White Estrid

Taja the Barbarian's page

1,873 posts. Alias of Darren Rodriguez.


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Shadow Lodge

Mechanically, most weapons are pretty balanced and it doesn't really matter too much which specific one you pick:

For one-handed weapons, your typical options are:

Martial options:
1d8 dmg, Crit 19-20/x2 (high dmg, high threat, low crit)
1d8 dmg, Crit 20/x3 (high dmg, low threat, high crit)

1d6 dmg, Crit 18-20/x2 (low dmg, very high threat, low crit)
1d6 dmg, Crit 20/x4 (low dmg, low threat, very high crit)

Exotic options:
1d10 dmg, Crit 19-20/x2 (very high dmg, high threat, low crit)
1d10 dmg, Crit 20/x3 (very high dmg, low threat, high crit)
1d8 dmg, Crit 19-20/x3 (high dmg, high threat, high crit)

In the long run, there is little difference between equivalent swords and axes, but personal preferences on crit rates/amounts will come into play.

Generally speaking, the traditional down-side of axes is that you probably aren't going to find as many of them as you will swords in a typical adventure...

Shadow Lodge

Brian Souvey wrote:
I have a Bard who is singing “courageous anthem” in the next room. There is at least 1 wall if not more between him and the other characters, but they are still technically within 60-ft… the rules on pg 428 of the remaster phb don’t talk about cover, under emanation but there is a blurb about standard and greater cover effecting “areas”, am I safe to say, no they can hear you through the wall enough to be encouraged.
Not the remastered version, but walls will stop most effects:

Source Core Rulebook pg. 457 4.0

When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect’s area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn’t matter for line of effect, nor do portcullises and other barriers that aren’t totally solid. If you’re unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.

In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there’s no line of effect between the origin of the area and the target, the effect doesn’t apply to that target. For example, if there’s a solid wall between the origin of a fireball and a creature that’s within the burst radius, the wall blocks the effect—that creature is unaffected by the fireball and doesn’t need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect.

Shadow Lodge

Just thought I'd update everyone on how my character ended up:

  • I took the Medic Archetype at level 2 for the 'HP overhealing heals stamina points' ability.
  • I took the Secondary Connection Epiphany at level 3 to get the 'Healing Channel (Su)' ability from the Healer Connection to handle combat healing.
It turned out that our party Solarian tends to take a lot of damage that needs to be healed, so I'm probably going to pick up the Healer's Lifelink ability next...

Shadow Lodge

Just keep in mind that regardless of levels, at minimum around 1 out of every 20 people around will notice you (by rolling a 'natural 20' on their save). On a more practical level, your saving throw DC just isn't likely to be high enough to work against appropriate level foes a significant majority of the time (even if they need to roll a 16+ to succeed, that still means a good quarter will notice you on average).

This is why Invisiblity works the way it does: If each observer got a save to resist, it would fail pretty quickly...

What you are describing in your original post is more of a 'automatically works on minions (no save) but not against bosses' which isn't really mechanically supported in this game.

Shadow Lodge

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Calgon-3 wrote:

...

As somebody who started playing AD&D, it didn't seem that way to me. The rules were stable for a long time with barely any new books but adventures kept churning out for years and years. AD&D 2nd Edition was kind of a flop. There's always that risk when introducing a new version of a game. Sometimes the players just like the old game better.

Paizo's got to be planning for that. How do they get players interested enough to reinvest in a new set of rules?

AD&D2 was deliberately designed to be mostly compatible with AD&D1: Creating a new edition was somewhat controversial at the time, and I believe TSR only did it after Gary Gygax was pushed out and could no longer stop it, so they decided to stress compatibility over actually fixing the counterintuitive 'lower numbers are better' game mechanics they had inherited from the earliest incarnations of the game.

You could probably argue that AD&D2 was more of a 'half edition' as it is feels much closer to 'D&D3.0 to D&D3.5' level of change than 'AD&D2 to D&D3' or 'D&D3.5 to D&D4' levels of change.

As for Paizo's plan, their hand is basically being forced by the recent 'I am altering the licensing agreement: Pray I do not alter it any further...' rumblings from WotC that, while at least temporarily retracted, put Paizo in a position where they have to either revamp their games to such a degree that any lawsuit from Hasbro/WotC would be laughed out of court really quickly or run the risk of a protracted lawsuit bankrupting them before a favorable decision could be reached.

Don't get me wrong: A new edition of Starfinder was probably going to come anyway, but recent events have probably pushed it up a year or two.

Shadow Lodge

Jack Simth wrote:
Taja the Barbarian wrote:
Yeah, what you are trying to do here is use something purchased with BPs in every encounter, so I would personally say 'no' if I was GM-ing as it is a violation of the 'spirit' of the rules: the BP and Credit economies are kept separate for a reason...
Do you ban the other starship components that do things that don't apply to starship combat, such as the Observation Sensors, the Science Lab, and the Medical Bay?

If you try to actually bring the Science Lab or Medical Bay with you into a building, cave, or other space where your ship won't fit, then yes, I have an issue with it.

The Observation Sensors are probably fine, as long as you are within range of your ship.

