others of Shoanti descent, Sheriff Belor Hemlock and Vachedi, the latter more than the former; his frequent patronage of The White Deer (and Hemlock's problems with his brother) perhaps prevents friendlier interactions between Windsight and the sheriff. With Vachedi, however, Windsight is warmly supportive towards the jailor's goals, and would be willing to search out Vachedi's sons and free them.

And, of course, he has studied in the temple, getting a clearer understanding of how Erastil fits into the world, and how he perhaps fits into Erastil's plans.

Sample Post:

The evening before the autumn equinox, Windsight was most of a mile north of Sandpoint, the feathers of an arrow tickling his ear.

The young man was one of four within shouting distance of each other, getting in a last round of hunting for the feast on the morrow; already they had found and slain two bucks, and in the twilight between sun-down and full dark, on a last careful search for game, Windsight had spotted a third standing in the shadows, its five-tined horns glinting slightly. It was that which had caught Windsight's eye, as the buck moved its head to scent the wind for predators. A hunter born and bred, Windsight waited with the arrow drawn, the young man's strength and skill up to the task of holding the shortbow at full draw for the time he figured it would take the buck to make up its mind. If it moved back, Windsight would relax, for the chance at the heart shot would be gone; if it moved forward, he would be able to relax as well, for the arrow would be on its way.

But even a Shoanti must bow his head to time and effort; the buck snorted, stamped, but could not make up its mind. Perhaps there was something it heard on the other side of Windsight; perhaps the scent of the previous two kills' blood was on the sea-wind. These were not Windsight's problem, however; his problem was the fact that his draw-arm was getting tired. Though there was as yet no apparent twitch to the arrow's point of aim (just in front of the beast's breastbone, about where its heart would emerge from behind the tree), he could feel the ache building towards the point where he would have to relax, or loose the arrow - with debatable results.

With calm deliberation, he shifted his point of aim upwards and slightly to the side, striving to match the rhythm of his breath with that of the deer. Everything focused down to that aim point; all of Windsight's attention settled down onto the twenty-five feet between himself and the deer. The flutter of leaves suggested the flittering of a kite's tail; the shift of the buck's ear the way the kite surged against the wind. In the quiet pause between the exhalation of one breath and the inhalation of the next, he shot.

He shot and, pierced through the eye, the deer bucked once, twice, then finally fell, body finally catching up to the brain's death.

Blinking out of the absolute focus, Windsight shook his head to clear it. Never before - well, once or twice, but very rarely, and never in the field - he had made such a perfect shot. Behind him, one of the other men approached, having heard the sound; seeing the downed buck, he grinned and slapped the Shoanti archer on the shoulder. "Erastil and Gozreh favor us today, eh?"

Windsight nodded slowly, flexing his draw arm. "Erastil surely guided that shot," he said, even as the other man approached the deer and whistled, impressed.

"What possessed you to try for an eye shot, boy?" the hunter asked.

"It would not move," he replied, finally emerging from his reverie and moving forward to help dress the deer. Not, he thought to himself, that I would not have wanted to attempt the shot otherwise, but food is the goal today, not the perfect shot. He began to slowly smile, tying the offered rope around the deer's forelegs and tossing the balance over a tree-branch, catching the tail end and hauling the animal upwards for the other hunter to begin a rapid, expert field-dressing.

But it was a perfect shot.

Image Links:

------------------------------------------
So, 'borrowing' mercilessly on these ...
Full Body
Head Shot
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Technicals:

