Roseblood Sprite

Universally Hated Pundit's page

20 posts. Alias of Jess Door.



Sovereign Court

He says he can log into the "my Account" page and change and save his information, but he is unable to post - he is always logged out when trying to post.

can someone assist him in finding out what the issue might be?

Thank you!


For several weeks, excitement has been building in Kenabres - Armasse is coming!

While the significance of the holiday has waned over much of the world since the death of Aroden, Iomedae’s followers still celebrate this festival, though it has become more about training the populace in weapons use, brave knights choosing new squires to train for the Crusade, and the ordination of priests than the gathering of clerics and scholars to ponder the lessons and meaning of history.

Kenabres’ citizenry are always ready for battle, but on this morning the armed and armored citizens roaming the streets have smiles on their faces and a certain bounce in their step, instead of the down cast eyes, strained expressions and heavy gait that is the more usual day to day sight. Weapons are sheathed nonchalantly, often festooned with bright ribbons on the hilt or haft representing some heraldry or another, and it is apparent from the glint of sunlight off many a knight or armsman’s polished armor that most everyone has made an effort to make the best impression they can for the day.

While the official opening ceremony isn’t scheduled to happen until noon, if this Armasse is like any other, Clydwell Plaza will be full at least half an hour earlier. The jousting matches and combat trials, as well as many performers providing more entertainments that Kenabres has seen in the previous year will begin once Lord Hulrun has officially blessed the festivities.

Street vendors can be heard calling attention to their wares before dawn fully breaks and every shopkeeper has his best ready for the crowds that are already beginning to fill the streets.

Hiro:
You stagger as you emerge from the strange portal you entered, and nearly trip over some very fragrant refuse. You're in a back alley in some outlandishly strange city. The sun is blocked out by the height of the buildings to your right and left, and they're not stately homes with gracefully curved tile roofs, but rather seem to be simple thatch and wood. Before you is a street, filled with people in brightly decorated and well shined plate armor, like those few grizzled crusaders whose families fled to Tian Xia decades ago sometimes wear - except these aren't ancient dented and repaired suits of armor, these appear new, and the sun shining off their shined surface nearly blinds you as you blink in the dim twilight of the shadowed alley.

There is strange music playing, and everyone who walks by seems to be smilng and laughing. A delicious smell wafts your way as a woman in a bright blue dress walks by the alley entrance with a platter of skewered meat.

Take a moment to introduce your character, and talk about what you plan to do for the morning.


For several weeks, excitement has been building in Kenabres - Armasse is coming!

While the significance of the holiday has waned over much of the world since the death of Aroden, Iomedae’s followers still celebrate this festival, though it has become more about training the populace in weapons use, brave knights choosing new squires to train for the Crusade, and the ordination of priests than the gathering of clerics and scholars to ponder the lessons and meaning of history.

Kenabres’ citizenry are always ready for battle, but on this morning the armed and armored citizens roaming the streets have smiles on their faces and a certain bounce in their step, instead of the down cast eyes, strained expressions and heavy gait that is the more usual day to day sight. Weapons are sheathed nonchalantly, often festooned with bright ribbons on the hilt or haft representing some heraldry or another, and it is apparent from the glint of sunlight off many a knight or armsman’s polished armor that most everyone has made an effort to make the best impression they can for the day.

While the official opening ceremony isn’t scheduled to happen until noon, if this Armasse is like any other, Clydwell Plaza will be full at least half an hour earlier. The jousting matches and combat trials, as well as many performers providing more entertainments that Kenabres has seen in the previous year will begin once Lord Hulrun has officially blessed the festivities.

Street vendors can be heard calling attention to their wares before dawn fully breaks and every shopkeeper has his best ready for the crowds that are already beginning to fill the streets.

Hiro:
You stagger as you emerge from the strange portal you entered, and nearly trip over some very fragrant refuse. You're in a back alley in some outlandishly strange city. The sun is blocked out by the height of the buildings to your right and left, and they're not stately homes with gracefully curved tile roofs, but rather seem to be simple thatch and wood. Before you is a street, filled with people in brightly decorated and well shined plate armor, like those few grizzled crusaders whose families fled to Tian Xia decades ago sometimes wear - except these aren't ancient dented and repaired suits of armor, these appear new, and the sun shining off their shined surface nearly blinds you as you blink in the dim twilight of the shadowed alley.

There is strange music playing, and everyone who walks by seems to be smilng and laughing. A delicious smell wafts your way as a woman in a bright blue dress walks by the alley entrance with a platter of skewered meat.

Take a moment to introduce your character, and talk about what you plan to do for the morning.

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I'm so excited to run Wrath of the Righteous! But my volume 73 is really falling apart. It's split on pages 2-3, 12-13 and 16-17. I've tried supergluing it together, hoping it would hold together well enough (this worked with Gods & Magic like a charm!) but that doesn't seem to be working here. :( Was there a problem with this printing? Or did I just get a little unlucky! I've had very well loved volumes of APs with nary a problem before this...

Order 2707565.


1 person marked this as a favorite.

Well, here it is. Sorry it took so long! Let's get character creation going.

I know there was interest from Freehold, Crimson Jester, possibly DSX. I also have another friend coming to the website to try out play by post to get his gaming fix in. Twins is tough on your gaming schedule!

Basics:

  • Check out the player's guide.
  • 20 point buy
  • I would like to focus on a heroic focused campaign - or alternatively, a redemption theme if you're not starting out all that altruistic.
  • Starting gold rolled in this thread.

Did I miss anything?


For several weeks, excitement has been building in Kenabres - Armasse is coming!

While the significance of the holiday has waned over much of the world since the death of Aroden, Iomedae’s followers still celebrate this festival, though it has become more about training the populace in weapons use, brave knights choosing new squires to train for the Crusade, and the ordination of priests than the gathering of clerics and scholars to ponder the lessons and meaning of history.

Kenabres’ citizenry are always ready for battle, but on this morning the armed and armored citizens roaming the streets have smiles on their faces and a certain bounce in their step, instead of the down cast eyes, strained expressions and heavy gait that is the more usual day to day sight. Weapons are sheathed nonchalantly, often festooned with bright ribbons on the hilt or haft representing some heraldry or another, and it is apparent from the glint of sunlight off many a knight or armsman’s polished armor that most everyone has made an effort to make the best impression they can for the day.

While the official opening ceremony isn’t scheduled to happen until noon, if this Armasse is like any other, Clydwell Plaza will be full at least half an hour earlier. The jousting matches and combat trials, as well as many performers providing more entertainments that Kenabres has seen in the previous year will begin once Lord Hulrun has officially blessed the festivities.

Street vendors can be heard calling attention to their wares before dawn fully breaks and every shopkeeper has his best ready for the crowds that are already beginning to fill the streets.

Take a moment to introduce your character, and talk about what you plan to do for the morning.


One concern, the character classes are: Monk, Oracle, Fighter, Inquisitor, Cleric, Paladin. There is no arcane. Thoughts?


Well, here it is. Please take a look at the Wrath of the Righteous Player's Guide (you can download it free with an account), and think about what characters you want to create.

Characterization Guidelines

I want this to be a heroic crusade, and I would prefer if the characters could be created such that they could form something along the line of a holy order. Characters with a strong religious background with a good god that lends itself toward crusading against demons will be greatly preferred. Non-good characters are a possibility only if they're somehow on a path of redemption - a thorough background is a must for characters like this.

