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Hi,
I'd like to cancel all my current subscriptions please.

Thank you in advance


Please is it possible to delete my sidecart? Thanks


Diego Valdez wrote:

Hello Silverymist,

Thank you for letting us know. I gave the PFDs a little nudge and you should be able to see them. Let me know if you still cannot.

Awesome, yes, thank you very much :)


Hi!
I received the email saying Subscription for Starfinder Society Roleplaying Guild Scenario #1-10: The Half-Alive Streets and
Starfinder Society Roleplaying Guild Scenario #1-11: In Pursuit of the Scoured Past were in my download page but when I go there, they are not there.


It helps a lot, and I cannot thank you enough. I will certainly come back from time to time, if some new examples appear in my games, but yeah, it helps a ton.

I realize that a lot is at the appreciation/ description of the GM: does the bad guy is occupied with other team members, and so on. I guess playing the most logically possible while trying to stick to rules we know should be enough to go through most situations.


Thanks a lot really appreciate you taking the time to help :) You are awesome!

Some more questions (sorry I realize I ask a lot, but that's because I will soon have to play and G master it and would like to be less of a noob) because it's still a little nebulous for me, as to how and when to apply bonus and malus.
Let's imagine a fight and if you could tell me all I got wrong there :

I enter a room (operative ghost 5 with holographic projection and cloaking field), a BadGuy sees me, we roll initiative and I got it.

rd 1 - I use Holographic projection (making 1D4 clones of myself) (standard action)
I then use cloaking field (move action) and use stealth (part of move action), and succeed against BadGuy's perception's check. I'm in total concealment, right? He's still aware of my presence and maybe even of my location (maybe with another perception vs stealth check?) but I'm unseen, right?
Let's say he's aware of my location (either because he is, or because he succeed on the second perception check), he tries to shoot me, but he's got 50% miss chance? is that it?

rd 2 - I use a trick attack, shooting him while moving 1/2 speed to go to him and also using stealth as part of the move (my cloaking field is still active). Is that still ok? can you use stealth (which is part of a move action in the move given by a trick attack?
I again succeed against his perception, is he aware of my location? Does he make another perception check then?

He uses his melee weapon to hit where he thinks I am.

And so on.

Basically my questions are: stealth is a part of a move action, can it be used as part of a trick attack (which is a full action with a move included in)?
When I use stealth with cloaking field it says total concealment, so what is the state of awareness of the enemy?
Can I use stealth again immediatly after an attack so that I'm still 'Unseen'? After a trick attack?


So I've a Ghost Operative lvl 4. Soon, I'll get Cloaking Field. And I'm still lost between Cloaking field, stealth, concealment, total concealment, cover, unseen, aware of presence, aware of location, perception checks (when), light and invisibility, precise senses and imprecise senses.

Is there a good guide over there for that? Or can someone explain it to me with some good examples covering most cases?

Example: About cloaking field, it says it does not end but it ends that particular attempt, does that mean when I attack (after putting the cloak then sneaking), I can still maintain total concealment if I make another stealth vs. perception check immediately after?


Thank you all for all your answers. I can now see all possibilities thanks to you. Our GM want space fights so I have no doubt about either possibilities being okay with him. All have their pros and cons but all are doable (even if not by RAW, which is not a priority for all of us as long as it allows the gameplay to flow and stays in the spirit of the game). I don't know what he'll choose but in my opinion, at least at first, doing 2 actions per round seems the best option. Beginning at level 1 (with a Tier 2 ship), we'll have not yet met NPC and it could be actually fun to recruit them in time.

You all helped a lot, thank you so much.


Our GM will have us play, but we will be only 2 players. We also will have a starship. How exactly can you fill all roles on the ship with 2 players. I'm not sure I understand how it works. It seems starship combat is only made for 4 to 6 players with roles. Minor crew actions can only be taken once per round, so it leaves some roles unattended, and for a campaign where we'll have combats in space, rather limited.

