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![]() I ask this question with only a basic idea of Starfinder and a solid grounding in the Traveller OTU. Would it be possible to port The Traveller OTU over for use with the Starfinder rules (e.g. substituting psionics for magic, the various Traveller races for Starfinder's fantasy races, etc.)? Would that involve too much work? I ask because I like the Pathfinder rules for my fantasy game, and dislike the 5th edition Traveller (T5) rules. I am trying to warm up to the Mongoose Traveller rules, but if Starfinder is similar enough to Pathfinder, that will help my players to transition from one to the other. Cheers, Ovka ![]()
![]() Strife2002 wrote:
Thanks for that. I know that wasn't the case in 3.5e. ![]()
![]() Astral Wanderer wrote:
I believe that should be Acrobatics +3/+19 when jumping for the Antelope and +3/+15 when jumping for the Elk. +4 pts for each additional 10 ft of speed (+12 for the antelope and +8 for the elk) and an additional +4 pts for the Run feat. Of course, this assumes the animal is making a running jump ... ![]()
![]() It seems that several of the traits listed in Ultimate Campaign (most coming from APG) are not listed anywhere in the background generator. Going strictly with traits granted access by the background generator, it is not possible to take the following traits: Anatomist (Combat)
There are also some story feats that aren't in the background generator, though those appear to be tied to various rules sub-systems later in the book. Have I missed something? Is there some errata that I haven't found? It seems to me that it wouldn't be too difficult to fit these into various parts of the background generator, especially the two that are new to Ultimate Campaign (marked with an asterisk). Cheers, Sir George Anonymous ![]()
![]() Dimetrodon animal companions appear to have incorrect stats. Dimetrodons appear on page 78, and dimetrodon animal companions are on pages 311-312. Their bite attack is listed as 1d8, 2d8 after increasing from size Medium to Large. Normal dimetrodons are size Large and bite for 1d8 points of damage. I believe animal companion dimetrodons should start with 1d6 and increase to 1d8 at size Large. Also, they are listed as having a +2 Natural Armor bonus which increases by +1 when they become size Large. Typically, a creature increasing from size Medium to size Large gains a +2 bonus to Natural Armor. I think animal companion dimetrodons should start with +1 Natural Armor bonus which increases by +2 at size Large. ![]()
![]() Strife2002 wrote:
Some creatures have 2 x Str Mod, and others have 1 1/2 x STR Mod. However, +24 doesn't match either. ![]()
![]() Gorbacz wrote:
Actually, you are both correct. Gore is typically a primary attack, and the second part of the melee attack entry indicates that. What chopswil is pointing out is that when attacking with both the mwk greatclub and the gore attack, the statblock indicates that gore is a secondary attack. As a secondary attack, the attack modifier should be +18 instead of the +17 that is in the statblock. ![]()
![]() chopswil wrote:
As with the Cecaelia , I think the issue here is that the 4 ranks go into Swim, and the +8 for having a swim speed was not applied in the stat block. Swim should be +18. ![]()
![]() chopswil wrote:
I think the issue here is that the 6 ranks go into Swim, and the +8 for having a swim speed was not applied in the stat block. Swim should be +20. ![]()
![]() Skills are incorrect for the brain ooze. An intelligent ooze should have 2 + INT mod skill ranks per HD which for the brain ooze is (2 + 2) * 10 = 40 total ranks available. Bluff +10 = +4 Cha + 6 Ranks
This is 38 total ranks spent. ![]()
![]() The Giant Ant Lion's Sand Trap ability lists three different DC's. I can accept DC 15 Perception and DC 20 Climb at face value. However, the Reflex DC 14 to avoid getting caught in the trap appears like it should have some ability as it's base. 10 + HD/2 = 14. The Giant Ant Lion has Dexterity, Wisdom, and Charisma of 10-11, any of which could serve as this basis. Or perhaps, since Craft (Traps) is based off of Intelligence, there is no ability score bonus related to the Sand Trap ability (or use Intelligence in the case of a Giant Ant Lion that is somehow awakened and gains an Intelligence score). ![]()