Think Sparhawk and his band of church knights from the Elenium and the Tamuli by David and Leigh Eddings. The knights were from different orders, and they picked up squires, thieves and sorceresses and other diverse companions along the way, but they were at heart a group of adventuring paladins.

Character creation rules:

  • Given that this is mythic, I think characters should have a 20 point buy.
  • Given the feel of the campaign I'd prefer, I'm not really interested in having gun using characters.
  • Given past experience trying to run a campaign with a summoner in the group, I'm not signing up for that much extra work again, and summoners are not allowed.
  • 2 Traits at first level - 1 should be a campaign trait.
  • Max HP at Level 1. From there forward it will be rolled or take the average (rounded up). You must choose before you roll (or don't roll), but may change your mind from level to level if you wish.
  • Rolled gold appropriate for your class (rolled in creation post).
  • FAWTL applicants preferred.

Proposed house rules:

  • Fighters get 4 skill points / level. Acrobatics and Perception are class skills.

Hm. Anything else?

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1 person marked this as a favorite.

This is a really good, in-depth article on why medical costs are what they are.

Very informative. Just thought others might be interested.

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I ordered a bunch of 10th anniversary stuff, and preordered the carrion crown dice at the same time, so I assume the blank order in my acount page (2165799) listed as part of a split order (the other order is 2165800) with the anniversary promotion and first $10 shipping is this order. I had a bunch of maps, some minis and some of the sci-fi books for sale on this order. I assumed I hadn't received a shipping notice because of Gen Con and didn't worry too much about it until I checked it out tonight.

is this order lost? Or is it recoverable?


4 people marked this as a favorite.

I AM THE PARADE LEADER. I NEED A BATON.

::TEARS SPACE NEEDLE OFF ITS FOUNDATION::

THERE. MUCH BETTER.

RAAAAAAAAAAAAAAWR! PARADE!


1 person marked this as a favorite.

Dear Paizo,

I was not Patient Zero of Con Crud this year. I figured you needed a break. Just consider this my contribution to your continued success. You're welcome!

:)

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I've drawn a sketchy version of Ziddiger's picnic. I have the words written down as well. Can I post this as a resource for other GMs? With the words? Shall I edit the words out of the pictures?

I don't want to cause problems, but I and my group found an actual book helped enormously. It's not fine art or anything, but it gets the main points across.

Thank you.

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Article

Ah, sad to see. But I think Detroit's problem ever since I was a kid there was bad management. I hope they can turn the city around, either which way.

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I'm sorry, maybe it's still coming, but my subscription order containing the beginner box shipped the 21st via USPS...and I have yet to see it. I am concerned it went astray. Is there any way to check with the progress of a USPS shipped order?

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It's practically a crime there's not a single mite avatar! You have so much art that could go there!

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Peter Falk, the actor that played the detective Columbo, died yesterday.

I loved his character, and am sad to see him go.

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Article on a real life vigilante crime fighter:

http://www.kirotv.com/news/26363364/detail.html

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I grew up in Detroit. I know it had problems when I was a kid. I understand why Mom and Dad moved away while I was in junior high. But now...it's even worse.

It's sad to see an American city fallen so far.

http://www.guardian.co.uk/artanddesign/gallery/2011/jan/02/photography-detr oit#/?picture=370173060&index=15

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Arr!

The perfect lead in to our D&D game!

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Darn, too late to edit. It's Intelligence based casting.

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Can you use Improve Natural Attack twice on the same natural weapon?

I'm trying to create a jaguar from the leopard chassis, and I've read they have the strongest bite of any cat. If I went ahead and invested two feats, could I make their bite really nasty by improving the size twice?

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So, if you have a player that wants to play a cleric of Pharasma, and she's really attached to the idea of not allowing the looting of tombs...and the adventure path you're running contains a not insignificant number of tombs where the wealth found inside is assumed to be part of party treasure...can anyone think of some good justifications that are party friendly for such a cleric to allow the taking of valuable items?

I could see her allowing the party to take items from a tomb they cleared of undead abominations, for example. Or if they take a really cool magical sword, replace it with a more mundane one...? Any other ideas?

This will be a large group, I want to minimize the chances for conflict...

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So, we ran into Dominate Person in our Pathfinder Society scenario this weekend. And....surprisingly, have some questions!

Our fighter was dominated in the first round of combat. He was ordered to "Fight your[his] friends".

It says in the text of the spell:
"...Subjects resist this control, and any subject forced to take
actions against its nature receives a new saving throw with a
+2 bonus..."

We decided that ordering the fighter to attack his friends was against his nature (as he's not normally a backstabber), and gave him another save with a +2 bonus. He succeeded on the save...and we weren't sure what that meant. It didn't seem fair for a 4th level spell to just disappear. What we decided was he successfully resisted that particular command, and the controller would have to spend a move action to give the dominated person a new command - or in this case, the same command again as he resisted it the first time.

This ruling did lead to another question - what does the dominated person without a command do for his turn of combat? We had him stand there, essentially dazed.

Thoughts?

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I am playing a caster that can cast 6th level spells for the first time, and we knew we would face some powerful undead. I saw the 6th level spell "Undeath to Death" and thought "Yes! This will be cool!"

Then I read the spell description.

You can't cast this spell until you're at least 11th level, and it has no effect whatsoever on anything with 9 or more HD? And it costs 500 gp per casting? And they get a fortitude save?

Really?

I...can't think of any reason I would memorize this. I can almost see the worth of having one scroll in that rare case where you'll happen to be facing a lot of low level undead. But I've never seen such a fight at levels where one would have access to the scroll.

Ugh.

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There are lots of times where someone wants to post formatted text - especially tables of information of some sort - and are unable to format it well.

Creating a [ code ][ /code ] block, much like the [ ooc ][ /ooc ] blocks, that simply makes everything inside appear in the default fixed width font for a user's chosen internet browser would be very helpful in allowing post formatting for a minimum of new code added on your end, hopefully.

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Aaaaargh! You've done it again! Separated me from cash in my wallet, using the same old trick of producing an excellent product I simply must have! You'd think I'd see through it, but I'm left with no choice but to not only purchase goods from you, but be happy about it as you separate me from my money.

:)

Merry Christmas to me. Now I get to wait by the door for the delivery man.

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In beta there was an increase in the difficulty in casting defensivly if there were more opponents around while you were attemtping to cast. I no longer see mention of that rule.

As a player I ran my character up next to a caster to try to impede their casting, but once I got there I couldn't find any mention that my presence in addition to the fighter's presence in any way made casting defensively more difficult.

Did I just not look hard enough? Or is it no harder to cast defensively when being attacked by 8 goblins than when being attacked by 1?

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Sorry, I hope this is the place to put this, haven't posted in here before. A link to this paper was posted and I found it absolutely engrossing.

I don't know if others will find it as interesting, but I thought I"d post it here anyway, as I thought it interesting. Besides...if you're going to go to the trouble of doing a dissertation rather than more gaming....might as well do the dissertation on gaming!

:D

Link

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So, in case the title doesn't explain clearly enough

Let's say you have cleric that channels. Does he pick an intersection he touches as the center of his channeling burst? Or does the burst extend in 30' on all sides from the edge of the space the channeler occupies?

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Hello, my order confirmation says I can expect it to ship

"Should ship from our warehouse within 33 to 51 business days"

I got 2 day shipping because I wanted the dice asap (my dice got lost, and I need new ones for gaming!), but if it's not going to ship out for a month to two months anyway, could I switch it to regular shipping? Or could I get it split up into smaller orders that ship a little sooner?

