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![]() Please consider FAQ clarification on the Bleeding Shot duration and effect. Quote:
Note this does not say it applies the Bleeding Condition or specify any sort of duration. While other things typically do (Bleed critical effect for example). Quote:
So this can be interpreted in different ways. Clarification on whether the Bleeding Shot applies the bleeding condition or not would help clarify. ![]()
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![]() Raychael wrote: Yep, I wondered if it would do that, but, luckily, that's one of the reasons there's a few days gap between order generation and fulfillment: so we can fix things like this! The subscription did get cancelled properly and I've removed AP #40 from your order and resent the confirmation email. Please let me know if there's anything else I can do for you! Problem solved. Thank you. ![]()
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![]() Hello,
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![]() In our game the operative had never used the quick trick cover to cover. In fact need to use two moves on the trick hadn't come up at all yet. So it was a non-factor, even before we discovered the errata. The soldier and solarian just acquired charge attack/solar rush. Ranged enemies have been so far very ineffective against their ability to close into melee even without x3 movement. I doubt now they will fare much better now. ![]()
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![]() I think there is some mistake that I am arguing against the errata of quick trick. I am actually saying Charge Attack should also be errata'd. Quick trick was a 3 action ability that was never intended to work the way it did, and was errata's to fix a mistake. Charge Attack is a 4 action move with restrictions that also should be fixed in the same way. It should be a standard action with a single movement movement instead of the x2. Thus allowing the soldier to use their normal movement action before or after the standard charge. ![]()
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![]() BigNorseWolf wrote:
I meant "Total Cover" not "full cover" as a clarification. And my thought it that it you have total cover then there is no line of effect between you and the opponent in question meaning you cannot shoot them. Might not be RAW. I can't say in this case. Note: Quick trick does not have this problem as you can trick then move into total cover. However, at that point you may have lost line of sight as well as line of effect, so might have no idea what your enemy is doing in response. Cover is all a bit vague on its implications really. boils down to if a player is using total cover then they probably are using total cover and that's going to have costs (i.e. is it transparent?). Not that this is super critical to this discussion. Other than to highlight cover to cover is only as good as a GM lets it be. BigNorseWolf wrote:
I agree you can stay at higher range if you want. Range + lower BAB vs flat-footed AC vs Soldiers melee attack is lower hit chance. Safer? yes. perfect? no. nothing stops someone from shooting back at you. BigNorseWolf wrote:
Not really going to spend much debating this one here because it is a terrible cheese hack on the rules and no GM would allow it. But most people agree any character can charge a door and attack it in order to knock it down (even though its not an armed enemy). if you can move x3 and attack a person, you can move x3 and attack a door. Now you can easily replace door with statue, or pillar with reflection. something that sounds silly and "creative" is perfectly within logic of the original ability. BigNorseWolf wrote:
I didn't think it was necessary to show strategic counters to this and failing to do so would suddenly negate everything I said before. Enemies can take cover from ranged fire too. Enemies can ready attacks for mobile cover darting enemies. Enemies can log grenades behind cover. Enemies can use ranged against ranged foes. I think its safe to say a basic simple tactic like kite and cover darting only works if the enemies stand there baffled by your actions. Not listing out counterstrategies for a few examples is more an exercise of not wasting time and less about not being able to come up with them. BigNorseWolf wrote:
Blitz soldier gets a full rounds of attacks in a charge at level 11. and no whacks comparison is limited to someone simply trying to chase ( and never charging) with a melee weapon. And is true for both trick attack and quick trick attack. ![]()
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![]() Garretmander wrote:
Fair question. I guess I was trying to highlight a bit of half-baked ability comparisons. To highlight from a balance standpoint Charge Attack is higher action economy than something else after an errata. I'd love to see an errata on charge attack to be match where the baked in movement is single move instead of double to keep it in line with the normal action economy of Starfinder. ![]()
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![]() HammerJack wrote:
Run applies flat footed but using it as a charge in some circumstances allows x3 with an extra action and no penalties. ![]()
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![]() HammerJack wrote:
"Opponent" is undefined in the rules as far as I know. as a result it can be an object or air. ![]()
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![]() HammerJack wrote: So "Additionally I can charge away from my foes at x3 movement and attack nothing" isn't actually a thing. Why not? Is it Cheesy? Yes. Would any sane GM frown? Yes. Also why would I be able to move 120' and attack something twice, but I can't move 120' without? no logic ![]()
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![]() BigNorseWolf wrote:
I already listed examples. But I can do so again in summary. * L3 Operative with quick movement and trick attack can move. 40' and shoot. They can start from cover and end in cover (but not full cover). L9 that's move 50' and attack, L15 that's move 60 and attack. That does not include the highly valuable Improved Quick Movement which makes those numbers 50, 70, and 80' movement and attack. So with normal quick attack and a ranged weapon I can kite quite effectively and attack from cover (but not full cover). Also note that in order to be effective I must be in range when I shoot of my small arms.
