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****** Venture-Agent, Colorado—Fort Collins 100 posts. 1 review. No lists. No wishlists. 33 Organized Play characters.


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26 Mb zipped file. Might want to check on that. one of the map images is showing up as 25 Mb when I unzip it.


Eric Clingenpeel wrote:
How have others adjusted the charter stats when adding Plaustov? ...

They landed on New Harmony with the same equipment and resources as the PCs but immediately had to face CR6+ wildlife. They've been hanging on by their toenails, being held together by their charismatic leader. But when she disappeared, unrest prevented them from expanding and some hexes had to be abandoned.

My group became interested in their neighbors and the planet, as a whole, way earlier then the AP assumes, so I had to improvise some world building.


Not sure if mentioned before, but my PDF copies both have waydana-5 in Icebound and in Allies against the eye.

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

BigNorseWolf wrote:

You still need line of effect to the space you're going to throw the spell.

If you need a bananna to make a bananna split, and you need ice cream to make a bannana split, the two statements are not contradictory: you need both.

I cited rules and you are talking about bananas.

The rules don't indicate ANYWHERE that you need line-of-effect for spells that don't have an attack roll, nor do they indicate anywhere that bananas are required.

Also: https://www.yummly.com/recipes/banana-split-without-ice-cream LOL

BTW, one of the times I ran 4-11, the technomancer had spell shot and he used a laser to drop explosive blast on the other side of the barrier, lol.

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Line of Effect wrote:
If a weapon, spell, ability, or item requires an attack roll and has a range measured in feet, it normally requires that you (or whoever or whatever is using the ability) have a line of effect to the target to be effective

There are plenty of spells that don't require an attack roll or have something in their description that would require line of effect. In fact where the spell descriptions are discussed in the CRB, it states:

CRB pg 332 wrote:
Some spells have one or more targets. You cast these spells on creatures or objects, as defined in the spell’s description. You must be able to see or touch the target (unless the spell has an attack roll; see Spells with Attack Rolls below), and you must specifically choose that target. You do not have to select your target until you have finished casting the spell.

and

Quote:
Some spells create or summon things rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it.

So I think the spells listed in question 3 of the OP can all be cast through a see-through barrier.


Not all the APs have "free" players guides. Those that publish one are just reprinting info from the first book of the AP. Since you said you bought the book, check out page 6 of the first volume of Devastation Arc. There isnt much of a guide as the AP assumes players are progressing from an earlier AP.


Verdant blast from the same AP was errataed. It is correct on aonsrd, wrong in the AP.


I also rolled polyphonic oozes a lot for random encounters. I turned it into a story arc with Sheylyn worshipers arriving and communing with a polyphonic chorus (which was the 3rd random encounter).


Threl, the ambassador from Plaustov sure made a big change since first meeting the PCs in Planetfall. I'm just going to go for it and assume Threl used a serum of sex change. I'll go on about the cane though, like Threl thinks that will be the only thing the PCs will notice has changed.

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Since the Nanocyte class is now legal with the sanctioning of Tech Revolution, does anyone know when the Nanocyte Pregen will be available?


Did the survey end? I am getting error on surveymonkey on 2 different devices.


Not sure I've seen a description of whether they revert when they die per rules. Maybe I didn't read the reptoid article thoroughly.

There isnt anything that I have seen in the reptoid alien description, or the "change shape" universal alien rule that indicates they would revert. I see the line in Change Shape that says "Unless otherwise stated, it can remain in an alternate form indefinitely." , and think house-ruling that they revert on death is fine.

But in my campaign, the players were so suspicious, they wanted to do blood tests on all the NPC when they first boarded the Steward ship on Omicron station. So in my head canon, even blood tests and genetics get the disguise bonuses for change shape. Otherwise they would have easily found out before they should have been revealed. Which worked for me, as even though a suspicious Vorsen had suspected for years, if he would have been able to do a simple genetic test on skin or hair samples, he would have confirmed the conspiracy years ago.

It worked until it didn't.
"I know you have physical, medical, digital, photographic, etc. evidence that dozens of stewards have been compromised by reptoids, but no, it is not enough to exonerate you. You can't take it to the Stewards on Absalom station, you have to find more evidence on a different planet."

So mostly this is a notice to future GMs to limit the amount of actual evidence early in the Reptoid discovery portion of the AP and do a better job then me of playing up the leads to Roselight to find true evidence.


I am having trouble with convincing the players that they don't have enough evidence to prove that there is a reptoid conspiracy on Roselight when they have a med bay full of reptoid bodies, (and a live one from event 3) who all have been posing as Stewards, lol.

I feel like what I should have done from the start was say that the reptoids should shift back to reptoid form when compromised, so that the amount of evidence could be reduced.


1 person marked this as FAQ candidate.

