Moon Pendant

The Penecontemporaneous One's page

42 posts. Alias of CanisDirus.


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And that, friends, shows exactly how far I haven't gotten in reading the higher levels of the Operative class! :P

Carry on!


It is likely just an erroneous entry in the chart, but I'm still curious as to What Inubrix does for armor


Fusions seals are still useful under a handful of circumstances.

1 - You find one not attached to anything, and have a weapon with "room" to add it.

2 - You carry a bunch of them with you to hand out to party members for specific purposes (had a Sarenite Priest with several "Merciful" seals of varying item-levels at one of my Gen Con tables because he always wanted to urge the value of defeating enemies without killing them).

Relevant text from Fusion Seals:

Quote:
It is also possible to place a weapon fusion into a physical object, called a fusion seal, which can then be affixed to a specific weapon and even moved among different weapons.
Quote:
Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn’t function until the seal has been in place on a weapon for 24 hours.

Poorly written/phrased? No doubt. But there are now numerous published adventures where Paizo has fusion seals attached/bolted onto PC weapons (after being taken out of a satchel of off a shelf in a shop) and the seals take effect immediately. The 24-hour restriction (again, poorly worded) only appears in the sentence that discusses removing a seal from weapon A and then placing it onto weapon B. A "fresh" seal, by precedent, appears to function immediately when placed on a viable weapon.


BigNorseWolf wrote:

By the time you have the cloaking field aren't you taking 10 to stealth things and thus auto succeed on any stealth check to trick attack against cr +7 or lower?

Core Rulebook, p. 133 wrote:
Unless you have an ability that states otherwise, you cannot take 10 during a combat encounter. Also, you can’t take 10 when the GM rules that a situation is too hectic or that you are distracted, and taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure’s story.


At lower levels (especially given the 10% sell-back value in SF vs. the 50% in PF), cost is a limiting factor. If I recall correctly, this was a level 1 mystic wearing level 1 flight suit armor who had "something" (that I don't recall) occupying one of his hands and wanted to have the option to shoot/cast/cover/etc. with the other.


Apparently I am a dummy sometimes, and with the lead-up to Gen Con, had forgotten that I asked this question here.

The original question came up when a PC spellcaster at my table was wondering whether he could have a hand free to cast spells while still possibly providing harrying/cover fire without having to drop/draw firearms every other round, or if he could just use a 0th-level spell and stop micromanaging his action economy.

Thank you all for your thoughts (and thanks to most of you for keeping it civil).


At first glance, I figured this was super easy - just use the normal DC process for a grenade (10 + half item level + dex mod), but the more I looked at some of them (in this case, the rather neat holo grenade), I began to wonder if the fact that some of these list specific spell and caster levels might affect that.

As such, here I am, wondering if anyone knows for sure or heard any rulings on this sort of thing, since for Society play, individual GM opinions might not hold water at every port-of-call.

Thanks in advance for your thoughts!


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I was, at the time of writing, thinking about the Death domain spell (Death's Call) when asking.

Quote:
You gain temporary Hit Points equal to the triggering creature's level plus your Wisdom modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain.


The other question with the "Deity's Domain" feat becomes whether variables that normally use Wisdom for a cleric instead use Charisma for a Champion or not.


The subject sort of says it all, here. Because this spell makes "a ranged attack," can the caster choose to try and perform either harrying or covering fire rather than dealing damage with the spell?

Thanks in advance for any thoughts.


I was looking for this rule, too, but couldn't find it. The best I could find was the implication that you can based on how spellcasting classes are listed (level 1 class feats are listed but they don't get class feats until level 2, barring gaining a bonus feat from being a human or somesuch).

If someone knows an actual rule on this, though, I'd love to see it!


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

Page 67 of Armory lists Inubrix as a special material that can be added to ammo, armor, and weapons. Its full description details what it does for weapons and ammo, but not armor (unless I'm very blind). Does anybody know what it does when woven into armor?

Thanks in advance!