Jack Simth wrote:
That aside, I'm not particularly interested in the spirit of the rules in this instance. Ignore the VI if you like; maybe it's a telepresence rig that a player with proper armor proficiency is using to scout without risking anything more than some cash. In terms of the actual rules, do I have my ducks in a row? Are there any necessary components I'm missing?

With the VI, the big issue is your creating a NPC character to fill a party role outside of its official starship combat abilities: For that, the alignment of your ducks is largely irrelevant and the real question is 'what does your GM think of this?'

Likewise, your GM would have to decide if Powered Armor is a valid target for remote operation*: If it is, why wouldn't everyone control them from a distance? At the very least, you'd probably need a Remote Monitoring System so the user can actually see what the suit is doing...

*The existence of the Remote-Link armor upgrade strongly implies remote operation is technically possible, but that doesn't mean your GM will appreciate PCs adventuring remotely...

The Spy Drone is available for purchase, but has very limited abilities and duration, so its utility is fairly limited (you typically use it once you've actually reached your 'adventuring zone').

When push comes to shove, the game is about the PCs going out and adventuring, not having them sit back on the ship while remote drones do all the legwork for them: Just because you can do something doesn't necessarily mean you should...

Shadow Lodge

Firehand wrote:

I gotcha.

I think it would make better sense to just make the
Crit range 18-20 the same as a natural 20.
" Oh you rolled a 18, that's the same as a natural 20,
roll confirmation." Because, really why wouldn't it.

I understand what you guys are saying, and thank you.

But having to have your natural 18 and 19 actually have to hit
the target to make it a critical seems like your not really getting a crit, range of 18-20 with out the circumstance of hitting the AC.

Just like keen. This ability doubles the threat range of a weapon. So if the only threat range is a natural 20 you would think the natural 20 is now a natural 19 and a natural 20.

Just to put this into context, it is fairly easy to get really big threat ranges on certain weapons with the Keen Weapon Enchant - or - the Improved Critical* feat, either of which will give a traditional Falchion/Scimitar/Rapier a 15-20/x2 critical range (this is basically 'standard' for characters who use these weapons).

So, if you house rule that any 'threat' roll is an automatic hit, these weapons will have a 30% auto-hit rate, which makes them really dangerous with iterative attacks and/or attack roll penalties (like a Falchion + Power Attack combo).

Shadow Lodge

Yeah, what you are trying to do here is use something purchased with BPs in every encounter, so I would personally say 'no' if I was GM-ing as it is a violation of the 'spirit' of the rules: the BP and Credit economies are kept separate for a reason...

Shadow Lodge

Jack Simth wrote:

Check my RAW, please.

Okay, so: In the computer upgrades, there's an option for remote controlling a device; it costs 10% of the controlled device. It also has Range Upgrades. Powered Armor is equipment.

So for 150 credits, plus 110% of the cost of the selected powered armor (the cheapest of which is the Salvage Chasis at 850 credits, meaning the lowest cost for this is 1085 credits), you get a compter module to plug into the ship’s VI/AI, which they can then control anywhere within one mile of the ship, or anywhere on a world with a good infosphere, for as long as you can keep it charged up.

Thoughts?

Edit: Oh yes, and use an Infiltration Skin to make the VI/AI seem humanoid if you want.

To what end, exactly?

I don't think they would be any good in combat, given the lack of an attack bonus and appropriate proficiency in both weapons and armor (lacking the powered armor proficiency alone makes it off-target, Flat-Footed, moving at half land speed only, and having a -4 penalty to attack rolls).
Outside of combat, a simple drone would probably work better than powered armor (though maybe not quite as cheaply as the really cheap Powered Armor options if you want a decent duration). If you are just looking to make the ship's AI into a non-combatant NPC for every adventure, this is probably the better way to go (remember that the Salvage Chassis may be fairly cheap, but it is still a rather hefty 16 bulk).

Keep in mind that:
The Starship computer rules explicitly state 'Most computers aboard starships have at least a rudimentary artificial personality, and while they can’t fully perform the duties of a crew member, they can assist crew members in various tasks' which would seem to indicate there is a serious limit on what they can actually do: If they can't fly themselves or even operate one of their own weapon turrets, how good are they going to be at remote controlling powered armor?
The Artificial Personality computer upgrade is limited to '...Bluff, Diplomacy, Intimidate, and Sense Motive checks with a total bonus equal to 2 × its tier.'

Shadow Lodge

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Nimor Starseeker wrote:

Detect magic has a duration of concentration, up to 1 min/Level, so does that mean the following a or b:

A) My LV2 character can concentrate for up to 2 minutes?

OR

B) My Lv2 character can concentrate for several hours and when ceases to concentrate, the spell lasts for 2 minutes?

I think it is B, because here:
https://www.d20pfsrd.com/Magic/#duration
it says that some spells last for a short time after you cease concentrating.

Option A is correct: It lasts until you either stop concentrating - or - it hits the maximum duration, whichever happens to come first.

Option B would be presented as 'concentration + 1 minute/level' (see Wall of Fire as an example of this).

Shadow Lodge

As far as I am aware, there's really not much support for ranged sneak attacks beyond the Hide action...

