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By that, I mean outside of reprinting "pocket editions" or something, there will be no new main books for first edition?

Generally happy for the community with it being rather happy with the eventual jump to 2nd Edition, but for me, that is of no interest at the current time. Just wondering if I need to keep an eye open for another book or if I call the game "finished" at this point (will still be playing).


So they get the basic Inhibitors as standard and a minor inhibitor. Through a Field of study, they get an inhibitor.

So what exactly does a Theorem which modifies "Inhibitors" work on? Is it just the one from their field of study?

For example, Hampering Inhibitor.
Any biohack inhibitor you successfully use against a foe decreases that foe’s speed by 50%, to a minimum of 5 feet, in addition to the normal inhibitor effect you choose. If the target has multiple movement types, all its speeds are decreased.

I read that as any of the three inhibitors, but my Biohacker player is a bit cautious about taking any of these styles of Theorems if they only effect the Field of Study inhibitor, since it is the only one named "Inhibitor" and not got some tag attacked.

I know I can simply house rule it, but I would rather have a definitive answer for my players' sake.


So basically, can any race which has 3+ arms use a two handed weapon and a shield in the third arm?


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So a player is looking to make a Sniper Alternate for the Operative.
In order to get the High Group Sniper you need the Debilitating Sniper exploit. There is no way around that is there?

I ask because with the Sniper alt you can Trick attack with a sniper rifle and Debilitating Strike, which basically an improvement on the Debilitating Sniper so it feels like a wasted exploit.

RAW, I don't see a way around it. So if anyone knows of a way, my player would appreciate it.

Side question, would people think it would be fair to allow this player (Non Society game) to skip the Debilitating Sniper exploit to get the High Group Sniper?


When Drift travel caused the thasteron market to crash, some mining conglomerates sought new uses for thasteron that would sustain some of the diminishing demand. One of the more successful ideas was the Vellsencraft Ltd. thasteron-fueled augmentations, spurring the thasteron-punk subculture that embraces the antiquated aesthetic. This modification is limited to arm, hand, leg, foot, and spinal column cybernetics. The augmentations appear to be made of copper, brass, wood, and leather, featuring tiny fueling ports and gas vents, and the faint exhaust gives you a –2 penalty to Disguise and Stealth checks except in environments where the smell would be innocuous, at the GM’s discretion. Vellsencraft augmentations cost 20% less than usual, but they consume 100 credits’ worth of thasphalt (page 50) to keep functioning.

The concept of a Steam punk image for stuff is rather interesting but the limitation of it costing Thasphalt doesn't say how frequently I would need to feed each item their 100 creds fuel. If we are speaking of daily, then the costs can rapidly outweigh the benefits (Till later levels).

So could the limbs still work as basic if I don't feed it or would an X legs user be resigned to using his boring spare legs during travel?

Generally assuming its 100 per graft (Understandable), would it be a standard, move or full action to feed said graft?


From what I can tell, outside of magical/supernatural means of travel there are a limit amount of ways to travel.
You have the ability to 'climb' if there is enough hand holds with a DC 20 Athletics, you can also do so if you have a climb speed.
If you have a flight which provides its own thrust and doesn't require an atmosphere you can fly...
So what counts for that fly ability?
Wings (Unless specifically stated) and turbofans are mentioned require an atmosphere so they don't work. Jump jets do work... What about other armour upgrade or power armours with a fly speed? They don't specify how they truly work and are rather vague.
CRB page 402 for the Zero G rules


Do all spells need line of effect? Could you cast Smog bank through a glass window for example?


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My brain has been thinking over an old question one of my players asked me a while ago and I thought it was best to just ask here.

Can you get armour for a Drone?

which leads to the other half, Can you get armour for a companion animal?

As general when it first came up, I said no since they have their natural armour. Only had the CRB at the time. As time went on, you get exposed to more things and now my brain is unsure, still playing as a no, but thought it was worth an ask.

