Since we don't have an official fix of the hot mess that is the current feat chain...
KEY (Prereq) [Animal Companion equivalent feat] Lv 1) Commercial Customization (Drone Exo)
Note: Given that neither the existing Advanced nor Elite Drone feats allow for being taken multiple times, I would assume the 'fixed' Superior Drone feat would not either. Currently, the Drone feat chain is filled with undefined terms and impossible or missing prereq feats... Lv 14 Advanced Drone has itself as it's prereq... Lv L16 Superior Customization and Lv 18 Elite Drone have the non-existent Superior Drone as their prereq... The other main assumption is that the Customization feats are placed in the following Class feat level to the Upgrade feats... Hopefully, Paizo with fix this soon with official errata... but until then, it might help to be on the same page while trying to test the Drone Mechanic...
... Built and played at level 1 a Stress test... the only real difference to my original Skirmisher build was weapon choice. Using a Seeker Rifle (Range 120ft.; 1d10 P) and a bit of luck on initiative and attack rolls, the 1st critter died when it moved towards the party... Got 2 Aimed shots off on my turn, both hit, 1 crit, and hit on the Hair Trigger AoO when it moved... I am seeing the potential issue now... and will continue to try to Stress Test is at the higher levels... I am definitely leaning towards the 'Hair Trigger needs to be limited to Pistols' camp... The more limited range/damage from the 'Pistols' greatly limit the overall power of the Ranged AoO, imho...
Would have been easier to just value set the Credit to equal 1 CP... It would give you the bigger numbers people would expect for modern/future costs... PF2 Adventurer's Pack costs 1.5 gp... that would be 150 credits... $150 would be a steal for a good backpack and basic camping/adventuring gear in the modern world... It would also, generally remove the need for fractional credits...
The meta for Starfinder is Ranged combat, not melee... the argument that Multiarms grant you the 'benefit' of swapping weapons without provoking ignores that AoO's are not as ubiquitous as they were in SF1e... The 3-action economy and Multiple Attack Penalty already stop the 'more weapons = more attacks' issue that people seem to keep jumping on... The only other issue I have seen, and that I personally agree is an issue, is fixed by Ungainly/Heavy weapons having a built-in limit of 1 at a time, that can be baked into the Traits/Rules for such weapons/items...
Do we have an ETA for the Starfinder Playtest Tracking Sheet? It is referenced in at least two of the Blogs...
TriOmegaZero wrote: Please provide the alignment requirements of the champion as proof. So, you are arguing that Alignment is not a requirement for the Champion? So, I can have a Chaotic Neutral Paladin? (Sarcasm) If we want to get pedantic, you could be a Champion, you just can't follow any Tenet or Cause... Tenets are shared by all Champions based on Alignment(Good/Evil). Cause is based on Specific Alignment(LG/NG/CG/LE/NE/CE). CRB; Champion; Cause wrote: Your cause must match your alignment exactly. With no Alignment, there are no Tenets that match your Good/Evil alignment. With no Alignment, there are no Causes that match your alignment exactly. The issue is not with the Class's Rules as Written... the issue is with the removal of Alignment and how that impacts a class specifically built to interact with alignment.
TriOmegaZero wrote:
Not without the corresponding Required Alignments... with the loss of ALL Alignments, the characters can no longer meet the Alignment requirements.
Mark Stratton wrote:
No where has that assertion been stated as a rule. There has been nothing removing the Alignment requirements from the Champion. What is being asked for, is an Official ruling stating that, or however else they plan on fixing that.
As currently laid out, Champions all become illegal as of November 15th... see above blog; Specific Rules; bullet #1 wrote: Alignment: Alignment has been removed from the game. PCs and NPCs no longer have alignment. This means that all Champions become illegal builds on the 15th, as they no longer meet the Alignment requirements. Can we please get a fix for this issue?
Cordell Kintner wrote: or from other (arcane/divine/primal) spells you gain access to. In Society play you have access to all non-Limited/Restricted Common spells... so there was no issue, unless you ignore the second half of the oft quoted 'problems sentence... The 'fix' created a restriction on ALL prepared casters. The 'fix(2.0)' for the 'fix' only lifts the restriction for 3 of the 5 impacted classes... And that is before we get into a discussion about the validity of 'clarification' changing the rules...