Android (Core) wrote:
Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Integrated (Armory) wrote:
An integrated weapon can be wielded normally or installed in an armor upgrade slot. When properly installed, the weapon is considered to be wielded without needing to assign a number of hands to wield it. An integrated weapon requires the listed number of armor slots for proper installation. An android or any other creature with the upgrade slot racial ability cannot combine its racial upgrade slot with armor upgrade slots to install an integrated weapon. Installing, removing, or replacing an integrated weapon in a suit of armor takes 10 minutes, as if it were an armor upgrade.

Emphasis mine.

Nothing in Armory says that an android can't have an integrated weapon installed into their body's single armor upgrade slot. It just says that an android can't have an integrated weapon that takes 2+ slots by combining their body's slot and a suit of armor's slot.


Alas, I was hoping someone would have caught the other Cypress Hill references/jokes in this thread.


Late or not, these price points are a pretty solid guarantee that I'm not going to be buying-in on these. Most of my fellow local SFS players agree, and we're all saddened by this.


With the release of Armory, and all of its tool kits being 200 credits just like Pact Worlds...I'm leaning towards the error maybe being in the Core.

Especially looking at the things the new tool kits do, it makes the ones in the core a little bit broken. Only 20 credits for a +4 bonus on checks to disable a trap?

Still...knowing for sure one way or another would be nice (hence the thread-bump), since if a basic engineering tool kit goes from 20 to 200, quite a few of my SFS characters will need to allocate some cash - fast! :)


I've only just gotten to dig into Armory lately. There's a lot to unpack, here, but I'm liking what I'm seeing so far!

The most amusing thing for me, so far, is that the Plasma Fork is basically a weaponized Jacob's ladder.

Another way to weaponize a Jacob's ladder at the end of this video
Funny bits from ~5:48 to 6:48.
(warning if you watch past that - someone does get hurt near the end)


Owen K. C. Stephens wrote:
Dracomicron wrote:
Owen K. C. Stephens wrote:
Jasque wrote:
I call dibs on the rocket stormcaller. Now, if I can just find the trigger on this thing...
It's near the membrane.
That's insane!
No, that would be IN the membrane.

So the next step is to cock the hammer? ;)

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Painlord wrote:
The Penecontemporaneous One wrote:
<Probably as totally good point.>

Uh, maybe? I don't know Starfinder and well, I'm not a huge rules guy as it is. In this case, I'm just asking as a scribe, taking down what I was given. I'm sure there are better people to either confirm your assertion. I make no pretense to the accuracy of anything.

I wasn't sure if you were reporting the answer key or just posting your own - I also had the unfair "armchair QB" advantage going, so no worries :)

...and as a big fan of pineapple, now I'm even more bummed that Paizo Con is beyond my means!

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Painlord, regarding one of your answers:
Round 2:

5. Math question: Altronus and Raia are the only characters aboard a starship that’s come under attack by space pirates. Raia jumps into the pilot’s seat, but rather than be a gunner, Altronus insists he needs to be the captain. Raia resigns herself to piloting and using her minor action to shoot the starship’s sole weapon: a heavy laser net. Using her minor action, she performs the snap shot minor action to fire the laser net at pirates from 12 hexes away, drawing on the starship’s MK3 duonode computer to assist her aim. Raia is 9th level and has 16 dexterity as well as maximum ranks in the Piloting skill. Hoping to help, Altronus loudly informs Raia that she had better not miss, in the process successfully using the demand action to boost her check. What is the final bonus for Raia’s gunnery check?

A: Trick question. A Heavy laser net is a starship weapon with the "Point" special property.

Quote:
A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment.


6 people marked this as FAQ candidate.

After getting started in Starfinder, I absolutely fell in love with how the Tool Kits (page 221) worked. At the cost of only 20 credits, there was absolutely no reason not too grab these for almost all of my Starfinder Society characters that did anything with the skills the existing kits aided!

Now that I've had time to fully digest Pact Worlds, I came across the "Xhinti Holdings" tool kits (page 198), which refer back to the Core Rulebook. The bonuses are the same and the skill-usage for the kits also seem to be similar in scope.

The price in Pact Worlds, however, is 200 credits.

