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I opened the pdf and had a quick read.

The stellar degenerator fires an energy tether at a star, and forces it to rapidly turn into a black dwarf star, which no longer gives off light or heat. The tether is an energy weapon on its own, capable of destroying ships and moons on it's way to the sun.

IRL a black dwarf doesn't exist yet. They form when smaller stars like ours shed mass their outer masses and collapse into white dwarf stars and that then cools. The cooling is expected to take longer than the universe has been alive.

In starfinder it reads like this process happens in a few minutes.

As a side note. Stars continue fusion past iron. All known elements are the product of fusion or are synthetic. Iron is the point where fusion consumes energy rather than releasing it however.


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I believe 120 is correct. The scope increases (changes) a small arms weapon to 1.5x it's normal range increment.
1.5x30 is 45.

On a longarm, the increase (change) becomes 4x instead.
4x30 is 120.


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Doesn't infinite worlds also expand barriers? There's a case for the door being extended into the lower area too.


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I'm 200lbs, 6 feet and technically overweight.

A healthy half-orc should be heavier than me easy.


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For 8 players? The trick is going to be more monsters, and more liberal use of AoE abilities. Something to get the players doing things besides shooting a target down every round.

Boosting a single monster's cr to match that size i find makes a fight more likely to be frustrating as players will be missing more than they might handle.


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The plasma weapons with explode and crit effects are in the crb (plasma cannon line) and pact worlds (starheart line). I wouldn't expect that an error would persist across two sourcebooks.


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Yup. They are going to release a pair of 3-book adventures, then do another 6 volume AP


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There is already the uncanny mobility operative exploit, allowing you to choose one creature before you trick attack, and then you're movement from trick attack doesn't provoke.

There is then uncanny mobility which means your movement from trick attack doesn't provoke at all.


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I believe the enemy takes an amount equal to the damage you reduced or ignored. In this case 1. The ability describes how much damage is reduced, and immediately says the enemy takes equal damage, so equal to the reduction described.


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On page 414 for curing afflictions, disease is different from drug and poison.

For diseases you make a save at the listed frequency. If you make consecutive successful saves equal to a diseases cure entry, you move only a single step towards healthy.

For poisons and drugs a successful save means you cure the poison and won't get any worse but must take a full days Bed rest or 2 normally active days to move back one step on the track.

So for poisons if you save then you'll eventually recover. Diseases you constantly save until you're healthy or reach the end state, and can progress either way with each save.


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If you combined defy gravity with spring attack you should be able to melee a creature and still land. Especially with those speeds


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I had a party of 5, And only 1 check per round. I forgot to mention the possibility of making multiple checks since i was learning how to GM and use roll 20.


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There's the potential for the party to die during the chase. I had 1 guy go unconscious and 1 person pretty badly injured during it.


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You could also pick up longarms proficiency and a needler rifle to shoot healing serums. I'd skip specialization so you don't do more damage than you heal.

Also depending on Int and skill ranks you can be taking 10 on healing level+int pretty early. The mechanic on our group is building similarly, is level 6 and has a +16 bonus for example.


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Hi all, I'm attempting to convert a Marilith (6-armed snake lady demon) for a campaign I hope to run, and I wanted to build her from scratch rather than convert using the Legacy chapter. I was hoping for some feedback on her:

Marilith Fleet Commander CR: 17 XP: 102,400

Spoiler:

CE Large Outsider (Demon)
Init +9, Darkvision 60ft, True Seeing, Perception +29
Defenses HP: 285
EAC: 31 KAC: 33 DR 10/good, cold iron SR: 28 Aura: Unholy Aura
Saves: Fort +22, Ref +19, Will +17
Immune to electricity, poison, Resist Cold 10, Acid 10 Fire 10

Offense
Speed: 40ft
Melee: Tattooed White-Star plasma sword +33 (8d8+26 E&F, critical Severe Wound [DC 27]), 5 Tattooed, Interposing Molecular Rift Longswords (10d8 +26S), or Tail slap +32 (6d12+25 B plus constricting coils)
Space: 10ft Reach: 10ft
Offensive Abilities: Summon Allies, constricting coils, Multiweapon mastery