Hudok 'Windsight' Tamiirrik, Tamiir-Quah
Male human (Shoanti) unchained zen archer monk 2 (Advanced Player's Guide, Pathfinder Unchained 14, Purple Duck Unchained Monk Archetypes 19)
LN Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 Dodge, +4 Wis)
hp 21 (2d10+4)
Fort +5, Ref +5, Will +4; +2 trait bonus vs. charm and compulsion
Standard Saves: 11 + (Total)
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +4 (1d6+2)
Ranged mwk composite longbow +6/+6 (1d8+2/×3) or
. . shortbow +4/+4 (1d6/×3)
Special Attacks flurry of blows (unchained)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 13, Wis 18, Cha 10
Base Atk +2; CMB +4; CMD 21
Feats Deadly Aim, Dodge, Improved Unarmed Strike, Perfect Strike, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits anatomist, birthmark, sacred touch
Skills Acrobatics +7, Climb +6, Escape Artist +6, Fly +6, Heal +5, Knowledge (nature) +2, Perception +9, Ride +2, Sense Motive +9, Stealth +7, Survival +4, Swim +6
Background Skills Craft (bows) +4 (+6), Knowledge (Geography) +2, Knowledge (religion) +5
Languages Common, Shoanti, Varisian
SQ hero points
Other Gear arrows (11), shortbow, bedroll, blanket, mirror, mug/tankard, nail file, sack, shaving powder (x49), shaving razor,
soap, sponge, tea (per cup, 4), teapot, tooth powder (x49), tooth stick, trail rations (2), waterskin, 1 sp
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Birthmark +2 save vs. charm & compulsion
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dodge +1 dodge bonus to AC, lost if Dex bonus is lost.
Favored of Erastil: Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell
. that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Feather Domain Spells (CL 2; concentration CL+4: 6)
. . 1st — calm animals (DC 16)
Flurry of Blows (Unchained) (Ex) As full-round action, gain extra attacks with bows, but not crossbows.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Unless otherwise stated, these cost 1 Hero Point each use.
. . . Act Out of Turn: Act as if action was readied, but only a move or standard action.
. . . Luck Bonus: Use on yourself before / after a single 1d20 roll to gain a +8 / +4 luck bonus, or on others to gain a +4 / +2 luck bonus.
. . . Extra Action: Gain an additional move or standard action this turn.
. . . Inspiration: If you're stuck, spend to get a good hint from the GM. If the GM doesn't have any good hints, (or there is none) no point is used.
. . . Recall: Use an already-used spell or one extra use of a daily special ability which you're used up.
. . . Reroll: Reroll any 1d20 roll. You have to take the results of the reroll.
. . . Special: Attempt the impossible - cast a spell one level higher than you can normally cast (or a 1st level spell if you're not a spellcaster), attack to blind or bypass DR entirely, negotiate with a raging dragon to stop attacking. (Too bad you can only spend 1 Hero Point a turn, with the exception of ...)
. . . Cheat Death: Spend 2 Hero Points to somehow survive being killed. (You're probably in the negative HP, but stable. Can be used to save a class-granted companion, but not someone else.)
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 2/day) With a bow, you may have a much higher chance of a perfect shot.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Touch Automatically stabilize a dying creature by touch as a standard action.
Weapon Focus (Longbow, Composite Longbow, Daikyu): +1 to attack with selected bow.

--------------------
Strike Count
--------------------
Hits: Goblins: 1, Lead Goblin: 1
Kills: Goblins: 2*, Goblin Dog: 1, Boar: 1
Executions: Goblins: 2

* - Plus 3 from arrows given by Karmid which he's counting as the other Shoanti's. ;D

Future Planning:

--------------------
General Abilities
--------------------
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell
. that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.

Animal Companion: Gain an animal companion, treating your druid level as CL - 3. (Possibly gain Monstrous Companion and a Giant Eagle, ECL 6, at 12th level (EDL 9).)
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Animal Companion Link (Ex) You have a link with your Animal Companion.

Feather Domain Spells (As CHA-Based Spell-like Abilities) (CL by Level; concentration CL+4: 5)
2nd: 1st — calm animals (DC 16)


4th: 2nd — feather fall
6th: 3rd — fly
8th: 4th — summon nature's ally IV (animals only)
10th: 5th — beast shape III (animals only)
12th: 6th — mass fly (DC 20)
14th: 7th — animal shapes
16th: 8th — summon nature's ally VIII (animals only)
18th: 9th — shapechange

--------------------
Traits
--------------------
Anatomist +1 to confirm critical hits.
Birthmark +2 save vs. charm & compulsion
Sacred Touch Automatically stabilize a dying creature by touch as a standard action.

--------------------
Feats
--------------------
1: Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
2: Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.

Redoing all of this due to having played around on a different character. Going with Crane style nastiness, possibly as well as dimensional crazies.
Feats at even levels, so 9 more:
4: Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
6: Exceptional Pull +2 to Strength Rating of composite bow, and no penalty if your STR is less than the bow's. (Ranged Tactics Toolbox)
8: Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease. (BAB +5)
10: Crane Riposte Lessen fight defensive attack pen. Gain AoO when deflect att/lose crane wing dodge bonus. (Monk 7)
12: Clustered Shots Total damage from full-round ranged attacks before applying DR. (BAB +6)
14: Dimensional Agility May take any additional actions remaining after using dimension door or abundant step. (Monk 8)
16: Dimensional Assault May use dimension door or abundant step as part of a charge action.
18: Dimensional Dervish During full-attack action, you may cast dimension door or use abundant step as a swift action.

