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Tryn's page
Organized Play Member. 1,006 posts (1,309 including aliases). 1 review. 2 lists. No wishlists. 1 Organized Play character. 2 aliases.
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Hi,
we had a situation yesterday where an enemy cast suggestion on the parties fighter in combat and suggested to "lay of your armor so we can have some fun".
The DM ruled that this is a reasonable suggestion (as the enemy was a beautyfull lady) and not harmfull.
The fighters player disagree and argumented that they were mid-fight and lay of his armor during fight isn't really reasonable.
Of course DM ruling trumps player, so the player gave in and his character basically lay of his fullplate during the complete fight while his party was slaughtered...
I think this was a mis-judgement by the DM as this would make suggestion a far to powerfull spell (as you don't have additional saves like at hold person or other "take out of combat"-spells).
How would you rule this?
I'm a big fan of the Kingdom building system from Kingmaker and the charter rules sound like something similar for Starfinder.
As I don't want to run a AP with my next group, but run a player driven sandbox homebrew campaign, I have no drive to buy the complete AP.
So my question would be are there any plans to release the hexploration and charter rules as a seperate pdf?
(Similar to how the kingdom building rules were in the Kingmaker Players Guide).

Hi thre,
we are currently running a RotRL campaign and I start playing a fighter for the first time in my DnD life.
And while it is fun I'm currently looking to add something special to him. So far he's a very basic shield wearing adventurer.
I already give him a above average charisma and the Deft Hands Feat to push him a little bit into the more rogue-ish direction (as we have no rouge in our party).
[Maybe I have to mentioned that we gave the fighter 4 skillranks instead of 2]
I'm now looking to add something mystic to him. We are currently at the Manor and I think this would be a nice RP possibility to trigger this change (We are currently Level 5 and my character background is that of a fugitiv from Korsova).
I'm currently leaning toward some sort of Death/Spirit-Talker. But there are so many options. Currently I'm thinking about cross class into medium or spiritualist, but how feasable is it?
Also the medium looks realy OP with all the spirit options.
Any suggestion how to move into this direction and become some sort of Spirit-Whisperer/Warrior type?
Hi there,
my group [I'm a player, so please no spoilers] is closing in on the crown of the world, which will be a long stretch without any chance to resuply and I fear that our supplies will not be enough.
Our Caravan consists of
1 Covered Wagon
2 Supply Wagon
1 Fortune tellers Wagon
2 Dog sleds (1 passenger, 2 cargo)
and 10 NPCs + 3 Players
=> Consumption: 8 (7 Wagon + 13 Passengers -6 Feats -4 (2scouts) -2 cook
Even if we dedicate all cargo (32) to supplies we will only have food for 40 days, which sounds like it will not be enough (our DM told us it will take months to cross the ice shelf).
Did I miss anything here? Should we change our caravan setup? (more supply wagon, less passengers). I'm a little bit confused here...
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Hi,
while I really love the Starfinder setting and the books I have to say that I'm really disappointed by the amount of content/page count of the books.
Let us compare it to similar PF1 books:
Advance Players Guide (336 pages) vs Character Operation (160 pages)
Ultimate Equipment (320 pages) vs Armory (164 pages)
Gamemastery Guide (320 pages) vs Galaxy Exploration (160 pages)
Inner Sea Guide (320 pages) vs Pact Worlds (216 pages)
Bestiary (320 pages) vs Alien Archive (164 pages)
Ultimate books (~250 pages) vs Starship Manual (160 pages)
I have to say this really disappoints me, especially if you keep in mind that the price is similiar (+5$ for the PF books, same prive for pdf versions).
Also if you read the SF books, you can definetly "feel" that there could be more in them...
Hi there,
we're currently starting over RotRL with a party of three (Ranger, Sorcerer and me as a Fighter) and as you can see, we lack "a little" on the healing side.
So I thought about how to get some more (self) healing? (withoug going away to far from my sword & shield fighter route (or get to complicated, as I wanted to keep my character simple).
Any of you guys know how to get some healing abilities as w fighter (beside potions^^), without going all out crazy with multiclass/archetype shenanigans?
Hi there,
my druid recently hit the level to transform into a huge animal (yeah!)
My question now is: What are the complete, combined modifiers
From the spell I get
+6 Strength
-4 Dex
+6 Nat. Armor
from becoming Huge I get
-2 AC
-2 Att
+2 CMB/CMD
Wich would combine into
AC +2 (+6 Nat Armor, -2 from Dex, -2 Size) [and also I loose my "Dragonscale Breastplate +1" armor Bonus, so it will be a total of -5 AC for me]
Attack: +1 (+3 from Strength, -2 from size)
Damage: [Damage die of the animal] + [Characters Strength +6] Mod + (one handed PA)
So basically I get Huge, get a massive hit to my AC, a minor Bonus to hit and +3 Damage per Attack.
Did I miss something or is this not really that powerfull (like it sound if you say "I transform into a HUGE BEAR")

