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Howdy
Is anyone aware of any sonic based sniper rifles somewhere?
The main reason I am asking this is because the Resonating Biohack Alternate class feature specifically offers SONIC sniper rifles as a profiency choice.... but I realized today there is none. Maybe its future proofing? Or mayhap they intended to be heavy? the latter would've been neat. but also would be a bit messy as far as biohack applciations go.


Clarification question.

Hotbox states they make a fort save vs being affected by the applicable biohack.

If the biohack itself normally requies a fort save for the effect. Does "affected" mean it then makes a second save, or does affected then mean it is affected by the effect and there isn't a second save?

A fair example is Toxicology or Mycology. The inhibitors require fort saves normally upon application, and are harmmful-but they do not do damage.
Would that result in two fort saves, one for the smoke effect and then one per standard application. Or is it just the one fort save?

Off hand, I was reading it as the one initial save only. because they are affected by the applicable biohack. I would have thought they would have said something like exposed to the biohack if it required further effects.

but I have been plenty wrong so wanted to reach out as I am trying to judge how useful it is for debuffs (its great buffing wise. Friends can chose to fail saves I think)

hotbox theorom. mostly edited out except for specific parts:

Hotbox......
you can inject a smoke grenade you’re wielding with a
booster or non-damaging inhibitor you have access to........
creature who inhales the smoke must succeed at a Fortitude
saving throw or be affected by the applicable biohack. ..........


Howdy.

As per the tagline. I wonder if there is any kind of guidance for new species grafts?

In general I think species grafts are probably the coolest of the augs and offer the most player interest customizing.

There are some really cool generic ones that would fit great.

Like the Viper CR 9's
Special Abilities
Envenom (Ex) Each viper has a signature poison, sometimes concocted with material from their own body. Each day they can produce three doses of this poison, which acts as an existing poison at a level lower than or equal to their CR. This poison can’t be sold and loses its toxicity after 24 hours.

or the Aspari
Special Abilities
Honey Production (Ex) Once per day, an astriapi can spend 10 minutes to produce a vial of magical honey. This honey functions as a mk 1 serum of healing. At 5th level (or CR 5), the honey functions as a mk 2 serum of healing, and at 9th level (or CR 9), it functions as a mk 3 serum of healing. Regardless of its level, the honey can’t be sold, and its magical properties expire after 24 hours, when it turns into mundane foodstuff.


Howdy!
So just curious. What are some good damage bonus you kknow of that apply to Ranged ATtacks not specifically weapon attacks?
For instance Deadly Aim would work. It applies to ranged attack roll penalty and bonus to the damage.

We also have something like the Monkey Stance from Style Shifter. This w/ monkey style, when you are prone just adds damage = to wisdom.

Do folk know of any other simliar feats or items that just add damage to ranged attacks?

If anyones curious. I'm idly looking for fun ways to build up damage for the telkentinc projectile cantrip.
Albiet most of these will also apply to aheavy crosbow fun


Howdy!
Whose seen this so far?
Anyone else think it sounds pretty cool! Debuff grenades per day is nice. Limited and pretty low damage always. but pretty fun.

How do folks feel about the other parts of it? Using comp for a lot of other stuff can be nice for some things.

I sure wish this had been one of those "this or that" archetypes that some of them do. It eats a lot of the class, shame I can't pay for archetypes in feats. Often I would rather buy a few archetypes with feats.


Howdy

The grab and go feat features the ability to grab unattended items quickly
'Benefit: As a free action, you can pick up an unattended item as part of a movement. Picking up the item does not provoke an attack of opportunity. If you have Throw Anything, you can pick up a number of closely gathered items that could be held in one hand (such as dishes from a stack of plates) equal to your Dexterity modifier (minimum 1). You must have a hand free to use this feat'

Is there a rules specific unattended object definition? I'm trying to figure out this sort of deal will swing. Its easy enough when its just a handful of rocks. but what if we're heading into say a ball room and I have junk or whatever. I cannot pull them out. So I guess I'd have to scatter them before hand. or spend an action to
draw items to drop.
As I assume you are not your own unattended possessions. So dropping a bandolier of things to the floor, then plug the throwables as part of the move away?

Secondary question is if Splash Weapons like the vials would count? Plates are larger and more awkward IMO than several vials and such. but I can see mileage will probbly vary


Howdy

Am I correct that a magic Atatli such as the Alchemist's Atlati should follow the normal rules for Atlati? i.e. rapid reload Atlati allowing it to become a free action.

