SpontaneousLightning's page

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Perpdepog wrote:
I feel like looking at the Starlight Sentinel archetype from Tian Xia Character Guide would also be useful. As far as I'm aware it's the first instance of a ranged attack that uses your melee attack bonus to Strike, and also has a longer range than the solar shot, though I don't believe it has increments.

Solar Shot doesn't have range increments either. Graviton attunement has a maximum range of 15 feet (just 5 feet more than what you would have if your solar weapon has the reach trait!) while photon attunement has a maximum range of 30 feet.


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If starships are going to be in the Starfinder Player Core or GM Core, then the playtest will probably have to finish in December, at the same time as the current playtest (since Player Core and GM Core are releasing next summer).

In that case, maybe the starship playtest will be released in October? That is when the other two playtest scenarios and the other playtest adventure is released. Maybe those have starship stuff?

Otherwise, I believe I heard that starship combat will not be a part of the same playtest as the mechanic and technomancer (although I do not have a source for this and I could be wrong). This might mean that we don't get starship combat until that playtest is complete.


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Rosshk wrote:
SpontaneousLightning wrote:
The striker operative also has weird weapon proficiency. They end up with legendary proficiency with unarmed attacks
They actually do not get legendary proficiency with unarmed attacks. They start level 1 at expert with them, sure, but then only melee agile weapons and simple guns scale to master at level 5, unarmed attacks do not.

I actually missed that. That is probably a typo, but definitely needs to be addressed for the full release. I do stand by what I said when I said that their weapon proficiency is weird:

- Legendary in agile melee weapons (but not finesse melee weapons, which is strange because most pathfinder 2nd edition abilities that reference one also references the other, see the rogue's sneak attack, the investigator's devise a stratagem, or the swashbuckler's precise strike, all of which work with agile and finesse weapons).
- Legendary in simple guns, since they only trade their martial gun proficiency.
- Legendary in advanced guns, since they get that as a level 19 class feature.
- Master in unarmed attacks, despite starting as an expert.
- Master in martial guns, despite the fact that they are legendary in advanced guns. If you take a weapon familiarity feat, they usually state "for the sake of proficiency, treat advanced weapons as martial weapons". A striker operative with a weapon familiarity feat that gives them familiarity with an advanced gun (such as the aeon rifle from unconventional weaponry) is worse at using that weapon than a striker that doesn't have a weapon familiarity feat.
- Master in all other weapons.


Pathfinder Rulebook Subscriber

The striker operative also has weird weapon proficiency. They end up with legendary proficiency with unarmed attacks and one-handed melee agile weapons, legendary proficiency in simple guns, master in martial guns, and then legendary in advanced guns (from the galaxy renowned feature). It seems strange that they are more proficiency in using advanced guns than martial guns.


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WatersLethe wrote:
It doesn't seem like anything stops you from have 4x Wands of Shardstorm rolling.

The rules of wielding items states

"Player Core pg. 267 wrote:
Some abilities require you to wield an item, typically a weapon. You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively. When wielding an item, you’re not just carrying it around—you’re ready to use it. Other abilities might require you to be wearing the item, to be holding it, or simply to have it.

You can still get 2x wands of shardstorm online. Once you switch hands you are no longer wielding two of your wands and you no longer benefit from their free missiles.


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Ever since the kineticist playtest was released I have been thinking of a goblin fire kineticist with the oracle archetype to get incendiary aura at level 4.

After watching Nonat1s kineticist preview, this idea seems like it will be even better, since kineticists now use con to hit with elemental blast (so they are less MAD then the playtest), and when they create their elemental aura, they can also use a one action elemental blast for free.

Burn It! would also increase the persistent fire damage (but sadly not the fire impulse damage) dealt by my arsonist goblin.