Hi there,
I'm currently playing in a three player (Cleric/Summoner (UC - Ranged Eidolon)) Jade Regent AP group and playing a Half-Orc Druid (Bear Shaman).
Were are level 5 now and over the time my character took the role of the front row heavy hitter (Greataxe ftw) and guardian (especially toward Ameiko^^).
So I would love to lean more into this and currently looking for a cross-class or prestige class option which support this theme. As our DM is open to basic retraining (if it fits the character story) the prequisits shouldn't be a problem.
What I would like to get from this cross/prestige class is:
- Full BAB
- Intimidate as class skill (even without having skillpoints in this skill, my character is always the "Intimidator" in the group...)
- NO additional overly-complex abilities to track (I'm a friend of flat boni^^)
- Best would be if it creats some synergies with the druid class
The Nature Warden was on my list (as it would fit thematically and with the boni, but it doesn't have full BAB and I would need to crossclass into Ranger first... :(
Anyone of you have a suggestion?
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Hi,
as starships are a big part of the setting I wonder if there are any official or homebrew prefix (like HMS or USS) for ships of a specific faction?
The few I can imagine are:
SSE - Starfinder Society Explorer (Exploration)
SSN - Starfinder Society Navy (Combat)
HNS - Hellknight, Order of the Nails Ship
HPS - Hellknight, Order of the Pike Ship
SDF - Suskillon Defense Force (Attack of the Swarm AP)
KCS - Knights of Golarion Combat Ship
KTS - Knights of Golarion Trading Ship
AC - Abadar Corp
VA - Veskarium Armada
ASE - Atzlanti Star Empire
I'm currently looking for other factions like the Stewards (I'm from Germany, so the obivous is a absolut NO GO), Civilian Ships etc.
Hi there,
I read the short info for the new AP and I'm totally hyped for it. Unfortunately my group just started another AP and it will take some time until I can start this one. But I want to take the time and prepare for the AP and as I'm a 3D Artist and also have my own Resin 3D Printer I thought about creating a nice Miniature of the Oliphaunt for starship combat.
I don't have the books now, but wanted to start with modeling the ship. Is there any official free available picture of the Oliphaunt or can someone share a picture (only if it's ok for Paizo)?
Hi there,
We just started Jade regent and got our first two weeks of caravan travel done.
And I have to say I have a BIG problem with it.
First would be the question: Why do our characters need a caravan in the first place? If I take a look at the map, a travel by ship would be far more logical. And even if we have to go by land, why not like every other group travel by foot or horse? So far I saw no logical ingame reason to use a caravan.
Second: Did I miss something or are the Caravan rules really un-embedded/un-engaging? The skills and abilities of the players didn't count for anything. The "caravan combat" (I even hesitate to call it this way) is a simple "DM rolls - one player rolls - DM rolls - one player rolls...."
So far the caravan managment/rules were a one-player show at our table, simply because the rules don't give options to engage in it for more then one player.
Hi folks,
with Starfinders focus on exploration and new worlds, I would LOVE to see an AP where the players are part of the crew of a larger exploration vessel which is headed to explore new worlds.
Where the ship itself (and it's crew) is one of the main stages of the adventure and where you travel from exploration to exploration.
This would also give the opportunity to flesh out the starship rules and how a crew works together etc.
It also makes the starship a real "5th character" and starship combat and their outcome would matter (because you are stuck on this ship and can't simply get a new one or repair it in a dock).
What do you guys think? Would this have potential? Would it be fun?
(Of course you can put in an overarching story which unfolds while the players explore new destinations, worlds etc.)

Hi there,
I'm currently running the AotS AP with my group and we are in book 4. While the first book was great and the third was good, the others lack a lot of good encounter design.
Beside the usual "one encounter a day" problem, we now also have a big emphasis on melee encounter while the setting is more geared toward ranged combat.
--- MILD SPOILERS AHEAD ---
Let's take the last chapter of the 4th book. The players (Level 8) have to fight through five encounters (CR 8/9/10/10/11) in rapid succession (if they take a 10 min break they get a disadvantage in the CR11 fight). The first fights four happen in small "arenas" (6x7 squares) without any special environment features or mechanics. Additional to that the players have to activate two "items" in each fight, which are placed around the middle of the "map".
The last, final fight, then take place in a larger space (~20x20 squares), but also no special mechanics here, no cover, just a plain room with some simple benches.
And to make it worse the enemy they are facing (only one!) is CR11, attacks with +28 and deals an average of 31 pts. of damage (or 23 pts. in a 30ft. line). And since it's a large melee enemy it will probably end in a simple "tank & spank".
This is also against a Level 8 party, who already spent a lot of their resources in the fights before.
I really don't know what to think of this "design", but for me such encounters really suck. They are not interesting or tactical challenging… just plain and boring.