* L3 Operative with quick trick can move twice 30' each and shoot. They can start from cover and end in cover (including cover). No increase in this for levels 9 and 15. So I can use the coveted cover to cover shooting when that is available. Unless someone changes their strategy to prevent this. I can also Kite 60', which may or may not be enough to avoid a charge. Also note that in order to be effective I must be in range when I shoot of my small arms.
* L5 blitz soldier can move 40 (or 30 or 35 depending on their armor), then charge another (80, 70, or 60). this allows me to move into position before my charge, or fly up then charge. I could also instead charge, then guarded step. or Charge then ready shield, or charge and then tumble a move away. or charge then tumble into a flank. Sure tumble allows AoO, its not hard to beat it. (and often in order to use trick to escape melee in the above examples tumble is needed too). In addition to all this my charge is at no attack and AC penalty like normal. Additionally I can charge away from my foes at x3 movement and attack nothing. This getting to escape at x3. This also changes to allow a full attack at level 11 instead of 1.
So I disagree that the abilities are not similar and scrutinized comparatively. If you remove the movement from quick trick, then remove some of the movement from charge attack IMO. With the movement removed from Quick trick its value over standard Trick attack becomes unclear. BigNorseWolf wrote:
I've shown examples since the beginning. Nothing I have suggested is against the rules or won't work. In this case all the counter arguments have been as subjective as my assertion that the abilities are similar in function and use. Basically the argument is you can cheese quick trick to kite or cover to cover. Reasonably true for that one build (other builds like melee operative, who cares since it is harder to cheese?). But then nothing stops you from cheese on charge attack or original trick. Except the situation, enemies reacting smartly, etc. BigNorseWolf wrote:
Been showing plenty of examples since the beginning. Never claimed smarter, but I have seen you many times on these boards try to shut down a discussion by using this sort of comment. I haven't seen a single comment on here yet that I hadn't considered before posting and has convinced me that there isn't a double standard being applied and the abilities shouldn't be more compared balance wise. ![]()
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![]() Steve Geddes wrote:
I agree that it was intended to always work like the errata, and it was missed in original. Proven by the fact they did make errata. I just would have preferred they also changed the Charge attack to be include say standard attack as long as the move no more than a single move. Then its balanced again. ![]()
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![]() BigNorseWolf wrote:
Keep in mind the Charge attack is 60 feet of strait movement (more likely 70 or 80 due to blitz movement ability) and another 30-40 movement not in a strait line. ![]()
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![]() BigNorseWolf wrote:
All characters and NPCs have equal access to accelerated movement from other sources. People who invest in them will have advantages in movement. They apply equally to both Quick Trick, Trick attack, and Charge Attack. I find it interesting that the main argument in favor of the errata is due to someone kiting (which can be done equally using other abilities), and someone going cover to cover ranged. Both of which provide situational advantages. But I can be very creative with a Charge Attack soldier so get situation advantages in a similar way with more movement. I guess because it requires less thought to get the situational advantage? Or because enemies don't react wisely to a character trying these strategies after 1 or 2 rounds? ![]()
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![]() BigNorseWolf wrote: Quick trick is a feat, not an alternative class feature. Incorrect. Quick Trick (Ex)3rd Level
You can make a trick attack as a standard action if you do not move as part of that ability. You cannot make any other attack during a round when you do this, and cannot take any action that affects or modifies your attack or the weapon you are attacking with. This replaces quick movement. ![]()
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![]() Garretmander wrote:
Operatives with Quick Trick give up the class based baked in movement to get quick trick. This configuration allows combinations of 60' movement with an attack (before the errata). Since most characters can charge 60' not sure how Kite strong this is. So an operative with Quick Trick getting two movements is compared to an operative with Trick Attack and Increased Movement. This combination allows UP to 80' movement with an attack after the movement. Seems pretty kite strong. Meanwhile a Blitz soldier moves up to 120' and attacks or depending on armor 90' and attacks. ![]()