How would you adapt rules for a campaign for two in spaceship combat?
I'd appreciate any clue.


My wish is to have an entire campaign or even simple adventures, for one player and one GM. Because Solo adventures lacks so much in a futurist settings.

If it gets out, you can be sure I'll buy it!


sweet, I am a trekkie and as such I approve! Thank you, I like that a lot


My hubby and I are going on holiday. I intended to GM a Starfinder adventure just for him where he'd play a ghost ope but I have no idea about the story. My opinion was to make him 3rd lvl.

We are not new at playing rpg, so are looking for an interesting story (no bashing, monster, treasure type) but I am very new at being a GM.

I had an idea where his group (outlaws) were all killed at the end of an operation, and where they'd have being betrayed. He'd have to discover who betrayed them. This could be rival outlaws, or even a member of his own group (mission impossible style). Why, I have no idea right now, though. Money, power, pardon of the authorities, threat to a family member... ?

Anyone with ideas to complete mine (because it's rather fuzzy in my mind right now), or completely brand new ones? Thanks


1 person marked this as FAQ candidate.

I was trying to build an ghost operative focused on speed movement and melee attacks, with just a dip in blitz soldier.

I wondered which speed movements buffs did stack or didn't. What do the rules say there please?

Niv 1 blitz 40 (Rapid Response blitz)
Niv 1 blitz/3 ope 60 (ope quick mvmt 1 + cyber speed suspension 1)
Niv 1 blitz/6 ope 70 (ope improved quick mvmt 1)
Niv 1 / 7 80 (110 temp with cyber haste) (cyber speed suspension 2)
Niv 1 / 9 100 (130 temp with cyber haste)(ope quick mvmt 2 + ope improved quick mvmt 2)
Niv 1 / 11 110 (140 temp with cyber haste) (cyber speed suspension 3)
Niv 1 / 14 120 (150 temp with cyber haste) (Feat: Fleet)
Niv 1 / 15 130 (160 temp with cyber haste)(ope quick mvmt 3)

Beside the cybenetics which is labeled "enhancement" I don't see any type so does that mean all speed boosts stack together?


Hello,

I plan to play a ghost operative, with some focus on speed move. I am curious, would you consider a dip of 1 level in Blitz Soldier a good move or is it not worth it?

I mean +4 initiative and +10 in speed seem great (+ the fact that I could use grenades if needed, or almost any weapon.) but I'm no expert in minimaxing.

On a larger scale what dips would you think worth it for an operative, if any?

Thanks.


At level 7, your feat skill focus (insight) will par with the insight bonus given by Operative's Edge. It will become useless and a lost feat, just for 2 more points at lvl 1 to 2, and one more point at lvl 3 to 6.


Thanks again. I absoluterly am very grateful for all the help and ideas. It's amazing to see so many possibilities in characters.

That could be fun. Not a fan of scribing spells (I tend to like to fight more than casting scrolls) but after the fight, or when you have time to prepare, it's useful.
About 3rd level, wouldn't haste be worth it too? (bard spell)
About scrolls, is less restoration often useful? Is there a legend about Clerical monopoly?

Since I'm a noob in Pathfinder (so is the other player and the GM) (we played AD&D 2.5 though, so the system is not completely alien to us), does Unsanctioned Knowledge just add 1 spell to your list of spells you can cast (for example, with 16 cha, at level 7: 2 lvl 1 spells, 1 lvl 2 spell) , or does it add that spell to the number you can cast per day? Sorry my question really must dumb to you. I imagine it just add it to your list. If that's it, is it worth taking that so soon? I mean at level 5, I'll only be able to cast 2 level 1 spells.

I intended to max Use Magic Device. Wasn't sure it was necessary, but if you tell me it's worth it, I'll gladly follow your advice. I'll try to fully understand how the skill works too (I get the basics, but it seems rather complicated when you go further)

@Java thanks. Right, and there is also the fact that keen on bonded weapon will only be twice a day at level 9.