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Hi there,
my group is in book three right now, heading out into the city and I have to admit I'm a little disappointed by the AP so far. The first book was really nice, you had a clear antagonistic force you have to overcome.
In book two there was no real antagonist and in book three again, no real antagonist, just a vague goal, with a very artificial reason to get it (no one knows what it is or even if it even exists), sending one of your special forces on a wild goose chase for several months while the enemy is at the gate, ready to strike any moment sounds total unbelievable. (Also not requesting help from other systems, the pact worlds, veskarium etc.)
Because of this I thinking about homebrewing the AP from now on.
My rough idea:
Level 8 - 9
The Artifact was transported on a shirren ship. The research of the professor indicates that it emits a specific signal during a specific stellar constellation, with is close by. this signal lead the players to the Moon of Suskellion. But the Swarm also received the signal and sent one of their Tresher Lords to get the artifact.
To reach the moon the players have to make a breakthrough through the swarm fleet (Operation Return DS9).
Only the players and a few scattered units make it to the ground. They have to establish a base camp and head out for the signal.
The signal lead to a cave entrance, since the ship is below the moons surface. Once inside the ship, they have to fight swarm agents and the ships defense at the same time to finally find the artifact.
Level 10 - 11
The artifact is a set of Drift Coordinates with the phrase “The last guard”. It lead to an asteroid within the dift where dozens of old shirren ships lay in stasis. But there are already pirates who started to scrap the ships. The players have to deal with them to finally reactivate the fleet (including several thousand shirrens in cryo).
Level 12 - 13
Attack on Suskillon - Operation Takeback – The last guard fleet just arrived in time, after not hearing from the players the SDF command initiated operation “Takeback” the re-taking of Suskillon. The players jump right into a loosing battle, but with some daring acts manage to turn the tide and finally defeat the swarm fleet. Next they have to land on the planet, deliver some blows to key points to clear the path for the troops. They then fight their way through the city and finally face the God Host itself. This fight should be EPIC!
The idea behind all this is to make the story more believable and grounded. Also I want to give them an antagonist in every chapter as well as foreshadow the God-Host more clear (something which many APs lack. Most times the BBEG didn’t appear before the last book).
My inspiration for this is Mass Effect, Starcraft WoL, Babylon 5 and DS 9.
So what is your oppinion? Any ideas or comments?
Hi,
I bought the Attack of the Swarm - Huskworld pdf and have to say I'm a little bit confused.
First it's not possible to extract the maps because the "frame graphics" lay on top of the map-graphics, so you can't select them. So it's not possible to use them on a virtual tabletop or print it on a larger scale as handouts.
Also the quality of the maps is really low (if you screengrab them).
I really thought that the online version includes maps (and graphics) which could be used for printing or virtual tabletops.
Is there any way to get the maps/graphics in a better resolution to be able to use them in this way?
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Hi there,
my gaming group managed to get an old TV screen and we want to build a gaming table from it. It's the first time I will use such a system and I have some concerns regarding the map quality in the books/APs.
We are currently playing Attack of the Swarm and the maps in the book doesn't look that high quality (DPI).
So my basic question would be "Is the quality of the maps in the pdf versions good enough to export them and put them on a big TV screen?
Does anyone has experience with using the maps from the AP pdfs for a virtual battlemap?