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![]() Garretmander wrote:
One can do this with Charge Attack too. A little more awkwardly, and requires an acrobatics to avoid AoO. Garretmander wrote:
Operative with quick trick does not get additional movement, so the "high movement speed" is incorrect. Blitz Soldier does get enhanced speed though, and could use this to hit and run round after round. Also a trick attack (original not quick trick) with the operative fast movement still intact is just as easy to kite. Garretmander wrote:
Alas for the melee focused operative. ![]()
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![]() BigNorseWolf wrote: The operative ability gave you more actions. Move Move Attack. It allows for a lot more unseen options. Such as move, do a trick attack, move and hide with the ghost exploit. They give the same number of actions. Charge Attack or Stellar Rush:
I don't see much difference at all. ![]()
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![]() In the original printing of COM - Quick trick kept the baked in movement of Trick Attack. Allowing the Operative to move as part of the trick and attack as a standard while then being able to use their move action in the same round either before or after the quick trick. The Blitz soldier gets Charge Attack and the solarian can take Stellar Rush. Each of these convert charge from a full attack to a standard allowing them to move double movement as part of a charge and attack without the normal charge penalty and still have a move action either before or after the charge for whatever. In the errata, Quick Trick was changed to specifically exclude the built in movement of Trick attack. However, both Charge attack (blitz soldier) and Stellar Rush both still contain the built in movement. I am confused why errata one of these abilities but not be consistent with the other two. They seem like comparable abilities. After the errata the charge abilities are quite a bit more powerful in my mind. I would understand if they also had changed Charge Attack and Stellar rush to be half speed charge. Thoughts? ![]()
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![]() Logan Harper She/Her wrote:
It is fine to include them in the next shipment. I do not need them any sooner. Thank you so much! ![]()
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![]() Hello,
I do have photos of the damage. Please advise if you can replace them? Thanks! ![]()
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![]() So 6 years after the last post in this thread might be a bit of thread necromancy but here goes. As you can see by my very stylish charter tag I own every AP. I have personally used and run RotRl, CotCT, LoF, and CC. I loaned my RotRl, Second Darkness to a member of our group to GM. My gaming Group also used someone else’s copy of Serpents Skull. I have also leafed through every module when it arrives and then it goes in a cardboard magazine holder on a shelf to keep it nice and strait and in pristine order. We have had no issues whatsoever with any of those bindings and most of them look as nice as they did when they arrived despite using them to play. I have never creased the covers before hand. All that changed a few months ago when my Council of Thieves chapter 1 came out of its place on my shelf. Within 5 minutes the 2nd page fell out and a few others are dangerously loose. I thought to myself, “wow, that’s unusual. Must have gotten a bad binding. “. While disappointed I figured, “well nothing can be done now”. And I have treated that volume like a fragile priceless thing lest more pages fell out. So I am not on volume 2 of Council of thieves. And since I had the issue on volume 1 I was being careful. And what happens? Yep, you guessed it. Page 2 slid right out of it after 10
So yeah, pretty sure Council of Thieves in general has issues with its bindings. I will try the prefold from now on since I had this issue but I do hate the creased look. ![]()
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![]() Hello,
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![]() Diego Valdez wrote:
Thank you. ![]()
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![]() My pathfinder adventure path card expired in april. I received the notice e-mail and set it to the new expiration thinking it was fixed. But hadn't realized it never committed the fixed date. So I have not gotten The last 3 Modules for Ironfang Invasion nor module 1 of the new path. I just tried to enter a while new card and it is not working either. Any way someone can help me get this fixed to get the 4 I missed and the PDFs and get my card fixed? ![]()