Shadow Lodge

Sounds like you are looking something along the lines of DnD2's psionic version of Invisibility:

Telepathic Devotions / Invisiblity wrote:

Source The Complete Psionics Handbook pg. 86

...
Invisiblity is a delusion affecting one or more select characters, not an illusion affecting everyone. The only real change occurs in the mind of the psionicist's targets. For this reason, the psionicist can make anyone invisible - not just himself. The "invisible" being must be approximately man-sized (or smaller), however.
...
This power affects vision only. Observers may still be able to hear or smell "invisible" creatures.
...

Honestly, this version was pretty much unusable* and subsequent editions changed it to work like the classic spell (bending light rather than affecting the mind directly), removing the 'I can still see you because either I made my save or you failed your check'

*Admittedly, the major hangup was needing to 'contact' the mind of each of your targets individually before even attempting to make something disappear...

What you are really looking for is probably an upgraded version of the classic Sanctuary spell:

Sanctuary wrote:

Source PRPG Core Rulebook pg. 336

School abjuration; Level cleric 1, inquisitor 1, oracle 1, spiritualist 1, warpriest 1
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
Description
Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

Just boost the effective spell level up at least a few levels, replace the "can't attack" with a "must ignore" restriction on a failed save, and change the name to SEP Field Aura...

Shadow Lodge

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Xenocrat wrote:
I hope reading comprehension is better on the SF2e forums than on the SF1 forums.

To be fair, the SF1 Polymorph spell rules aren't exactly clear or conveniently presented since you need to review the actual Polymorph spell, the Polymorphing Appendix from Alien Archive 2, and the two Expert Array tables from Alien Archive 1 to fully understand what you can and can't get...

Personally, I had to put it all together on a 'cheat sheet' and I still don't know if the 'It can impart only traits of a physical nature' clause is actually supposed to mean anything or how form choices should work with Spell Gems/Chips someone else created...

Shadow Lodge

Taja the Barbarian wrote:
So, we did this fight last night, and our GM made the following tweaks:
  • Each drone was 1 HP and Threshold 2
  • Three of the drones got to attack us (the GM feels the 'no duplicate tactics' rule is a bit too silly, but understood that six attacks in one round could have killed us), but their actions were taken between individual PC actions.
The low DCs made the drones easy targets (my +14 piloting was guaranteed to destroy a drone given their Standard DC of 10) and our 6 PCs wiped them out in a single round, taking 1 damage in return.

I still think treating them as a single 6 HP 'swarm' would have worked a little better (PCs might actually miss against the higher DCs and the 'swarm' should have a significantly better skill bonus), but this was fine...

Replying to myself here (as I just passed the edit period), but it did just occur to me that the 'three ships attacks' limitation might have actually been the assumption that we were targeting drones that hadn't actually attacked yet when possible: After their third attack, all the other drones were already destroyed...

Shadow Lodge

So, we did this fight last night, and our GM made the following tweaks:

  • Each drone was 1 HP and Threshold 2
  • Three of the drones got to attack us (the GM feels the 'no duplicate tactics' rule is a bit too silly, but understood that six attacks in one round could have killed us), but their actions were taken between individual PC actions.
The low DCs made the drones easy targets (my +14 piloting was guaranteed to destroy a drone given their Standard DC of 10) and our 6 PCs wiped them out in a single round, taking 1 damage in return.

I still think treating them as a single 6 HP 'swarm' would have worked a little better (PCs might actually miss against the higher DCs and the 'swarm' should have a significantly better skill bonus), but this was fine...

Shadow Lodge

First off, let me stress that I am a player rather than the GM, so I don't know all the exact details of this impending battle...

Okay, at the end of our last session our group has headed off to a certain asteroid and a fleet of six drones has come up to 'greet' us, which seems straight forward enough.

The issue I see coming is that we are using the Narrative Starship Combat rules, which don't really allow for 'weak' ships like what I presume are Klokworx Drones: From what I can tell, these drones should each be 4 HP (tiny size and/or large numbers) Threshold 2 (no shields) ships with a +3 Skill bonus, which means we'll need to accumulate a whopping 48+ successes (against "can't miss" 10 or 15 DCs) to defeat this squad while they are going to going to have a hard time succeeding against our 17 or 22 DCs, which just seems like a bit of a slog...

Anyone have any better ideas on how to handle this fight with NSC? I've been thinking we should just treat the swarm as a single tier 4/5 with 6 HP Threshold 2 so each HP of damage inflicted would be a drone destroyed.

Shadow Lodge

yellowpete wrote:

There is a bit of a problem with the rule, and that is what happens when you have a large encounter with many players and multiple monsters. Since it takes so long to reach your next turn (as the downed PC), it is not unlikely that you will be healed and then dropped again before you get to act, force-delaying you even further. You could feasibly go for 3 or so rounds without ever having a turn. That's especially frustrating if you've got fast healing running but it never does anything because your turn keeps getting 'skipped' by your initiative moving back.

For this reason, I think it's fine to give players the choice of where they want to be in initiative after being dropped. Essentially, not forcefully moving them at all, but letting them Delay without having to make recovery checks or triggering any other ongoing effects, though at most until right before the foe that dropped them.

In my personal experience (which is limited to a single AP), you are generally better off just stabilizing a downed comrade rather than actually healing him/her (assuming you don't absolutely need the downed character to win the fight).