Now, 20 vs 200 isn't a huge deal when you're playing past levels 1-4 or so. But, with credits being slightly harder to come by (10% sell-back value of gear versus the 50% from Pathfinder v1), that discrepancy could make a big difference for a starting character!

So, having not seen any other threads asking, I wanted to see if there is, in fact, an error in either in the Starfinder Core Rulebook or in Pact Worlds.

Thanks very much in advance!

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Gary Bush wrote:
The Penecontemporaneous One wrote:
Could remote-control of a squadron from a base/ship (a la Ender's Game) be a possibility, though?
Having read through the rules a couple times, I didn't see anything that would allow remote-control of other ships. It could be added, but nothing out the gate.

Now that things have been released, I was referring to the "remote control" of various vehicle controls and weapons that occurs during one of the encounters in SFS #1-01 The Commencement as a precedent :)

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SFS RPG Guide wrote:
Starfinder Society Roleplaying Guild characters buy their ability scores as detailed on page 18 of the Starfinder Core Rulebook. Starfinder Roleplaying Guild characters must use the Buying Ability Scores rules and should never use the optional methods of Ability Quick Picks or Rolling Ability Scores.

KingOfAnything is correct - the flaws are a subset of the "Buying Ability Scores" section, and appear in the Starfinder Core Rulebook before the "Ability Quick Picks" or "Rolling Ability Scores" sections :)

Note - This may have been just an oversight in the guide and may be changed in the future, but as far as I can tell, this option is legal at the time of this thread.

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You can always use the "character flaws" option to drop ability scores down. You don't "get" anything for doing so, but if you feel the need to have lower ability scores in order to play a concept, the Core Rulebook does allow for that.

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Plus, you'd be naked (no free clothing like in Pathfinder iirc).

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There was one thing that I experienced that may have been as much my fault as anything else, but I didn't see anything marked or written (which may have contributed to why I didn't think about it until it was way too late) -

At the Prize Table, I didn't know what the procedure was to ask for Starfinder vs. Pathfinder boons when rolling. The first time I went up there, the person ahead of me was rolling a bunch of green d20s over and over so I grabbed purple (since I didn't want to hold up the line behind me) and went on my way. The second time I went, the line was huge - the folks behind the Prize Table looked like they were several cups of coffee behind what they needed, and they were asking anyone wearing a volunteer shirt to please hurry - so I grabbed the closest dice I could.

In hindsight, I would have liked to roll for more/all Starfinder rather than Pathfinder boons.

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Gary Bush wrote:
The Penecontemporaneous One wrote:
Could remote-control of a squadron from a base/ship (a la Ender's Game) be a possibility, though?
Having read through the rules a couple times, I didn't see anything that would allow remote-control of other ships. It could be added, but nothing out the gate.

I was referencing something that does exist, but in a way that doesn't spoil anything ;-)


I forget, sometimes, to try and look at a new/core rulebook through the eyes of someone who is new to RPGs on the whole. My above-musing shows a distinct lack in that department.

Thanks for the reminder.

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John Compton wrote:
The especially tricky element? Escape pods require expansion bays. Tiny starships and half of the Small starships don't get those. Lower starship hull points plus a lack of an escape clause make squadron fighting a cool concept that might run into serious roadblocks—especially for Starfinder Society.

Could remote-control of a squadron from a base/ship (a la Ender's Game) be a possibility, though?


My impression is that the "Weapon Specialization" class feature only gives specialization with weapons that class grants the PC, so if you pick up weapon proficiency in something else, you'd need weapon spec. in it to benefit.

Which does, however, beg the question of whether or not the prerequisite for Versatile is the weapon spec. feat or the class feature.

(and a related musing/wondering is why there are even feats for light armor proficiency or basic melee weapon / small arms proficiency since every single class gets them and nothing in the core lets those be "traded out" for anything else)


Alas that the question I really wanted to see an answer to didn't make the cut :(

We Shelynites will just have to continue to hope, I guess...