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ON COMBINING SKILLS

The most critical issue with regard to combining skills is leaving them with some level of parity. One skill should not obviously outshine another in value. If one skill is more often usful than another, than the other should provide a greater bonus in those times when it can be used, or it should provide opportunities to make itself useful - or it should be useful for mitigating some other dire weakness for a character.

I think there are classes of skills that are obviously strong, obviously weak, somewhat weak, and just about right. My personal breakdown looks like this:

Obviously Strong:

  • Acrobatics - multiple mathematical advantages are conferred here. Tumbling to avoid AoOs tumbling to avoid falling damage, increasing mobility over difficult terrain, increasing movement options with jump and increases to Armor class while performing certain functions are universally useful to all character types, though it's more useful to some than others. Every single character in the game can gain significant combat advantage from ranks in Acrobatics. I would suggest something be removed from this skill, or the difficulty of performing certain extremely advantageous actions increase.
  • Diplomacy - As the DCs for negotiating with creatures and changing their attitudes (permanently!!!) only scales by their beginning hostility, this skill is a no-brainer. I play it differently in my games simply because the description of the skill makes it quite powerful. The abuse of possible synergy bonus buildup for Diplomacy has been removed, for which I am grateful, but this is still an incredibly powerful skill. Every party should really have one diplomancer. I believe the use of this skill needs to change radically. Rich Burlew's alternate Diplomacy Rules might be a good starting point.
  • Perception - this is slightly less overpowering in that it doesn't confer quite as many combat advantages. I think this isn't as overpowered a choice as Acrobatics because it has less in combat advantage to offer, and in most groups simply having one scout character is enough - therefore every character shouldn't feel compelled to max it out.
  • Spellcraft - This is only useful for spellcasters - but it's pretty much required for spellcasters, given the defensive casting system. As part of the effort to bring parity between spellcasters and martial characters, I would remove defensive casting entirely and increase the DC for retaining a spell if damaged while casting, if given my druthers. I think Spellcraft will always, even with these changes, remain a very important skill for spellcasters. But that is probably as it should be.

Obviously Weak:

Craft - I think this is weak because it takes too long to make something useful and I have difficulties with crafting categories. There's no reason a person that can make a bow shouldn't be able to craft a high quality quarterstaff. Distinguishing between making a longbow and making a ranseur but not between making leather armor and platemail is frustrating. And any skill breakdown I make here is equally strange, or so specific as to render the skill even more useless. I think, for gaming purposes, Craft breakdowns for most adventuring equipments would be


  • Alchemy
  • Armor
  • Weapon
  • Mechanical(traps, locks, maybe crossbows and firearms would be here as well as Weapon?)

There would be other categories for less useful adventuring gear, but that seems to break up the utility of the most often sought after craft categories.

Knowledge (blah) - Knowledge skill usefullness varies sharply by campaign. Monster identifying knowledge skills are probably most often useful. Knowledge (engineering), Knowledge (nobility) and Knowledge (geography) are least often used, in my experience. I would like to see the following Knowledge list:


  • Knowledge (arcana) - This one is reasonably well used. Adding some of Spellcraft's old uses to it as Concentration was folded into Spellcraft was an excellent choice, in my opinion. I would add knowledge of the non-alignment and non-divine planes (elemental planes, astral, etc.) to Knowledge (arcana) simply because it makes the most sense, and knowledge (the planes) is so situational in usefulness. I would add knowledge of aberrations to this knowledge because they often are arcane in nature.
  • Knowledge (Cultures) - This will include Knowledge (geography), knowledge (history), knowledge (local) and Knowledge (nobility). This doesn't identify monsters, so in order to make it useful (and clear up all the problems Knowledge (local) introduced!), I'd just like to roll them up together. Paladins, Rogues and those with a keen need for social astuteness should have this as a skill to get along as they adventure through new and strange lands.
  • Knowledge(nature) - Again, I find this one is often used in game - I would add Knowledge (dungeoneering) to this, except for the understanding of aberrations.
  • Knowledge (religion) - This one is used in most games. I would add knowledge of all alignment or diety based planes this, and that's about it.
  • Knowledge (warfare) - This would include Knowledge(engineering), some bits of knowledge (geography) assiciated with terrain for battle, knowledge(local) in weapons preferred by a culture or region, Knowledge(nobility) in knowledge of outstanding generals, tactics of rulers, Knowledge(history) as it relates to past battles, strategies and tactics. Knowledge(cultures) helps you negotiate your way peacefully through a region. Knowledge(warfare) helps you fight your way out when those negotiations break down.

As an aside, if Knowledges were broken up in this manner, I'd just give Bards a free rank each level in Knowledge(cultures) as a matter of course and call that Bardic Knowledge.

Profession - This is generally not meant to be a strong choice for a character - after all, if they were happy being a cooper, they wouldn't be going out to kill monsters and demi-gods!!! So maybe it's okay for this to be weak. One slight improvment might be to continue the idea of breaking down the possibilities into a few broader but more useful categories. Profession (Laborer), Profession (Artisan), Profession (Clerk), Profession (Entertainer), Profession (Politician) maybe?

Perform - In my opinion, this is the real stinker. There is no difference between Perform(Dance) and Profession (Dancer) or Profession (Entertainer). This skill is a waste of precious page space. As I've remarked in many former posts, forcing bards to take ranks in this stinky skill just adds insult to injury. I would strongly urge either reducing this to one Perform skill, with different "types" of performance being gained for each rank (like Linguistics), or removing it entirely and rolling anyone with ranks in Perform (kazoo) into Profession (Entertainer).

Somewhat Weak:
When compared with Acrobatics, Climb, Swim, Escape Artist, Fly all look pretty lackluster. There are multiple possibilities here. Climb, Swim, and Fly are all problematic as they are movement modes. Combining them leads to serious issues (are all good flyers good swimmers? Probably not - and it would make monsters with special movement modes a problem). Let's separate Acrobatics out, and take a look at the whole list:

  • Balance(Dex)
  • Climb(Str, movement)
  • Escape Artist(Dex)
  • Fly(Dex, movement)
  • Jump(Str)
  • Swim(Str, movement)
  • Tumble(Dex)

The best way I'm seeing to look at these is try to attach one or two non-movement skills to each movement skill. I think the best way to do this is to look at creatures with a natural movement mode of that type, and see what makes good sense for such creatures, and what doesn't in general work. My best version right now is:

  • Climb (Climb, Balance)
  • Acrobatics (Fly, Jump, Tumble)
  • Athletics (Swim, Escape Artist)

I would also like Ride and Handle Animal rolled into one skill called Handle Animal. I don't think either is so powerful that it's game breaking to combine them - and it makes sense, just like rolling spot and listen into Perception and hide and move silently into Stealth - they're two sides of the same coin.

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Agile Maneuvers - Unchanged.

Arcane Armor Mastery - Prerequisites: Arcane Armor Training, BaB +5, caster level 1st.
Benefit: You gain proficiency with Medium Armor. As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with the bonus granted by Arcane Armor Training.I added the Armor Proficiency(Medium) because of the changes I made to Armor Proficiency. I changed the remaining prerequisite to BaB so that fighter/mages could cast more easily while full arcane casters have to wait a bit to gain this - but when they do, they get the medium armor proficiency as well. A straight wizard/sorceror can pick this up at 11th level, or a full BaB meleer 4 - wizard/sorc 2 or BaB meleer 5 - wizard/sorc 1 could pick this up at 7th level (6th with 4th level fighter feat).

