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Utar, Vicar of Pebbles's page
27 posts. 1 review. No lists. No wishlists. 1 alias.
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Personally the best part of PF2 are the Archetypes, the way multiclassing is now just an overlay to a basic class honestly fits amazingly. So, I'm really looking forward to seeing how they relate this to SF. It would be really fun to have a campaign which starts with the PF2 classes and then gains access to the SF2 archetypes as they start exploring the stars for the first time. Thematically this could be very fun.
Other aspects that I like from FP2 are 1) the 3-action economy; and 2) the +10/-10 for crits and fails.
However, the overall dumbing down of the system is not a good thing and I hope Starfinder learns from this (but I doubt it will). Remember this is why Pathfinder was started in the first place! D&D 4.0 was a terrible system, it completely dumbed down AD&D to a tactical miniature game... and now I see Paizo following the same track with the 2.0 system; it's not nearly as bad as what WotC did, but it is heading in that direction. I can mostly deal with the 2.0 rules system (except for the crafting rules, they're just bad), but when the 3.0 comes out I'm betting another company will come along and reforge the roleplaying experience yet again.
Historically speaking: It is rare for any institution to fix its problems for the better. Typically, things will continue to get worse until it completely fails (see what WotC is currently doing to both MtG and D&D). Please don't misunderstand, it's not out of the realm of possibilities to fix their problems and perhaps release a 2.5 version which deals with the dumbing down of the game; just that the chances are slim from a historical perspective and all.
I thank you all for the quick responses!
Eoran, you are correct about the anti-synergy, why even cast Agitate if they are already asleep!? I guess I was trying a little too hard to make Agitate work with this combo.
And thanks BloodandDust for the Kinetic Ram idea, I hadn't considered that spell. Appreciated!
Good point on the mental effect; but I don't think that's a valid outcome since Agitate states the creature must take "stride" action.
The real question is does the casting of agitate cause the creature to wake up? I don't see anything in the rules that would say "yes"; from a strict rules perspective the creature would remain asleep and then (if still asleep on its turn) take damage because it cannot move (which would cause the creature to wake up).
Situation:
1) Magic user casts heightened sleep
2) Creature fails saving throw
3) Then the magic user casts a quickened Agitate on the sleeping creature
What happens to the creature sleeping if they fail the saving throw?
According unconscious status agitate wouldn't wake up the sleeping creature.
But Agitate states the target becomes restless and hyperactive sending the body into overdrive.
So, does the creature wake or does the creature remain sleeping automatically taking the 2d8 (or more) damage on its turn because it cannot move?
Started playing through the first part with my group, so far really enjoying this arc... can't wait for part 2 (just a little over a day)
I had the same question... I see its not answered yet :/
As blackwaltz7 notes, its probably STR.
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Oh, I see.
It was "ryphorian features" in the second sentence combined with "they also gain..." two sentences later that confused me.
Features are not traits, features just mean they can resemble a summerborn or a winterborn, not that they have those traits.
That makes much more sense, thanks!
Character Operations Manual, pg 33 wrote: Elves and ryphorians mix on Triaxus. Half-ryphorians can have summerborn or winterborn ryphorian features. These half-elves have the elf and ryphorian subtypes, but no human subtype. They also gain resistance 2 to cold and fire, which stacks with one other form of resistance. In conditions of severe cold or heat, they must attempt Fortitude saves only once per hour instead of once every 10 minutes. If I am reading this correctly half-elf half-ryphorians get better resistances than a standard ryphorian.
A summerborn would get Resistance: cold 2, fire 7
A winterborn would get Resistance: cold 7, fire 2
They get both the summerborn/winterborn resistance plus an additional 2 cold and fire which stacks!
Is this correct? it seems like an error.
I was searching for this exact thing... I see there is no official answer :(
Claxon, good point thanks.
Hammerjack,
Good catch on Fleet.
I agree with your answer, its probably the correct one... I just wish the SF rules were more clear (on practically everything).
Thanks Claxon,
I fully agree with your logic. The thing is climb, burrow, fly, and swim are already calculated from your land speed... that's why I'm asking; basically an "order of operations" thing.
Basically, if an armor adjusts your speed by -10 there are two options: 1) lower the lands speed and recalculate the others based on that new land speed, or 2) lower all the same amount.
Original speed 40ft (w/fleet), swim 20 ft. (w/ hydrojets)
armor lowers speed by -10 ft.
if everything is calculated from your land speed: speed 30 ft, swim 15 ft.
if every speed is lowered the same: speed 30 ft., swim 10 ft.
Do you see my dilemma?
On page 196 of the Core Rules, "Speed Adjustment: While wearing the armor, your speed is adjusted by this number."
What speed is adjusted? just land speed, or all speeds?
Example: Land 30ft., climb 15ft. (climbing claws mod).
Equip Golemforged plating IV (speed adjust -10 ft.)
which is correct?
a) land 20ft, climb 10ft
b) land 20ft, climb 5ft.
Is (A) everything based completely off land speed? or (B) does the armor reduce everything the same amount?
My assumption is A, for Starfinder seems to base all movement off of the base Land speed... but an argument for B is plausible.
"Dr." Cupi wrote: I think this hasn't been clarified because the quoting of the rules seems to me to make almost everything clear. Valid point.