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DM_aka_Dudemeister wrote:
Shain Edge wrote:
DM_aka_Dudemeister wrote:
Also even a 1 point forcefield makes you effectively immune to attacks from incorporeal sources.
I don't think that is true, considering the effect is not a force effect, but a Bonus HP effect. On the other hand, I have yet to see incorporeal monsters stated up in Starfinder, along with their rules.
Check out Book 1 of the Dead Suns AP.

Ah ha! That certainly solves the question!

Dead Suns Book 1 Page 58 wrote:
A *redacted* can’t phase through force effects such as force fields.

(I redacted the creature's name - the rest of the sentence is verbatim. I wish that language was in the core rules, but if nothing else, at least it's official!)


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IonutRO wrote:
The Penecontemporaneous One wrote:
First World Bard wrote:
If Shelyn doesn't make the cut, I wonder what that says about the Shelyn/ Zon-Kulthon duality. Did his cult "win" in some sense against the forces of beauty? What about {I]Whisperer of Souls[/I]? If this bit of history is unmentioned in the Pathfinder material, my headcannon will be that Shelyn conspired with some other gods to remain with Golarion, playing keep-away with said glaive and whatever else doesn't need to be found in the Pact Worlds.
At first, this was one of my few real disappointments in the book, that Shelyn didn't even make the "other gods" list...but then I looked a bit more carefully, and found cause for hope :)
I wouldn't say hope, I'd more say terror. She's going places that might very well corrupt her.

If one of Shelyn's names wasn't "The Incorruptible" I might be worried :)


Shain Edge wrote:
DM_aka_Dudemeister wrote:
Also even a 1 point forcefield makes you effectively immune to attacks from incorporeal sources.
I don't think that is true, considering the effect is not a force effect, but a Bonus HP effect. On the other hand, I have yet to see incorporeal monsters stated up in Starfinder, along with their rules.

That said, force fields as written up in the Core do seem to block a lot of things (scrying, the phasing ability of Ghost operatives, etc.), so I'm hopeful that they would count as force effects for purposes of dealing with incorporeal creatures too!

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UndeadMitch wrote:
Forgive me if this has already been posted and I just haven't seen it, but will the SFS quests be pregen only for the first year like with the PFS quests?

I am by no means an official source (especially regarding how this will work at Gen Con), but it can normally be played with 1st level pregens or your own 1st level characters.


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Paris Crenshaw wrote:

One other interesting thing in that section:

** spoiler omitted **

Not mentioned anywhere else in the book. THAT is a really cool hook.

They do list the movie Event Horizon as an influence for Starfinder. I could totally see the FTL drive from that movie being statted-out as one of those in Starfinder!


Colette Brunel wrote:
For that matter, is there any rule concerning free batteries with purchased equipment? Having to spend 60 credits for each battery-powered item can be deceptively costly with 1st-level wealth being 1,000 credits.

I think it's in the weapons section, but somewhere in the Core it does state that items requiring charges are purchased fully charged, and items using rounds come with a full cartridge/clip.


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lakobie wrote:
The the book has an error as RAW you can stack them

The choice of language by the authors might not have been the most clear, but when the book states "Be sure to keep track of what upgrades you have applied to which ability scores" in the same paragraph...that, to me, reads that a character cannot have multiple upgrades to the same ability score.

If they clarified that in a blog, even better, but personally I see no RAW problems on this one.


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Had a minor epiphany last night. A friend was looking at this blog and asked me about "The Big O" when I rattled it off as a series I had seen...and then I thought more about The Gap...

Well played, Paizo :P


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First World Bard wrote:
If Shelyn doesn't make the cut, I wonder what that says about the Shelyn/ Zon-Kulthon duality. Did his cult "win" in some sense against the forces of beauty? What about {I]Whisperer of Souls[/I]? If this bit of history is unmentioned in the Pathfinder material, my headcannon will be that Shelyn conspired with some other gods to remain with Golarion, playing keep-away with said glaive and whatever else doesn't need to be found in the Pact Worlds.

