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Jim Butler wrote:
It is better to be late and bug free than on time and buggy. Do what you need to with our support.
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Rotfell wrote:
I played and been ruling that you can. We think the unwieldy comment of there specifically to allow strikes but is just poorly written. We won't know until the errata, but that's how everyone I know is playing it.
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Nameless Henchman wrote:
Ok but I ordered with the monster mash discount and other sale prices, will you still honor those.
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I mostly play SFS so I'm limited to the core starfinder classes and subclasses. The big lure that pathfinder had for me was build diversity. In D&D organized play, it felt like there was 1 optimal way of building each build. You want an archer, these are your class and feats. In PFS, if I want a gish, I can play a magus, warpriest, kineticist and each build plays and feel different. In sfs, I guess Solarian is closest to a gish. I'm sure 5 years from now there will be more and better options but at a 2 year pace, it may take that long. I get the limited staff argument but we are now getting a second book of ancestries before another class. With 20+ out already, that would not have been my call. The prioritization seems off. Worse, the overreliance on dex based, gun based characters is disappointing and making the classes that exist very samey.
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Classes biggest differentiator of RPG characters. Starfinder has way too few and a few are uncompelling options. There are already 20+ races with a lot more on the way. We have plenty of backgrounds. There are 2 more classes a year away but let's review the six currently on tap. Envoy: great class chassis (Team DPS, Skill Monkey), subclasses: 3 good and 2 weak, oddly situational, odd stat requirement subclasses. Strong feats. Best built Dex + Cha Mystic: great class chassis (Healer, Caster), subclasses: 5 good although some odd stat requirement subclasses. Generally ok feats. Best built Dex + Wis Operative: at best Mid class chassis (DPS), subclasses: 4 good and 1 situational, strong feats. Best built Dex + YMMV Solarian: Nice flavor but disappointing class chassis (melee DPS, Tankyness), subclasses: NA, Generally ok feats. Best built Str + Con + Dex Soldier: Great class chassis (DPS, Tankyness, Debuff), subclasses: 5 good, Generally ok feats (except for lvl1 bombards). Best built Dex + Con Witchwarper: Nice caster chassis but disappointing Quantum Field pre feats (Debuff, Caster), subclasses: 4 good, Generally good feats. Best built Dex + Int/Cha So Six classes with 2 being mid at best. People are playing all 6 but the builds are similar. Build wise, other than Solarian, Dex is all but required for defense and offense, so optimal weapons, skills, and armor choices come out the same. I've already had 2 SFS games where everyone in the party had piloting (dex) and no one had survival (wis). Build diversity is in a bad place. We need more classes and at more than a 2 per year pace. It would be great to have more classes in which DEX was neither the key stat nor the attack stat.
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Ryangwy wrote:
In PFS or SFS, everything is at least an at level DC. If you are level 10, its at least a dc 27 to Perceive the huge red dragon breathing unholy fire at you, climb a tree, convincing small children to take candy, feed a starving man.
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My main is a iron Magus. I wouldn't recommend optimizing a Magus for more spellstrike damage. Using gouging claw, you already have the best damaging hits in the game at level 1. Sure with imaginary weapon you could do a wee more damage at level six but there's no point bonking the big bad to -42 hit points versus -38. You should optimize around utility or action economy so you can spellstrike more often or hit/crit more often. Magus feats generally suck so sure multiclass but go for spells, utility or accuracy boosts. Anything that saves actions like speed or reach is a win. Anything that allows you to close is a win. Anything that keeps you up is a win. My favorite Magus spell is rank 4/ greater invis which buffs accuracy and survivability. Spellstrike with cantrips. Use your magus/psychic/witch spells to buff or blast.
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I am also curious as to what happens if you are granted a strike and are wielding an area weapon which normally can only two action area fire. If an envoy, commander, or mystic grant an area weapon user a strike is it wasted even if the gun has not been used that round. If so, that devalues bombards in particular and soldier, envoy parties in general.
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Shadowr wrote:
Doesn't work as we don't have access to your folder.
Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
SuperBidi wrote:
Actually, you misunderstood. You delay until just before the focus fire target damages a buddy. Then your reaction lasts the whole round. I agree you can't delay after the reaction to extend it.
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The level 10 limit probably won't be a factor till year/season 3 but it disappoints. When you've played a character that much, you don't want to give them up. I get that AP's will one day be available but, organizing an high level AP will be much more frustrating than finding SFS tables.
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Luis Loza wrote:
Ahh! Footnotes at the top. So clever! Good perception roll.
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Luis Loza wrote:
There are superscript foot note markers on entries like Ragathiel (t), Cong, some weapons and domains but the handout doesn't include the footnotes. I assume in Ragathiel's case it means "so cool we put him on the back cover."