Arcane Armor Training - Prerequisites: BaB +2, caster level 1st.
Benefit: You gain proficiency with Light Armor. As a swift action, reduce the arcane spell failure
chance due to the armor you are wearing by 10% for any spells you cast this round. I added the Armor Proficiency(Light) because of the changes I made to Armor Proficiency. I changed the remaining prerequisite to BaB so that fighter/mages could cast more easily while full arcane casters have to wait a bit to gain this - but when they do, they get the light armor proficiency already. A straight wizard/sorceror can pick this up at 5th level, or a full BaB 1 - Wizard/sorceror 2 could pick this up at 3rd level.

Arcane Strike - Unchanged. This scales. It does point out how awful Weapon Specialization is as a feat, however.

Armor Proficiency - Benefit: You are proficient with Light, Medium and Heavy armor. When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. This proficiency does not remove arcane casting penalties or limits to the usability of class features limited by wearing a certain class of armor.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack
rolls and to all skill checks that involve moving. I think separating out the Armor proficiencies makes the feats too weak. Someone might actually be interested in taking armor proficiency feats if they weren't so weak compared to others.

Armor Mastery - Prerequisites: Armor Proficiency, BaB +5
Benefit: when you wear a type of armor with which you are proficient, your movement penalty due to armor encumbrance is reduced by 5'. This increases to 10' when you have a BaB of +15. Your armor check penalty on Dexterity and Strength based skills is reduced by 1 for every 3 skill ranks you have in each of the skills. A mounted fighter with this feat in full plate and 6 ranks in Ride would only suffer an armor penalty of 4 on his ride checks. When he has 9 ranks invested in ride, his armor check penalty on Ride checks will be reduced to 3. Armor class already can't keep up with rising attack bonuses. I want to reduce the penalties characters face for wearing armor. Since these penalties especially apply to melee characters, who already have a difficult time balancing against spellcasters, reducing the penalties they suffer in skills they are especially skilled at makes good sense and provides increasing dividends as their skill ranks not only increase their skill but remove their penalties.

Augment Summoning - Unchanged. I'd love to see increasing bonuses here, but plenty of people take this feat, so it's pretty good already.

Agile Maneuvers - Prerequisites: Overhand Chop, base attack bonus +6.
Benefit: When making a full-attack action with a two-handed melee weapon, add double your Strength bonus to the damage roll of your first attack. If your base attack bonus is +11 or higher, add triple your Strength bonus to the damage roll of your first attack. If your base attack bonus is +16 or higher, add quadruple your Strength bonus to the damage roll of your first attack.
Normal: You normally add 1-1/2 times your Strength modifier to damage rolls with a two-handed weapon.I just added the next logical tier. When concerned about melee balance vs. Spellcasters, the problem grows exponentially as the character increase in level. Therefore it is more critical to continue feat effectiveness advancement at higher levels than it is at low or middle levels.

Blind Fight - Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

When you have 5 skill ranks invested in the Perception skill, you gain tremorsense 5'. For each additional 5 ranks you have, you gain another 5' on the radius of your temorsense. When you have 15 skill ranks in Perception, you gain blind sight 5'. If you have 20 ranks invested in Perception, your blind sight increases to a 10' radius.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.This is mostly to give meleers without access to high level sensory spells some abilities that aren't supernatural, but help them neutralize some supernatural abilities. It also makes a blind character more playable. I considered giving tremorsense 5' right off, and increasing to a maximum of 25' of tremorsense, but that hurts rogues quite badly. Blindsight of 10' seemed a good maximum to me. As all the senses are rolled into Perception, this is the equivalent of the blind Earthbender girl in Avatar or the Daredevil comic book hero - maximising their other senses to compensate for the missing one.

Caught Off-Guard - Prerequisites: Base attack bonus +4.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed to any attacks you make with an improvised melee weapon.

When you have a base attack bonus of at least +8 you may make a bluff attempt as a swift action to render one opponent you threaten flat-footed against you. The number of oppoenents you may attempt this bluff against increases by one every time you base attack bonus has increased by a further 4 points. Opponents you succeed in bluffing against consider you unarmed and harmless - until you attack. This bluff check can only work once / day against any particular opponent with any particular object. Succeeding bluff checks with different objects may still work against an opponent, but the opponent gets +2 to their sense motive for each bluff check allowed by this feat on any day.
Normal: You take a -4 penalty on attack rolls made with an improvised weapon.Simply removing an attack penalty for an action that is sub par even with the penalty removed (weapon damage is still small compared to items built to be weapons of the same size) isn't enough to merit a feat - especially since the situations when a character would need this ability are far and few between for nealy all campaigns and characters. I wanted to increase its usefullness and the fun associated with taking this feat. This feat is wonderful for a cornered and disarmed rogue, and useful for anyone with any bluff ability in a tight spot.

Cleave - Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the first and also within reach. Both of these attacks are made at your highest attack bonus. If you have a Base Attack Bonus = +11, you can make a cleave attack as a standard action. You can only make one additional attack per round with this feat. Melee characters at low levels don't have an issue with standing up in the party - it's at high levels that they suffer. Updating this feat to only require a standard action at high base attack bonus levels allows the fighter to do serious damage with two attacks while moving around the battlefield.

Combat Casting - I would remove this feat entirely - because I strongly believe that defensive casting should be removed or made much more difficult. The ability to cast quickly (standard action or less) and not suffer attack or spell disruption is a big part of the reason melee lag so far behind magic users at mid to high levels.

Combat Expertise - Prerequisites: Int 13, BaB +1.
Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. Add an amount up to 1/2 your base attack bonus (minimum 1) as a Dodge bonus to your armor class for 1 round. Subtract the same amount from your melee attack rolls for 1 round. If you are actively using a light shield, heavy shield or tower shield, add twice the amount subtracted from your melee rolls to your dodge bonus to AC. Animated shields and spells that provide a shield bonus such as 'shield' will not provide this increased Dodge bonus. Shamelessly copied from many on the boards that have proposed this in the past. This is a much needed boost to Combat Expertise that makes it retain its usefulness at high levels. It also provides a good benefit to sword and board fighters - a lack that has been strong since 3.0 came out, and that I would like to see end. Sword and board, two weapon fighting, archery and two handed weapon fighting should all have viable plusses and minuses in different situations, but at the moment, nothing approaches the two handed weapon meleer for martial characters.

Combat Reflexes - Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use his opportunist ability more than once per round.Unchanged. Dex is a powerful stat for combat characters, tying the number of uses to the ability is not an undue burden on martial classes. The character can use this every round, and I see many characters that take this feat. Overall I don't think it needs to be changed.

Combat Training Expertise - Prerequisite: Int 13, Combat Expertise, Improved Combat Training
Benefit: You can use your combat training to defend yourself against combat maneuvers. As an immediate reaction to an enemy performing a combat maneuver on you, you may add a bonus up to 1/2 your Base Attack Bonus (minimum 1) to you Combat Maneuver Bonus for the purposes of defense. This adds an equal penalty all your attacks until the end of your next turn. If you have a Base Attack Bonus of at least +11, you double the bonus to your Combat Maneuver Bonus for the purposes of defense if you are actively wielding a light, heavy or tower shield. Given the change of Improved {X} feats to Improved Combat Training, and the slightly odd prerequisites, I thought it'd make sense to distinguish between the different fighting styles introduced by getting Improved Combat Training through the strength or intelligence route. I considered removing the shield bonus when a sunder or disarm is attempted against the shield, but that added an unneeded amount of complexity, and a defensive shield posture would naturally work to protect the shield as well. I also considered adding another attack bonus in here, but figured this feat gave enough.