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![]() I have not had time to read through my book yet. I am looking forward to it. Overall I really like the presentation and I am really looking forward to seeing how close the official PF conversion is to my own a while back. The first thing I thought when I opened and started turning pages was,"Oh they changed the art!" I am still on the fence on that one. I do like the new art, but I also loved a lot of the old art and some of it is not superior. This does have a better unified look. However, the big thing was my second nearly simultaneous thought, "Oh wow these pages feel really flimsy and cheap." They feel less sturdy than my original adventure path modules. I worry using this book for running an adventure would tear it up. They don't seem much lighter than the other hardcovers but maybe the less glossy affects them. It definitely made me wish I had clicked submit 1 day earlier on that collector edition in my cart, thinking those pages are better. For future hardcover APs, I recommend making the pages heavier weight and the higher gloss. ![]()
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![]() I have enjoyed this topic and found the Discussion most helpful. I want to thank Pendagast and other contributors for putting this up here. I found the content helpful for considering my own options when it comes to her fate. ![]()
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![]() Like most here I attached the group to the city through background. I also greatly expanded chapter 1 and 2 to help them really experience Korvosa. We are not in chapter 6 and the PCs are completely bound to Korvosa and its people. I expanded the section In Chapter 1 with Cressida sending the group on a bunch of "guard missions". Each mission was attached to one of about several Guard Sergeants that was in charge and the group was helping them. They varied from:
Then they were given the list of current issues and asked to lend a hand
PM for copies of this adventure line. I also included a variant on the Dungeon Module "Thirds of Purloined Vellum" involving Cerulean Society vs Magnimar guild. Also expanded Rolth's influence in C1 and 2. Going so far as to zombie a bullette to attack the PCs during a event roast at the place where they have rare meats (forget the name). And having a second lab up north where Osquips were attacking kids in an orphanage (Used Zenderholm as a link to this) ![]()
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![]() Akumamajin wrote:
I also was not terribly fond of the moldspeaker and loved the oasis idea. I implemented it last week and think it went really well. I will also be stealing some of the waterfall/rovagog temple. Thanks for the terrific ideas! ![]()
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![]() Mortalis wrote:
Indeed. Doing this without regard to ones group and their capabilities, and allowing it on any number of items could cause balance issues. But like many things, moderation is the key. I have no issue planing a unique hornblade (like the weapon in the old days) for the small character to acquire in a game and use to help balance said character if it is needed against another PC that is more optimized. Issuing a similar weapon to help a dual wielder balance who was less optimal in a game would also be an option for me as a GM. Issuing two large bastard swords for dual wielding, seems more of an extreme case. I think making exceptions for game story and balance is a useful tool. If one has players who would take advantage of said exceptions, then one needs to be more careful. ![]()
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![]() I tend to look at the motivation behind the NPCs on reactions. In the example of this thread the main NPC is a fanatical psychopath. In addition I see no reason why the NPCs on the lower levels would think the destruction of their goblin pawns would be a reason to flee. Especially if the people who killed them had to retreat before pressing deeper. Even if the group triggered a flight reaction from the other minions, I doubt the main NPC would allow a retreat. I see that NPC forcing a defend this base or die scenario on the minions. Which some of the smarter minions might start to chafe under, making them likely allies to the PCs. As such if the group left I would simply close up the fort and station a couple more skilled NPCs on the upper level on watch. They could setup traps and be on alert for the return. Alternatively, the NPCs might send out a scout (there are two good options for scouts depending on how things went in the previous section). Scout could return back and setup an attack on the group near the end of their watch. This is the method I used except the scouts found the group resting in the fort, making the attack much easier to stage for the NPCs. ![]()