At Some Point: Probably at 14, but hey ... Additional Traits Add two traits. Dangerously Curious (+1 to Use Magic Device, makes it a class skill, so instant +4) and then Artisan (Craft bows), just because.

--------------------
Monk Bonus Feats
--------------------
1: Precise Shot You don't get -4 to hit when shooting or throwing into melee.
2: Dodge +1 dodge bonus to AC, lost if Dex bonus is lost.

Not sure what I'll be doing here any more; these three are likely, at least.

Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.

--------------------
Monk Abilities / Qinggong Powers
--------------------
1: AC Bonus +0 Add WIS to AC and CMD, even when flat-footed.
1: Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and firing rate w/ bow.
1: Perfect Strike (2d20, 1/day) When wielding a monk weapon, your attacks can be extremely precise.
1: Improved Unarmed Strike (1d6) Unarmed strikes don't cause attacks of opportunity, and can be lethal.
2: Weapon Focus: +1 to attack with selected bow.

Need to do some long-term research into this - changes!!

--------------------
Skills
--------------------

Final Skill Levels:
Final Background Skill Levels:

--------------------
Attribute Increases
--------------------

4: +1 INT
8: +1 WIS
12: +1 WIS
16: +1 WIS
20: +1 WIS

--------------------
Field Holders
--------------------
Race:
HeroPts: 1 | Gear: Arrows/15, trail rations/2 |+Lng Shoanti, Varisian | Atk: UnA +4:1d6+2, ShtBw +4/+4:1d6/x3

Skills:
[xspoiler=Skills]Acrobatics +7, Climb +6, Escape Artist +6, Fly +6, Heal +5, KS: Nat +2, Perception +9, Ride +2, Sense Motive +9, Stealth +7, Survival +4, Swim +6, Cft: Bows +4/6, KS: Geo +2, KS: Relig +5[/xspoiler]

Gender:
Male LN human (shoanti) UC zen archer monk 2 | HP: 17/17 | AC 17 (T 17, F 14) | CMB: +4, CMD: 21 | F:16 R:16 W:15 | INI: +2 (+4 surp) | PER: +9 | MV 30' | Perf. Stk: 2*2d20 |

--------------------
Gear, Feat, Ability Thoughts
--------------------

Combat Gear
+1 merciful composite longbow (Str +2)
sansetsukon[UC]
mwk durable arrow (50)
wand of gravity bow (CL 2nd)
wand of mage armor
wand of shield (CL 2nd)
goblet of quenching or decanter of endless water
handy haversack
headband of inspired wisdom +2
possibly sleeves of many garments[UE]

Wand of Replenish Ki (21,000gp, 50 charges, 2 ki/charge)
Qinggong Power: Ki Leech (10th Level)
Ki Mat (10,000gp, Wisdom check of DC 10 + current ki to regain 1 pt.)

Some way to always have the 'ki arrows' ability on the bow. Though if Ki Leech works with every kill at range, that may not be necessary ...
Bow is made of Wyroot - 1000/1 pt, 2000/2 pts, 4000/3 pts.
Ghost Touch - +1 value
Limning (Faerie Fire) - +1 value

Silver nocking point (3,150 gp)
Wrist: Bracers of Falcon's Aim (4,000 gp)
Headband: Mental Prowess/Superiority (in order, Wis, Int, Cha)
Belt: Physical Might / Perfection (in order, Dex, Str, Con)
Eye: Eye Piercings (Major/Greater, 18,000/32,000gp) for 60' Darkvision
Head: Head Piercings (Minor, 3,750gp) for +5 to Intimidate.
(Iron circlet is also head, just as a note, so only 1 active at a time.)
Wand of See Invisibility (4,500gp, 50 charges, 30m duration)
Slotless: Wicked Wings (55,000 gp)
Slotless: Efficient Quiver (1,800 gp) - possibly Archer's Quiver (Type I), a homebrew variant that stores 300 arrows and 4 staff/longbows, same cost.

Shoulders: Cloak of displacement? cape of free will (maybe?) cloak of elvenkind w/ boots?