My party has joked that when the Ysoki Mechanic dies, we are just going to convert his drone to an SRO character, since we like him better (Obviously said in good nature).
If you can armor an SRO, which doesn't adhere to a humanoid form (Including all the aliens out there) then it in theory shouldn't be too hard to armour a drone if it took armour proficiency as a feat


Ok. Thinking of using some Hellknights soon in my game. There is very little info on Starfinder ones, so after some basic info and whats available.

What races are usable
Any stat blocks people know off (Or something easily flavoured)
How open would they be to using 'outside' forces, like paying a band of mercs as cannon fodder and the like.

Edit to add. I have used the Azlanti a bit recently, so I am after another group and I remembered liking the Hellknights in Pathfinder a few years ago.


2 people marked this as FAQ candidate.

Is it possible to get a ruling on the controversy?
The way Solar manifestation is written can be seen by some as it generates either light or darkness. It is debated on here but haven't seen an actual clarification about it.
So, does a Black Hole Solar manifestation cause an area of Darkness around it?

The base form of your solar manifestation, when not
actively in use, is a mote of stellar energy slightly smaller than
your fist that hovers near your head. Beyond the solar mote,
your manifestation can take one of two additional forms: armor
or a weapon. You must pick one solar manifestation (either
armor or a weapon) upon taking your first level of solarian.
You also choose whether your solar manifestation (in any form)
either glows brightly with one color common to stars (including
blue, red, white, or yellow) or is the perfect darkness of a black
hole. A glowing solar manifestation, regardless of its form,
sheds dim light in a 20-foot radius. You can shut off the light or
darkness as a standard action in order to blend in or assist in
stealth, but whenever you enter a stellar mode (see page 102),
the glow or darkness returns immediately. Once made, these
choices cannot be changed.

That's copied straight from my PDF. It can been seen in three ways.
1. Just the Sun ones glow and generate light and the reference to darkness is speaking about the mote.
2. It was originally written to have both light and darkness generation but was edited out before printing, with the references being forgotten (after 2 reprints, it should have been cleared up)
3. The Black hole generates a area of darkness.

As I read it, I think its either 1 or 2. With it specifically stating the glowing ones generate light and the black ones are not mentioned to do anything special (beyond being a mote/manifestation).


General question is can a Mechanic have his drone act as an extra Pilot for a Mech?
I would say no at the beginning since a Drone only has a single action but as the AI increases, could they be used to give an extra action for a Mech?

I am not too fussed on a Drone having no Pilot skill or things along that nature, purely on the system element of giving that one extra action


I am a little concerned about how my brain reads using Mechs.
The way I read it is you can use a creature 3 CRs above what you would usually use.
So For this example, when my players were level 7, I liked using CR 4 for a numbers encounter, Something that can hurt but isn't a huge threat. So using the same group, would I be using CR 7 for the same style of encounter?
The reason I ask is looking at Mechs available and their ACs are roughly around the 25 mark, a CR 4 ranges between a +10 to a +13 while a CR 7 is +14 to +16. Obviously, those numbers aren't accurate for everything, but they are a few examples of ABs for their CR.
The Mechs don't seem so well off defence wise against said enemies. So am I reading the CR section wrong?
my team is going to be using Mechs next session so I just want to ensure I don't over do enemies.

Edit to cover possible replies. I am after if the CR frame is correct, not if the defence and HP stats of Mechs being judged wrongly. I only use it to show why my brain has issues...


I suppose the title says it all.
With the better involvement of vehicles, I am setting up a chase scene where the goal is to catch an escaping operative. So I am wondering could the operative use trick attack to gain extra damage vs a vehicle?
It also cropped up if Trick attack could deal extra damage to a wall or a plant pot?


