Ratfolk Sage

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Pathfinder Starfinder Adventure Path Subscriber. Organized Play Member. 55 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




13 people marked this as FAQ candidate. 4 people marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber

Tech Revolution introduces 3 new drone chassis: Artillery Drone, Protocol Drone and Sage Drone. There is no listed update to the Drone Meld trick for these chassis - even though you should absolutely be able to use it with them and gain some manner of benefit.

We should have an update as to what mods / features are kept when you meld with these drones.

My assumptions:

Artillery Drone - Proficiencies and weapon slots
Protocol Drone - Negotiator Protocol
Sage Drone - Internal database

However, no details are ever given.


4 people marked this as FAQ candidate.
Pathfinder Starfinder Adventure Path Subscriber

"A hoverchair can carry its user in addition to an amount of bulk based on the model. If its bulk limit is surpassed, the chair powers down and must be restarted. Also, each hoverchair features one or more compartments for storing gear (again, based on the model)"

The bulk limits are never specifically addressed in any of the entries. The only bulk listed is the bulk the pockets are capable of carrying. This is a problem because going over the limit shuts down the chair, and from this description it SEEMS the limit is 2-3 bulk which is very small. I have SO MANY questions about this:

1.) "A hoverchair can carry its user"
- Does this include things the user is carrying, up to the user's carrying capacity?
- If so, how does this interact with power armor, which doesn't count against your encumbrance when you are wearing it and also alters your carry capacity?
- How do the Encumbered and Overburdened conditions impact the movement or function of the chair? (Can either condition set off the shutdown sequence?)

2.) "An amount of bulk based on the model"
- Was there supposed to be a chart or some text that got left off? Or is this talking about the pockets? It seems unlikely this is talking about the pockets, because of the way they are mentioned as auxiliary "Also, it features pockets" as opposed to "determined by the number of pockets".
- Do mounted weapons count against this bulk limit?
- Do items in chair pockets?
- Do utility items mounted to gear slots?
- Does armor the player is wearing?


3 people marked this as FAQ candidate.
Pathfinder Starfinder Adventure Path Subscriber

So the Police Cruiser is the only vehicle listed with a weapon: The Autodisabler. The weapon is listed as "Ammo 2", which I assume is meant to be its capacity. But "Ammo" isn't an actual type of ammunition so there's no rules for buying more of it. It seems like it should be using a battery of some sort, but no battery is listed and "2" wouldn't make sense for a capacity in that case. Can it only take two shots ever? Is it considered to have infinite ammo and reloads after every two shots? How in the heck is it supposed to work? Is there further information elsewhere in the rulebook that makes this distinction clear?

Next up on my list of confusion with the police cruiser: So the weapons can't harm people. That's weird, but I am guessing that they didn't have enough space in the rule book to go into how mounting weapons on vehicles or modifying them might work, and didn't know how they wanted to handle the concept of "vehicles that are designed to shoot people" yet, so they're saving it for later. Ok.

Can I still TARGET people? Can I apply an Anchoring fusion to it so I have a chance of pinning a target?

For GMs out there: Do you bother with this restriction? Obviously you have to if you're in organized play, but at the home table do you let players pay to remove that restriction? Because it sounds annoying. I would have just made the gun count as "Merciful" vs. creatures. I guess the writers just really wanted to limit vehicles to shooting at each other starting out. I hope we see vehicles with weapon mounts in the future.


2 people marked this as FAQ candidate.
Pathfinder Starfinder Adventure Path Subscriber

I have a number of questions I would like to submit for possible future FAQ responses. These are questions that my play group have run into while trying to get our campaign started.

Needlers: There's a bunch of threads on these.

INJECTION
This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance. Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See rules and prices for drugs, medicinals, and poisons.

1.) Does this rule mean "On a successful attack with the weapon... the weapon automatically injects the target with the substance instead of dealing normal damage" or "On a successful attack with the weapon... the weapon automatically injects the target with the substance in addition to dealing normal damage"?
2.) Should Serums be added to the Injection rule in addition to drugs, medicinals and poisons as per the description of Darts:

DARTS
These light metal shafts each have a pointed tip and a reservoir to hold toxins or other appropriate substances that are typically liquid or viscous. While most combatants rely on darts to deliver toxins to enemies, particularly desperate or overworked field medics sometimes employ darts to conveniently deliver antitoxins, healing serums, and other beneficial drugs across a crowded battlefield. In these cases, medics often practice to improve their aim to ensure that this strategy is effective when employed.

Mechanic Class

Skill Synergy as a Drone Feat:

SKILL SYNERGY
You understand how two skills work well together.

Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.

1.) If I choose Skill Synergy as a feat for my drone, the drone may gain two class skills, but RAW it does not appear that the drone gains any ranks in those skills when I do so. Is the drone supposed to gain ranks equal to its level when you select this option (as it does for mods and class features that grant class skills), or does it simply gain class skills with no ranks?

Skill Unit (Ex) 1st Level
Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).

1.)It is clear that the drone's class skills are tracked separately from the Mechanic's class skills. When I control my drone directly as described under the Skill Unit ability, does it use the Mechanic's list of class skills to determine which skills receive a +3 bonus, its own list or both?

Mechanic's Control Net Class Feature:

CONTROL NET (EX) 17TH LEVEL
You are capable of operating multiple AIs, one in a drone and one in an exocortex. You must divide up your mechanic level between these different AIs, and each gains abilities based on the number of levels you assign to it. Every time you gain a level in mechanic, you can change the distribution of levels between these AIs using your custom rig after 24 hours of uninterrupted work. While each AI can act independently to the limits of its ability, you can control them as normal (although you can directly control only one AI at a time). If the number of levels assigned to your exocortex is less than your mechanic level, your exocortex grants a smaller increase to your base attack bonus when using combat tracking, as noted in the table below. You gain additional exocortex abilities, such as wireless hack and multitasking, based upon the level you assign to it as normal.

1.) No details are given for what happens if you choose to invest 0 levels in one of the AIs. Can you drop one of the AI's level to zero or is there a minimum level of 1 for each AI? If there IS a minimum level of 1 for each AI, how can either ever reach level 20?

2.)If you drop the level of one of your AIs to zero, would it even exist?

3.)If you drop your exocortex's level to zero, you would presumably lose proficiency with heavy armor and longarms. What if you were using those proficiencies as prerequisites for feats, such as Heavy Weapons or Powered Armor? Would you lose access to those advanced proficiencies?