ZombieKira's page
Organized Play Member. 38 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
|
1 person marked this as a favorite.
|
Kenjitsu wrote: I am very sad that they changed the key ability for spell casting for the Precog from Dex to Int. I guess they can still do utility spells that do not require a DC. I guess someone could make an INT based Precog instead of DEX since very few of the temporal anomalies require a DC. But that kind of negates the whole theme of a Dex-based caster...
Oh well. Hopefully they will change it back in a later errata.
They already are borderline the strongest caster in the game. If their casting stay was also dexterity it would have been silly.
Wonder if they will errata gem understanding, and rewrite it like spell chip ability on mechanic so that it is future proofed?
CorvusMask wrote: keftiu wrote: CorvusMask wrote: Huh. I don't think deity pics are that bad overall(Yaraesa is really main one that looks weird for god of science)
Also Oras' picture kicks ass, why did nobody mention it? :D Iomedae is the one I really scrunched my face up at. Her hair… I did admittedly have time to get used to Iomedae's picture due to having seen it at con, but my biggest issue with that picture is the weird anatomy related stuff Speaking of weird god art, why does uragotha have a space helmet and shoulder pads on but no other parts of the suit?
Spell speaker envoy made a dream charcter come true
So approaches sally smith from magical technical support!
This book was worth the wait for me.
Pakishi wrote: Things happen when moving 1's and 0's around. sometimes those 1's and 0's don't go in the right place. Really jazzed about seeing what this book has to offer though. Any time I hear the words new gear, I get excited. I keep rebuilding characters each new book. Also the number of builds has grown. I think I’m on like 20 or so
1 person marked this as a favorite.
|
Army_Piper wrote: ZombieKira wrote: Aaron Shanks wrote: Good Morning! I am awake and have notified the webstore team the this product did not go live at midnight as it should have. Thanks for your patience and patronage. Still waiting.......... Seriously don’t be rude, they are doing their best.
Aaron Shanks wrote: Good Morning! I am awake and have notified the webstore team the this product did not go live at midnight as it should have. Thanks for your patience and patronage. Thank you
Milo v3 wrote: Unfortunate we'll probably need to wait till office hours before this gets fixed, was looking forward to giving this book a read tonight. Honestly me too. Always help with my insomnia
I may built a prototype with all 4 casters and see what I come up with. Though bayonet outfitted sniper rifle is looking pretty juicy.
NachtroseSVK wrote: ZombieKira wrote: Zane Pendergast wrote: Yeah, I'm also getting the "pdf unavailable" thing too. It's really bizarre. We may not get it till they get in the office and fix it. It’s alright I’ve waited this long, I don’t mind a few more hours. Which is? Some 8 hour more? *shrugs* who knows, sides I have to decide which caster for a spell sergeant.
1 person marked this as a favorite.
|
Zane Pendergast wrote: Yeah, I'm also getting the "pdf unavailable" thing too. It's really bizarre. We may not get it till they get in the office and fix it. It’s alright I’ve waited this long, I don’t mind a few more hours.
Idk where to post it on the faq. And it hasn’t been updated for tech revolution
18 people marked this as FAQ candidate.
|
So I was reading through the new operative alternate class feature sniper. As worded it replaces trick attack, it doesn’t remove debilitating trick, which as worded doesn’t function without trick attack. Is that an oversight? Or was it intended that way?
Ok so I was looking at this weapon from the com, I still can’t determine if it uses darts or small arms rounds.
If it uses either of those how does it interact with the energetic weapon fusion? Would increase the number of injectables I can load into the weapon?
It can’t hold multiple injectables at a time. But good catch on the no damage I missed that.
Wonder how the interaction with the energetic fusion would work would I be able to load 100 injectables in it?
So I currently built a soldier based medic. I realized I had built a Starcraft, after that I started looking at them as reference. I’d like to have a weapon like their arm injector. Looked at the injection glove, wasn’t crazy about doing a d4+ lvl every time I go to heal someone. So my thoughts where a weapon without damage parameters maybe with integrated or subtle. The weapon would hold a number of medicinals serums etc and that number would scale with levels. Even could use darts and function like the shotgun glove but with more shots.
So I don’t know where to start I’d love your input.

1 person marked this as a favorite.
|
Vehicles as mecha
The mecha system Paizo is good however it is difficult to incorporate into a game seeing as they add a +3 level adjustment to the party. Thanks to the custom vehicle rules I had an idea for making a mech on a smaller scale. Essentially mecha are vehicles, the custom vehicle rules with the grafts they have can make some interesting mecha.
When creating a vehicle you can choose to make it a mecha or a standard vehicle. If you decide to make it a mecha apply the following sub graft to whatever base frame you want.