Remember that a revived ally will (per the Unconscious condition) start out Prone, likely Wounded, likely at low HP, and having already dropped any weapons/equipment they were wielding, which is particularly bad if you are still within your foes' reach (I remember at least one boss fight where an ally had to deliberately provoke an AoO so my revived rogue could actually grab his weapon without dying).

Shadow Lodge

OceanshieldwolPF 2.5 wrote:

...

Seems like Curse of the Werecreature should just state “assume the hybrid form of the werecreature type that it is” or similar. I’m a bit of a literalist so the way the rules are written often confuse me not just by the way they are written, but by the way they sometimes aren’t written.

Beyond all that, it seems incredibly odd to have the GM “control” the player’s character for half the night. I would just have them wake up with a terrible blood-over and find out by the local constabulary or their friends the investigating do-gooders that odd…things happened and they need to report to be charged or make it out of town quicklike.

The 'Curse' (losing control) is resistible, while 'Moon Frenzy' (stuck in hybrid form) is not, so splitting them into two separate abilities makes some sense.

As for the GM's control, it is basically what you are suggesting but with the understanding that PCs tend to hang out together and may well notice when one of their teammates turns into a large bear-human hybrid and starts attacking everyone, so the GM may have to actually run a combat or two with control of the character...

Shadow Lodge

LandSwordBear wrote:
Ah. I thought “hybrid” meant something else then. Though to be fair, the rules quoted don”t mention “hybrid” at all.
There is just more than one rule in play here:

Source Bestiary pg. 328

...
Werecreature Abilities
...
Change Shape [one-action] (concentrate, polymorph, primal, transmutation) The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape. In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
Curse of the Werecreature (curse, necromancy, primal) This curse affects only humanoids. Saving Throw Fortitude DC is the standard DC for the werecreature's new level – 1. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.
...

During a Full Moon, 'Moon Frenzy' automatically forces the character into Hybrid from, while 'Curse of the Werecreature' can give the GM control if the PC fails their Fortitude Save: Two separate abilities with the same trigger...

Shadow Lodge

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There is the Amulet of Bullet Protection, but it's value is somewhat limited as it takes the same neck slot as the traditional Amulet of Natural Armor: Still a good option if someone in your party can routinely buff you with Barkskin...

Shadow Lodge

Farien wrote:
A feature that a Coda doesn't have.

A Musical Instrument (Handheld) is 1 Bulk, so holding it still prevents you from raising a Buckler on that arm...

Shadow Lodge

markrivett wrote:

Title says it all.

Is a Ruffin Rogue
https://2e.aonprd.com/Rackets.aspx?ID=1
able to sneak attack
https://2e.aonprd.com/Classes.aspx?ID=10
via Gouging Claw attack?
https://2e.aonprd.com/Spells.aspx?ID=920

Gouging Claw is a spell attack rather than a weapon, so you'd need the Magical Trickster feat:

Rogue

Source Core Rulebook pg. 185 4.0
Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.

Shadow Lodge

Senko wrote:
I'm debating with scalable cantrips as they're a thing I do like about 5E and 2E. I'm just not sure if it would be better to increase number of dice 2d3, 3d3, max 4d3 at 15th+ (not sure of level yet) or to just increase the die d6, d8, d10 at 15+. If you were to use scalable cantrips to keep them somewhat useable which do you think would be better?

Offhand, I think this idea needs a bit of a rethink: On a practical level, a cantrip that does either 4d3 or 1d10 at levels 15+ is just as worthless as a cantrip that only does 1d3.

Shadow Lodge

mewnknight1 wrote:
Good call. i will move it to the other list. Thanks much.

Please note that the actual feat name is Belier's Bite.

Shadow Lodge

DAOFS wrote:
As a person who was a sword nerd before getting into PF, it always perplexed me that a falchion was considered a two-handed sword.

While the Longsword issue goes back to the earliest versions of D&D and probably reflects a misunderstanding by the original game creators, I believe the 'two handed Falchion' was a D&D3.0 change and simply reflects the fact that the scimitar fills the one-handed slot on the weapons chart and they didn't want to call the two-handed version a Greatscimitar, so they called it a 'Falchion' instead.

Shadow Lodge

The Raven Black wrote:
Taja the Barbarian wrote:
Atalius wrote:
Can a gymnast swashbuckler grapple with a Buckler in hand? Can he carry potions with a Buckler in hand?
Buckler wrote:

Source Core Rulebook pg. 277 4.0

Price 1 gp; AC Bonus +1; Speed Penalty
Bulk L; Hardness 3; HP (BT) 6 (3)
This very small shield is a favorite of duelists and quick, lightly armored warriors. It’s typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that’s not a weapon in that hand.

You can Grapple with your 'shield hand' but can not Raise A Shield while doing so as you no longer "have that hand free or are holding a light object that’s not a weapon in that hand."

You can carry a potion in your 'shield hand' and take the Raise A Shield action, as it fits into the "a light object that’s not a weapon" category.

I have seen it argued on these boards that you only need a free hand when you use the Grapple action and that the hand is still free after you used the action, whatever its result.

And I do not recall any RAW clearly forbidding this.

