Absent other plausible options jumping out, I would tend to figure that after thousands of years, any random immortal probably has either ascended to outsider status or outright divinity. Assuming, natch, that they didn't otherwise get killed, or spent most of that time inactive.
She's already an outsider.
The long range outcome of almost all outsiders is to be destroyed and recycled, a vanishingly small proportion become (demi)gods. It's just a question of how many years (abyss), decades (maelstrom), or millenia (most others) it takes for your average outsider to get killed during interplanar warfare, expeditions to other planes, or other mishaps.
Thanks, this was very funny.
It's absurd to think the technology available to the outer planes has ever changed. Civilizations with technology more advanced than that in the Pact Worlds existed aeons before the Pathfinder/Starfinder timeline, and they sent their souls to the outerplanes (and were subject to interplanar trade) just as much as those in the present day. If outsiders aren't using high tech weapons when they interact with medieval societies it's not because they don't have access to it and haven't had access to it for a good fraction of a billion or more years.
The only significant thing about the Starfinder era is that the drift and resulting contact and technology dissemination means that low tech socities will start plunging as a percentage of active galaxy-wide civilizations. Of course, since the drift may be limited to the one galaxy, it's a tiny rounding error in the overall universe balance of souls and technological distribution.
This is impressively beside the point. Is a grenade throwing motion related to a shooting motion, such that the same feat should cover both?
Not that many more people have access (just late subscriber shipments), it doesn't go on sale until next Wednesday. Try again next weekend.
Why don't people like you ever think about the people on the Titanic who didn't die? smdh
The ability of Paizo's senior management to handle the rollout of a big new revision to their web platform, including it's coordination with other business activities and choice of technology and personnel implementing it, does have implications for their ability to hand the rollout of a big new revision to their flagship product, including its coordination with other business activities and choice of rules structure/goals and personnel implementing it.
Vehicle and starship weapons are undoubtedly considered weapons (it's literally in their name), and they even have weapon levels so we know what could and could not be placed and how much it would cost.
Starship weapons do not have levels. Vehicle weapons are functionally the same as individual weapons, however.
I'm with you, given how it works for monsters and that they could have just said "ally," I think it restricts you to another goblin to trigger it.
I don't think it works that way. A book published one year before the gap ended that was a history of events that occurred before the gap started should have survived intact. It was only data/memories that directly covered the missing years that was excised.
If our gap was from 100 BC to 2016 AD, a history of the Peloponnesian War published in 1995 would be missing any comparisons to modern historical events, and perhaps the title page would be missing the company that published it, the date, and the name of the city it was published in (unless it was Jerusalem or Rome or a similar preexisting city, perhaps), but the details of the war itself would survive.
Not quite. Massive Momentum adds 5' to the distance moved IF you already succeeded. It does not add 5 to your result to enable you to succeed. So you get a +10 bonus, but if you succeed add a total of 10' to your normal result.
In addition to the other issues noted above, this would replace, not stack with, the Juggernaut Boosters bonus.
The MK 4 is item level 20, so 20 minutes.
Dan of Hats wrote:
Fortified Plates. One slot, but two bulk.
I'm glad to see we've moved on from "my client didn't kill him" to "but if he did, it was justified."
An 8th level mechanic can take the Holographic Projector trick.
Holographic Projector wrote:
Your custom rig can project holographic images as a standard action as often as you like, as per 2nd-level holographic image except it can create speech and has a range of only 120 feet.
So this is infinitely spammable, and it lasts 2 rounds after you stop concentrating. It costs nothing but a mechanic trick.
The mk2 Holographic Eyes are item level 13, cost almost 50k, take up two important augmentation slots, and are less capable than this ability (minor sounds, no speech). The mk3 version can do smells and thermal, which aren't very important for most things, but can't do speech. The mk4 can do speech, but is level 20 and costs 820k. Infinitely spammable illusions that last are not the most powerful thing a level 20 character can do with that much money.
It's fine, really. And it might be the rule. It's hard to say.
If a fighter has to move first in the piloting phase there is a VERY high chance that the opponent with any kind of reasonable speed and maneuverability acting last will be able to get in its side arcs and bring to bear its own favored weapons, making the fighter completely unable to shoot in the gunnery phase. I don't think side arc weapons are smart for fighters but multiple fighters supporting each other are. So are flyby attacks if you lose the piloting check and have to act first.
1. You enter your commlink, converting all of your gear and your body into digital information on the network.
2. You attempt to find an unsecured exit terminal or hack a secured one. If you fail, you exit your original device.
If your original device was a commlink that converted into digital information with you, how can you exit it? Do you die, become a ghost in the machine, or what?
It's safest and easiest to just insist that you entry device can't go with you.
The Sideromancer wrote:
And where are they getting the crews for their exclusively-capital navy, again?
The same cheap labor source available to PCs, at rates printed in Armory. Scrubs are cheap, only officers cost money. Fighters and interceptors have to be crewed by expensive officers, so they don't save as many labor costs as you'd think, especially if they are high tier.
I didn't say anything about exclusively capital ship navies, destroyers and explorers would be a lot more common, and cruisers a lot more common than battleships, carriers, and dreadnoughts. I'm just saying high tier fighters are a dumb idea and a bad investment.
Medium-to-low tier shuttles and light freighters are a better idea, since they can at least seat more crew, fire more weapons more accurately, boost shields, and use science officers to suppress enemy defenses or focus your offense.
