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CrystalSeas wrote:
So when I joined my current group, there were five other people there. I showed up with my Crown Royal bag full of dice, and found out every one of them (except one) had a crown royal bag used for dice. Everyone at the table hated Crown Royal. Why does this company keep making booze, clearly their target demographic is Table top gamers needing dice bags. ![]()
I don't usually use the default campaign setting, opting for my own. Someone a while back proposed an idea of a Dwarf civilization that exploded, and they made their civilization the the left over rocks of their planets destruction, not wanting to abandon their home. Expanding further from the Idea, whatever caused the exploding sent some parts of their planet (Or in my version an entire solar system), through the rift. Plenty of adventures could be made discovering and exploring lost ruins of the Dwarven galaxy that were lost throughout the universe, potentially discovering the cause of the galaxy's destruction. ![]()
RyanH wrote:
I actually really like 'hit and run' on the soldier combat styles. While I'd like more options that grant movement based abilities (you do get a handful on the Solarian depending on your choices). A bit off topic of the 5' step and guarded step, but something neat regardless. I think the 5' step is pretty much a necessity in Pathfinder, so you
Unlike Pathfinder, it doesn't seem to prevent you from moving in the same round you take a 5', so theoretically I think you can do a guarded step, then use the Standard action as a move to move out of the way. So it seems a bit easier to escape melee in Starfinder, unless I am missing a ruling here. Not sure how a guarded step and move would compare with a Withdraw maneuver in Pathfinder though, but something to take into account. ![]()
One thing I really like about the Stamina set up is how much tension it can add to the players being in a hurry. It takes 10 minutes to recover that stamina, but what if the players can't afford to stop for 10 minutes? You can't just cast a spell to recover stamina, so when your players are in crunch time and can't make that stop, you can't just magic their way back to full health. ![]()
Every single time I open a new set of dice, I the full set over and over again. Each time I get the highest number on a dice, I pull it out of the pile and keep rolling the rest. I do this until all dice have rolled their highest number and the pool of dice I am rolling is gone. I know this does nothing, yet I still do it every single time. A lot of superstitions that exist are kind of like that, you know rationally that they probably won't do anything, but there is that part of you that still, for some reason or another, kind of thinks it might be true, rationality be damned. ![]()
I double checked, and for some reason I didn't see the Advanced melee weapons continued on to the next page (And someohow overlooked gravity well hammer and the Dimensional Slice Long sword), it was looking like their weapon was a few dice higher then other weapons then it actually was. :p Also, for some reason I though Operative weapons were a class all their own, just noticed it's just a typing that also falls under other categories. Missing all kinds of small details today. ![]()
A bit more specific about what I was wondering. Look at a Solarian, and for a second ignore both the armor and weapon, and look at what the Solarian would be able to do. Now compare how much his efficiency goes up in terms of melee combat when selecting a weapon. Now look at his effeciency at being a ranged fighter normally (No Weapon Finesse, so dex melee fighter seems out of the question sadly), and compare it to what you can do with the armor. It seems that you just gain a lot more when going with the melee weapon, and you'd only select armor not because it's equally as great, but because it at leasts offers some benefits to that play style. But yeah, I do still agree you can make a pretty great character using the armor, it's not like it's a bad choice by any means. It just doesn't seem like the benefits gained are as great. ![]()
This is something that is running through my mind in regards to the Solarian, is the benefit of selecting a weapon better in the long run then the benefit of selecting the armor? Early on the difference seems minimal, but with the rapid scaling of weapons past 12th level the benefits of the weapon seem to grow much faster then the armor. Is the advantage of light armor over heavy armor in Starfinder that much of a boon that it makes it a great choice despite the lack of scaling on the part of the armor? I mean while light armor has lower check penalties and no speed reduction, they also seem to, on a whole, offer fewer upgrade slots. That being said, the total AC, assuming your playing a character that gets up to +8 Dex modifier, gets a slightly higher AC in light then in heavy going off the best sets if you take into account the Solarian armor boost. The AC being on higher by 20th level higher then just wearing heavy armor doesn't seem like that big of a boon, so I guess it's how effective is the resistance going to be at that stage of the game? And then factor in the Weapon Crystals, the damage is pretty incredible by 5th level when you should start getting access too them. Is this somewhat mitigated by the games increased focus on ranged weapons? I am currently thinking that overall the Weapon has the edge over the armor in terms of overall efficiency, though by no means is making a character using Armor a bad choice (My current concept is a Yorski Solarian making use of armor), but the thought of how big the gap between the two in terms of shear usefulness is interesting enough to me. So, what are everyones thoughts of Weapon Vs Armor? What ones are you planning to use when you make a Solarian? ![]()