Hi there,
I'm currently playing a drone mechanic (level 9) and have the idea of a "battle-mech & field-mechanic"-team (similar to this: https://paizo.com/image/content/Starfinder/PZO7105-MonsterCreation1.jpg).
The first idea was to got with a combat drone and push it towards ranged combat. Unfortunately after doing a little bit of math the stealth drone would be the far better ranged drone (higher AC, flying, more dex…).
Does anyone knows a way how you can create a good tank/ranged drone from the combat drone chassis?
My idea so far is:
Mods:
- Weapon Prof. (Heavy Weapon)
- Enh. Armor
- Manipulator Arms
- Reistance: Fire
- Armor Slot (for some Armor Mod tricks, e.g. a Jet Pack)
Feats:
- Deadly Aim (for more DMG)
- Lighning Reflexes (to counter the weak Ref Save)
- Versatile Specialization (to get the Level to the Heavy Weapon Damage)
- ???
Then grab a heavy weapon and attach a underbarrel granade launcher to it to get some serious firepower.
My only problem is that this drone still have less survivability and hit chance then a (combat) stealth drone :(
Does anyone has an idea/suggestion? (aside from "take a stealth drone" or "build a melee drone")
Hi there,
I have to say I really loved the Pathfinder NPC Codex and with Starfinder the game even more shifts toward "NPCs (instead of Monsters) are the bad guys" (at least in my round).
Did anyone heared something about a NPC Codex is comming for Starfinder? (maybe Paizo or 3rd PP)
Hi there,
We re currently running RoW with a three player group and we have a lot of troubles with the AP.
We are still in the first book and already had two TPK. The first was in the winter dome with the Ice elemental and the second at the last encounter on the tower.
Our first party was sub-optimal, but not total worthless (Witch, Fighter, Inquisitor(Tactician)) the second was much more optimized (UC Summoner, Druid, Arcanist) but neitherless we didn't made it.
The first TPK was simply a bunch of unlucky rolls, but the second was a WTF moment.
First our Summoner was blinded by a swarm of crows (with a DC 20 Heal to "fix it") then the BBEG also deafen him, so he was out of combat (the Eidolon already died) at the raven encounter.
I really wonder because of the damage output, Spells and DCs we encounter and wonder if the AP is really this hard or if we simply miss(ed) something.

Hi follow pathfinder,
I have a little problem with my current character.
We just started Reign of Winter and got our first level up and I have no clue which character development route I should go.
This is my first figther character in Pathfinder ever (I normally play characters like Magus, Inquisitor, Cleric).
We are a group of three players, one with, one monster tactician Inquisitor and myself. The DM already said that we will get one "Companion" NPC along the road, but not exactly which class it will be.
So far my concept for the fighter is: "The good mercenary who can get along with everybody and know someone in every town" (something like Terence Hills characters from the movie).
But I have no clue which route I should go from here on to embrace this and give him something more then "I smash things".
Stats (rolled out) so far:
Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 11
Charisma 11
Half-Snow Elf (racial skill focus [Diplomacy])
Traits: Restless Wayfarer, Friends in every Town
Feats:
1. Level: Persuasive
1. Fighter: Dodge
Equipment (so far):
Breastplate, Greatsword, Shortsowrd (when the area is to crowded for a Greatsword)
Can you guys give me some help, ideas, input?
Again I'm not looking for a optimized mega build, but for some ideas how to make a fun fighter character who has also some abilities/skills beside "I smash!".
Hi there,
Since we will start a new campaign in the next weeks I'm thinking about a new character concept.
Since my last characters were all skill-based or caster I want to go with a mundane front-liner, this time.
I'm currently still working on the backstory, but I already have a very fix idea of the gameplay side.
My idea was a (medium sized) armored character who fights in tandem with a wild beast which he can also ride (best would be from start^^).
My first idea was the beast rider archetype of the Cavalier which really fits the idea thematically.
Unfortunately after checking the class rules and some forum posts I saw that this class is a hoax in some way…
While it sounds nice at first, the rule state that I can only use a horse at level 1 and get the ability to get a "monster-mount" (e.g. a Lion or Tiger) only at Level 7. :(
Did any of you guys have an idea which class/archetype would fit my idea?

Hi there,
I re-read the CRB yesterday and are a little bit confused about the dying/stabilize rules.
As far as I understand you have to spent one quater of your resolve points (max. three) to stabilize when your hp drop to zero. If you don't have a quater left you loose one RP each round and if you are at zero RP you are dead.
This means if you don't have the "quater RPs" you will die within a few rounds.
Example:
Low-Level Character: 8 RP (3 from level, 5 from Attribute), you need at least 2 RP to stabilize, if you don't have them (so you only have one), you will loose this one point and next round you are dead.
High-Level Character: 16 RP (8 from level, 8 from attribute), you need at least 4 RP to stabilize, if you don't have them (so you only have one), you will loose one point each round and will be dead in three rounds.
So basically if you don't have your RP you only have a few rounds to stabilize or get some help. Compared to PF this is a very quick death...
Or did I miss something?
Hi,
After seeing the add for the AtAT Adventue Path and reading into it I thought about buying it. But since I'm a student I don't really have a lot of money. So I thought "Well then it will be the pdf Version" and then I was irritated.
The PDF Version of the core books cost 9.99 $ each, so I thought the AP PDF will be a little bit cheaper, but the opposite is the case: 15.99 $ for one book?
Why is the AP PDF, which contains less content (and with it less work) more expensive then the CoreBooks PDFs?
According to the Forum there aren't even additional digital content in the PDF (like high resolution maps etc.).
So why?