At first, this was one of my few real disappointments in the book, that Shelyn didn't even make the "other gods" list...but then I looked a bit more carefully, and found cause for hope :)


Let me say at the outset of this post that I am not the best at ultra-optimization, and so while I won't turn away advice, I also am not seeking it. As a GM I favor story over rules, but I do like to make sure my characters have utility and usefulness. I am a little bit nervous about posting my whole build idea here, but since we're all exploring new territory here together...here goes?

(Also my formatting isn't in any sort of "standard style" - this is how I lay my characters out in text files before I transfer them to actual character sheets)

Rekkaken Soenzan, Korasha Lashunta Solarian:

Rekkaken Soenzan
NG Korasha Lashunta (+2 Str +2 Cha -2 Wis, 4 hp)
Medium Humanoid (Lashunta), Speed 30
At Will: Daze, Psychokinetic Hand. 1/Day: Detect Thoughts
Limited Telepathy (30ft with those whom have a shared languages)
Student: +2 racial bonus to any two skills (Acrobatics & Piloting)

Theme - Spacefarer:
Reduce DC of Physical Science checks to recall knowledge about new worlds / features of space by 5
Physical Science class skill (or +1)
Constitution +1

Solarian (Sta: 7 + Con, 7 hp) - Key Ability: Charisma
4 + Int Skills (Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth)
Light Armor, Basic Melee, Advanced Melee, Small Arms
Level 1: BAB +1, Fort +2 Ref +0 Will +2
Skill Adept: Add (Piloting & Sleight of Hand) as class skills
Solar Manifestation: Solar Weapon

Ability Scores (* plans for L5 increase)
12 + 4 = 16 (+3) *
10 + 3 = 13 (+1)
11 + 3 = 14 (+2) *
10 + 0 = 10 (+0)
8 + 0 = 8 (-1)
12 + 0 = 12 (+1) *

Level 1:
HP: 11 / SP: 9 / RP: 2
Fort: +4 / Ref: +1 / Will: +1
KAC: 11 / EAC: 11 / CM: 19
Initiative +1 / Encumbered: 9 / Overburdened: 17
Melee: +4 / Ranged: +2
Languages: Common, Castrovelian (Lashunta), Kasatha

Acrobatics [1] +1 (+3 +2) = +7
Athletics [1] +3 (+3) = +7
Bluff +1
Diplomacy +1
Disguise +1
Intimidate +1
Perception -1
Piloting [1] +1 (+3 +2) = +7
Sense Motive -1
Stealth [1] +1 (+3) = +5
Survival -1

1 - Heavy Armor Proficiency
3 - Step Up
5 - Mobility
7 - Step Up and Strike
9 - Deadly Aim
11 - Sidestep

Other ideas
Climbing Master
Extra Resolve
Spring Attack
Strike Back

Sidereal Influence
3 - Diplomacy / Stealth

Revelations
2 - Stellar Rush *
4 - Gravity Boost #
6 - Corona *
8 - Defy Gravity #
9 - (Ray of Light or Solar Acceleration) * / Wormholes # [Zenith]
10 - Stealth Warp #
12 - Blazing Orbit *

There are deficiencies in the build, yes, but I see the Equipment chapter as a way to work through those. Flight, Darkvision, etc. - many of these sorts of things have fixes/augmentations.

Anyhow, that's my plan for this Starfinder Society character, at least. Whether he's my first or my second character remains to be seen, though. Thanks for reading!


Ikiry0 wrote:
I must admit, I'm a tad underwhelmed by Black Hole. Without ways to get more than a single AoO and the fact it has a very short range yank (For a game with mostly guns), it seems very hard to get people to you and to actually keep them there. Especially since it takes a standard action to use it so you won't be attacking if you use it.

At first, I felt the same way...and then I had a PFS game where a Grippli mounted on a frog used said mount's tongue to yank a boss-fight-fighter off a 20ft ledge to land prone at the feet of the party, taking a potentially difficult fight and making it much easier.

I could see Black Hole used to pull snipers off of towers, pull enemy operatives out from around corners/cover (if the Solarian had the right angles), and so on. Not an every-combat ability, to be sure, but still potentially useful.