Subtype graft
Mecha
Modification 2 manipulators
Special: adjustments to normal vehicle rules
Vehicle rule adjustments for vehicle mecha. Manipulators use the normal rules except the following.
Mecha manipulators are designed to use weapons sized for them.
These manipulators can wield weapons 1 and 2 handed weapons with 1 manipulator. As long as the weapon doesn’t exceed the maximum bulk the manipulator can lift.
Manipulators can wield melee weapons and shields. When wielding a melee weapon the mecha does bonus damage instead of strength equal to half item level rounded down.
The manipulators can’t however do delicate tasks, hacking picking locks ect.
Weapons are pulled from the level character list. Each weapon is purchased separately as per normal vehicle rules. Any qualifying weapon can be mounted in the weapon mount (even weapons with the integrated quality).
Weapon mounts on a mecha can violate the normal rule of 1 per occupant of the vehicle.
When a mecha is wrecked the weapons in its hands are considered destroyed until you repair or rebuild the mecha. rebuilding or repairing returns all its weapons and any remaining ammo to it’s pre wrecked condition.
A mecha only takes the attack roll penalty if it moved that round.
If a mech ever takes damage that exceeds twice its Hit Points, it’s destroyed and can’t be repaired.
When attacking with weapon mounted/held in the manipulator of a mecha you may use your ranks on piloting instead of your base attack bonus.
Actions in a mecha you get out of it what you put into it. The pilot spends his actions to control the mecha or it sits there idle.
Optional rule
External hard points
These are points on a mecha that additional armor or weapons can be mounted, in being external they can be targeted independently of the mecha in a similar fashion to the manipulators. These hard points can be mounted with a multitude of things ranging from a simple hard shell backpack, external armor plating, even reentry gear for orbital drop or halo drops. Most upgrades can fill an external hard point (dm discretionary). External hard points can be attacked separately. The equipment in the external hard point has the following stats.
EAC is equal to 4 + the vehicle’s EAC
KAC is equal to the 4 + the vehicle’s KAC.
It has Hit Points equal to 3 × the item level of the vehicle and hardness equal to half the vehicle’s hardness.
Equipment in the external hard point that has lost at least half of its total Hit Points gains the broken condition.
Back 2 slots
Legs 1 each (at least 2 if you went tank treads etc)
Shoulders 1 each ( these aren’t destroyed if the manipulator is)
New stuff (i designed these for mecha, however they can easily be used in Normal vehicles)
External ablative armoring system
Takes up the arm and leg hard points of a mecha (if using the external hard point optional rule, if not then 1 upgrade slot). It costs 100xthe mecha level and can be repaired, or fixed and is used till the external ablative armoring system is depleted or it is purged. These count as temporary hp and are removed before affecting the Mecha hp, hardness still applies. The hp is equal too 10x the item lvl of the mecha. Also while the external ablative armoring system is attached your mecha speed is decreased by 10ft. If you also have the reactive amor mod on your mecha, it doesn’t function until the external ablative armoring system is used up or purged.
Reactive armor (an upgrade slot)
Reactive armor augments existing armor helping protect against weapons with the penetrating quality. When ever hit a weapon that would ignore hardness, this upgrade counters that with a micro explosive detonation this effectively increasing the hardness of the mecha’s armor equal to an amount equal to the mecha item level against that attack. This functions a number of times equal to 2x the item level of the mecha. This upgrade cost 200x the item level of the mecha. This upgrade can’t be repaired it lasts until depleted or purged. This upgrade reduces your mecha speed by 5ft while equipped. This upgrade doesn’t function with any upgrade that covers the outside of the mecha.
Fortified armor
This upgrade reinforces critical areas of your armor with extra defensive plates, granting you a fortification ability, which functions as a force field’s fortification except the ability is always active. The fortification granted by fortified plates doesn’t stack with a force field’s fortification or other similar abilities. The percentage depends on the upgrade’s type, as listed below.
Lvl Special Price
Mk 1 14 20% chance 65,500
Mk 2 15 40% chance 104,000
Mk 3 16 60% chance 151,000
Mk 4 17 80% chance 262,000
Mk 5 19 100% chance 550,000

3 people marked this as a favorite.
|
lvletal wrote: There is nothing wrong with the magic in starfinder.
It's just not the only way to play and be effective like in every other fantasy rpg ever.
It's for the most part... balanced. Magic doesn't break the game both for and against players. It does however, have a learning curve on how to use spells for maximum effect.
The hardest part of magic in starfinder, is the extremely limited amount of spells a character can have which balances out the fact all of them are spontaneous casters.