Does any rule I am unaware of state that magic versions don't operate under the normal version's rules?

Alchemist's Atlati:

Alchemist's Atlatl
Source Ranged Tactics Toolbox pg. 28
Aura faint transmutation; CL 1st
Slot none; Price 1,500 gp; Weight 2 lbs.
Description
This wooden atlatl resembles a handheld, lever-controlled catapult. One end sports a shaft covered in carvings of alchemical formulae, and the other is a roughly carved bowl. The user can place an alchemical splash weapon, such as a flask of acid or alchemist’s fire, in the bowl. This is a move action that provokes an attack of opportunity. When the splash weapon is launched from the atlatl, its range is doubled. Magic items (including an alchemist’s bombs) aren’t affected by an alchemist’s atlatl.
Construction
Requirements Craft Wondrous Item, longshotUC; Cost 750 gp

atlati:

Atlatl
Source Ranged Tactics Toolbox pg. 0, Ultimate Equipment pg. 19
Statistics
Cost 2 gp Weight 2 lbs.
Damage 1d4 (small), 1d6 (medium); Critical x2; Range 50 ft.; Type P; Special —
Category Ranged; Proficiency Martial
Weapon Groups Thrown
Description
This Stone Age weapon is a thin piece of wood or antler used as a lever to hurl a specially fitted dart. An atlatl gives much greater range to a dart, but must be loaded like a projectile weapon. Your Strength modifier applies to damage rolls when you use an atlatl, just as it does for thrown weapons. You can fire—but not load—an atlatl with one hand. Loading an atlatl is a move action that requires two hands and provokes attacks of opportunity. The Rapid Reload feat can be taken for atlatls, allowing you to load a dart as a free action.


Howdy

Taking an example, Eldritch Nanocyte who takes the otherwordly nanites to have a Mystic spell list etc.
They then take 1 level of mystic (or perhaps started as one).

Are there any rules covering this ?
I found nothing in magic rules-which makes sense. I believe there was never a method to double up on a spell casting so to speak. Except hte dabblers-which clearly stated what happens.

Easiest and simple answer is. There is no interaction. And you just have the two standard sets. Just like if a precog multclassed a witchwarper.

More amusing answer would be if they stacked spell caster levels, but used the respective stats depending on the source of the slot/spell.

Off hand. I"m going to assume the easy and clean one. Where you just have it twice. As there isn't really a conflict. and that is currently the standard multiclass.

Figured I"d make a quick post though.
(mystic 1 w/ the unarmed strike feature and mystic smithy + nanocyte is a delightful sounding combo for fun and smackin folks. Mostly cause 1 nanite surge = +2d6 on the attack. Its not huuugee. But its quite nice since swarm strike wants unarmed strike anyway))


Howdy

So on the face of it, I kind of like this knack and its upgrade knack. But how often does Fey, outsiders and undead come up for ya'll on average?
In the few games I've played some but not often enough I feel like.
+1 AC isn't bad; but when it is so limited application it starts to feel a bit more rough to me. Great if you're game is specifically on those themes though.

Instant Ward:

Your nanites can inscribe magical sigils, creating temporary wards against supernatural beings. As a standard action while y o u r eldritch array or cloud array is active, you can direct your nanites to create a protective ward in a 5-foot square. This ward must be created on a stable surface, such as a wall or floor, and it is clearly visible. If your eldritch array is active, this ward appears in one square you occupy. If your cloud array is active, the ward appears in one square your cloud array occupies. When you or an ally stand in the warded square, that creature gains a +1 divine bonus to AC and saving throws against the attacks, spells, and abilities of fey, outsiders, and undead. If a fey, outsider, or undead who is not your ally enters or ends their turn in the warded square, they take a –1 penalty to AC and saving throws. Either effect lasts as long as the creature remains in the warded area and until the end of their next turn if they leave the warded area.
A space remains warded for 1 minute, until it is no longer adjacent to (or within) your nanite array, or until you create a new ward.


Howdy

See spoiler for Eldritch Nanites details.