Recently one of my players has made a Bombard Soldier, so grenades are his focus.
I have just found out he is carrying 14 grenades (not including his class one) and to me that seems impractical.
I am going to implement a limit on how many are on a bandolier for easy use. If a character wanted to run around with too many weapons, I would limit that too, but they have been reasonable so far and have had 3 weapons at most (1 character, 2 rifles and a melee glove)
I am wondering what people thought on this, I am thinking 6 or 8 (Nice friendly numbers to me) as my limit. Do people think I am being unfair?
As a side note, I do think that without a house rule, he would not have built this character. Grenades are bought as a refreshable item, as in if your character has a decent chance to resupply from an Allied facility (I count their ship as one) they can rearm that grenade.


So said grenades have Burn X, which is found in the crit effect.
So does the grenade only do burn on a crit (Since its a crit effect) or is it a special allowance for grenades to apply it as part of a successful hit?


I am curious if there is something I missed or if there is a fundamental mistake with this weapon.

Assault arms give your Mech 3 Upper limb weapon slots, the most out of the arms.
A Thundergauntlet is only available as a Upper limb weapon, needing 2 slots for 1 of them.
Heres the problem, they have a special PP ability.
As a standard action, the mech can use a thundergauntlet as though it were a ranged weapon with the blast weapon special property and a 30-foot range. If the mech has two thundergauntlets, it can use both as part of this attack to deal medium damage rather than low damage; use the average of the two thundergauntlets’ levels (rounded down) to calculate this damage.
How is a Mech supposed to use the higher damage for this ability of they only have the slots for 1? Is there an upgrade or something I am missing?


I generally assume Mechs are a stand alone, as in they don't benefit from pilots abilities beyond skills and a couple specific effects.
A player asked if his Melee Striker (The extra half str) Gear boost would effect his Mech. I am currently on the mindset that its a no, but am I wrong?


I think there is an issue with this ability.
A Basic Mech (Huge) can thow a Medium creature. Fine.
A Gargantuan Mech can throw a Large creature. Fine. So far so good.
Your max size and 1 size catagory smaller deals medium damage of Level equal to your tier. So a basic Tier 7 Mech can deal 4d6 damage with a Halfling (Small) and a Gargantuan Mech can throw a Troll for the same damage... If the Gargantuan Mech picks up the Halfling and throws him, it deals 5d4...
So why does a bigger Mech deal less damage with the same object?


Building some Mech sheets for a future game (After their current mission) and the skill points are a little curious.

A mech’s skill check modifier equals 5 + half its tier; for Athletics checks, also add the mech’s Strength modifier. When an operator grants their mech an action and the mech performs a skill check as part of that action, the mech can use the operator’s ranks in that skill (instead of half the mech’s tier) to determine its modifier. When performing a Strength- or Dexterity-based skill check, a mech can instead use its operator’s ranks in Piloting to determine the mech’s skill modifier

Thats the section on skill points. Seeing as a Mech doesn't have most Attributes, the Modifier of 5 feels like a nice way to give a blanket benefit. Does the pilots Class skill have any effect? I can understand it not, with the bonus of 5, but since its not mentioned, I am after a little clarification.


Would Sky Jockey effect a Mechs flight?


So the question here is, if I use the action to set up the sniper range (150ft), does that make it a 150ft line?
I can see it being a yes, I just want to have it clarified.


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Picking some minor forms for my Nanocyte.
I was thinking about Cable line. How much would you be able to generate?
Limits I see are level and weight, So if my Con Mod is say 4, so a limit of bulk 4. With Cable being L per 10ft, would I be limited to one instance, as in 10ft or 400ft of Cable?


Am I right with thinking that a group gets 1 lot of Activities per day?
So a group who has a speed of 30 ft will only get 2 points?
With Forests having a cost of 3, does that mean they have to spend 3 days travelling to a new forest hex?


Is there a way to remove the Archaic quality from a weapon?
I noticed there is a level 1 Bow without it but then the higher level bows, Battlebows, all have Archaic. Without constantly spending cash on Special arrows, is there a way to make a later tier bow worth using?
That also brings up the question of Arrows. Can you collect them afterwards? I understand a grenade arrow being a 1 use item but the basic, Diamond edge and Molecular rift, can they be collected after the fight to reuse?

Edit to also ask, why does the basic bow not have the analog quality?