I really agree with this comment. In most rpgs casters over power everything. In starfinder there is a nice balance so even my soldier can feel strong. Personally I used to play casters all of the time when I was a power gamer. Now love my support or no magical roles. Starfinder lets me play those builds without some saying “you could do that easier and better with a spell caster”.
Without that balance starfinder would fall for the trap as pathfinder 1, 3.5, and 5e dnd.
In fact my pride and joy is an almost ridiculous envoy healer.
Scaling cantrips! The spell sergeant archetype just got a lot better.
I have a question.
So the sniper alternate for operative says it replaces trick attack, does that mean I can’t get any exploits that would use trick attack, like bleeding attack with debilitating sniper?
Nanotechnology in class format, nuff said

Here is the updated pistol, still kept laser and projectile. Added the fusion cost to the weapons base price, reduced the ranges. Also wrote rules text that would appear in the fluff text.
Chimera Pistol
This weapon has an integrated version of the energetic fusion, it doesn’t count against the fusion limit of the weapon, it uses the batteries listed. While in its laser mode this weapon targets EAC, while in projectile mode it targets KAC. If a fusion applied to this weapon affects only a projectile or a laser weapon the fusion only affects the weapon while in that mode. Attacks with this weapon count as magical.
Chimera Pistol, mk1
Level 1; Price 470
Hands 1; Proficiency Small Arms
Damage 1d4 F; Range 40ft.; Critical -
Capacity 20 charges; Usage 1
Bulk 1; Special: Modal (piercing),
Chimera Pistol, mk2
Level 6; Price 5,310
Hands 1; Proficiency Small Arms
Damage 2d4 F; Range 50ft.; Critical-
Capacity 20 charges; Usage 1
Bulk 1; Special: Modal (piercing)
Chimera Pistol, mk3
Level 9; Price 17,420
Hands 1; Proficiency Small Arms
Damage 3d4 F; Range 50ft.; Critical-
Capacity 40 charges; Usage 2
Bulk 1; Special: Modal (piercing)
Chimera Pistol, mk4
Level 12; Price 47,120
Hands 1; Proficiency Small Arms
Damage 4d4 F; Range 50 ft.; Critical-
Capacity 40 charges; Usage 2
Bulk 1; Special: Modal (piercing)
Chimera Pistol, mk5
Level 14; Price 93,000
Hands 1; Proficiency Small Arms
Damage 5d4 F; Range 50ft.; Critical -
Capacity 80 charges; Usage 4
Bulk 1; Special: Modal (piercing)
Chimera Pistol, mk6
Level 17; Price 285,700
Hands 1; Proficiency Small Arms
Damage 8d4 F; Range 60ft.; Critical -
Capacity 80 charges; Usage 4
Bulk 1; Special: Modal (piercing)
Modal
A modal weapon can be toggled to deal different types of damage, with the options listed in the weapon’s damage entry. The weapon can deal only one type of damage at a time; changing the weapon’s mode to deal another damage type requires a move action. The weapon category of a modal weapon is based on the first damage type listed. If its second damage type causes it to be considered a different category of weapon when dealing that damage, that category is listed in parentheses. For example, a modal weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “modal (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.
Ok I’ll go that route then. Thank you for your help.
Honestly I’d considered applying the fusion, however there isn’t a premise in the game of a weapon starting with a fusions as part of its base build. The problem I have with the fusion is I can’t have the ammo versatility that I like. Your right about ranges I’ll fix those.
Adding the price of a fusion, maybe a good place to start for pricing, though to much money and it won’t be a lvl 1 gun.
Laser was for a reason, a so the weapon hits eac, b so that the weapons bypass sheilds.
I’ll rebuild as 2 versions the dual ammo version and the fusion version.
The fusion version we don’t have to have it count against, we include it in the price, with the lack of special ammos it should be fine.
I wanted to build from the very underrated semi-auto pistol, but it stops at 14.

Chimera Pistol
Please note that while in laser mode it hits eac, while in projectile it hits kac.
