Genie

The Diehard Bard's page

Pathfinder Rulebook Subscriber. ** Pathfinder Society GM. Starfinder Society GM. 52 posts. No reviews. No lists. 1 wishlist. 23 Organized Play characters. 1 alias.


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Grand Lodge

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Pathfinder Rulebook Subscriber

You’ll need to do a lot better than a couple paragraphs of non-apologies and promises to “listen to employees”. All of the management staff responsible need to step down.

Grand Lodge

Pathfinder Rulebook Subscriber

The Solar Flare Solarion also makes an excellent pistolero type law man, if you can make the fact that the six shooter is made out of star magic fit your concept

Grand Lodge

Pathfinder Rulebook Subscriber

This is a specific hazard,

Spoiler:
from book 3 of Age of Ashes. The only mitigating factor I can identify is relatively low HP and hardness (though that’s one increment per part of the hazard)

Grand Lodge

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.
A fairly decent AC at level 10 is 28 [95%chance to hit, 45% chance to crit] (10 from level, 2 from trained, 5 from a +1 breastplate) and an optimal one is 31 (10 from level, 4 from expert, 7 from +1 full plate).

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?

Grand Lodge

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

Grand Lodge

Pathfinder Rulebook Subscriber

It’s really a shame we lost that technology during the gap.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Oh boy.
The Gear Clamp just clicked, spun, tugged, and twisted its way into my heart!

Grand Lodge

Pathfinder Rulebook Subscriber

I don't understand the utility of Gear Clamps. Are they just to make it difficult for people to pick pocket you? Does armor normally not have pockets? Please help me wrap my head around these things!

Grand Lodge

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.
For example, I allow anyone with ranks in engineering equal to the item level of a standard pact worlds weapon, armor, or piece of tech automatically identify it. Just sorta lets things run quicker, too.

Grand Lodge

Pathfinder Rulebook Subscriber

Something to keep in mind is that Energize spell is only once per day, so while it’s still pretty good it’s not quite infinite magic missiles (that’s eternal spell!)

Grand Lodge

Pathfinder Rulebook Subscriber

Question about the Corpsefolk Marines from the first part: they are CR7, but have the HP for a CR8 creature (126 vs 105 for CR7) is this an error, or an intentional bump in health?

Grand Lodge

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?

Grand Lodge

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.
Monster ACs tend to be manageable, I find, and I think that a lot of players tend to neglect taking cover, which is 20% less of a chance to get hit, which ain’t nothing.
Overall though, I agree. The trap perception DC’s are way too high, and there’s more interesting ways of dealing with traps then they either always hit or get disabled when the rogue gently taps them with a pair of pliers.

Grand Lodge

Pathfinder Rulebook Subscriber

My assumption would be it lasts until the end of your turn, then you fall. I can see an argument for RAW being if you take a move action, you fall immediately, but if you run it lasts the whole time, which is silly but that’s RAW for you.

Grand Lodge

Pathfinder Rulebook Subscriber

There are more abilities then the first level one, though for secondary styles none compare to blitz, though shock and awe allows you to almost always have an excellent critical effect (blinded) along with a few other bonuses

Grand Lodge

Pathfinder Rulebook Subscriber

That works for me! Now, I wonder if a conserving fusion recovers your serums when you miss...

Grand Lodge

Pathfinder Rulebook Subscriber

Where does it say healing from a distance is something it was designed for? Reading the injection property says drug, injury poison, or medicinal compound, which may be vague enough to refer to things beyond medicinals.

Grand Lodge

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.

Grand Lodge

Pathfinder Rulebook Subscriber

I think they could try to ban them, but it would be a dangerous and ultimately fruitless move. There is no stopping the laser wolves

Grand Lodge

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

Grand Lodge

Pathfinder Rulebook Subscriber

For ammo, I think you fire all of those bullets listed. For a machine gun I think it makes sense, those are fired in a burst in order to be effective

Grand Lodge

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?

Grand Lodge

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Shooting back through the holes isn’t part of the rules, but piercing the obstacles is. That can of worms is open, plus punching a hole that an expert marksman can take advantage of sounds like fun sci-fi adventure to me

Grand Lodge

1 person marked this as a favorite.
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).

Grand Lodge

Pathfinder Rulebook Subscriber

The rules for line effects in general are hazy, but the ruling on line weapons is quite clear. If the hardness or DR stops the damage, the effect is stopped. Otherwise it goes all the way to the end of the range increment of the weapon.

Grand Lodge

Pathfinder Rulebook Subscriber

I found it! So that modifier comes from 2 places: the ship gets a +2 to piloting from its perfect maneuverability, and then a -1 from the T12 thrusters, balancing to the elusive +1

Grand Lodge

Pathfinder Rulebook Subscriber

Depends what you’re using them for! Crew actions use the full bonus (class bonus, ability mods and all), except for gunnery, which can use your ranks in piloting in place of your base attack bonus. Also, the pilots ranks in Piloting are added to the ship’s AC and TL.

Grand Lodge

Pathfinder Rulebook Subscriber

I suppose meeting the prerequisites for feats requires certain levels still, as well as abilities like expertise talents and their ilk

Grand Lodge

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

Grand Lodge

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)
Everyday clothing 1-L
Hygiene kit 3-1
Personal comm unit 7-L
36 credits, 1(2)bulk 2L

Grand Lodge

Pathfinder Rulebook Subscriber

They get all the deeds at the appropriate level!

Grand Lodge *

Pathfinder Rulebook Subscriber

she still targets touch AC, so it's basically like she has point blank and precise shot in terms of accuracy

Grand Lodge

1 person marked this as a favorite.
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

Grand Lodge

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.

Grand Lodge

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?

Grand Lodge *

Pathfinder Rulebook Subscriber

The roleplaying requirements for prestige classes are waived in PFS. all you need are the mechanical requirements.
Don't have too much fun! Seriously, don't. It's against the law.

Grand Lodge

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.
(plus supercharge weapon will brighten any soldier's day)

Grand Lodge

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.
also, getting your barbarian a one handed weapon for when they're grappled and cant use what i assume is a greatsword/earthbreaker.

Grand Lodge

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)

Grand Lodge

Pathfinder Rulebook Subscriber

(Darn auto-alias thing!)
I'm going to withdraw my submission, I don't think this game is right for me. Thank you for the guidance, Corsario, I hope you guys have fun!

Grand Lodge

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.

Grand Lodge

Pathfinder Rulebook Subscriber

Didn't post my character's crunch due to ignorance of the submission format. Here it is.
I don't have much elaborate backstory because I want to sort of build her while im playing, and work from a smaller framework.

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
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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.

Grand Lodge

Pathfinder Rulebook Subscriber

Corsario, why don't you like the occult classes or the vigilante? The latter I admit is a little too "special snowflake" for my tastes

Grand Lodge

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.
(I've never started with so little gold, its sort of exciting!)

Grand Lodge

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?

Grand Lodge

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!

Grand Lodge

Pathfinder Rulebook Subscriber

snowlilly, you are relying on evidence that almost everyone has rejected as irrelevant. simply repeating it over and over again is not helping your case. clubs are free, and greatclubs are 5gp. how would you justify this difference?

Grand Lodge

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!

Grand Lodge

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.
first level is going to be rough for you, but take heart that you arent the wizard standing in the corner shakily firing a crossbow!

Grand Lodge

Pathfinder Rulebook Subscriber

The silliest thing about this is that most shields are just held in the hand, in a center grip.
Don't gotta strap it to your arm like Link

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