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Hi,
some month passed by since the release and I already DMed quite some rounds of Starfinder.
While the system and setting is very intresting (even if the system still has some old DnD flaws^^), what really bothers me is the economy in the game.
Maybe it's because I played Shadowrun before but a basic trope of Scifi games are the gadgets and tools of the players.
First: Starfinder doesn't have much of these tools and some basic things are missing (e.g. bugs). But maybe they will come with the Armory book.
Second: The prices. A simple tiny drone costs more then a level 3 character has for his complete equipment. For the weapons and armors it get's even more off, when the best small arms costs 2750 times as much as a standard pistol.
I would really see Paizo getting a new turn on this and revise the complete economy/equipment system, so it feels more believable and comprehensible.
What do you guys think?
How do you handle requests from your players about normal tech items/solutions we already have today (e.g. mini cameras, bugs or starting your ship remotely via a handheld device)

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Hi there,
I think some of you will agree that the starship rules feel a little bit clunky and artificial when it comes to designing starships.
I decided to take matter in my own hand and come up with some ideas to make it smoother and more interesting (similar to the The Stronghold Builders Guide from D&D 3.5 or Kingmaker)
Since I'm still in the process of working everything out, I want to share my ideas with you guys and hope you can help me make this working. :)
Basic ideas so far
1. untie the ship progression from the APL
2. give ship frames special qualities based on their role
3. add more freedom in the selection of ship modules
1. Untie the Progression
I know that it would not be possible to conect the ships upgrade with the normal player economy, so I decided to use a separate system based on BP for it.
BP represent a mix of spare parts, credits, deeds and other things the player need to upgrade their ship.
Player will earn BP during the game like they earn XP or credits (they should be around (Numbers are based on table 9-1 SF:CRB):
Level 1-6 20BP/level
Level 7-9 25BP/level
Level 10-12 40BP/level
Level 13-14 50BP/level
Level 14+ 100BP/level
2. Ship frame qualities
I found the ship frames a little boring so I want to give them something which defines their role a little bit.
For this I added special qualities to each ship frame, e.g.:
Racer: Racer Frames are designed for high speed engines, decrease the engine cost by 25%
Explorer: sensor range increased by 5 hexes, +2 to science officers’ rolls
Destroyer: +2 attack vs. small and tiny spaceships
3. Ship Modules
I always had a problem with how the modules work, because the player has to pay three resources for one module: BP, PCU and a module slot.
To give the players more possibilities to build their own starship I removed the module slot requirement from all modules, instead the modules will need a specific ship size or get unique restrictions.
Cargo modules will be special as their number will still be "hardcoded" to the ship frame, but their maximum cargo per module will be changed based on the ships size:
Small 25t
Medium 250t
Large 2000t
Huge 10000t
Gargantuan 50000t
With this I want to bring the cargo capacity of ships more on a believable level (similar to modern naval ships of this size).
The numbers of cargo modules of a frame is roughly the same as the current module slots (I adjusted a few and gave large+ freighter frames the ability to add additional cargo modules to their outer hull).
That's it so far.
Next will be the modules itself. I will went over every module and adapt it to my system, maybe I will also come up with some new modules. ;)
What do you guys think? Is this a good approach? Would it add something to the game? Would it give the players and DM more freedom?
Hi there,
maybe I overead something but I have a question reagarding tracking weapongs:
As far as I understand tracking weapons can also only (initially) be fired at targets within the arc. But once fired they can move outhside the arc, is this correct?
And if so what do you think for the following change:
Tracking weapons can be fired at any target, but have to travel at least half their speed in direct line from the ship before heading toward the target.
(I thinking of film/series, where missile batteries fire towards the side of the ship and after a short tim then the missile head to a target in the front of the ship)
Hi there,
I'm currently working on a Collection of Monsters, NPCs and Ships for my Starfinder group (we normally rotate the DM role from time to time and I want to help my friends by providing some basic monsters etc.). My plan is to get a small Collection from CR/Level 1 to ~10.
The monster conversion is not the big problem (the rules are really simple and the SRD has a TON of monsters). But I have a problem:
I get a little bit more confused by the NPC (or Monster with Armor/weapon) conversion.
The Question is should I stick to the basic damage which is written in the SRD or should I change the NPCs weapon/armor to a SF weapon/armor with an Item Level equal the CR?
I think to keep the NPCs challenging at APL = CR the weapons/armor should be adapted.
What do you guys think? How does the weapon/armor affect a NPCs/Monster CR? How should it be converted?

