keftiu wrote: The Solarian exists to be a fair chunk of the faux-Jedi fantasy, right? Cool sci-fi powers and a magic sword? This is probably the best depiction of a jedi knight in Starfinder I have seen (3rd party class 'warning'): Mystic Space Knight
SROs in org play is a "if you know, you know" sort of situation. ------------ On SF future, there's already a small player base, SF2 will probably obliterate it upon release. I'll wait for the first book before deciding if I move on to SF2 or pick another rule system entirely, but remaining in SF1 will probably be very hard to do.
Looking at all the APs, I can't help but to feel like Dead Suns book 1 is still the best introduction for new players, though the following books don't keep up. There's always the Into the Unknown quest pack. It's quite alright, even more if you skip the first starship combat. Perhaps even the second. This is Starfinder Society, but you can easily dismiss those details if you don't want to join organized play. After that... it's complicated. None of the APs really standout - some of the society stuff is alright. There are some more free adventures, though I really don't like the skittermander stuff.
Solar Manifestation is a supernatural (Su) ability. "Supernatural abilities are magical but differ from spells in key ways. Unlike spells, which can be interrupted while being cast, supernatural abilities can’t be disrupted in combat. They aren’t subject to spell resistance or dispel magic, but they don’t function in areas where magic is suppressed or negated." Starfinder Core Rulebook pg. 262 So, anti-magic field jail cell.
"You can add solarian weapon crystals to your solar shield as if it were a solar weapon, in which case their benefits apply to unarmed attacks you make with the shield. The damage type of these attacks is the same damage type as the type granted by the solarian weapon crystal, and if the solarian weapon crystal does not specify a damage type, it deals bludgeoning damage." Character Operations Manual pg. 84
The Devourer itself doesn't show up, and the CotD wants to use the Macguffin to destroy reality - seems fitting for the Cult of Azathoth. I considered doing an overhaul of Dead Suns using the material from the Advanced Occult Guide (by Rogue Genius Games) myself, it's filled with lovecraftian stuff, and would certainly give the AP quite a boost. The lack of free time postponed that, but the idea still haunts me.
Basically, every 3 scenarios you level up - no adding up monsters or traps xp in Starfinder Society. There's more in the organized play wiki: https://organizedplayfoundation.org/Lorespire/sfsguide._.Player-Basics#Leve lling_Up
Elegos wrote: Considering I don't think we got any announcements of books after Interstellar Species, it kinda seems like Paizo are winding Starfinder down across the board... They announced Port of Call or something at the latest convention. It was discussed here.
Zwordsman wrote:
That's the Drift Crashers AP.
Starfinder Adventure Path #48: Masters of Time and Space (Drift Crashers 3 of 3) "Written by Ron Lundeen for four 5th-level characters..." Unless the description is wrong, seems to be a 1-7 three parts AP as usual.
wolaberry wrote: Anyone know what happened to this project? There hasn't been a peep for quite a while. Powerful necro - had my hopes up for a second that it had started moving again or someone else had decided to start their own initiative. If I'm not mistaken, Jeremy was afflicted by a crippling depression and stepped away entirely from any Dreamscarred Press activities, which seems to have been the end of the company. He addresses it a bit on the kickstarter page.
Got a couple of tables for the Starfinder One-Shot #4: Before the Storm going: Mechanic Tinker Vlaka
Mystic Cult hunter Vlaka
Very animal-oriented people...
BigNorseWolf wrote: Well, hence the question wasn't "is the biohacker dead?" because this is a gaming forum and a Seems reasonable... Ah, but the Envoy only gets 5 expertise talents, while the biohacker gets 10 theorems. And how about action economy, would the biovoy be able to usefully combine his improvisations and theorems while in combat? Though I suppose you can just pick a lot of passive ones.
1) The genetics nerf still stings... 2) "If you choose Medicine, your signature tool also functions as a 1st-level biohacker’s custom microlab (Character Operations Manual 41), though if you have a custom microlab from another class, add your envoy levels and the other class’s levels together for determining its abilities. You can select biohacker theorems as though they were expertise talents, qualifying for theorems using the sum of your envoy and biohacker levels as your biohacker level. However, this doesn’t grant you any other biohacker abilities, and you can’t select theorems that require another biohacker ability unless you’ve gained that required ability from another source." That doesn't give you access to biohacks, but a biohacker 1/envoy 19 build would that care of that nicely, since biohacks don't seem to improve with level. But it kinda requires a WIS/INT + CHA build, doesn't it? Yikes.
I'll run this one, but not connecting directly to the AP. Doesn't seem like it would work very well, with the "key NPC" element on the player's guide. Not to mention all the intel the PCs get from this one-shot, too much juicy stuff. Not changing anything, interested to see how this 6-floor building-like ship will work, if they'll use the access between floors for anything, or if it'll go just like a regular crawl.
Captain collateral damage wrote: While in Veskworld, the signal chaos engine is still functional, yes? Is there any particular reason the PCs can't just... leave? I’m doing prep work for this book and noticed the same thing… Why not just keep activating the engine over and over? But there’s a small course correction that should set them on the right (adventure) path: At this point: Page 18
Instead, upon seeing their likeness, the evil captain should immediately ask them if they came through the “Arazni Station portal”, and disclose this bit of information: Page 22
Offering to work together with the PCs should sound more plausible now, and also give the player characters an actual reason for sticking around instead of fleeing to other dimensions at the first sight of trouble.
All you need here: Structures https://www.aonsrd.com/Rules.aspx?ID=243 Breaking Objects https://www.aonsrd.com/Rules.aspx?ID=245
It's way, way too random. The adamant scale stuff is outright silly, why in the world aren't they a R&D division of EJ instead? Give them a for profit motivation instead of vesk supremacy, though. And EJ isn't built nearly enough in book 1 into being the "Ultimate Evil" to motivate the PCs' crusade against them. Getting fired shouldn't be enough to turn them into intergalactic space criminals. The company's wrong-doings are displayed here and there in the following books, but by then the party has already turned rogue (according to the plot). It should go something more like this:
Book 4 - PCs strike back at EJ, sabotaging their new terraforming effort and their new experimental cargo ship, causing the company’s stock to collapse
Or something like that.
Xenocrat wrote: Can any/all cryo weapons work without an atmosphere, the greatest thread in the history of forums, locked by a moderator after 12,239 pages of heated debate. Sure. "Cryo Weapons
Energy Damage
Sonic Weapons
Vacuum
------------
Guess I've been playing sonic weapons wrong all along.
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