The actual Grapple rules seem to strongly lean against this interpretation:

Attack

Source Core Rulebook pg. 242 4.0
Requirements You have at least one free hand or have your target grappled or restrained. Your target isn't more than one size larger than you.

You attempt to grab a creature or object with your free hand. Attempt an Athletics check against the target's Fortitude DC. You can Grapple a target you already have grabbed or restrained without having a hand free.

Critical Success Your target is restrained until the end of your next turn unless you move or your target Escapes.
Success Your target is grabbed until the end of your next turn unless you move or your target Escapes.
Failure You fail to grab your target. If you already had the target grabbed or restrained using a Grapple, those conditions on that creature or object end.
Critical Failure If you already had the target grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

The requirement of either "You have at least one free hand or have your target grappled or restrained" indicates (to me at least) that grappling a foe does not automatically leave that hand 'free': If it did, they wouldn't have needed the "or have your target grappled or restrained" clause at all...

Shadow Lodge

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AestheticDialectic wrote:
Batman within the fiction of comic books is the kind of character who gets to start with 18 in every stat because he has to keep up with insanely powerful super powered characters and he has been written by so many people with different visions of him. So he can fit almost anything

This is utter nonsense: There is no way Batman starts with a mere 18 in each stat...

Shadow Lodge

Atalius wrote:
Can a gymnast swashbuckler grapple with a Buckler in hand? Can he carry potions with a Buckler in hand?
Buckler wrote:

Source Core Rulebook pg. 277 4.0

Price 1 gp; AC Bonus +1; Speed Penalty
Bulk L; Hardness 3; HP (BT) 6 (3)
This very small shield is a favorite of duelists and quick, lightly armored warriors. It’s typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that’s not a weapon in that hand.

You can Grapple with your 'shield hand' but can not Raise A Shield while doing so as you no longer "have that hand free or are holding a light object that’s not a weapon in that hand."

You can carry a potion in your 'shield hand' and take the Raise A Shield action, as it fits into the "a light object that’s not a weapon" category.

Shadow Lodge

Krell44 wrote:

Greetings all!

I am playing a 4th level Orc Rogue in PFS play and need help determining magic items to buy. Looking for items to increase the following skills/abilities: AC, Acrobatics, Saves, DEX.

Thanks!

Easy: There isn't much at your level:

AC: Check out Fundamental Armor Runes, which are just becoming available
Acrobatics: 'Acrobatics' Worn Magic Items
Saves: See the Armor Runes above, but it will be a few levels before the saving throw boosts are available.
Dex: 'Dexterity' Apex Items aren't available for a very long time.

Shadow Lodge

Kishmo wrote:

I'd argue that you could buy armour sized for a diminutive creature (which, unlike with weapons, doesn't cost extra) and say the armour is worn around the core, not the hardlight body.

Sure, technically, you probably couldn't project hardlight through armour, but: there's enough "super-science" stuff in existing armours that it's not a stretch to hand-wave it and say "some tech allows it to happen." Even for a real stickler GM, there's things like clearweave, echelon fashion, and shiftskin that would still work, even with a strict reading.

Re: can you move or hold things without your hardlight body - I'd say no, since the size & type entry for holograms specifically says "while in its natural core form, a hologram can take only mental actions or project its hardlight body." Movement, or holding things, sound like not completely mental actions, so. /shrug

I'd just like to point out that donning armor isn't a 'mental action' so a hologram character in its 'natural' form couldn't actually put diminutive armor on in the first place...

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Felix Cohen wrote:

I doubt they intended to create a new augmentation system at this point in starfinders life. However there is precedence for something like this. The original list of augmentations does state that it is not necessarily a complete list. And later books have indeed introduced the endocrine system as an additional augmentation slot. So the existence of a nose system can't be conclusively ruled out.

All that said, i do think either nose or brain is a misprint. And of those two it makes more sense that the more established brain system is correct.

For what it is worth (which, admittedly, isn't much), AoN.com lists the Olfaction Core items as 'Nose' items on their Equipment / Augmentations / Cybernetics page...

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Dragonchess Player wrote:
You can't use custom scaling to add reach to a melee weapon. However, you can use custom scaling with a base weapon that already has reach (but you can't improve the baseline reach of the weapon, either).

Technically speaking, you can't: The scaling equipment rules only apply to equipment created with these rules.

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Xenocrat wrote:
Possibly for balance reasons, space constraints, or both.

Or because they didn't want players adding reach to a weapon as it progresses (not having reach at low levels, but gaining it later in the game).

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The only published ship I see with a Hacksaw Arm is the Dashadz Griffon - Tier 10 which sounds about right for your encounter (Tier 10 Large heavy freighter with Average maneuverability, but no turrets).

Piloting +19 vs. a hard DC of 30 (tier 10) or 31 (tier 11) would make a flyby stunt a pretty risky maneuver (50% or less baseline chance of success).
My own 'Best Pilot' build (Lashunta [Damaya (Hunter)] Operative(Driver) 11 Ace Pilot) would probably be at Piloting +28 at this point, so I can see you winning initiative every round.