Hi,
I already build some ships for fun and also as "NPCs" for my campaign.
What bothered me was that the hulls do not really reflect the cause of the ship (e.g. you can build an "Explorer" based on a Freighter Frame).
So I ask myself if the frames should have special qualities which define and support their role.
Let me explain by some examples which come to my mind:
Freighter - every unused expansion bay Count as 1.5 Cargo holds
Explorer - if a science lab is equiped at +2 to all scan rolls and increase the range by 5 fields
Destroyer - When aiming at ships of small size or smaller, add +2 to the attack roll
Heavy Freighter - as Freighter plus: you can attach up to Tier/2 additional Cargo holds to the hull. If you use this Option reduce Speed by 1 and Maneuverability to poor. The additional Cargo pods can be dropped in battle if needed (increase the Speed and maneuverability again).
What do you guys think, would this be a good idea? Or will it make the starship rules to complicated/imbalanced?

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Hi,
I'm planning to let my Group fight against a space monster.
My Players have a Tier 1,5 Freighter (still 14 BP left) and they will get help from a damaged T2 NPC Destroyer.
Currently I simply use the starship-building rules to build one, but I have no ideas for some intressting, challeging "organic" Options.
So far I have these base stats (based on a T4 Heavy Freighter):
Speed 4
Maneuv. Average (turn 2)
Drift 1
AC 10
TL 9
HP 140
CT 28
Shields N/A
Attack (Forward) gravity gun (6d6)
Attack (Port) micromissile battery (2d6)
Attack (Starboard) micromissile battery (2d6)
Power Core Arcus Ultra (150 PCU)
Drift Engine Signal Basic (75 PCU min.)
The base idea for the Encounter is to create a huge creature, which can take some damage (due to it's mass).
The "gravity gun" will be it's breath weapon, while the micromissle batteries represent spores.
I want to spice up the combat a Little bit with some unusual options. So I want to ask if some of you have an idea how to bring this combat to live (I like more creative/tactical choice combats instead of "rolling it out").
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Hi,
my players just got their first starship and have quite some space free (4 modules = 100 tons cargo). Since they want to prepare for "off-world incidents" they plan to fill some cargo with UPBs.
Unfortunately the cargo space is given in tons, while the UPBs weight is given in Bulk. Does anyone found a rough rule how to convert these into each other?
Hi,
I'm planing my first SF round and already thinking of bringing it to the next Level. :)
Since I am a 3D Artist I consider to 3D print models for the battle-map (and maybe also to sell them^^).
The official rules say that every ship has the size of one hex (abstract System) and on hex on the official battle-map is 1'' (2.5 cm)
I just wondering if this is really useful if you use miniatures, or if a 1.5'' (3,8cm) or even a 2'' (5 cm) Hex size looks/works better for the game.
Bigger hex would of course allow more details on the minis and also a better size difference of the ships.
What do you guys think? What is the perfect size and would you buy ship miniatures?
Hi there,
I will run my first SF round this evening and found one big problem: no enemies in the core rule book. oO
Of cause, there is the “First Contact” book, but it only contain one low level creature (the space goblin).
So how to build some interesting encounters for my players?
At the moment I’m improvising some basic stats, based on my PF knowledge and the trap rules and classes in the SF:CRB
How do you guys prepare/run your first homebrew rounds?
Are there any ressources/articles I missed in the web/SF:CRB which give us some basic enemies/encounters?
I think it would be nice if Paizo would release at least a few simple guidelines regarding monster design, maybe with some basic enemies (similar to the “Creating NPCs” chapter in the PF:CRB or the basic monsters in the 3rd edition Players Handbook) so we don’t have to improvise or wait till October to run our own campaigns.
What do you guys think?
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Hi,
I plan to play a beast rider (BR) cavalier.
We will start at level 4 and now the problem hit. :)
The BR Archetype says that at level 4 I can choose a Lion as mount (what would be awesome).
The normal Lion is Large and due to this would suite as mount, but the Druide animal companion one is medium.
As the BR mount count as animal companion is the mount medium (and not usable by me) or large?
From my point of view it makes no sense to give a class an ability which can't be used at the level the class get it.
So based on this I would say that the player should get a large lion, otherwise he can't use his class ability.
Anyone knowns if there is some official errata/comment for it?
Hi,
during some of my silly moments I got an intressting idea for a character and I'm looking into how to make it possible.
The idea would be a necromancer who didn't summon/create undeads but instead transfer his consciousness into an dead body and could control it this way.
He can then use the body normally while his original body lays in stasis.
The question now is, is this a feasible concept for PF (rulewise, RP wise etc.) and how to build it with the current classes/feats etc.
Any ideas?