Stats
Str +8; Dex +5; Con +11; Int +4; Wis +4; Cha +5;
Acrobatics +29 Athletics +29 Bluff +25; Intimidate +34; Mysticism +25 Sense Motive + 25
Languages: Abyssal, Celestial, Common, Draconic, Telepathy 100ft.
Spell- Like Abilities:
Constant: True Seeing, Unholy Aura (DC 24)
3/day (DC 21) Blade Barrier, Flight (5th level)
At will: Telekinesis (DC 21), Quickened Teleport (perfect, self only)
Summon ally 1/day (Marilith 30%, or 1d3 Glabrezu 60%)
Gear: Tattooed White-Star plasma sword, 5 Tattooed, Interposing Molecular Rift Longswords,
Special abilities:
- Unholy Aura: Applies all the following benefits to 17 chosen targets in a 20ft radius: +4 Divine bonus to AC, +4 Divine to saves; SR 25 against good spells and casters; Immediate save against existing enchantment or mind-affecting effects, immunity from enchantment or mind affecting from good creatures; good melee attackers take 1d6 strength damage (Fort DC 24)
- Crushing Coils: A marilith’s tail slap initiates a grapple maneuver against a target’s KAC +4. Whenever a marilith succeeds at this maneuver, it deals damage to a target equal to its tail slap, and the target must succeed a DC 22 Fort save or fall unconscious for 1d8 rounds
- Multiweapon mastery: A marilith may attack with two weapons as a standard action, and may attack with all 6 weapons and its tail slap as a full action
- Infused weapons: Any melee weapon a marilith wields counts as Evil and Cold Iron for bypassing damage reduction, and gains a +1 Divine bonus to attack and damage rolls (included above)

I'm also short on decent loot to give her besides the swords, as none of the magic items in the three main books fit what a marilith might be found using, and armor isn't typically their jam.


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I'd say you are either making a normal unarmed attack with the normal penalties and modifiers, or using this items bite attackv with the modifiers listed in the item, no mixing the two.


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One house ruling i would do is make Urogs immune to ingestible poisons and maybe edible drugs, since their method of eating doesnt involve those substances entering their systems


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That Haan player clearly isn't getting enough mileage out of shooting flame from between legs. Mine would absolutely pose like a spraying skunk.


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Space goblins are real good, being able to start at 14 dex, 15 with theme. Bonus to engineering makes them decent technomancers and engineers. The urog caught my eye as well.


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The level 4 mechanic in our party has been about 50/50 for treating wounds and has gotten +int a couple times. and that's with people forgetting the aid another check. His skill focus is in engineering, and no feat. The party is going to get an advanced kit soon which is going to near guarantee the heal, and a good chance of getting +int.

Atleast in my experience, the biggest issue my party has had with the medicine skill is remembering to use it.


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To me it most looks like a skreesire from the splintered worlds chapter. It's got the wings and tentacles down, but the head is wrong, or the head is a different creature.


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I never saw it as monsters having no stats. I looked at it as the base stats are already rolled into it's array numbers.

So ability damage should work the same. More specifically:
STR damage reduces melee to hit, melee damage, strength checks.
Dex reduces ranged to hit, A.C., reflex, Dex skills and checks
Con deals 1damage per CR per lost con mod, and reduces fort saves.
Mental scores reduce spell dc, highest level spell cast, related saves and will.

Some exceptions made for operative melee (Dec to hit) and if an ability relies on a stat.

Also reducing a stat to 0 knocks a creature unconscious or kills it like normal.


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The relevant description of wish taken from starfinder SRD:

"A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, wish counts as a 9th-level spell."

It also requires 2 resolve points and fusing 2 6th level spells, which would make it a 12th level spell, except for the phrasing above.

Miracle has identical wording in it's description.
So there it is. DC's are as a 7th level spell, everything else is as a 9th level spell.


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If you're worried about extra abilities, see if they play a major role or go over the allotment for CR:

This dracolich has these special abilities: Flight, Blindsense, darkvision, undead immunities, fast healing, fatigue aura, immunity to cold and electricity, rejuvenation, undead mastery, two technomancer hacks or connection powers, spellcasting and a breath weapon.