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Zitchas wrote:

Hmmm, not really. With an adversary that has average manoeuvrability, we were repeatedly in situations where if we'd been able to go first, their only shot at doing a flyby (or even getting within melee range at all) would have been getting the captain's order action or getting all the officer positions spending their action on boosting manoeuvrability &/or speed. And if they'd done that, well, they're not regenerating shields or patching things, and they'd be dead that much faster.

Against an enemy ship with good or better manoeuvrability and high speed, then yes, definitely, a flyby is probably a possibility regardless.

I think this is a bit of an oversimplification: If the foe can't actually reach you, their best option to close as much as possible and try to end their movement outside of your frontal arc. This minimizes the damage they'll take this round, and limits your options in the next round:
  • Note that if you move first, they don't actually need to use the Flyby stunt as they just need to end their movement adjacent to you.
  • You can do a 180, kite away, and then do another 180 to try to bring your frontal arc to bear, but you just wasted 4 of your 7 speed to do this, so you're really too slow to avoid them.
  • You can just do a 180 and fly away, but your foe will end up closer after they move (they probably don't need to turn like you do)
  • You can try charging past them, but you are going to end up pretty close and they could possibly end their move adjacent to you, out of your frontal arc, or both (really depends on your exact positions, but remember that Back Off is an option if you end up adjacent to line of hexes directly behind your foe).

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Masalic wrote:

I honestly haven't the foggiest why one would use a fragile weapon over something else.

I mean if you look at say the terbutje, get past the fragile thing it's literally just a longsword functionally.

I know there are some builds centered around the fragile aspect of these weapons, but would they really be worth having to constantly repair your weapon all the time?

Not every trait is supposed to be 'positive' and not every weapon is intended to be a 'good option' for adventurers.

Basically, this trait explains why Longswords are preferred over stone age weapons like the Terbutje (which is significantly cheaper and lighter).

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Waldham wrote:

Hello, I search a magic item with 2 paired kind of rings to transport an object.

The object put in the first ring and teleport in the other ring in other place.

Do you remember the magic item ? If yes, what is the name for the magic item ?

Thanks for your future answer.

Sounds like an old PF1 / D&D3.x item:

Source Ultimate Equipment pg. 317, PRPG Core Rulebook pg. 526

Aura strong conjuration; CL 17th
Slot none; Price 40,000 gp; Weight 1 lb.
Description
These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, or even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an “entry side” and an “exit side,” both marked with appropriate symbols.

The weight listed is per ring.
Construction
Requirements Craft Wondrous Item, gate; Cost 20,000 gp

I don't believe it has been reproduced in PF2e

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Java Joe wrote:
We are relatively new to PF2e. Our GM added a +2 across the board to a baddie and it was unstoppable. We are a level 4 party, 2 of us have striking runes. The GM must have wanted to increase the difficulty so he added a +2 to all the monster's stats (to hit, saves, etc.) and he was impossible to hit. At an AC 25, we needed a 16 to hit and a 20 to crit. None of our spells worked, intimidation, tripping, grappling, all failed. Not only that, we had to fight the creature in a hellscape where we had to make a CR 24 will save each round or take 2d8 (4d8 in crit failure) dmg and become frightened 2. At frightened 2, we needed an 18 to hit. I have not been this frustrated in an encounter in a long time. Is this normal for a PF2e encounter? The combat took almost 3 hours and in the end we did maybe 40 hit of damage total, one character was killed and the rest ran away. This was supposed to be the end of campaign boss fight.
Offhand, this sounds like a very poorly designed encounter:
  • Your foe's high AC and Saves means it would be should be a long drawn-out battle at best,
  • The Frightened 2 condition should make the fight last even longer (and increase the damage the PCs take as well due to the reduced saves), and
  • Environmental damage each round means low-level PC healing should be overwhelmed pretty quickly, resulting in a 'the longer this fight goes, the more likely the party is to lose' situation.
Overall, this is a 'perfect storm' where either the GM really didn't think the encounter through, or the party was supposed to die in a horrible fashion...

Disclaimer: I've been a bit wary of environmental damage since one of my long running Earthdawn characters died from it in an encounter where the GM completely forgot that I joined the campaign late (I brought over my character from our previous campaign) and therefore didn't have the huge 'mystic armor' (which reduces non-physical damage taken) buff the rest of the party had gained earlier from a secret artifact.

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Invested Magical Transmutation

Source Core Rulebook pg. 611 4.0
Usage worn gloves; Bulk
As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead).

You can upgrade, add, and transfer runes to and from the handwraps just as you would for a weapon, and you can attach talismans to the handwraps. Treat the handwraps as melee weapons of the brawling group with light Bulk for these purposes. Property runes apply only when they would be applicable to the unarmed attack you’re using. For example, a property that must be applied to a slashing weapon wouldn’t function when you attacked with a fist, but you would gain its benefits if you attacked with a claw or some other slashing unarmed attack.

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Driftbourne wrote:
Taja the Barbarian wrote:
Stray thought: We might want to look back on D&D2.0's Spelljammer rules:
  • Each ship design had a fixed AC, typically in the 14 to 16 range when converted to the modern AC systems.
  • Each ship weapon had a fixed attack bonus, typically ranging from +2 to +6.
  • Speed was typically based on your ship's magical helm and the level of the spellcaster powering it (honestly, this was always a weak-point in the system).
The basic idea is to not require ships to scale as quickly as the character do...
One way to do that is to have the ship scale by size. So ships of even size skill matters more. the PCs in a medium-sized ship could be expected to take on 1 ship the same size, or 2 small ships, or 3 or 4 tiny ships. When the PCs are up against a bigger ship it's an extreme encounter or a blockade run situation.