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![]() I had a similar situation when I ran RotRL. In fact very similar. My group needed a break in the same spot. The group camped in the main entry hall with doors barricaded and watches set. Of course when It became clear to the inhabitants in the lower levels that something was wrong their leader sent some scouts up to survey what was going on. They managed to spot the group. I cannot recall if they got back without being seen or if the group wasted them, but either way the people below were alerted to a threat. IIRC there were several entrances from lower to upper level and the leader of the dungeon led the crew of main enemies up to the main floor in a two pronged attack on the groups camp. In a massive battle that ended up being much harder than battling these minions separate, the group prevailed. It did require a serious string of luck, including a valiant effort to hold the line alone by the PC sorcerer against two well armored elite fighter enemies and a tough fought battle for the elf PC who was nearly killed in the initial assault by one elf hating minion (and man did that PC have to fight tooth and nail since that minion was dead set on doing whatever it took to finish the job). In the end I felt like the attack while harder, made the thing seem more real. It also made the exploration of the initial lower level much easier with many of the minions cleared out. ![]()
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![]() JoelF847 wrote:
I also have issues with this. ![]()
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![]() I would love playing the paladin in this game. Talk about a tragic hero. I cannot offer you much advice since I think you are doing really well. I like the idea of a final showdown with the son resulting in a his dying repentance and the fathers eternal grief to tie up that thread. Some players just want something simpler though. It is unfortunate for you since you are clearly trying to add depth and not torment the player. Just wanted you to know some people appreciate that kind of effort and story. ![]()
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![]() Seems to me everyone has focused on a invis rogue starting the combat. There is no reason an invisible undetected rogue cannot sneak into an established combat and get a full sneak attack on an opponent that was not aware of them. Sure the invis is gone after the first attack, but the fact the rogue was undetected until they started stabbing leaves that enemy essentially without dex against them until their next action. Before Combat: Rogue is hiding or invis
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![]() Searching is a move action. There is no rule that I found that says you must be adjacent or in a square to search it for traps. Perception applies to anything you can perceive not a specific point of interest or 5' square. The DC for perception is +1/10 feet of distance. So a character standing 20' from the trap simply has a +2 DC to detect the trap when they roll perception. So that in mind a character with a 30 foot move can search every round and get a roll versus the DC of every trap within 30' with at most a +3 DC on the roll. When I do this I generally allow the character to roll in this manner and simply apply a +2 DC to all traps during this time to avoid the record keeping of where the characters is exactly when the perception is rolled since it is continuous. this avoids the problem of wanting to search but bogging down the game by tracking every round and every square and search roll. ![]()
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![]() I have never been fond of the search every square approach because it bogs down the game for both GM And players. I use the following guidelines. * (RAW) If players don't actively search for traps and no one has the Trap spotter or similar ability, they cannot detect traps automatically (reaction roll).
This came up in our games because as a player I wanted to move along searching and not bog down the game with a character that had insane perception. The GM ruled that that I could not automatically spot traps by moving and searching and would need to roll each round. Feeling like there should be a way I later researched it and using the rules think the option above pretty much sums up the activity by rule. I use the above in all my GMed games and most of our group has explicitly adopted them. I feel like it is perfectly by the rules and keeps play speedy for trap paranoid groups. ![]()
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![]() Gauss wrote: All three effects can be used simultaneously. I do not agree with this. Both Offensive Defense and Crippling Strike are both asterisk marked sneak attack effects. Quote: Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. So those two affects cannot be applied to the same attack as I read them. Of course they can be applied to two different attacks in the same round. ![]()
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![]() AvalonXQ wrote:
Great ideas. Consider these stolen for more than just Tiny characters.
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