Craft Imbued Item - Prerequisites: Caster Level 1st.
Benefit: You can create any one use imbued item whose prerequisites you meet. The creation of scrolls can be accomplished by a crafter with this feat immediately. When the crafter reaches caster level 3rd, they can also create potions or single use wondrous items such as feather tokens. Enchanting a imbued item takes 8 hours for each 1,000 gp in its price. The effort required to create imbued items limits even creatures that normally require no rest to an 8 hour work day. After 8 hours spent crafting, a creature must wait until the next day to begin crafting imbued items again. To enchant a imbued item, you must use up raw materials costing one half of its base price.

You can also mend a broken imbued item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Some imbued items incur extra costs in material components as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one. The thought process here is to simplify crafting - making it fun and less difficult. This was also already proposed on the forums by someone else, so it's not my idea, but I think it a great way to simplify things, and I think it makes sense from simulationist standpoint as well - creating one use items is easier than creating charged items, which is easier than creating continuous or command word infinite use items.

Craft Magical Item - Prerequisites: Caster Level 3rd.
Benefit: You can create any one use magical item whose prerequisites you meet. The creation of charged or charges/day wondrous items can begin immediately. The creation of wands and eternal wands can begin once the crafter has 5 caster levels. Staffs and rings with charges can be crafted by those with this feat and 12 caster levels. Enchanting a magical item takes 8 hours for each 1,000 gp in its price. The effort required to create magical items limits even creatures that normally require no rest to an 8 hour work day. After 8 hours spent crafting, a creature must wait until the next day to begin crafting magical items again. To enchant a magical item, you must use up raw materials costing one half of its base price.

You can also mend a broken magical item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Some magical items incur extra costs in material components as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one. The thought process here is to simplify crafting - making it fun and less difficult. This was also already proposed on the forums by someone else, so it's not my idea, but I think it a great way to simplify things, and I think it makes sense from simulationist standpoint as well - creating one use items is easier than creating charged items, which is easier than creating continuous or command word infinite use items.

Craft Wondrous Item - Prerequisites: Caster Level 5th.
Benefit: You can create any one use wondrous item whose prerequisites you meet. The creation of magical arms and armor as well as command word activated or continuous use wondrous items such as Cloak of Charisma can begin immediately. The creation of rods requires that the crafter have this feat as well as 9 caster levels. The creation of continuous or command word activated rings requires that the crafter have this feat as well as 12 caster levels. Enchanting a wondrous item takes 8 hours for each 1,000 gp in its price. The effort required to create wondrous items limits even creatures that normally require no rest to an 8 hour work day. After 8 hours spent crafting, a creature must wait until the next day to begin crafting wondrous items again. To enchant a wondrous item, you must use up raw materials costing one half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one. The thought process here is to simplify crafting - making it fun and less difficult. This was also already proposed on the forums by someone else, so it's not my idea, but I think it a great way to simplify things, and I think it makes sense from simulationist standpoint as well - creating one use items is easier than creating charged items, which is easier than creating continuous or command word infinite use items. The only item type in this alternate crafting feat scheme that is changed significatly is continuous or command word activated wondrous items are delayed by two caster levels.

Sovereign Court

I placed this order on October 2, 2008. I need RotRL #2 very soon for my ongoing game, and I ordered it with plenty of time to spare.

From the tracking information, I know the packaged was damaged by UPS during shipment and returned to Paizo. I was informed it would be a while before it was again shipped out to me because of subscription mailings.

I'm going to need that part of the module very soon, and would like it asap so I can be familiar with it. Has my order shipped out? Could I have a copy of the pdf to tide me over until it arrives? I have already received the volumes 4-6 which I ordered weeks later.

I know this wasn't paizo's fault, you guys were awesome helping out with the order that go lost during Ike and everything. Anything you could do or any information on the shipment of this order would be welcome.

Thank you,

- Jess

Sovereign Court

Sorry if others can see other copies of this, the post monster got to my thread, I believe.

so my question is, what exactly does taking cover behind your mount using the ride skill do?

Does it grant +4 to AC, sort of like Total defense only you must make a successful skill check?

Does it grant total cover?

My understanding is once you take cover, you are denied attack or spellcasting action on the next round...is this correct?

Thanks!

Sovereign Court

It does not use an action - but the next round you are unable to attack or cast spells. What is the benefit of this action?

Are you taking total cover, negating all targetting attacks against you in compensation for losing all attack bonus?

Are you getting simply a cover bonus to your AC? Is this the mounted version of total defense...with a skill check required because you're riding?

Does anybody know? Both the exact nature of the penalty and the exact nature of the advantage?

Sovereign Court

That's pretty much my question. Does Weapon Finesse allow you to add your Dex modifier rather than your Strength modifier to combat maneuver checks?

Sovereign Court

I tried to find a thread for this. If this is in the wrong place, I apologize - please let me know where I should post this and I'll go there.

I thought it'd be good to start a thread for those seeking Pathfinder playtest games.

I'm in a great one, but the vagaries of employment are forcing me to move over 1000 miles away, to Houston. I was wondering if there're any Houston area Pathfinder playtests with room for another player!

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Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

I think I'm the only player that still hasn't played or run 1-06.

"What the heck is this noise?" Jindam yells over the din. After a few moments he shrugs and begins moshing. "At least it has a good beat!"

Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Yes. Sorry for not saying it sooner, thank you so much for running. I had a fantastic time.

Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

"Raatchet, be ready to *BAMF* on my signal."

Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

We did, but it's fine, there's a lot going on. I was going to move around to the other side of the device with Raatchet. It wouldn't have gotten to full attack, but it would have gotten an AOO, so it could have still hit twice, assuming it moved to follow on its turn.

Round 3 Action

Jindam moves around to the other side of the device, drawing a wicked slash from the creature and becoming entangled by its acid ooziness.

"Well that was bound to happen. Та өөрийнхөө дэлүүг заримыг нь миний гутлын дээр үлдээсэн!"

Jinsul:
"You left some of your spleen on my shoe."

Clever Attack on yellow, with Entangle.
Bluff vs 10 + SM or 15 + 1-1/2 CR: 1d20 + 14 + 1d6 + 1 ⇒ (12) + 14 + (3) + 1 = 30 Possible +2 or +4 from Stain of the Perplexity.
Attack with Corona Laser Rifle vs FFEAC: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Fire Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11

Round 4 Actions. I'm assuming it's going to hit me again after moving forward, to now be adjacent to the device and will take off the 19. I'm currently at 0SP/13HP.

"Raatchet. I think you know what to do. Get it. Та сонгодог алдаа гаргав. Үхлийн тайралтад хэзээ ч оролцож болохгүй!"

Jinsul:
"You made the classic blunder. Never get involved with a halfling when death is on the line!"

Get 'em and Clever Attack on yellow, with Entangled
Clever Attack on yellow, with Entangle.
Bluff vs 10 + SM or 15 + 1-1/2 CR: 1d20 + 14 + 1d6 + 1 ⇒ (16) + 14 + (3) + 1 = 34 Possible +2 or +4 from Stain of the Perplexity.
Attack with Corona Laser Rifle vs FFEAC: 1d20 + 12 - 2 + 1 ⇒ (3) + 12 - 2 + 1 = 14
Fire Damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12

"I swear I had this damn thing serviced before we left."

Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

I don't *POOF*, I *BAMF*. :P

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Raatchet, my character has 10 batteries and 5 high capacity batteries on him, in addition to the one's in the weapons he carries. I've only been using the high capacity batteries thus far, and I've only gone through about a battery and a half this whole scenario, so if you needed to borrow one between missions, I could have covered it.

"статик нуман гар буу нүүрэнд юу гэж хэлэв?" Jindam asks aloud, in Jinsul as he drops his laser rifle, and moves around Ivok drawing his static arc pistol.

Jinsul:
"What did the static arc pistol say to the face?"

Movement may draw an AOO if it has reach and the door/wall doesn't provide cover for the movement.

"ZAP!"

Clever Attack on Devil with Static Arc Pistol from point blank range.
Bluff vs 10 + SM or 15 + 1-1/2 CR: 1d20 + 14 + 1d6 + 1 ⇒ (10) + 14 + (1) + 1 = 26 +2 to this from Stain of the Perplexity if it counts as trying to influence it.
Attack with Static Arc Pistol vs FFEAC: 1d20 + 12 ⇒ (12) + 12 = 24 EDIT: That should just be 23. I don't have weapon focus with small arms.
Electricity Damage: 1d6 + 3 ⇒ (1) + 3 = 4


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

I *did* attack them. The captain said to use magic to fix it, so that's what my character did.

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

"Now they're lined up. Fly-by coming up, as requested." Jindam announces to the crew to prep for close flying.

Piloting Check, Flyby Attack DC27: 1d20 + 16 ⇒ (14) + 16 = 30

Moved on map. They're currently in our starboard but if they move they might end up in our forward. Either way, this should let us attack with at least one of our forward guns.


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Lauren's entire bell shivers in empathetic pain at the blow that just knocked Diedre down. "Is you..." she begins to ask just as the Captain reports her status. As Diedre runs off, she thinks to herself about all the nights she spent not going to the gym and how she realizes that's a mistake. She tries to follow.

Acrobatics, Squeeze: 1d20 + 3 ⇒ (3) + 3 = 6

Lauren gets caught in a section of trees and is forced to go around to catch back up to the question. Her bell is heaving with exertion, and she's panting, "အားကစားရုံ," over and over again as she runs.

Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Thank you.

Second Seekers (Jadnura)

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Female Roboticist Tiefling Drone Mechanic (SP-11/12|HP-16/16|RP-5/5) (AC14/15) (Saves-3/6/1) (Init: +3) Darkvision 60ft | Drone "Shai" Combat AC12/15 HP-20/20 Saves-3/0/0
Stats and Skills:
Str 10 : Dex 16 : Con 10 : Int 18 : Wis 11 : Cha 8 | Athletics +5, Computers +11, Engineering +10, Medicine +9, Perception +5, Phys Sci +9, Piloting +8, Prof-Archaeologist +13
Attacks and Drone:
Azimuth Laser Rifle +4 (1d8 F) : Arc Pistol +4 (1d6 E) | Drone Plasma Bolter +4 (1d10 E&F, Unwieldy)

Engineering Check: 1d20 + 10 ⇒ (17) + 10 = 27 Don't roll a 1. I didn't roll a 1.

"Well, this looks fun. I guess we're all swinging across." She ties a vine to the frame of Shai and tells it to try its best. She gives the drone a push to try to help it.

Berith Aid Another, if Possible: 1d20 + 5 ⇒ (4) + 5 = 9 No good either way.

Shai Athletics Check: 1d20 + 7 ⇒ (18) + 7 = 25

Shai lands on the other side and does a little dance as it waits for its master.

Berith shudders and grabs her own vine. "Venture Captain, Ho!"

Athletics Check: 1d20 + 5 ⇒ (15) + 5 = 20

"Easy, peasy. Lemon Squeezy."

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Jindam hums a little tune to himself as he yells, "I'm a gonna get you, sucka!" He then adds, in Jinsul, "Доош бүү хар. Чиний гутлыг тайлаагүй байна."

Jinsul:
"Don't look down. Your shoelace is untied."

Get 'Em and Clever Attack on Yellow.

Clever Attack with Laser Rifle
Bluff vs 10 + SM or 15 + 1-1/2 CR: 1d20 + 14 + 1d6 + 1 ⇒ (14) + 14 + (4) + 1 = 33 There might be a +2 to this from Stain of the Perplexity. I'm still not sure if this counts as 'influencing' them.
Get 'Em Attack with Corona Laser Rifle vs FFEAC: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Fire Damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16

"Хараах хэрэггүй гэж би хэлсэн шүү дээ." He adds, laughing.

Jinsul:
"I told you NOT to look down."

Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Jindam is a male halfling standing roughly 3’ tall and weighing 30 pounds. He has pale skin, bright green eyes and dark black hair, cut close with a sharp streak of blue on the top left side. He’s young for a halfling at age 24, with a look of exuberant excitement. His body is unmarked by either tattoo or piercing, though he does not share his species distaste for augmentation. Jindam comes in wearing his gear. The armor is scarred heavily and repaired in such a way to not remove the cosmetic taint of a fairly recent rebuild.

Charli wrote:
Charli shoves tea in your hands. "Oh, the preparations have started! Take your drinks and go!"

"Crap, I'm late. Thanks for the drink." He grabs a bottle of water and heads out to the mustering area with the rest of the party.

Boons Slotted:
Faction: Improved Second Seekers (Luwazi Elsebo) Champion.
Ally: High Society Influence: Iteration-177
Social: First Skirmish
Starship: Defender of the Fleet, Finest Weapons (unless someone else already slotted that, then Finest Engines)
Personal: Existing Halfling/Stain of the Perplexity (Thusty told me both could be slotted.)
Promotional: (I'm 99% sure it doesn't count for PbP, but I own like 7 Paizo t-shirts and have 2 nova)
Slotless: Marked Field Agent, Team Spirit (reduced Rez costs), Jinsul Linguist (from my 701)

Fitch: MASTER OF STARS TOUCH-UP

Jindam runs his hands over the controls of the Master of Stars as Fitch speaks. "You know, this one time I had to deal with a couple of aces from the Gideron Authority that used a ramming prow to try to disable our ship. I think I can adjust the controls to compensate for something like that."

Piloting Check: 1d20 + 16 ⇒ (6) + 16 = 22
Chronicle: #1-24 Siege of Enlightenment

Iteration-177: PRAYER AND REFLECTION

Jindam looks visibly surprised at the appearance of Iteration-177. "How did you survive the ordeal with the mentrasi? You were injured, and then you disappeared."

Culture Check: 1d20 + 13 ⇒ (14) + 13 = 27
Chronicles: 1-05, 1-11, 1-13, 1-31 I think those were the ones with Iteration-177.

Venture Captain Arvin: ROOKIE TRAINING

"Oh look at the kids." Jindam jokes, as he tells the stories of all the rescued Starfinders that he helped pull out of the scoured stars on their last mission. "Even Historia-6 and Jadnura needed a little help to get out of there. But we got them, and you can help rescue each other when the going gets tough." He does his best to downplay the obviously repaired holes in his armor through the entire talk.

Diplomacy Check: 1d20 + 14 + 1d6 + 1 ⇒ (7) + 14 + (6) + 1 = 28
Chronicle: 1-99 Scoured Stars Invasion

Celita: STARSHIP PRIMING

"The Jinsul aren't the only creatures from this damnable place. Most of the rest of them, turns out, are quite great friends. I've heard a few izalguun have even joined the society. They're a lot better at this stuff than I am, but I'll try." Jindam rambles as he attempts to review the code provided.