The point is to essentially remove character skill from the equation entirely: Assuming basic PF2e mechanics, your character's attack/skill rolls could increase by 30 points between level 1 and 20 (+19 from levels, +6 from proficiency increases, +3 from stat increases and stat item, and maybe another +2 from Status or Item buffs), which does incredibly ridiculous things to space combat.

The basic idea is that all ships of all tiers should generally fall into a fairly narrow AC range that is balanced against a similarly narrow range of ship weapon attack bonuses. If you are attempting to maneuver or use the ship's sensors or other equipment, you roll with the ship's bonuses rather than the Character's. Maybe you can add a proficiency bonus (+2/4/6/8) into both sides of that equation to give some scaling, but that's about it: Make it a non-scaling system so players don't have to invest a lot of time into micro-managing their ship upgrades for what is likely to be an obligatory 'one space battle when approaching your adventure planet' and/or 'one space battle when leaving your adventure planet' per adventure.

For space combat, I tend to think along the lines of Star Wars (and the FFG and WEG Star Wars RPGs that I am familiar with): You should be able to upgrade your ship, but never to the point that a couple of TIE fighters showing up doesn't make you at least a little nervous. Unfortunately, this doesn't tend to fit well into d20 type games (outside of D&D5, I suppose) where a few levels typically makes formerly tough foes into complete jokes.

SIDE NOTE: I just want to mention that some of the suggestions for feats or themes to boost a space combat role could be very problematic in SFS where your team (and therefore the ship role you need to fill) may vary from session to session...

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Campaign: Wrath of the Righteous (with watered-down mythic rules)
Character: Aasimar Oracle
Build Focus: Using Desna's Divine Obedience to add my ridiculous Charisma mod to SR Penetration checks and boosting caster level on Holy Word (I think I was at +8 caster levels without using my Karma Prayer Bead).

Effect: Most foes couldn't avoid being paralyzed for at least a round, which was plenty of time for the party martials to spend an MP for a free move action up to the foe and Coup-de-grace them.

I didn't actually change my build at all, but I did put Holy Word in my 'for emergency use only' bucket because it was essentially an 'I win' button...

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As I recall, Blood Money suffers from a lack of context: It is supposed to be unique* to the specific Runelord who developed it for his/her own use.

Of course, this doesn't really seem to make any sense from a mechanical standpoint (Is it really that hard to create this 1st level spell as opposed to any other 1st level spell?) but that is the way the AP's author went and the game is kinda 'stuck' with it despite it being a rather extreme outlier...

Generally speaking, if you are looking for a certain functionality from your spells that used to be available in prior editions but isn't anymore, there is usually a good reason it was dropped.

*I believe a copy of the spell can be found by the PCs during that specific AP, but that is supposed to be the only source for it.

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Finoan wrote:
Taja the Barbarian wrote:
Please note the responses in this thread are assuming you are using the new REMASTERED rules.

While that is accurate, I'm not sure why the rules discussion forum would be assuming anything else.

It is like saying "Oh, this discussion about Alchemist is assuming that you aren't still using the initial release of the Core Rulebook and so you have medium armor proficiency and don't have to spend a 5th level feat to get Powerful Alchemy."

Why do we need to qualify everything that we say with that? The Remaster is as much errata as it is a reprinting of the books.

The Remaster is more than errata but less than a new edition, and it is quite possible that players haven't picked up the remaster yet and AoN.com hasn't been updated so you can't just look it up online.

Given this and the fact that the remaster isn't even complete, I'm guessing there are a lot of games that are sticking with the 'classic' version for the time being (particularly games that started under the 'classic' rules).

So yes, if the answer to the question differs by version and you actually want to be helpful, you should specify which version your answer is for in order to minimize confusion.

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Please note the responses in this thread are assuming you are using the new REMASTERED rules.

If you using the 'classic' rules, then you use the proficiency granted by the Dedication feat (and upgraded by later archetype feats) when casting your 'wizard' spells from your limited number of 'wizard' spell slots:

Archetype, Dedication, Multiclass

Source Core Rulebook pg. 231 4.0
Archetype Wizard
Prerequisites Intelligence 14
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select one arcane school of magic; you don't gain any abilities from your choice of school.

Special You can’t select another dedication feat until you have gained two other feats from the wizard archetype.

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Stray thought: We might want to look back on D&D2.0's Spelljammer rules:

  • Each ship design had a fixed AC, typically in the 14 to 16 range when converted to the modern AC systems.
  • Each ship weapon had a fixed attack bonus, typically ranging from +2 to +6.
  • Speed was typically based on your ship's magical helm and the level of the spellcaster powering it (honestly, this was always a weak-point in the system).
The basic idea is to not require ships to scale as quickly as the character do...

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Taja the Barbarian wrote:

One question that came up in last night Narrative Starship combat is when exactly does the 'Enemy Tactic' actually happen? While our GM just decided to have the Enemy go first, but there are several crew actions that seem to assume the PCs go first and some combinations that seem like they could potentially result in an endless loop.