None of the demorilize or bully rule indicate that intimidate is mind effecting. Shaken also does not indicate that condition is mind effecting.

So can you demoralize undead and constructs? Animals and other very low intelligence creatures?

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

The way it is worded, it will apply to all racial traits listed within the AP. Which is only Barathu racial traits.

In fact when you look at the traits listed in the book it says: "Unlike most other species, barathu modification continues throughout their lives; a barathu character who spends a week using the retrain downtime activity can retrain their racial traits..."

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Nefreet wrote:
How would you adjudicate it, if there are no rules for it?

Thats the point. The ARE rules for it in Starship Operation Manual. If there were no rules, you could think about making something up, but since there are rules, you could just use the existing rules. But those rules are not on the Additional Resources list.

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

So, no options in Starship Operation Manual are available for society play according to the Additional Resources. So what is the legality of the Pilot trying to ram the enemy ship in starship combat though?

From day 1 of SFS starship combat players have wanted to ram an opposing ship. For a long time, I could just say, well there aren't any rules to resolve that, so let's just stick to the rules as written for SFS games. But now there are rules, so what is the legality of just allowing the ramming rules from SOM? Still not allowed?


HammerJack wrote:

Exactly the same kind of counting you do with horizontal distance.

If a creature is some distance north and some distance east of you, you count out the distance while counting every second diagonal as two squares, as for movement. You do the same thing if the creature is north and up, instead of north and east.

(If it's a long distance and you don't want to count squares, you can obviously just use the Pythagoras Theorem, instead, because the diagonal counting rules are an approximation of that same math, but it isn't the game rules, just a practical alternative.)

1 square equivalent for every full 10 foot of height. This is equal to the every-other diagonal movement rule. Dont overthink it, lol.


Nice Thanks


1 person marked this as FAQ candidate.

Is there a list somewhere of the changes made on this new version?


For anyone running this, like, now, and via VTT (so you can't just share your copy of the book). Here are the pregens:
https://drive.google.com/drive/folders/1sHTkpgmVvLluo9xdUOrOCmDEVM_PFinn?us p=sharing

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Skitter Home is also releasing in July for FreeRPG day. Does anyone know if there are chronicles for it somewhere?


In my head cannon there are networks of Mystics with telepathic bond class feature who can instantly communicate over vast distances. This used by military/government and corporations that can afford to keep many level 11 Mystics happy. This would be good for basic info and orders, but obviously not for data. So much more potable than an Unlimited Comm unit.

Then for lower level communications any time a ship is in touch with an infosphere, it becomes a node for drift info packets. That's how the info travels at drift speeds.

There might even be a market for ships with high drift ratings for information courier service. Advertisers might pay to get the latest news and tri-vid soap operas out to near-space quicker then their competition.


Is there a roll20 product for Chimera Mystery? I cant find anything.

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Mike Bramnik wrote:


Note that this is not a disagreement! Assuming you do hit with all 5 of your missiles (also assuming that you fire and hit with them in consecutive turns), that would be a maximum of 8 rounds, which is definitely enough to KO or kill NPCs who fail their saves. Nestled somewhere in my rambling reply above I mentioned that I was using the NPC ship tier as the saving throw modifier since I hadn't found any guidance otherwise, but I'm in agreement with the OP that it would be a nice thing to have!

I think the rules are deliberately ambiguous about how long a starship round is, but its definitely not the same amount of time as a ground combat round. My assumption is that all of the Nuke's 1d4 rounds of radiation poison fits entirely within a starship combat round.

Even if the rounds overlap, the second missile is a new source of radiation and would require a new save for its radiation. You can have two sources of poison effect a creature in the same round, and the creature would have to make separate saves for each source.

I agree with you, I think using the Alien Archive NPC rules, and assuming the enemy NPCs are the same CR as the ship is probably a good rule of thumb. Probably ok to assume a CR 7 NPC is immune to med radiation. Its much worse in my opinion when NPCs use nukes and grasers vs the PCs because we typically don't have level appropriate armor. (Yes I'm looking at you Jinsul Irradiator starship, lol)

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Mike Bramnik wrote:


That said, the first few negative effects of radiation won't really matter for NPCs (unless the PCs will be facing that ship crew in ground combat later) unless they are exposed to 4+ rounds of radiation (or are relatively low level).

Page 304 CRB. Irradiate property. Every nuke missile that hits subjects the crew to 1d4 rounds of radiation poison. So with a typical load of 5 nukes, you could be doing 5d4 rounds of radiation poison damage in a starship combat. There is a very real chance that an NPC will fail enough to drop unconscious or die.


Probably GM call in SFS. I've had GMs refuse my exploration buggy, and that's easy to fit on a ship.


1 person marked this as a favorite.