Note that, in setting, space navies do not use the BP system. When they have to deal with matters of cost, they have to deal with actual monetary cost. So, why build 12 Tier 10 fighters rather than 12 Tier 10 destroyers? Because those Tier 10 fighters probably cost a lot less than *one* Tier 10 destroyer, even moreso when you take into account crew.
Nonsense. BPs exist to prevent conversion into cash for personal items, but there's no reason to think they break all transitive relationships between the relative cost of items. If an item costs 10 times as much BP, it should cost 10 times as much "real" resources as well.
[Edit: Ok, on further review I don't believe the above 100%. Ten tier 3 ships at 100 BP each probably cost less to create in the "real" Starfinder economy than one tier 20 dreadnought. But I still think small ship frames are a bad investment of high BPs, and that relationship would carry over to the real economy.]
We can know that non-PCs don't get cheap tier 10 fighters because no one builds tier 10 fighters. They face the same trade off in effectiveness and size regardless of on paper tier and resources invested, and they choose to go up ship size/base frames in consistent tier intervals.
Polarize is already on a ranged weapon, the Polarity Rifle longarm. With polarize they do modestly more damage than a laser rifle, half the range, no crit effect. They're not that good even with polarity on every shot.
The polarize melee weapons are also not that great even with polarize on very hit. There are other comparable weapons that do similar base damage, but get a bigger specialization bonus (because not operative), and have a crit effect.
I don't know what you think Paizos agenda or intentions are, in this regard, but the game as written doesn't seem agree with you. That'd be like if a CR 20 colossal monster gets to be better than a medium sized CR 20 because it's bigger, and that's not what CRs, or tiers in this case, are meant to represent.
Paizo isn't great at creating a consistent CR system, film at 11.
1. Armory's Juggernaut Booster armor upgrade (level 3) combos well with the Armor Storm fighting style for Soldiers.
Juggernaut Booster wrote:
Your armor greatly increases your momentum when you rush forward. When you move at least 20 feet toward the target before attempting a bull rush combat maneuver, you gain a +2 circumstance bonus to the check, and if the attack hits, you can move the target an additional 5 feet. Your armor also grants you a +4 bonus to Strength checks to break down doors and other barriers if you move at least 10 feet toward the barrier before attempting the check.
Smash Through wrote:
While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a bull rush combat maneuver (see page 246). If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed attack (and can use your hammer fist ability when doing so).
So with both you have a +6 to your bull rush maneuver (which you'll take to +10 with Improved Combat Maneuver) and if you succeed you automatically get 10' movement and trigger your Smash Through unarmed attack damage. If you succeed by 10 (equivalent to an unimproved roll vs the standard KAC+8) they get knocked back 20 feet, and you can do it again next turn if they don't move closer on their turn. SOLDIER SMASH!!
Alas, Breach weapons require a full action to shoot down doors, so you can't combine them with the Juggernaut Booster.
2. The Tactical Scaffold heavy armor upgrade has two synergies.
First, you can use it to wield a two handed weapon with one hand, which means you can combine a longarm, sniper, or heavy weapon with an activated Phase Shield (also a heavy armor option) for +1 to EAC. Or carry a one handed melee weapon.
Second, you can wield a sniper with both hands and get the full range increment without a move action to aim. This allows you to full attack at full sniper range with the Coil Rifle snipers, which lack the unwieldy quality. Otherwise you can use this to play long range mobile sniper, taking your one shot as you move away (or pursue) your target with your (presumably speed enhanced) move action.
Note: This upgrade takes two slots (and 2 bulk!), joining the SR upgrade and the force field in that elect company.
The Sideromancer wrote:
Fighters with Tactical Nuclear Missile Launchers and intercepters with turreted linked Coilguns are the most you're going to get, and they're already here.
What you really should see in professional navies are CR 3-5 pilots in those tier 2-3 frames, pushing up their to hit and defenses without BP expenditure.
EMP bombers for attacking big ships with depleted shields also make sense.
A smaller ship of equal tier to a larger ship is usually objectively weaker. Just because you can cram (say) 12 tier worth of upgrades into a fighter frame doesn't mean it has a 50% chance against a tier 12 cruiser. The HP deficit and lost BPs to match weapon mounts hurt more than the saved base frame BPs, not to mention power core issues at high tier.
The fact that you can build high tier fighters that can reliably damage battleships and dreadnoughts is irrelevant to the underlying balance concerns. You'd be a fool to put sixteen tier 8 fighters into a carrier rather than build sixteen tier 8 destroyers. Ship combat and build efficiency is designed so that carriers can usefully provide a bunch of weak fighters who aren't worth the efforts of most larger ships to target (and can't be hit at all by the big capital weapons), but have individually low chances to hit and low chances to do damage against the really big ships. They can swarm small escorts and chip away at big ship shields to give an assist, but that's pretty much it.
If a fighter were built to be dangerous, it would get focus fired and killed in short order because it can't carry enough PCUs to support both good weapons and excellent shields, can't have enough crew to repair it, defend it, and rebalance it's shields, and can't have HP to soak up the hits.
If you want to house rule this to support your fighter fantasies, go ahead. But Paizo is building a system that (1) supports a single ship manned by a party of adventurers and (2) is plausible within the context of their world and designed naval organizations and balance of power. Fighters taking down dreadnoughts is not consistent with either of those concerns.