Computers Check: 1d20 + 13 ⇒ (19) + 13 = 32
Chronicles: 1-13, 1-17, 1-31, 1-34.

Zigvigix: SUPPLY RUN

Jindam starts blasting his 'Star Sugar Heartlove!!!' album over his comm unit as he enters the room with Ziggy. "YOU WANT ME TO CHECK THE MEDS?" He asks, over the blaring music. "SURE. I CAN DO THAT. I HOPE THIS DOESN'T TURN OUT LIKE THAT MISSION TO GET THE TEAR. PEOPLE WERE GROWING WINGS AND CRAP."

Medicine Check: 1d20 + 13 + 1d6 + 1 ⇒ (17) + 13 + (4) + 1 = 35
Chronicles: 1-17 The one where we got the key to get in the scoured stars. I think that counts.

Radaszam: TACTICAL PREPARATIONS

"It wasn't organized but..." Jin drifts off, winces, and then adds, "Nevermind. Still too soon. The Jinsul seem to be fairly well organized for such a chaotic speicies. Even their language has an odd hierarchy."

Culture Check: 1d20 + 13 ⇒ (20) + 13 = 33
Chronicles: I think 1-99 would count, right?

Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Not sure if this should go here, or in Gameplay. But I wanted to record it. Based on the recommendation of the boons, I'm changing up what's listed under my profile to the following...

Faction: Improved Second Seekers (Luwazi Elsebo) Champion.
Ally: High Society Influence: Iteration-177
Social: First Skirmish
Starship: Defender of the Fleet, Finest Weapons (unless someone else already slotted that, then Finest Engines)
Personal: Existing Halfling/Stain of the Perplexity (Thusty told me both could be slotted.)
Promotional: (I'm 99% sure it doesn't count for PbP, but I own like 7 Paizo t-shirts and have 2 nova)
Slotless: Marked Field Agent, Team Spirit (reduced Rez costs), Jinsul Linguist (from my 701)


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All the Kobolds I've met would take huge issue with comparisons to either Ysoki or Ikeshti. Kobolds are dragons....Dragons. There is no comparing them to anything except Dragons. If you can't see that, they'd happily pour some alchemist's fire down your throat to enlighten you.


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Thank you again, Joe, for the answers we seek.


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I already said this, but I can not wait for this book. It is all hype over here. Hurry up shipping email.


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thecursor wrote:
Dracomicron wrote:
WatersLethe wrote:
Ascalaphus wrote:
Kobolds.
Kobolds.
Kobolds.
So....Kobolds?

Yup, Kobolds.

Also, Grippli (Seriously, they're canonically from another planet. Why aren't they in the game yet? Planet of the Frogs!)

I don't think they're official pathfinder races and I'm suspecting there's some sort of legal reason, but I also miss the races from the Psionics handbooks. Half-Giants in particular. We got sexy dromites (lashunta) already, though, I guess.


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While it doesn't appear to have made it live to the actual site, yet, Joe Pasini has answered this, here.

Our Lead Designer wrote:
For question 3: Powered armor must be upgraded level by level as detailed in Starfinder Armory; this does indeed become prohibitively expensive.

While I personally disagree with this ruling and would be happy to provide mathematical models to show why, I really really really appreciate that they took the time to answer this question. I'm putting this here in case anyone does a search for this particular thread later. I'll be updating the cookiemaker sheet in the next release to reflect the FAQ'ed formulae.


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Quote:
Strange, ancient ruins that predate ijtikri culture dot the scattered islands of Vesk-2 and are an enduring mystery on the planet, hinting at the possibility of another sapient species that inhabited the world in the distant past.

Please let this be Grippli and be detailed in the book...


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YAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAYAY!!!!!!

Thank you, Joe and the team, so much for your diligent work on this. Regular updates to the FAQ really really help in the online region of Organized Play.


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I really appreciate the FAQ on this. Thank you.


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Lauren lets go of Diedre as she staggers up. "What does positions of suns matters?" Lauren questions, as she focuses her mind on the bindings of force and pain. Two small stinglets of force lance out and strike at Twonas En.

She casts magic missile at the darkness!

Force Damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

"Is four. Do they not teaches mathematics on this planet?" Lauren says, in response.


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"Do you need a skittermander" is spoken with the exact same tone and subtext as "Bless your heart".


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Realizing that she wouldn't actually know the difference and feeling especially adventurous, Lauren flaps her feeder tentacles and bobs her bell in a kind of shrugging motion as she sits down.


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Those hobkins gremlins can die in a fire.


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I've yet to see anyone suggest a way to fairly incorporate a mecha into the rules that either isn't a high level item (a la the existing huge and larger power armor) or isn't completely broken.

I really don't think you can do a mecha of that type that both works for a first level character (without breaking the game entirely) and also feels like what people are asking for.


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Ascalaphus wrote:
We've gone over this several times already in this thread and rehashing that would just be tedious. I'm not convinced that it forbids it, and you are, and neither of us has convinced the other. I think that's enough to conclude that it doesn't "clearly" forbid it :)

This is why we need a FAQ, and I encourage everyone to click the FAQ button if they haven't already. If the AR team has access to discussions that could get a developer to FAQ this, I would further recommend you exercise those and implore them to FAQ this.

I'm convinced the text does clearly forbid it, so I'm not going to allow it in any of the SFS games I run. If you, and others, are convinced the text doesn't, you're going to allow it in the SFS games you run. A player that plays in both of our games is going to have a drastically different experience. That isn't healthy for OP in general, and makes GM's that honestly feel like they're playing fairly and by the rules look like the 'bad guys' taking away players toys. That isn't fun for anyone. If it's allowed, it needs to be clearly and emphatically allowed.


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This sheet, is an automated sheet that keeps track of, I believe, all the stuff you mention, except for the spell descriptions. It also automates much of the character creation and level up process. It's, unfortunately, not very printer or mobile friendly, but it's one of the better free resources out there.


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Goblin stow-a-ways, hiding in the bowels of the ship, mess up the Drift engine mid mission. Unfortunately, it happens at precisely the same time as a Drift 'mishap' so now you have to find the goblins, convince them to give you back the part they found, and repair the ship, all while an army of wraiths from the shadow plane attempts to board the ship.


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Saved by a 7 credit burner.

Lauren begins looking at the personal files. Computers Check: 1d20 + 11 ⇒ (20) + 11 = 31 If needed.


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I did a couple comparison charts and at a handful of levels, Shield beats Weapon for raw damage ((assuming the 1.5x specialization and Soulfire)). If it targets EAC, it's definitely going to be better than weapon.

EDIT: assuming you optimize both for damage


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Well, I think the following 'order' works really well as a semi-coherent plot with a lot of crossover and the bulk of the better storylines. If I were using SFS scenarios to build a coherent home game, this is probably the track I'd run them through.

