Pathfinder Rulebook Subscriber
Say you have a Level 10 Hazard with a +26 to attack. 3 actions per round, no multiple attack penalty. It can target the entire room, and it has 6 attacks of opportunity.
Why does it feel so overtuned? Am I missing some mitigating factors, or is the intention for it to be that dangerous? And if it is, why?
Pathfinder Rulebook Subscriber
Another consideration is that things stored in a backpack require a separate action to take the pack off, then another action to grab the item (then either you drop the pack or spend your last action putting it back on). I’d hoped that a benefit of a handy haversack would be you can just reach in while it’s strapped and the item you want just goes into your hand, but I haven’t found my favorite item in the book quite yet
Pathfinder Rulebook Subscriber
I also like this, I’m a big fan of systems like passive perception in 5e, and having certain things automatically be known if you’re proficient with (or have ranks in) a skill.
Pathfinder Rulebook Subscriber
You can’t really get away with being average, though. My solarion just got a bump in int, (mostly so he can take 10 to activate his datapad, the poor dumb bastard) and I considered giving him ranks in perception, but that +8 is basically the same as +0 for finding hiding creatures or spotting traps. It’s frustrating, ya know?
Pathfinder Rulebook Subscriber
Something I’ve noticed is that the DCs are built to accommodate 2-3 aids from other party members. If you want to succeed at some of these checks, that +4-6 is direly needed, but not always available. I played a society adventure where to my dismay, I was the only character with computers at all, and it was rough.
Pathfinder Rulebook Subscriber
I’m not sure healing serums can work at all, from what I’ve seen it specifies drugs, poisons and medicinals, and serums are magic items. I’m not sure how I’d rule on it inna home game, I tend to see serums as needing to be drunk, to make taking HP damage while your environmental protections are on a little more exciting, but I’m not married to that strictness either.
Pathfinder Rulebook Subscriber
I don’t think you need a trivid den or a HAC to avoid going crazy. Heck, I can watch movies on my phone in bed or read books, and I’m sane enough for most things. The real benefit is the “holodeck episode” potential and as activities the whole crew can do together, for roleplaying. I dont think you need to give your crew space madness because they don’t pretend to be Sherlock Holmes together
Pathfinder Rulebook Subscriber
I recently bought myself a friendly lightning squid, and I want to be sure I’m doing it right. The basic idea is you can make a line from anywhere within your range increment to another point within the same range, and that becomes the attack. Does that mean if I foolishly shot through myself from one point to another with a 30ft ranged weapon, I could make a 60ft line?
Pathfinder Rulebook Subscriber
Something to remember is that in this game, specific beats general. Usually a human can’t fly unless they cast the flight spell. normally line of effect is blocked by a wall, but a line weapon hits all creatures and obstacles that they damage (by exceeding or bypassing DR or hardness).
Pathfinder Rulebook Subscriber
I’m finding an issue for me is the changes to how actions fit together and their economy. I feel like people were supposed to make a big stink about the guarded step, but I find it more disruptive that full round actions eat swift actions. I really can’t see any reason for losing that swift action besides making it somewhat simpler, but even newer players seem to get frustrated that they can’t do anything besides fire their gun on full auto for their turn
Pathfinder Rulebook Subscriber
This is my kit, I based it off what some of the pregens bought. I would also recommend picking up cable line and whatever engineering or hacking kits you need. Gotta have kit Industrial backpack 25-1bulk (0 when worn)
Pathfinder Rulebook Subscriber
So far, it seems like a "once per book" type deal, but that might change as the adventure increases in scale. I think if you can be a relatively competent back up gunner and other folks have piloting and such, you should be ok playing your mystic. The soldier would be a solid gunner unless you drop dex hard
Pathfinder Rulebook Subscriber
From page 43 in the physical description: "Due to their biological components, androids need to eat and sleep..." I suppose if you want your character to drink motor oil or whatever, as long as it's a poor, common or good meal, or one of the portables, I think it's ok.
Pathfinder Rulebook Subscriber
So we have prone, swift to fall, move (or swift) to get back up, but what about crouching? The first book of the AP mentions enhancing cover by "ducking down" or going prone. I understand that those sorts of things are GM calls, but I'd like to know if there are any concrete rules (or fun ideas) for how this actually works. Me personally, I'd let it be a free (or swift) action that can improve cover, but give a -2 against melee attacks. What do you think?