For example,

Crew Action / Pilot / Engage Full Thrusters wrote:

You open your ship’s throttle to escape from the enemy forces.

Preferred Skills: Acrobatics, Engineering, Piloting.
Effect: Choose an enemy starship and attempt a skill check against that ship’s DC. If you succeed, that ship must use your ship’s Hard DC for any tactics, and it takes a –1 penalty to its skill check.
Resolve: By spending 1 Resolve Point, you can increase this penalty to –3
Versus:
Enemy Tactic / Cruel Taunt wrote:

The enemy unleashes a barrage of threats and taunts over comms.

Effect: The enemy starship attempts a skill check against either the Average DC or the Hard DC of a PC ship. On a success, characters on board that ship take a –1 penalty to all skill checks until the end of the round; this penalty increases to –2 if the check succeeds against the Hard DC
  • If the PCs go first, this Enemy Tactic is useless
  • If the Enemy goes first, this Crew Action is useless.
  • If they happen simultaneously and both rolls hit the base target DC exactly (before applying any penalties), you've just entered a nightmare zone (both checks succeeded, so each roll takes a penalty, which means both checks failed, which means there is no penalty, which means both checks suceeded...)

Just wanted to circle back on this item: Having gone over all of the crew action options, I've reached the personal conclusion that the 'Engage Full Thrusters' penalties are supposed to come into effect the following round (like every other 'modify the rolls/DCs of the foe' action) and not the current one.

As such, it seems logical that the Foe's tactics are resolved first, followed by the PCs' actions.

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Ebony Shroud wrote:

Probably a dumb question, but can you use weapons with ultralight wings? It's in the arm slot, and I'm not seeing it as a speed in Foundry.

Technically speaking, I don't believe there is any rule against using a weapon and the wings simultaneously: Just because an upgrade uses one or both 'Arm' slots doesn't mean you can't use that arm(s) for anything else (it just means you can't install another upgrade in that same arm slot without a specific exception).

That being said, expect some table variation on this: This upgrade using both arm slots does imply that you are physically using both arms to fly, which should make shooting a hand-held weapon basically impossible...

A set of wings that can fold up tightly is attached to your shoulder blades. You can deploy or fold up the wings as a move action. When deployed, the wings provide you with an extraordinary fly speed with clumsy maneuverability according to the model of ultralight wings you have. You can’t deploy your ultralight wings unless your shoulders are bare or you are wearing custom clothing, and you can’t use your wings to fly if you are encumbered, overburdened, or wearing more than light armor. Ultralight wings integrate into your natural shoulders and can be installed into prosthetic arms.

Model Level Price Fly Speed
Strix 7 6,400 40 ft.
Angel 11 28,600 60 ft.
Dragon 14 80,300 90 ft.

Ultralight Wings, Angel
Source Starfinder Armory pg. 87
Item Level 11; Price 28,600; System All arms

Ultralight Wings, Strix
Source Starfinder Armory pg. 87
Item Level 7; Price 6,400; System All arms

Ultralight Wings, Dragon
Source Starfinder Armory pg. 87
Item Level 14; Price 80,300; System All arms

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Finoan wrote:
Did it not allow 2 18s? I never looked into it all that closely. I always thought it was a bad deal since you end up with lower stats overall.

The major 'selling point' of this option was that it allowed you to start with an 18 in a stat that your ancestry gave a flaw to, but at the cost of overall slightly lower stats. These days, the 'two boosts and no flaws' option is almost certainly a better deal, which is probably why they dropped the original 'voluntary flaw' rule.

If you are building a Human sorcerer, this option probably doesn't look too hot.
If you are building a Dwarf sorcerer, this option actually starts looking pretty decent...

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MEATSHED wrote:
I'm pretty sure because it counted as an ancestry boost, so if you were like a dwarf you couldn't raise your wisdom with it

Correct: the single boost granted by the old Voluntary Flaw rule is part of the ancestry step, so it can't be stacked with the baseline ancestry boosts.

Character Creation Attribute Steps:
Ancestry: 2 Boosts - or - 3 Boosts and 1 Flaw (depending on your specific ancestry).*
Background: 2 Boosts
Class: 1 Boost
Bonus: 4 Boosts

*The Voluntary Flaw optional rule adds 1 Boost and 2 Flaws to the Ancestry step.

In order to get an 18 at creation, you need to get one boost from each step, which means the 'Class' step prevents you from getting a second 18 at character creation (unless you are playing with a particularly generous interpretation of the dual-class optional rule).

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Atalius wrote:
Can you go from 10 to 8 just for an ancestry flaw. Then voluntary that 8 to 6?

Source Core Rulebook pg. 26 4.0

Now that you’ve made the main mechanical choices about your character, it’s time to finalize their ability scores. Do these three things:

First, make sure you’ve applied all the ability boosts and ability flaws you’ve noted in previous steps (from your ancestry, background, and class).
Then, apply four more ability boosts to your character’s ability scores, choosing a different ability score for each and increasing that ability score by 2.
Finally, record your starting ability scores and ability modifiers, as determined using Table 1–1: Ability Modifiers.

Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.

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