![]() Should the adherer have +19 to grapple combat maneuvers (+7 CMB, +4 for Grab, +8 Racial for the adhesive ability)? It appears that either the +4 for Grab was left off, or the designers assumed that these two bonuses stack (though I don't believe Racial bonuses stack). Also, the description of the adherer seems to indicate that the creature should be an outsider, though the stat block lists it as a monstrous humanoid. In 3.5e I believe adherers were aberrations. ![]()
![]() Strife2002 wrote: I just spent some time trudging through the boards looking at similar threads about this issue. 3d6, to me, seems like a ton of bleed damage (or at least makes this feat chain too much of a "must have" for damage-starved monks). Because of the last sentence of Boar Style, where it says "When you do, you deal 2d6 bleed damage with the attack", I'm going to interpret that bolded part as meaning it happens immediately, which is different from normal bleed damage that waits until the creature's turn. Therefore, I'm going to house rule that the 2d6 is more like rend damage, however I'm going to make a note that creatures that are normally immune to bleed effects are immune to this extra damage, as well. Your interpretation does seem more balanced. I wish we had something more on what the designer's intended here. Cheers, Sir George Anonymous ![]()
![]() Cheapy wrote:
The "tear flesh" reference in Boar Ferocity and Boar Shred feats is flavor text for dealing bleed damage using Boar Style. The intimidate check in Boar Shred doesn't require a hit, it is a separate action. Boar Shred is missing a "Normal:" entry describing intimidate checks to demoralize as taking a standard action. In the absense of errata or an FAQ entry, I am house ruling that Boar Style gives 2d6 bleed damage and Boar Shred increases this to 3d6. Eliminating the bleed damage from Boar Style and changing Boar Shred to 1d6 would also make sense, but it changes the meaning of tear flesh to just "hit twice in the same round with an unarmed strike." ![]()
![]() The Order of the Warrior has the ability way of the samurai. It's use costs one use of the samurai's resolve ability. The first sentence under Samurai Orders states that the orders can be chosen by cavaliers as well. Cavaliers do not have the resolve ability, they instead have the tactician ability. Should a Cavalier be able to take the Order of the Warrior? If so, should they be allowed the Way of the Samurai ability? If so, should it cost one use of their Tactician ability? ![]()
![]() Astral Wanderer wrote:
Shadows and Greater Shadows also have this "defect." I seem to remember seeing a rule that said creatures with INT >= 3 speak (or can at least understand) at least 1 language. I am not finding that now, so it's possible that was the rule in 3.5e. ![]()
![]() The following abilities which appear in Undead Anatomy II are missing from Undead Anatomy III and Undead Anatomy IV: Freeze, Mimicry, Shadowless, Sound Mimicry The following abilities which appear in Undead Anatomy III are missing from Undead Anatomy IV: All-Around Vision, Disease, Fear Aura, Natural Cunning, Overwhelming, Unnatural Aura ![]()
![]() Hmmm, that's a little ambiguous. The prd says any "racial ability" granting a bonus to bull rush also grants it to drag. I don't know that I would consider having > 2 legs as falling into that category (> 2 legs grants the bonus to trip and overrun, not bull rush anyway). However, the slurk's Hunker ability certainly should grant the bonus. As you pointed out, none of the APG combat maneuvers are listed in stat blocks. Thanks for that tidbit. I missed adding the Drag bonus to my slurk's stat block. Cheers, Sir George Anonymous ![]()
![]() Unless there is some errata I have missed, the CMD bonus for legs > 2 goes for overrun as well as trip. I can accept the fact that only the trip and overrun is not listed in the creature stat block. However, this being the case, the Slurk should have an additional +4 to its overrun CMD. +16 CMD + 4 for Hunker + 4 for 4 Legs = +24. Because the +4 for 4 legs is typically overlooked in a stat block, it doesn't appear to be included for the Slurk which indicates a CMD value of +20 for overrun instead of +24. Am I missing something? Cheers, Sir George Anonymous ![]()
![]() I think the Slithering Tracker's skill points are incorrect. According to my calculations (which include the errata) Climb +11 = +3 STR + 8 Climb Speed
This is 5 of 8 ranks spent (8 instead of 4 because they are intelligent). Thoughts? Cheers, Sir George Anonymous
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