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It's an ok choice but not a great one. The Magus feats are rather poor so I can understand this selection but it certainly isn't game changing. I prefer to take a dedication which opens up more choices like spells, traditions, focus points, familiars, feat, etc. Expansive will not get you extra spell slots to use in your spell strikes and, at best, your DC's will be lower than a full caster. You already have good uses for those slots without expansive spell strike. 2 Lightning bolt spellstrikes are tempting at level 5 but, if you are built for it, so are Normal Fireball, haste, heightened fear and so on. Just my 2 cents
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If AC has to stay it needs to have some kind of action compression since this is the direction Paizo is going for now it seems. AC recharging your spellstrike is the obvious one, though it would kinda clash with conflux spells Actually, there's no clash. You cascade to enter your stance after spellstrike 1 at the beginning of the fight. Recharge with conflux after spellstrike 2. repeat until you are out of focus points.
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When I first read this feat, I thought it was awesome. You become a large, clumsy, no reach Oni for 10 mins when you want. No need to worry about 5' foot hallways or large mounts. Then I saw in the descriptive text, "You can Sustain your Oni Form for up to 10 minutes, though you must then spend at least 10 minutes in your natural form before using Oni Form again." There is no sustain tag, so at first I thought this was poorly worded flavor text. Till I saw this in the follow up feat. "You can assume your oni form more easily, and with greater benefits. Your oni form lasts for 10 minutes without the need to Sustain it. While in your oni form, your
If Oni Form has a sustain action tax on top of clumsy and doesn't grant enlarge's reach and damage boost. It's really mechanically bad if flavorful. There still isn't a sustain tag, so I don't know what RAI is? How are people running this?
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The confusion comes from the second sentence that you didn't bold: "Detrimental effects lasting through a number of turns decrease at the end of that creature's turn." Basically we have 2 different "rounds" depending where the effect is, and then we even have a 3rd category of effects that even though they are on a creature have their own, unique, ways to count rounds ("until the end of your next turn" is one common one coming up in my mind). --- So to summarize the duration of 1 round isn't a full round. It ends 1) beginning of your turn if it is an effect you create or 2) end of the target turn if its a detrimental effect. So if Glimpse is both an effect I created and detrimental to the monster, its DM's call?
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This ability reads that “For 1 round, the attacker is affected by revealing light.“ How are people running that? Does it end after a full round or and the beginning of the Champ’s turn. The latter really limits the utility of the feature.
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The Raven Black wrote: I feel there is a heavy trend in Remaster to kill what were previously the obvious power archetyping options, like Monk MC for FoB, Sentinel to get Heavy Armor for Barbarian, Sorcerer MC to get Dangerous Sorcery. And champion archetypes losing heavy armor.
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Perpdepog wrote: My guess is it'll show up as a boon. That sounds like a thing folks would like working toward, and given how many of these threads I've seen, as well as how many game designers, like Luis Loza and Mark Seifter, keep making dragon-like options, suggests that there is a definite market for that kind of thing, which would extend into org play scenarios. I strongly believe everything in Player Core 2 will be allowed in play as a default. Doesn't mean a DM can't ban Monks and barbarians, but I am confident that PFS will allow all the "core" races and heritages unless one is banned for being obviously broken. I suspect you will not need a boon to play anything in the Core books not labeled rare or requiring a lore backstory like Runelord or faction membership.
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Captain Morgan wrote: Interestingly, qlippoth are unholy but do not have a holy weakness as you'd expect. They just resistance to mental and physical damage (except cold iron.) I think the vibe is that qlippoth (and their transformed victims) are incapable of differentiating between right and wrong and not focused on the war against all that is holy. Inquiring Clerics want to know. 1) Do all undead have the Unholy trait? The 1 previewed did.2) Do evil outsiders have that unholy trait? 3) Do undead, demons, or devils do extra damage to holy enemies like sanctified Clerics.
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VestOfHolding wrote: I'm really excited to see more creatures get new lore and abilities based on the original sources. Yet another reason Paizo is awesome with how much they want to put effort into respecting the origins more. Unholy and Holy are effectively a weakness in the remaster. I was excited to see the unholy tag on the Undead although I wonder if they broke it out from Undead to avoid nested labels or to allow design space for good undead like in Eberron. Time will tell on how effective or vulnerable sanctified clerics and Pally's will be.
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While the witch was buffed in the remaster, a lot of that was tied to their familiar. The theory crafting looks great on paper but in play the familiar remains an easy fragile target. Moreover, it is replaced the next day. If lost, you are out your spellbook, familiar feats, patron buffs, etc. if you play conservatively, and keep your familiar out of sight, you lose your patron buffs which require your familiar to be near your targets. Could people reply on how this has worked in practice at your tables? I am wondering if Witch effectiveness will depend on how much your DM is willing to target your familiar.
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Hi,
For tankability, I'm leaning towards sentinel. Sentinel buffs my armor by 1 and allows for armor specialization later. For Spells, I'm thinking Witch which offers spells, slots, traditions, a familiar and 1 tanky focus spell fast healing feat. If I go witch, there's the question of which tradition. I'm assuming my witch spells will be buff and utility so mastery won't be too important. Occult, primal or divine would allow my magic items and I think the buffs are better for Arcane or Occult. I was think Occult for item access but can't tell if that's a real thing in pathfinder society play. What do you think?
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