![]()
Search Posts
![]()
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? ![]()
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?
![]()
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 ![]()
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)
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. ![]()
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.
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).
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,
Paladin lvl 1 Oath of Vengeance archetype. 20 points build.
Str: 14 (+2) = 16
Traits:
Feats:
Weapons:
Favored class bonus:
Skills:
Did I forget to mention some things?
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. |