I am curious on peoples thoughts on the general fashion preferences of some of the prominent races in Starfinder.
Are there any real world cultures to use as reference to their styles?


Ok, looking at the art work for the X-Legs, they look like they are from the waist down. One of my groups characters has recently gotten himself a set and it cropped up by another player if he still has the ability to produce children... So would a half orc who has X-Legs be considered Sterile?


Simply put, is there anything which can force or pull a ship out of the Drift?


Always liked the idea of a plant character and they look cool.
I accept for my gaming purposes that they have no eyes so no implants, thats not what this is about.
I was thinking about ways to improve the senses of one, classes which might grant a new sense with a better range then 30ft and the like.
Cursory look has me looking at the Mechanic with a drone, would the camera mod help?
There isn't a rule which states they can't use a computer or receive information from their rig. If I had a Hover drone or a Spy drone with a camera, would that allow me to receive information on what my enemies are up to beyond 30ft?

Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.

My brain says no with the word see through, was just curious about other peoples thoughts. Will also be posting other things I spot here on the same subject


I have a friend who is looking to get an implant for his eyes.
His race has Darkvision.
Would he loose his racial Darkvision if the implant doesn't add it?


Come to draw a character who has a Yellow star Conqueror.
I don't expect art work for every model so I was using the Blue star design.
Here is the pic of the page )If it works)
The grip is infront of the large strut coming down, meaning the strut is in the way of where you arm would be. Is there something I am missing with the design or is it badly drawn?


Ok, I know that drones are unable to recieve a Personal Upgrade.(As far as I am aware)
I am considering allowing my groups Mech to have 1 for his drone.
Would this cause any serious problems from peoples perspective?
Allowing the Mech to spend a few grand to up the AB and AC by 1 or 2 I don't see as too much of a problem, however I have not played or DMed Starfinder for long (1 failed attempt as a player before the current events and 1 running game as a DM.) so I don't know if there is some issue with such an upgrade


I have had a browse through previous posts and didn't manage to find my answer
Do PUs effect spells per day?
What sort of upgrade are they?
Are they like a band from Pathfinder or more like a Manuel?


This is a question for a friend.
He is considering trying out for a Mytic. One of his problems is he doesn't want a near carbon copy of the one I have in a different game. Other then the basic differance of Race/Feats is there any advice for making a good healer style Mystic that isn't just taking the Healer connection? (Which is close to the only Class choice you have)
One of the problem is as I said, he doesn't like the idea of just being a racially different choice to my Mystic with the Healer conection. Any advice you can give would be helpful


I currently have a Mystic at level 4. Her Dex is low at 12.
In the early games her ACs were in the toilet and even with level 4 armour its not so great. At level 5 I am considering getting Heavy armour Proficiency. I just want peoples opinion on the idea.
My main concern is the speed reduction you get with heavy armour and her ability to get to people who need healing


I am just after a quick clarification on using a shield and wearing armor.
Riot shield has a ACP of -2 and a Max dex of 3.
Estex suit has a ACP of -1 and a Max dex of 5.
Second skin has a ACP of 0 and a Max dex of 5.
Vesk overplate has a ACP of -2 and Max dex of 3.

How exactly do racial abilities or class abilities effect ACP and Max dex?

On a plain character a Riot with Estex is ACP -3 and Max dex 3. Riot and Second skin is ACP -2 and Max dex is 3.
If my ability reduces ACP by 1, does it effect both the shield and the armor? So for example Would the Riot and Estex be a ACP of -1 (a reduction on both) or a -2?
Logically my brain says Second skin and Riot would be a -1 (Since the armor doesn't have a negative, it drops the shield as they are a whole) but the paranoid part of my mind says no because the ability is about armor you wear. (Since I'm already asking about shields and armor, may aswell shut up that small voice)
Next note, logically to me an ability to increase the Max Dex would effect both. So a Riot with Estex would be MD of 4 where as Overplate would also be MD 4.
Just want to ensure I am correct with this.