Josh Klingerman wrote:
The Pathfinder Society (Second Edition) Guide to Organized Play in the Players > Player Basics > Spells entry states clearly that... Quote: Spells from outside the Core Rulebook must be learned using the learn a spell activity before they can be used by prepared casters, even by clerics and druids. There are 5 prepared caster classes... Cleric, Druid, Wizard, Witch, and Magus... We have an FAQ entry that lifts that restriction for the Cleric, Druid, and Wizard. We can get into the validity of a FAQ Clarification rewriting a Rule instead of clarifying... but that is a different issue... The issue has always been people ignoring the second half of the 'problem' sentence... As defined by the CRB (Glossary and Index, pg. 629)
As defined by Merriam-Webster, as there is no Game Term definition...
As defined by Merriam-Webster, as there is no Game Term definition...
Pathfinder Society (Second Edition) Guide to Organized Play > Players > Player Basics > Spells wrote: Any prepared spellcaster can use the Learn a Spell activity to learn any common spells they have access to from tutors at the Grand Lodge. This adds no additional material cost beyond the standard cost for the Learn a Spell activity. Spells from outside the Core Rulebook must be learned using the learn a spell activity before they can be used by prepared casters, even by clerics and druids. The important part is that last sentence... Quote: Spells from outside the Core Rulebook must be learned using the learn a spell activity before they can be used by prepared casters, even by clerics and druids. The Witch and Magus classes are both prepared casters. The FAQ entry only references the Cleric, Druid and Wizard. All five classes are prepared casters... the issue isn't the text in the Core Rulebook... each has, verbatim "or from other <tradition> spells to which you gain access." right after the 'spells from this book' text... (the <tradition> should be replaced with the correct tradition for each class for the full verbatim text...) According to the PFS rules on Rarity and Access, as long as it is not Limited or Restricted, you have Access to all Common options (in this case, Spells)... Until the rule I quoted above that added a new rarity, at least functionally... We went from Common(open), Uncommon(minor hoops), Rare(major hoops), Unique()...
Common-ish being not quite Uncommon, but definitely not Common... That area where you can't just take the supposedly Common option, you have to jump through an additional set of hoops(Learn a Spell) to take the 'Common' spell...
GM OfAnything wrote:
The GM can ask that no one bring a Playtest Character, but cannot, by the rules, ban someone from playing one. I'm all for respecting GMs' preferences, but not at the expense of the rules. This way leads to GMs banning legal options they don't like.
Paizo has a long standing history of the Pregens are Special and don't need to follow the rules... PF1 examples...
This has led to issues in the past, and will probably continue to in the future, but the Kobold pregens in this case are only usable for 1 module, so not a big issue.
Nefreet wrote: Goblins get an out: And, that's what I get for not checking Rough Rider... ^_^ ... now to rummage through the pile of GM credits...
NECR0G1ANT wrote:
... I too thank you for your time and effort... and I do apologize, as I seem to have a tendency to come off as more confrontational than intended... ... any way we could get some reinforcements to help hold off the Smurf invasion?!
Rysky wrote:
So, you are saying that that has had nothing to do with the decisions and statements Paizo has made about the AP? It was just coincidence that the timing coincided with just about every business making their "socially mandated" statements of solidarity because of the "Socio-Political Current Events"... ~ I'm only pointing out the hypocrisy of the position that we(Paizo) will develop and publish objectionable content but we will also claim no ownership for it... We will publish it, we will profit from it, but we will feel bad about it... ~ The AP could have been developed without the objectionable content, and still been a 'you are the (Good) Cops' theme... Simple things would have needed to been changed...
Jared Thaler wrote:
... Did it make it through Development to go on to be published? .. it wasn't 'objectionable' enough to be deemed a no-go until Socio-Political Current Events mandated it be objected to... Since then, it has been given the 'can't touch it with a 10-foot pole' treatment... as socially mandated for anyone who doesn't want to be labeled as pro-(Bad)Cop and/or racist. ~ You can argue semantics, but that is the simple truth... I'm not trying to callout anyone or accuse anyone of anything, but pointing out that if it was 'objectionable' enough to warrant the 'untouchable' treatment it is currently receiving, it was 'objectionable' enough to warrant it not making it out of development.
TOZ, the point was it was retired for bad Scenario/Encounter design, not objectionable themes... Thus not proving the point of retiring/un-sanctioning because of things that have become* objectionable themes. ~ *<Uncomfortable Truths...>
The Objection has come since it has become socially mandated that companies loudly and visibly object to the 'objectionable themes'... Those 4 issue Pirate Robb highlighted in his SPOILER were ok with Paizo during development... (proof: It was developed.) Current(2020) Socio-Political Current Events are the only real issue behind not sanctioning the AP... If the AP was truly objectionable to Paizo, it would not have been developed, let alone published.
Gary Bush wrote:
I'm just pointing out that Jared's point is true in both, even though his position is inconsistent between the two...
Jared Thaler wrote:
We also have access per the Character Options blog to take non-CRB common spells as starting options...