Chimera Pistol, mk1
Level 1; Price 350
Hands 1; Proficiency Small Arms
Damage 1d4 F; Range 80 ft.; Critical -
Laser Capacity 20 charges; Usage 1
Projectile capacity 9 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk2
Level 6; Price 4,270
Hands 1; Proficiency Small Arms
Damage 2d4 F; Range 90 ft.; Critical-
Laser Capacity 20 charges; Usage 1
Projectile capacity 9 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk3
Level 9; Price 14,820
Hands 1; Proficiency Small Arms
Damage 3d4 F; Range 90 ft.; Critical-
Laser Capacity 40 charges; Usage 2
Projectile capacity 12 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk4
Level 12; Price 40,200
Hands 1; Proficiency Small Arms
Damage 4d4 F; Range 90 ft.; Critical-
Laser Capacity 40 charges; Usage 2
Projectile capacity 12 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk5
Level 14; Price 82,000
Hands 1; Proficiency Small Arms
Damage 5d4 F; Range 90 ft.; Critical -
Laser Capacity 80 charges; Usage 4
Projectile capacity 16 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk6
Level 17; Price 245,200
Hands 1; Proficiency Small Arms
Damage 8d4 F; Range 100 ft.; Critical -
Laser Capacity 80 charges; Usage 4
Projectile capacity 16 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Dual ammunition
Weapons with this property are usually modal, and carry 2 different ammunition types most common is battery and bullets. Any fusions or special properties on the ammunition only apply while that ammo is being used. Each ammunition type is loaded separately, requiring a move action for each. Example you have explosive small arms rounds loaded, but are using the laser mode at the moment, any of the qualities front the bullets don’t apply to the weapon.
Modal
A modal weapon can be toggled to deal different types of damage, with the options listed in the weapon’s damage entry. The weapon can deal only one type of damage at a time; changing the weapon’s mode to deal another damage type requires a move action. The weapon category of a modal weapon is based on the first damage type listed. If its second damage type causes it to be considered a different category of weapon when dealing that damage, that category is listed in parentheses. For example, a modal weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “modal (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.
It depends on the type of game your having, ours is a post apocalyptic game, my mech was salvaged parts. Finding the munitionsTo resupply are rare. I pretty much live in my mech.
My charter is a mechanic, took the drone made it a hover drone. The actions invested into the mech are the same I’d invest into the drone, so even having I can’t invest the actions into both. So I can use my drone class feature from inside my mech.
Let us remember powered armors like the mjolnir from halo have a miniature nuclear reactor, costing as much as a frigate each suit. So we cant differentiate mecha from power armors By power plant or if they can support their own weight, like in d20 modern. Paizo Has done a good enough job distinguishing the 2. We all know they won’t go back and rewrite all of the released material, so let’s look to the future not the past.
I think the assault frame should have higher hardness or sheilds so that they have the best durability. I agree with most of what you say though I remind it’s a playtest
I think the attack roll formula as is is too high, that +8 in it garentees a hit almost every roll. So my group seeing that is running lightly different.
Mech Attack = 1d20 + 1/2 the mech’s tier + bonuses from upper limb components (upper limb weapons only) + the operator’s base attack bonus or the operator’s ranks in the Piloting skill + bonuses from the weapon + range penalty
It doesn’t get that high and still stays close to on par with player characters
I was thinking of this as an item
DictatorTek infantry support missile deployment system
Maximum range 2500ft (maximum range only no increments)
Damage: medium
Special: Guided, Explosion 10ft, special (see below)
Ammo: 2
4xteir mp
Special: an ally can announce an attempt to paint a target within the maximum range of the launcher. You may fire the missile as a Reaction. Your ally makes the attack roll for the missile, this ranged attack has the guided property and a range increment of 100ft. If the roll hits EAC the missile hits its target, if the attack misses roll the miss as as a normal miss.
Disclaimer: DictatorTek has no accountability for friendly fire, or collateral damage for the use of this product.
Yes, the rocket shouldn’t have the hunker down and the missiles I’m talking indirect, guided quality. With the blind sense vision, we would be able to target enemies behind cover. Also the missile battery is micro missiles hence the low damage. I’d like medium and high. And missiles likE bunker busters that can attack a certain range underground.
A rocket is traditionally unguided after being fired. Missiles are defined as having some sort of guidance system, be it radar locks, heat or lasers painting.
1 person marked this as a favorite.
|
Yup, dint like armored core 4, huh it was a drastic change to the speed at which the mech moved. I like aspects of 4, loved the actual flight capable mecha, plus shooting down missiles. Though my favorite is armored core 5 verdict day. I’ve played and beaten every armored core game in the us.
1 person marked this as a favorite.
|
I always thought micro gravity plate, even in zero g your drink won’t spill.
Honestly they can always release a fighting spirit variation core later. Though maybe half of the mecha I’ve seen are fighting spirit most just run on a reactor. The anime broken sword had one of the neatest alternative power sources. The mecha used a mage, the stronger the mage the stronger the mech. It’s a great watch if you ask me.
Maybe 2 of the gundam Series aren’t reactor.
There is an auxiliary item that does shocks when your melee hit.
Reactive armor to reduce damage, or to blow back damage on a melee critical. In pathfinder there was a robot that armor built, to deal 50% of the damage it took from a critical back on the melee attack.