Okay, now lets try this without f%@!ing up the roll code. Set 1
Set 2
15, 15, 13, 9, 11, 15 I think I'll try running a WarPriest from Advanced Class guide. ![]()
TheWorg wrote:
Just close off all the brackets. I deleted the front bracket off everything so that it wouldn't auto code it. Spoiler: bigger]b]Name[/b][/bigger] Sex race class level Size type (subtype) b]Initiative[/b] +; b]Senses[/b] conditionals; b]Perception[/b] + ============================= bigger]b]DEFENSE[/b][/bigger] ============================= b]AC[/b] , touch , flat-footed (+ Dex, + armor, 0 + size) b]hp[/b] (1d+) b]Fort[/b] +, b]Ref[/b] +, b]Will[/b] +; + vs conditionals b]Defensive Abilities[/b] ============================= bigger]OFFENSE[/bigger] ============================= b]Speed[/b] 0 ft b]Melee[/b] + (1d+) b]Ranged[/b] +(1d+/ft) b]Special Attacks[/b] b] Spell-Like Abilities[/b] (CL ; concentration +) /day — i] [/i] b] Spells Known/Prepared[/b] (CL ; concentration +) 1st (/day) — i] [/i] 0 (at will) — i] [/i] b]Bloodline/School/Mystery/Etc[/b] ============================= bigger]b]STATISTICS[/b][/bigger] ============================= b]Strength[/b] (+), b]Dexterity[/b] (+), b]Constitution[/b] (+), b]Intelligence[/b] (+), b]Wisdom[/b] (+), b]Charisma[/b] (+) b]Base Atk[/b] +; b]CMB[/b] +; b]CMD[/b] b]Feats[/b] b]Skills[/b] b]Traits[/b] b]Languages[/b] Common b]SQ[/b] ============================= bigger]b]EQUIPMENT[/b][/bigger] ============================= b]Weapons[/b] b]Armor[/b] b]Slotted Items[/b] i][/i] b]Wands, Rods, Etc[/b] i][/i] b]Backpack [/b] b]Belt Pouch[/b] b]Mount[/b] ============================= bigger]b]OTHER INFORMATION[/b][/bigger] ============================= b]Carrying[/b] lb b]Carrying Capacity[/b] lb/lb/lb b]Favored Class Bonuses[/b] 1st — b]Ability Score Increases[/b] 4th — ![]()
I just used Mythweavers to create the sheet and keep everything organized until its finished, I'll be adding to the Profile proper as soon as I hammer out all the details. I only had a couple things to do still, I just needed to know about Multiclassing so I knew if it would be worth putting my last point in Disable Device or not. :p (If you want the book it's from the somewhat recent release of Unchained). ![]()
I haven't included a Profile version yet, but I have stats and backstory in my Profile, and the rest of the sheet on Myth-Weavers for the time being. http://www.myth-weavers.com/sheet.html#id=315802 The character traits I have listed, I'm only picking one of them. (Which one I pick depends on whether or not you are allowing the Multi-class variant, since I'll also double as our party trap finder. :p) Not done entirely, just need gold/gear. Rolling gold now. 1d6 ⇒ 6 ![]()
Okay, there just seems to be no 'best out of' code, so here we go. Set 1 4d6 ⇒ (6, 4, 2, 2) = 14
Set 2 4d6 ⇒ (4, 3, 6, 2) = 15
Going with that first set. So.... 12, 18, 15, 14, 14, 15 ![]()
Set 1
Set2
Edit:.... Okay I will be back when I learn how this forum dice roller works. ![]()
Time for a dumb question. Are applications for games here normally sent to the DM's PM's? Only other PbP I've done is on a forum with a different set up, and I"m thinking you wanted them PM'd to you, but I figured I'd double check. Also, if you have to many Druid applications once I send it in just let me know and I'll write up a new guy. ![]()
Depending on how you build, you may actually have enough Ki to use Fury regularly. Elemental Fist is Definitely better with Dragon Style, and I wish there was another way Right now to get the Scaling Elemental Fist in place of Stunning Fist (My Groups have always been alright with switching out Stunning, Elemental, Punishment Kick, ect for each other, but I don't' think that's really core. :p), but I still wouldn't say it sucks. It's just not optimal. Mind you, at no point here am I suggesting a Dex/Wis Focus is going to overcome the STR, I just think it's definitely a viable option in the case of the UnMonk (Definitely more so then before due to the Full Base Attack and Flurry Changes). ![]()
I actually think a Dex/Wis focus UnMonk keeping STR at a 10 could still prove to output some good damage. Not as much as a STR focus, but here me out. Weapon Finess for unarmed rolls, obviously. You'll be a bit behind on Damage the first few levels, but you do get additional attacks at nice bonus's, plus a nicer AC to keep yourself alive early game. (STR isn't a dump stat, but no longer needs to be a focus.) Come 6th level? Elemental Fury from your Ki powers is fantastic. 1 Ki to apply that damage to all your attacks for 1/2 your monk level in rounds? Fantastic. And considering it's now easier to get Elemental Fist due to having a full base Attack (9th level, since I don't think there is a way to grab it at 8th, and 8 is the requirement), I see nothing stopping you from piling on more elemental damage with that. (And making it easier to grab an elemental Style to boot.) Now you can still do this with a Strength Build and likely output more damage, but it is a way to help compensate that difference in a good way to keep your defenses up. Edit: Also, you'd basically be throwing a feet away doing this (Unless your DM is nice since you get Evasion anyway), but if yo do Variant Multiclassing with Rogue, you get Sneak Attack, though a weaker version, come seventh level. Elemental Fury + Elemental Fist + Monks Unarmed + Weakened Sneak once per round starting 8th level seems pretty neat. (Spin Kick to catch your enemy flat footed) Edit2: And with a foucs on Wisdom, better Trapfinding then with a Rogue. :p |