If your vision for this character is to be a tank, then by all means boost your AC early and often. At lower levels, though, it will be hard to get an AC high enough to be relevant. At level 3 it isn't unlikely to face enemy with +14 attack, and maybe +16 at level 4. So if you have 24 AC at lvl 3 you still will get hit half of the time. Look into buying things to give you DR and elemental resistances.

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Ever since my Ysoki mech driver used his scenario-provided Esowath Explorer to, almost literally, steam roll a bunch of eco-terrorists on Castroval, he has purchased several vehicles of his own. All of which have Artificial personalities and the appropriate hardware to allow them autonomous control.

All of the society ships have cargo bays which can accommodate vehicles of up to large size with no problem. By the rules 2 cargo bays can hold huge vehicles, but that would likely be a GM decision.


I don't think you "lose" a reaction when you take step up, but you get another option for how to use your reaction. I agree it's a little underwhelming. Step up and strike is pretty powerful though, so is worth the feat tax.


1 person marked this as a favorite.
VampByDay wrote:
...so why not?

Because you will likely never use the swift action reload, and every time you climb or balance or any other of myriad of static DC Acro or athletics checks, you will succeed 10% more often.


Here is a question about the troop subtype introduced in AP 21. It seems the intention was to have a large group of NPCs function in a coordinated fashion, like a military unit. But the subtype is missing ranged damage. Am I just missing something? I will be adding troop ranged damage for my home game, but was hoping there was something more official. Has anyone used these rules yet?


Zero the Nothing wrote:

1) .... gaining the block and operative weapon special properties...

Ex. Level 7, you roll: 2d6 + Constitution modifier + Vanguard Level

Wouldn't it be half vanguard level because it is an operative weapon?

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Theres nothing on the survey linked by kishmo https://www.surveymonkey.com/r/PMJXQDY that shows it is the official vote.


You talk about her military training, so she should realize that automatic mode, in the Starfinder universe, does less damage on average versus a single target then just taking a single shot, lol.


Flame Spinner has the weapon property "free hand (2)". So if you use 3 hands you overcome the unwieldy property.


The first character I killed in the drift, I worked with the player to have him possess an NPC on the PCs ship. To other players, the dead character's player was just converting an npc to a PC. It took a few sessions for the other players to figure out what was happening.


I know, I've been checking in every day for the chronicles.

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

Nova Check...

Edit: mine are correct.


Gnome Hell Knight Technomancer
or
Sarcesian xenodruid Mystic
or
Half-Orc Starfinder Datajockey Envoy

2/5 5/55/5 Venture-Agent, Colorado—Fort Collins

My Dead Suns group decided to continue after the AP. So no new AP credits for me. I have a character at lvl 10, with DS6 credit waiting at lvl 11. So just need 3 xp to get to 12.


Guess this one, no one has an answer for? Well I will just have them be equal to clear sight goggles in my home game, and disallow them in my SFS games.


Serovox doesn't have any used batteries for his explosive blasts. I figured I would give him a few so he could use that spell. For those of you who have run this, have you been giving him a bag of batteries, or do people mostly ignore that spell component?


Funny that when you google clearsight trinket, this unanswered rules forum post is the top ranked result. Archives of Nethys indicates the clearsight trinket is not SFS legal. Am I missing any info?


Not sure how you would define a super power in Starfinder, but two multi-planet / multi-system nations are the Marixah Republic and the Gideron Authority. Source is Starfinder Society scenario 1-24.

Even in the source, the nations are described as small, but they both claim a solar system and planets outside their main system. That sounds to be similar size to Pact Worlds.


Came up at a society table recently:
Is a Nyfber net a melee weapon you can throw (like a spear), or a ranged weapon with throw property. Important to know for potential attacks of opportunity. I ruled it was a ranged weapon only, as you let go of the net when it entangled your foe, which can provoke an Attack of Opportunity.


3 people marked this as a favorite.

Root access is for the IT professionals. Basic access is for the normal users. Do you want the secretary to be able to control the temperature? Probably yes, unless he is from some ice planet. So basic controls would not require root access.

Do you want the same guy to be able to shut off all the air and suffocate his coworkers? Probably not. So this would require root access.


Luckily in book 2 you will find being large is less of a problem as most encounters are in wide open spaces.

As far as staying out of your teammates way, look into getting alternative gravity like falcon boots. If you are standing on the ceiling, there is a better chance of you being able to get out of the way.


The foe / creature / opponent discussion is a wierd one because of the vagueness of the definition.

Is an SRO a foe? What if it was a non sentient robot? What if it was piloted by remote control? What if a creature was riding within the robot?

All four conditions would look exactly the same to someone fighting it, but some feats dont apply if the robot is being used like a vehicle?


If you couldn't take attacks of opportunity vs vehicles I could see that. But as it stands, vehicles count just like large or huge or even bigger creatures for the attack mechanics. The feat being able to stop a running elephant or some colossal beast seems equally wierd.