An expansion bay for outfitting a mech, allowing you half the time on repairs, and a full rebuild.
A Gillie module, it covers the mech with a basic colored silly string to help with camouflage, good while the mech isn’t moving.
Larger missiles then just micro missiles, maybe even cruise missiles, and bunker busters for those pesky burrowing creatures.
Energy resistance paints or coatings.
I’d love an item like the titan shield to give my allies cover.
Auxiliaries that add extra weapon mounts or hard point to the mech.

1 person marked this as a favorite.
|
I want to see more interaction with the party assuming there is only one mech.
Maybe a missile launcher that the mech pilot launches but the party targets.
Also I’ve been toying with an ablative armor idea to replace shields, for slightly lower tech games. Or old school gundam fans such as me.
Had another thought about link fired weapons, like in starships except it uses pp to fire both.
Maybe a vehicle that is designed to do field repairs like the giant choppers in armored core 5.
Sniping equipment.
I didn’t think the rocket launcher should have had that hunker down bombardment ability, it should have been on a frame mounted large bore cannon.
I’d in the future also like to see battlefield modification kit. Maybe a mech sized shovel, or burrow speed.
Maybe ammo mods. Like adamantine ammo, or explosive?
Basic rant over, even if they go in a different direction with the mech system (I pray to every god listening they don’t) I’m going to continue to work on this play test. It calls to armored core fans like myself.
So gonna be honest leaving it a grenade caused to many problems so we are altering it to just be a tech item that creates the field including a delivery system, that makes a lot more sense I’ll finish it up and post it on another thread.
Mods you may remove this thread, the argument was resolved. Thank you for all of your input I look forward to more of my stuff getting a cretic. It stands to reason that A lot of my ideas would be better labeled as just tech items, not truly weapons.

I created a new grenade for starfinder me and my friends where having a debate, should this grenade get an initial save?
My logic was no, due to the the dismantle (burning condition rules) every creature affected would get a save at the end of their turn Anyway. Also the damage is quite lower then other grenades of their level, is another reason I say no initial save. That said the opposition states it must have an initial save its a grenade. Sigh back and forth for hours. So we decided to let you all decide, I’ll will tally the votes for one week then we will have a verdict. Thank you all in advance. As a side note pricing has been difficult it usually is for me.
Nano-cloud grenades
Short lived destructive nanites suspended in a magnetic field, is the design philosophy behind these gernades. These grenades generate a temporary magnetic field creating a dome in a 10ft area for 1d4 + the grenades mk, any creature who enters the area or ends there turn in the area is affected by the listed dismantle ability on the grenade. While in the area of the grenade you have concealment due to the density of the nanite cloud.
Item level Name Effect Cost
9 Nano-clould mk 1 Dismantle 2d6
12 Nano-clould mk 2 Dismantle 3d6
15 Nano-clould mk 3 Dismantle 4d6
20 Nano-clould mk 4 Dismantle 5d6
For initial save
Against initial save
Race |
Human (usually) |
Classes/Levels |
Mathematician 7/Information Technology 3 |
Gender |
Male |
Size |
Medium |
Age |
38 |
Special Abilities |
Excel guru |
Alignment |
Chaotic Lawful |
Location |
Colorado Springs, CO |
Languages |
Fortran, BASIC, Pascal, C, English, Spanish |
Occupation |
Mortgage Banking |
Strength |
12 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
17 |
Wisdom |
17 |
Charisma |
13 |
About Moff Rimmer
I have been gaming for around 19 years and a little more than half that time has been spent behind the DM screen. I originally came to the Paizo boards looking for assistance on some Dungeon modules. I was ecstatic that people here gave real answers compared to so many other sites that I pretty much only hang out here for D&D items of interest.
At one point, I was looking for modifiable generators -- art, magic items, scrolls, etc. I couldn't find what I was looking for, so I did it myself. If you are interested in what I have done, you can find them here --> http://mikehost.homeip.net/dload.php?action=category&cat_id=3.
Through the generators, I met up with Lilith and have done my best to help her out with her dmtools site --> http://www.dmtools.org/. If you haven't had a chance to check it out, you should do so and please feel free to contribute. To my knowledge, there really isn't anything like it on the web and it just keeps getting better.
I am currently running the Age of Worms with a great group. You can read the story here --> Fog of Death. It is in a Blog, so you kind of have to go to the bottom and work up to get the story in order, but you get the idea.
Hats off to the folks at Paizo for having a great site and great things in their magazines to make my games better. Hats off to the many great people here that post that make this site so enjoyable.
|