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



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?


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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

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?


1 person marked this as FAQ candidate.

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


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?


The vehicle rules clearly state that vehicle movement will provoke attacks of opportunity. If a player has the stand still feat, by the rules it appears that he can stop a vehicle movement in its tracks. Regardless of its size, and regardless of it's speed.

Here are some numbers: A 10th level soldier with +17 attack vs a Threnody class assault fighter KAC of 25. Improved Stand still allows him to stop the fighter with 12 or higher on the die roll.

My ruling, as GM, was that his standstill turned the vehicle's race action into a ram action and the Soldier would take damage too. At least that seems more "realistic". But what does "realistic" even mean in a fantasy universe.

Are there any written rules I am missing? Does this feat need a change?


As far as I can tell, the capstone "raise dead" superserum is the only raise effect in the game that does not have a time limit regarding how long the body can be dead. Is there a reason for this?

It is basically a free 5+ times per day raise dead.


I can't find a rule to support this, but events in society scenario 1-05, and near the end of Dead Suns 2 lead me to believe that grenade/explosive damage will stack. For example if I wire up 5 grenades to a detonator and detonate them all at once, I would expect all 5 grenades to each do separate damage. Is there a rule either way?

The "exploit" would be to buy twenty, 35 credit, frag grenades and detonate them for 20d6 damage for a total cost of 1100 credits (including detonators). An equivalent damaging explosive is the level 20 Frag VIII for 216,000 credits which does 20d6.

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

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We all know space is black. For the sake of those of us who print out scenarios, can you please not include black space backgrounds for starships and starship battle maps?

I know they look pretty cool in black on the .pdf, so maybe you could keep the artistic maps and then provide a second print-friendly map as an appendix?

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

What are some legal ways for a non-Goblin to get the Mudball spell?

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

When does a PFS Vigilante need to be converted from playtest rules to Ultimate Intrigue rules? On the release date, or some period after?

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

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I am fairly new to PFS. I have a gunslinger pistelero that was going to take rapid shot next level. Since she already bought a double barrelled pistol and has rapid reload, rapid shot would require 4 free actions to reload each round. We were trying to avoid all the weapon strap shenanigans and have not been firing with both hands.
It was suggested to me that PFS has a 3 free action limit for gunslingers.
So Far I have found this in the FAQ:http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9r85 which talks about GM discretion for a 3 or 5 free action limit. Discussuons regarding this from 2 years ago seemed to agree this was put in to limit the 15+free action 14 shot per round gunslingers, and not things like 4 arrow/round archers.

So since PFS focuses on limiting table variation, I assume there is some specific post that spells out the max number of free actions a gunslinger can take in PFS that someone can point me to.

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

Just recently bought Advanced Class Guide and am running into some questions making a Hunter for PFS. I tried to search for clarification, but cant find any official word.

On page 26 it indicates that you can train your Animal Companion with Skirmisher's Hunter's Tricks. I am unclear on two points

1)What is the Handle Animal DC to train these? I would guess DC25, but not sure.
2)Are the Hunter's Tricks limited in uses to 1/2HD + wisdom mod per day? I have found this stated in an unofficial post, but it would make sense.

Can someone provide links to official statements about these rules?