Hi,
I really like the concept of the gunslinger but I have a problem with the rate of fire of this class.
I'm one of this players/DMs who like a game which have some realisitic roots to build up.
The gunslinger is a problem here.
Flint lock guns the normal weapons of the gunslinger) had a historical rate of fire around 3-4 round per minute (and that was already fast).
In Pathfinder a gunslinger shots up to 40 round per minute (at level 20 without and magic items 4 per round (6 seconds)).
Did anyone else have an issue with it?
Did anyone has an idea how to "fix" it?
I'm thinking of raising the base damage based on the gunslinger level, so instead of doing 2 attacks each with 1d12+X at level 6 he do one attack with 2d12+X damage (Higher damage due to more precise shooting because of more experience with the weapon)
Which would also fit here would be that this "increased damage" only applies if a full roudn action is used (carefull aim).
If the weapon is used in a standard action the normal weapon damage will be used (shoot from the hip).
Any thoughts on this?

Hi,
as I always liked the concept of the war-priest I really looked forward to this class... and got disappointed.
One of the signature abilities of the warpriest is the sacred weapon, but let's take a look what does it do (and compare it to similar abilities):
Sacred Weapon
1. It increase the base damage of the weapon:
it starts at 1d6 and then reached 1d8 at 5th level till the 9th level etc.
Ok, so basically before the 10th level this part of the ability does nothing, because let's face it: you are are warpriest with martial weapon proficiency, so if you took a martial one-hand weapon you are already at 1d8.
If you build a two-hand weapon warpriest (e.g. warpriest of Gorum), this part of the ability kick in at 20th level.
2. At 4th level it allows you to boost your weapon (+1 at 4th, +2 at 8th level) for lvl/rounds per day.
Let's compare this time to the ability of a Paladin or Magus..
Paladin: 1min/level upt to 4 times per day (at level 20)
Magus: 1min per arcana pool (~16 times without any items, feats etc.)
On top of this the warpriest have to have a weapon focus with the weapon to use this ability while Magus and Paladin can use it on every weapon they wield.
Did I miss something or is there something off with this ability?
On a site note:
I really like the idea of the warpriest, but I think they wanted to put to many abilities into it without creating new, unique mechanics, let's face it: Fevor is a weaker lay on hands, Blessings are domains without spells (and a later major power) and channel energy.. also same only weaker :(
Hi,
I running a campaign at the moment which involves a lot of exploration and overland travel.
Unfortunately the standard rules are a little spare on this.
Did anyone know some products, websites etc. which could help me here?
What I looking for exactly are rules for exploration and random encounter tables for standard terrains and also seperated by level (e.g. forest 1-3, forest 4-6 etc.)
Hi,
One of my player is playing a summoner with a biped Eidolon.
He added a claw evolution (leg), now his biped eidolon attacks with his feet-claws and hand-claws.
Is this legit?
For me it feels a little bite strange (especially if I imagine how a biped creature attack with feets and arms at the same time...).