But I do agree with Xenocrat, the rules are poorly written.

A) Bumping this to hopefully (and finally) get an official answer.
B) I originally was in agreement with the following:
th3razzer wrote: You do NOT make changes to your class until the change is relevant level-wise; i.e., you would not "get rid of Healing Touch early", that is a VERY poor interpretation of the rules. I've now changed my opinion. Specifically because the very next replacement rule (possibly) contradicts your argument.
CoreRuleBook pg. 127 (12th Level Mystic Replaced Feature) wrote: At 11th level and again at 14th level, you don’t gain the increase to your channel skill bonus. Your channel skill bonus is thus 1 lower than normal at 11th level and 2 lower than normal at 14th level—it remains +3 and doesn’t increase to +4 until 17th level). The rules specifically state you loose the +1 bonus BEFORE gaining/replacing the 12th level Archetype ability. So in other words, you loose Healing Touch or a Feat before 9th Level, it would be at the moment of taking the Archetype, which must be at 1st-Level since it alters class features at that level.
This also means that if a "feat slot" is chosen to be lost, it has to be one that you have not yet selected a feat for; in other words, you should never loose something you at one time had. I also believe this makes the overall rules more consistent.
I agree that placing any (light, heavy, powered) armor upgrade in a drone is legit.
But an exocortex is not the same; now I also don't think that its overly unbalanced, but the possibility of using two Armor Slots and the walking around with your own Titan Shield, Fortified Plates, or Magic Resistors seems outside the intent of the exocotex; however, I could be wrong
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Reading through the rules for Armor Upgrades, I noticed that an Android gains an armor upgrade slot, but is limited to "light" armor upgrades... this makes sense.
However, a Mechanic with an exocortex appears to get armor upgrade slots that anything can go in? An exocortex is not a "heavy" or "powered" device.
In the exocortex description: "an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration."
My assumption is the oversight will eventually be errata'd.
Thoughts?
Fair enough answer, but with every other class it states: "You don't gain ________" Additionally, in each case none of them state you instead gain it at a later level.
So either the final clause is a misprint, or you get two Magic Hacks at 5th.
I do agree with you on taking abilities that require magic hack.
On page 127 of the core rules it states, "You don’t gain the magic hack class feature
at 2nd level. Instead, you gain it at 5th level."
You normally get a Magic Hack at both 2nd and 5th.
My question is do Technomancer archetypes get:
1) Two Magic Hacks at 5th (my assumption)
or 2) do you just loose the 5th level Magic Hack.
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I have the same question as the title of this post and I hope an official comments on it.
However, at this point I believe its a typo, its doesn't make sense otherwise.
Basically you loose your 9th level feat (or if you are multi-classed, your next odd-leveled feat). As of now I'm ignoring the Healing Touch part.
Thanks GM Rednal, I didn't know about that one.
Fuzzy-Wuzzy wrote: I do not believe SLAs can be used to enter PrCs any more, or for many other things, pursuant to February 2015's
The absolutely correct answer is "spell-like abilities are not spells, and therefore do not count as spells for anything that requires actual spellcasting."
Okay, thanks... however as J4RH34D wrote: Mythic spellcasting says you must be able to cast a spell. The first bolded section of Divine source says you are able to cast a spell. Therefore criteria met. Sadly, my guess would be that stating they are cast is just a technicality and overall they should be viewed as an SLA. Therefore, due to the ruling change (which I'm just now learning about), the two path abilities do no work together.
I've searched the rules and message boards but I can't find a definitive answer for the following question:
Do the mythic path abilities: Divine Source and Mythic Spellcasting work together?
I understand the whole Spell-like Ability argument, but Mythic Spellcasting specifically states, "To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known." and Divine Source says, "Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains)."
I read that as it is cast (even though it is a SP), therefore they work together.
Instead of an Oracle archetype... I'd rework it as a Mystic Theurge archetype specifically for spontaneous casters. It would allow for spell slots from each class to be merged into a single combined pool; at total amount of spells -1 (possible example)
David knott 242 wrote: "Magic bonus" is an undefined term that actually appears in the text of the Acute Shot feat. I can see wide table variation as to exactly what that phrase means. The introductory statement says "When magic aids your ranged attacks, you rarely miss."
So do we have confirmation on this yet? My assumption is any magically aided bonus... which would include spells AND enhancement bonuses from weapons.
Bumping this and adding an additional aspect to consider.
Since the path ability is listed as: (Sp), my group and I interpret this to mean that the Mythic spell cast is as a Spell-Like Ability; therefore, they can't be countered, or have any metamagic feats attached to it, and neither does it take up a spell-slot. But as Matrix Dragon mentioned, the augmented version can be used.
While powerful, it does seem balanced.
Extra Mythic Path feat:
There isn't an indication that this feat can be taken more than once. Is this purposefully done, or is it an error and can be taken multiple times?
I'm asking because I have a Oread Paladin who does not qualify for 98% of all the feats (chose to drop the ability to cast spells for the Holy Warrior archetype).
So, his only options are: extra mythic path, extra mythic power, the 2 or 3 surge feats and that's it! just wondering because Extra Path multiple times would be the best, that's all.
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