Pathfinder Rulebook Subscriber
If you want a purer caster, most things I've seen point towards the mystic. The technomancer is closer to "gunshoot magus" than "space wizard", so if you want to be a spellslinging magic hacker, technomancer would be more your speed.
Pathfinder Rulebook Subscriber
Best I can come up with off the top is scrolls of freedom of movement and protection from (insert alignment here) to keep the compulsion effects from taking hold. Whether you can get a hold of those things considering your GM has it out for you is another matter, unfortunately. I wouldn't be surprised if every scroll shop in town was mysteriously closed on the day of the attack.
Pathfinder Rulebook Subscriber
I've seen a startlingly effective build from the sensei monk (and ki mistic and quiggong, i think), who was this little old man with terrifying grapple abilities and the ability to let other people get true strike and turn into clouds of smoke. (Sensei monks get wisdom to attack and cmb rolls, I believe)
Pathfinder Rulebook Subscriber
a bit more background: Well, she's a sailor, though she's never left home alone before. Both her parents are alive and were her teachers growing up. Studies were divided between martial and maritime, and she took to both well. People always fascinated her, but she has problems expressing herself. She knows people, but they almost never know her. She never developed rivalries or deep friendships, as the other students tended to just ignore her, and she happily just listened to their stories and watched their lives unfold. Her master wasn't as satisfied as she, and sent her on a punchquest, to the new sargavan colony where adventure brews.
Pathfinder Rulebook Subscriber
Didn't post my character's crunch due to ignorance of the submission format. Here it is.
Crunch: Alfeyna Earhart
Female Half-elf Unchained Monk 1 LG female humanoid (human, elf) Init +6; Senses Lowlight Vision; Perception +8 -------------------- Defense -------------------- AC 16, touch 16, flat-footed 12 ( +4 Dex, +2 Wis) hp 15 (1d10+5) Fort +3, Ref +6, Will +4 -------------------- Offense -------------------- Speed 30 ft. Ranged Sling +5 (1d4+2/x2) Melee Unarmed Strike +5 (1d6+2/x2) Special Attacks Stunning fist (dc 13) 1/day -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 13, Wis 15, Cha 8 Base Atk +1; CMB +5; CMD 19 Feats Improved Unarmed StrikeB, Dodge, Skill Focus (Acrobatics)B, Stunning FistB, Deflect ArrowsB [power attack, combat expertise, weapon finesse, feat tax freebies] Traits Elven Reflexes Skills Acrobatics +11, Climb +6, Knowledge (history) +5, Perception +8, Profession (Sailor) +6, Sense Motive +6, Swim +6 Languages Common, Elven, Polyglot SQ AC bonus Other Gear Monk's kit (Backback, Belt pouch, blanket, rope, soap, 10 Torches, 5 days Rations, Waterskin), 10 sling bullets 1 GP, 9 SP -------------------- Special Abilities -------------------- Stunning Fist: Announce before unarmed strike attack, if hits, DC 13 fortitude save or stunned for 1 round.
Pathfinder Rulebook Subscriber
Sweet! The character I want to bring is Alfeyna, a Half-Elf unchained monk, who's more dex-y than brawny. Her monastery doubles as a small port in the shackles, and she's been sent away from her home on a punchquest, which she isn't thrilled by. She's relatively shy, but can't stand injustice and has a soft spot for booze, which makes her much more talkative.
Pathfinder Rulebook Subscriber
Aha, the middle link is the one I found in my own digging, so it's good to know I'm on the right track. This is the first Pbp game I've tried out for, so I've never been rejected. I suppose I could run out and get rejected before your game begins, but that seems a little cheesy, and probably against the spirit of that qualification. Is that alright, or would you rather I try my luck somewhere else on these wild seas?
Pathfinder Rulebook Subscriber
I'm interested in playing this, but it's my first foray into online gaming of this variety. could you please point me in the direction of some sort of guidelines or a "how to" blog, so I can submit a character properly? even if you dont want a new online player in your game, I'd greatly appreciate a nudge in the right direction!
Pathfinder Rulebook Subscriber
as far as your build goes, i also balk at the 5 cha, but its a weakness that can be overcome, and can be fun to play sometimes as well. otherwise you're on the right track, i think, but dont forget that physical blasts are 1d6+1(at odd levels) plus your con mod. even more damage!
Pathfinder Rulebook Subscriber
geokineticists really shine when they're acting as a tank. i found with my aether kineticist that the physical blast damage scales really quickly, and when you hit you hit hard. hitting hard and getting attention is how you tank in this game, for the most part, and you'll be able to take the hits.
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