Gary Bush wrote:
You are not alone... I spent entirely to long reading and re-reading that trying to figure out how it worked too... Then the 'I feel stupid' moment of 'how did I miss that?!'
Gary Bush wrote:
Citation needed. So far we only have hear-say.
Playing in Paizo's Organized Play we are required to follow the rules and rulings as handed down by the Organized Play Team. Whether we like or agree with them or not. ~ Also, it might have missed notice, but, technically no ruling has been made as to access, just an allowance to Learn a Spell from the vast Pathfinder Society libraries... We are, technically, arguing about an implied ruling...
If you are playing PFS, you MUST follow this new rule... to do otherwise would be defined as cheating by the Guide... I'm all for a forum campaign to get this ruling changed or at least written up where it is more likely to be seen by casual players, the Character Options blog. ~ The other issue this ruling creates is that the Rarity and Availability in Organized Play blog has been invalidated. Why? According to the Rarity and Availability in Organized Play blog, if an option is common and of Standard availability you "can take it as-is". This ruling says you cannot... if you are a Cleric or Druid, and the option is a spell from any source other that the CRB.
Jared Thaler wrote:
Rarity and Availability in Organized Play blog, re: Rarity wrote: If no rarity appears in the traits of an item, spell, or other game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up in a certain culture, or come from a particular part of the world. Rare items are almost impossible to find and are usually given out only by the GM, while unique ones are literally one-of-a-kind in the game. The GM might alter the way rarity works or change the rarity of individual items to suit the story they want to tell. Rarity and Availability in Organized Play blog, re: Availability wrote: Standard: Standard availability just means that the option’s rarity for Organized Play is unchanged from the rarity printed in its sourcebook. If the option is common in the sourcebook, that means it’s common for Pathfinder Society, so you can take it as-is (assuming you meet all the usual prerequisites). If the option is uncommon in the sourcebook, that means it’s uncommon for Pathfinder Society, so you need to gain access to it somehow (see below for more on that!). Almost all options are standard availability unless otherwise stated. According to the 'core rules of the game', Clerics and Druids have access to the common spells... We have literally had this explained to us. Now we have a ruling that it is in violation of that explanation. A common spell of Standard availability, according to the Character Options blog and the Rarity and Availability in Organized Play blog can be taken "as is." ~ That said, since the Organized Play Team has made this ruling, we MUST abide by it. It is part of the 'price' we pay to play in the Campaign. ~ I will continue to request that this change be added to the Character Options blog so that new players and those that don't spend their time digging through the blogs/forums will know of this change and be able to abide by it.
Claxon wrote:
Nothing in the rules for flanking remotely hints that is applicable to ranged attacks... ~ Basic English Comprehension exercise... Read a section of text, then determine the subject and/or scope... For this exercise, let us use the Flanking rules in the CRB... The Subject is easy... as the section has a header... Flanking... The Scope is determined by what is said in the section... The section only ever refers to Melee combat, Melee weapon, and Unarmed (Melee) strikes... Therefore, the Scope is Melee... ~ Is this the intent? We don't know, we can not determine it through just the written word... it is unclear... It is silent on Ranged combat... To expand it to apply to Ranged combat, would be expanding it beyond the explicit Scope... That said, since it is unclear, it requires just a simple statement of intent...
Season 3 will be the first season of SFS that does not grant Race boons from scenarios... ~ So, the intention is to force the players to continually refresh the boons tab to see if they unlocked any 'secret' scenario linked boons? It seems to me that there is an easier way to link boons to scenarios... like, putting them on the sheet... I fully agree that not all scenarios need boons, but this 'fix' just makes things worse... those of us who primarily play in person will now have both the scenario chronicle sheet AND the unattached boon sheet(s)...
I would love to know the reasoning behind the death of chronicle boons... ~ If, as has been suggested by some, it is a matter of on-boarding... then moving to AcP would make things worse... X games for Y option... A benefit of scenario boons is you can immediately gain an option, or start earning an option. ~ Anyone starting SFS with season 3 or PF2 with season 2 are going to be much worse off then people who have played earlier season scenarios... again, bad for on-boarding new players... Neither of the Free RPG Day adventures have really compelling items, without scenario boons they are going to be disappointing to a lot of people... ~ I fully support the idea that not all scenarios need boons, but no boons on any scenario seems worse to me... Organized Play Characters
Aliases
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Spongy MacXPSoak senior
Leandra Amerensen
niallis
Karen Berts
Ethan Hawkwind
Ashley Madisson
Arlin Starlight
Evan McGee
Laiakimo
Thurston Darkhill
Sean Taldas
Elsa Downton