Thank you again. I have to check all that and see what will be best. I'll definitely take 17 str. Staggering seems cool.

I'm more reserved about angelic blood > angel wings because poor maneuvarability and 20 speed is not that good at level 11. But it could be fun, even in a RP POV, I'll definitely think about it.

About Unsanctioned Knowledge what spells at each level would be worth it (that the paladin doesn't have)?


Also with Greatsword (maybe changing it lvl 10+ to falchion), are the combat feats chosen all right?
I chose to ignore vital strike line (devastating, improved...) because I'm so short in feats as Aasimar, and to concentrate on the critical ones. Did I make the right choice? Or at least a reasonably good one?


Thank you.

I intended to take Weapon Bond. I don't think we'll have a huge use of horses, (I'm also uncomfortable using charge and horse rules) and I think weapon bond gives me more range of action to be effective against all types of enemies we'll encounter. I'll probably take 1 point or so in ride anyway.

I also really like the oath of vengeance archetype for the extra smites it gives, even at level 4. And it's not compatible with the Chosen One.

Also I probably can drop to 8 in wisdom (-1) but probably not less, and I'd prefer not: perception (with the trait) will be a class skill, and maxed (with 14 int it's not a problem). Also the GM tends to dislike total dumping of stats, and may well use the weakness (I know him! He totally would).

But 8 in wisdom could make STR or CHA go up to 17, which could definitely help, and make it a 18 at lvl 4, which would be great, you're right.

What feat would you dump to make room for a healing feat in my build?
I took fey foundling because on a RP point of view I think it's awesome, and it stays good through all levels. And at level 4 Power attack seems like a must take?


Hi, everyone.

OK, I need some advice. First I apologize for not writing a good English, it's not my native language. I'll try to be as clear as I can. I need your help to create both the most helpful and the most optimized character, given the imperatives we have.
We're going to play a campaign, but most likely we'll be only 2 players.
Maybe 2 more will join but not sure.

The GM (my hubby) will gm to give us a chance: he's not out there to kill us. But let's face it, we're both rather new to Pathfinder rules (but not to RPGs).
It'll be an epic adventure, maybe in LOTR style.

I'll play a paladin, and the other player probably a Swashbuckler. We'll both be Aasimar (imperative of the campaign). We'll start at level 0 for 1 adventure aged 10, then will follow up years later with our created adventurer.

Knowing all that,
I created that paladin, probably not optimized but I thought when playing with only a warrior, skills could come in handy to allow us more diversity in our travels.

Paladin lvl 1 Oath of Vengeance archetype. 20 points build.
Aasimar (mandatory) Angel blooded, Scion of Humanity (mandatory), Truespeaker instead of Skilled

Str: 14 (+2) = 16
Dex: 10
Con: 14
Int: 14
Wis: 10
Cha: 14 (+2) = 16

Traits:
Adopted > elf > warrior of old (+2 init)
Equivalent Valashmai Veteran (perception as class skill)

Feats:
1 Fey Foundling
3 Power Attack
5 Furious Focus
8 Improved Critical
9 Critical Focus
11 Strike Back
13 Improved Initiative
15 Blind-Fight
17 Bleeding Critical
19 ??

Weapons:
2 Handed Falchion (hesitate with 2H Greatsword)
(and as second set Morningstar + Heavy shield)

Favored class bonus:
skill x5, then hit points x15

Skills:
lvl 1: perception, linguistic (x2 bc of Truespeaker), Knowledge (Religion), Knowledge (Arcana), Handle Animal
lvl 2 to 20: max perception & knowledge (religion) & use magic device, + gather a max of small skills

Did I forget to mention some things?
I'll happily answer any questions you may have.

Does that seem viable to you? What would you change (stats, skills, feats...) (knowing the background and players)

I'll any advice you could give me.

Thanks.