Non-standard senses and movement are usually free, in this case the enhanced darkvision, blindsense, and flight speed.

Rejuvenation is free as it has no role in combat.

I would say undead mastery is free, as additional undead would be added to the CR of an encounter anyways, and only features if the party brings their own undead.

Now we get into difficult territory. There's an argument for technomancer hacks and connection powers being counted against our 2 special abilities, since they can add new effects. Some however require certain other abilities to be effective. I'd rule these as free depending on how major the thing is in the context of an encounter.

I am willing to call the passive elements of the grafts free as well, as they are inherent to the creature (this is a judgement call): Undead immunities, fast healing, fatigue aura, immunity to cold and electricity. However, these add an immense amount of survivability, and undead immunities make the creature very difficult to disable or CC.

The creature has spell casting: that's huge and should count, even though it's required by the necrovite graft
The creature has a fairly potent breath weapon, that we added outside of any mentioned templates. That counts.

So I'd judge that we're still with-in the 2 significant special abilities range. Though I'd also consider giving a moderate health boost and adjusting the CR up one.


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I tried building your dracolich, and this is what came out

CR 10 dracolich
EAC 22, KAC 23 Fort+9, Ref+9, Will+13 HP 140, Ability DC +19, Base Spell DC18, Mods+8 (int) ,+5(wis),+3(str,
2 special abilites, 2 master skills (+24), good skill (+19)

Attacks: Melee +16 Bite(15ft) (2d8+13), Multiattack(Bite +16, 2claws +16(1d10+13), tail slap+16 (1d10+13)
Ranged: spells +18

Creature type graft: Undead: Darkvision 60ft, undead immunities, unliving

Necrovite Graft: Fast Healing, Fatigue aura, immunity to cold and electricity, rejuvenation, undead mastery,
technomancer hacks or mystic connections by CR, Bluff, Computers, Mysticism, Sense Motive as master skills
spells form both mystic and technomancer lists, by cr.

Special abilities:
Breath weapon: 65ft cone, 11d6 C, DC19, usable every 1d4 rounds

Draconic traits: Blindsense 60 feet, darkvision 120 feet, Fly speed (clumsy)

Spells (cr 10):
4th (3/day)- two 4th level spells, 3rd (6/day) four 3rd level spells, 2nd(at will), 2 second level spells

To me the undead traits are more important then the dragon ones, so i used an undead type, and added the dragons senses and flight as a special ability. The Spell caster array and necrovite graft already provide most of the perks for a mystic or technomancer graft, unless you really wanted a spell cache.

Templates aren't about getting every trait of your monster. They're about nailing the important parts. You can add missing traits on your own, but beware of giving it a ton of extra special abilities (which this monster has for cr 10). If you want to make sure your party knows it's a dragon, make it clear that it's a giant skeletal dragon, with wings and claws and the ability to speak.

Also a side note, a cr10 dragon is a juvenile, so you have a baby dracolich here.


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Idk about good but I'd be interested in a light machine gun+fangblade combo for that gears of war feel. In general I think going melee+ranged would be handy since you could open ranged, then when you're threatened swift to melee, attack, guarded step.

Or go AoE crazy with heavy shock cannon and scatterguns for when you need to hit everything at once.


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I don't expect the pc's to totally become the necrovite monster, though even being undead and rejuvenating are extremely n powerful. I'd also task the PC with finding a friendly bone sage (difficult i think) and convincing him to teach the PC about electroencephalons (again, fairly difficult).

It was just striking to me that the device has rules for construction. Seems to say yeah PC's can do this thing


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You don't need to wave about and chant like a madman, but spell casting has bright lights and stuff that make it real hard to be discreet. So simply binding and gagging doesn't do squat, you'll need a way to break their concentration to disrupt the spell. Like hitting them with the butt end of a rifle.


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Like some kind of.... Star Lord?


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I'm surprised there's no summon magic, especially since the dev team used buffing it as part of their logic in altering monster stats (from the math driven changes thread).


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Can we still just divide the xp required and gained by 100 so we're not looking at 6 digit numbers by level 9?