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After a few posts and discussions with my DM we overhauled the Arcana Archer to make it more interesting.
Changes:
Additional Requirement:
Must be able to use an arcane bond (weapon)
No additional Armor or Weapon Proficiency
Enhance Weapon
Ath the first level the Arcane Archers Weapon becomes his bonded object (all previous bonds are broken).
Also he get an Arcane Pool equal half his AA level + his primary caster attribute. This pool regenerate every morning.
The AA can use his pool to enhance his bow for a short time. As a swift action he can spent one point of his pool to add an +1 enhancement bonus to his bow for 1 minute. This bonus stack with existing boni but the total bonues can be never higher then +5.
At 3rd level he can also adding fire, frost, shock or corrosive enhancement to his bow by reducing the bonus by 1 (the bow has to have at least a +1 bonus)
At 5th level he can also at Distance by reducing the bonus by 1
At 7th level he can also add the elemental burst enhancement to the bow by reducing the bonus by 2
At 9th level he can also add the holy, unholy, chaotic or lawful enhancement to the bow by reducing the bonus by 2
He has to choose at the beginning of the day (while preparing his spells) which bonus he want to apply to his bow for the day.
Also it's not possible to add different elemental affects with this ability to the weapon.
You can add multiple elemtal affects to the bow with this ability (which all reduce the bonus) but you have to choose once you activate the ability which elemental affect you want use.
Example:
an AA level 5 decide to add fire and frost to his bow for this day, the Enhance Weapon Bonus will be: +1 fire or +1 frost
Imbue Arrow (Su)
Changed so you can also add touch spells to the bow
Seeker Arrow
Now it's a swift action, last for one round and cost one Arcana Pool
Phase Bolt
Standard Action, cost one Arcana Pool
Hail of Arrows
Full-Round Action, cost one Arcana Pool
Arrow of Death
DC changed to 20 + primary caster stat
____________________
What do you think? Overpowered, underpowered, intressting, boring?
P.S.:
We also made a "crossbow" variant which had as additional requirement "Knowl. Engineering 5" and the Enhance Weapon also reduce the reload time by one step (effectively it counts as rapid reload and did not stack with the feat!). Also the ability descriptions are more tweak toward merging engineering with magic ("Charges" instead of "Arcana Pool" etc.)
Hi,
I planning to go the Arcane Archer root, but one thing bother me.
To become an AA your character has to be level 7, at this level every character should have at least a +1 weapon.
As the Enhance Arrows Bonus (+1) did not stack with an already existing bonus of arrow or bow, where is the sense behind this ability at all?
Hi,
I'm playing RotRL and I'm not really happy with my character at the moment.
So I try to figure out how to get a little more out of him.
Character so far:
Ranger (Dungeon Rover) 3 /Transmuter 5 (I know, not optimzed, but it fits from what happened during the campaign and the cahr concept).
Stats:
Str 10 / Dex 16 (+2 Transmuter) / Con 14 / Wis 10 /Int 16 / Cha 8
Feats: Precise Shot, Point Blank Shot, Cypher Magic, Weapon Focus (Crossbow) [will be retrained]
My first idea was to make a arcane (crossbow) archer out of him (DM approved), but unfortunately the AA abilities don't get me at all and I have to learn that a crossbow is a really weak wepaon compared to a bow :(
At the moment I'm the parties scout and dungeon expert.
But I don't really have an idea where to go from here...
If anyone has any intressting ideas feel free to post them. :)
Party consists of Monk, Summoner, Healer-Witch and Support-Cleric

Hi, we're playing RotRL at the moment and I have a problem with one character in the group.
One of our group plays a strength-build monk and he outshines everyone in the group, in combat and out of combat.
We're playing 15-points buy and are 5 player:
Human Witch 8
Halfling summoner/rouge 7/1
Half-Elf Cleric 8
Dwarven Ranger/Wizard 3/5
and then the Monk 8...
My problem with the monk is that there seems to be no weak side at the monk, he's always in all tasks perform best
Combat
4 Base attacks +11/+11/+6/+6 1d10+12 (Str 20, Weapon Focus, Amulet of mighty fist, power attack) +1 Attack if he spents a KI Point
AC in the top 20th to early 30th (witches ward and summoner add mage armor).
Out of combat (stealth, perception etc.): 4+Int skill points and a bunch of special abilities
Am I to jaelouse here or are Monks a little bit over the top compared to other classes?
(e.g. Fighter - good combat stats (even weak compared to the monk (2-4 attacks with less damage total per round), tradeoff no skill points, weak out of combat stats)
Hi,
today I got this total crazy idea of an crossbow turret for my dwarf.
I think of an animated crossbow.
If I'm understanding the construct creation rules correct but here's my concept:
Animated Crossbow
Small animated object
Modifications:
+6 Dex (15000 gp)
+1 HD (CR +1)
Ranged Attacks (2 CP = CR+1)
Extra Attack (1 CP)
HD: 3d10+10
AC 14
Speed 30 ft. (yes it can move!)
Attack: 2x +6 (maybe 7 if mw item is used?)
Damage: 1d6+3 (Base construct damage, Range 20 ft.)
or
Animated Weapon Platform (Drone)
Small animated object
Modifications:
+6 Dex (15000 gp)
+1 HD (CR +1)
Additional Movement (fly 1 CP)
HD: 3d10+10
AC 14
Speed 30 ft. (fly)
Attack +7
Damage 1d8 or 1d10 (based on the type of crossbow)
What do you think?
Hi,
as my Kingmaker Campaign comes to a hold (were currently at the 4th book), a few of my players and I thinking about starting another Kingmakerish-Campaign.
The question is where?
Does anyone has some suggestion were we can settle a "explore & conquer" homebrew campaign in Golarion?
Maybe some area with special climate or features which has some background material from Paizo.
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