1st Level
1-00 - Claim to Salvation (save XP til 3, begin Salvation storyline)
1-01 - The Commencement (beginning of several storylines)
QP1 - Into the Unknown (Begin Elytrio storyline)
1-05 - The First Mandate (begin Scoured stars storyline)

2nd Level
1-03 - Yesteryear's Truth (Elytrio)
1-04 - Cries from the Drift (Ziggy/Historia and Arniselle)
1-07 - The Solar Sortie (Ziggy/Historia)

3rd Level
1-00 - Just credits
1-09 - Live Exploration Extreme!!! (Salvation)
1-20 - Duskmire Accords 9 (Salvation)

4th Level
1-08 - Sanctuary of Drowned Delight (Arniselle)
1-11 - In Pursuit of the Scoured Past (Scoured Stars)
1-13 - On the Trail of History (Scoured Stars)

5th Level
1-14 - Star Sugar Heartlove!!! (Ziggy/Historia)
1-21 - Yesteryear's Sorrow (Elytrio)
1-17 - Reclaiming the Time Lost Tear (Scoured Stars)

6th Level
1-99 - Scoured Stars Invasion (Scoured Stars)
1-31 - Treading History's Folly (Scoured Stars)
1-34 - Heart of the Foe (Scoured Stars)

7th Level
1-23 - Return to Sender (Scoured Stars, Ziggy/Historia)
1-29 - Honorbound Emissaries (Scoured Stars)
1-38 - The Many Minds of Historia (Ziggy/Historia)

8th Level
1-39 - The Herald's War (Scoured Stars)
2-00 - Fate of the Scoured God (Conclusion of Scoured Stars)
2-16 - A Scoured Home (Scoured Stars Epilogue)

9th Level
2-04 - Future's Fall (Salvation's End)


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

If it wasn't clear from the text. I wasn't planning on leaving the room. If Lauren gets caught in the room, she has every intention of playing up the 'I don't speak english' thing and pretending like she didn't know any better. I mean, she's a giant jellyfish, and she's new in town...

"May be she has message for why she leaves..." Lauren says to her self as she peruses Doctor Solstarni's email.

5/55/5

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BigNorseWolf wrote:
What you are arguing is that environmental seals shut off certain abilities despte having no game effects for doing so because SCIENCE! in a system where SCIENCE! has been hyper drived into the sun on the wings of literal angels.

What I'm arguing is that we all make an attempt to 'play fair' and take the good with the bad rather than try to one up the developers or each other when we roleplay. If the rules say, or even imply, that a thing works (whether it's because of MAGIC! or SCIENCE! or because the game developers say so) we accept that as a part of the game and play accordingly. ie I'll never argue about how Force Field armor upgrades work because the rules say they work how they work, even though it makes no sense.

If the rules don't say a thing works, then it doesn't. Especially if doing so makes the universe less internally consistent. Even if we want it to. Even if it makes some characters more difficult to play than others. Even if it makes some ability or another effectively useless. Part of the fun of the game is in overcoming challenges presented to the character. Ignoring that makes the game less fun (for me). I'm perfectly happy to play in a game where creatures that evolved/were created to be underwater hunters are better hunters underwater than on land. That kind of character diversity makes the game better (in my opinion) not worse.

I've said my piece, though. So I'm out. I'll continue running and playing the game the way I am and you can continue running and playing the game the way you are and we can just accept that that's different and that's fine until there's an official ruling that corrects one or both of us. All it takes is one line "Characters that have special senses are in no way hampered by environmental protections on armor." (or something similar) and I'll be perfectly happy to change the way I run/play.

5/55/5

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I disagree. I think the burden of proof lies on wanting to have your cake and eat it too. If you as a player say, "I close my eyes to avoid the medusa's gaze attack." Then you are protected but you also can't see the mephit about to shoot your friend. If you as a player say, "I turn on my environmental protections to avoid the toxic atmosphere." Then you are protected but you also can't smell the bantrid assassin sneaking up behind you. If you want both, you need to show a rule that says you can have both.

5/55/5

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BigNorseWolf wrote:
It gets too weird doing it the other way, how are you using blindsense scent or sound if your armor works like it's in a vacuum?

I don't. I've always, as a player, assumed that my characters that had that stuff couldn't use it if I had environmental protections on or are in an environment where that otherwise doesn't make any sense (like hearing in a vacuum). I've always, as a GM, ruled that you can have your environmental protections on, or you can use scent (or several other 'blindsenses' that rely on exposure to the atomosphere), but not both. That's a tradeoff for being safe from dangerous gasses.

If there's some rule or FAQ or dev post where it explicitly (or even implicitly) states that scent works in environmental protections or you can somehow hear in a vacuum with armor, I've honestly missed it, and would appreciate the heads up where that's explained. I don't see it in the rules for environmental protections on armor, nor on the rules for the blindsense or blindsight special abilities.

5/55/5

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That'd be weird. There's a lot of stuff that is lethal long before you can smell it. Not to mention stuff that is lethal that has no smell or taste at all. I mean, I know it could all just be 'magic' but it'd be really weird for it to let anything through, especially if it's supposed to stand up to a vacuum test.

5/55/5

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I'm like 90% sure it's currently just 1-99 and 2-00.


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I just did a test build for a combo Soldier 3/Shield Solarian 2 with max Charisma and a starting 13 in Strength (so you can get Power Armor prof at 5 and use that for Strength). At level 5 I come up with 25 average (min 21/max 29) damage, assuming a level 5 crystal and maxing Charisma and taking melee striker and photon mode. A power-larian (solar weapon + power armor prof) at the same level is looking at 21 average damage.

It looks to be pretty weak before that, but if you can GM-Baby your way through the lower levels, or are playing a game that starts at level 5 or higher, it might just work out.


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I've updated the cookiemaker autosheet with the missing books since August.

Full details of the update can be found on the Changes TAB and on reddit here.

Have fun out there, kids.


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The next update to the cookiemaker sheet will have these options, because they're awesome.


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Lauren's mind reals as she heads to the office. She vows to spend the next trip through space watching tri-vids to catch up on her idioms.


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This is one of my favorite backmatter articles. I miss my psionics and I've about given up on the Dreamscarred kickstarter. I have a mystic GM baby that I've yet to play at 3rd level, I may just switch him to this connection if it becomes society legal.


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The actual text...

Quote:
A shakalta must multiclass into two classes, one for each soul. The shakalta must alternate between the two classes whenever they gain a new level. A shakalta can never have more than one level of difference between these two classes. A shakalta who uses a mnemonic editor must still follow these restrictions.

It's two classes, period. One for each soul. They must alternate between these two classes. They can't pick a 3rd or a 4th. They can't dip.


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The ectoplasmic barrage spell fills the 'niche' for Mystics a lot of people complain about. It's a KAC targetting attack spell from 1-6 with 2 targets. It does full damage to incorporeal. All levels have the knockdown crit effect (which I personally hate, but whatevs). The level 1 version does 2d6 damage. It scales from that to 15d6 for the highest level version. The top two also auto-entangle on hit.

Ectoplasmic eruption is basically a weak fireball that does bludgeoning and entangles on failed save. If an incorporeal creature is entangled, they can't move through objects.

5/55/5

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Izalguun are located in AA3 or here if you're curious.


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Small arms have the problem of being hampered by Operatives. In order for anyone else to be able to use them well, you have to give them things that Operatives can't take advantage of. Until such things are out there, and there are enough of them to warrant it, anyone other than an operative not using at least a longarm is shooting themselves in the foot. I agree that that's a problem, even post COM, because there's an expected trope of people walking around with nothing but 'a good blaster on their side'.


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Owen KC Stephens wrote:

Most anacites suspect there was no Gap. They consider bad memory storage to be a much more likely explanation.

My personal head canon is that the starfinder universe is a simulation and that the GAP was caused by a faulty garbage collection that erased memory that was supposed to be still in use.

It's nice that the Anacites, at least, agree with me.

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