So, when I originally read this and started desiging one. I was pretty excited. Taking Mystic strike. I could flavor swarm strike and these w/ the limited cantrips and feat choices to really feel like a cool battle caster sort of dealio.
I thought they got:
1 Lv 1 slot at 5th
1 Lv 2 slot at 9th,
1 lv 3 slot at 13th.
1 lv 4 slot at 17th

So they had one of each level. This made sense. Because they get 1 and eventually 2 known spells of each level. So, it made perfect sense they'd have 1 slot of each level. Plus the wording on restoring slots by using nanites made sense too.

This morning I was re-reading and realized it stating the slot is replaced respectively. So you will only ever have one slot (Plus bonus for ability score as per standard spell casting as it does not state you do not get the normal bonuses).

Starfinder you downcast not upcast correct? So eventually you'd have lv 3 or 4 slot, but can you even cast a lower level spell using a higher slot? I can find no rules for it. Variable spells rules expressly allows you to down cast variable spells. But there are no rules I find that lets you use higher slots for lower spell levels.
I find nothing about allowing you to use a lv 1 spell in a higher slot

So. Did I miss a rule that lets you cast a lv 1 spell in a higher slot. Or Am I misunderstanding the slots for the eldritch array? My initial impression made so much more sense to me.

Specific wordings that are messing with me here.
"At 5th level, you gain one 1st-level spell slot. At 9th, 13th, and 17th levels, this is replaced by a 2nd-, 3rd-, and 4th-level spell slot, respectively, allowing you to cast any one of your spells once per day. "

" Once you spend nanite surges to gain a spell slot of a particular level in this way, you cannot gain another spell slot of that level "

Why even specify you can only gain a Surge Slot of a particular level and cannot gain another of that level. IF you only have the one slot ever? All your slots are always the same level at that point.
The way I originally read it-gaining a slot of each level. Made so much more sense to me

eldritch nanites. but eldritch array is a better name yo:

You gain a limited version of the technomancer’s spells class feature that you can use only while your eldritch array is active. Use your Constitution score in place of your Intelligence score when determining the effects of your spellcasting, including the highest level of spell you can cast and the DC for saving throws against your spells. Unlike a technomancer, your selection of spells is extremely limited. You begin play knowing two 0-level spells, and you can cast your 0-level spells a number of times per day equal to 3 + 1/2 your nanocyte level. At 5th level, you learn one 1st-level spell, and you learn a second 1st-level spell at 11th level. At 9th level, you learn one 2nd-level spell, and you learn a second 2nd-level spell at 15th level. At 13th level, you learn one 3rd-level spell, and you learn a second 3rd-level spell at 19th level. At 17th level, you learn one 4th-level spell. Every time you gain a nanocyte level, you can replace a spell with a different technomancer spell of the same level.
At 5th level, you gain one 1st-level spell slot. At 9th, 13th, and 17th levels, this is replaced by a 2nd-, 3rd-, and 4th-level spell slot, respectively, allowing you to cast any one of your spells once per day. As a swift action, you can gain a 1st-level or higher spell slot that lasts until the end of your next turn if not expended beforehand. To do so, you must spend a number of nanite surges equal to the spell slot’s level. Once you spend nanite surges to gain a spell slot of a particular level in this way, you cannot gain another spell slot of that level until you have rested 10 minutes to regain Stamina Points. You can cast known variable-level spells using any level of spell slot you have available. If you manifest your eldritch array at a lower level, such as with your manifold array ability, the maximum level of spell you can cast is reduced by 1 for every 4 levels your array’s effective level is reduced.


Howdy.

Has there been any clarification on this subject?

Items such as
The technological item cables and control cable. Which cost per length and js variable.

Reconfigurable clothing. Which has other clothing in it.

There are a variety of tools like that that AFAIK are valid options

But has there been any clarity on that kind of thing?

Cable at base 10ft as a minimum is a choice. But Reconfigurable clothing actually requires at least one outfit to be bought with it.

There are a number of other similar ones


Howdy!

So I'm looking at the biohacker ampoule line. Which... yeah its slow, and pretty restrictive and painful requirement of resolve to use in some cases. But ahwell It is still cool.

I'd love to use these, to an extent they feel like magic bullets for a biohacker!

Presumably, with how the theorom is worded. I think a biohacker with this could craft the ampoules. I do like that that becomes an option.

Some of the rules for spell amps are a bit confusing though. Particularly with objects. It doesn't discount objects, as a target. Just not when its acreature and object at once. So that would mean there are some new spells that are interesting potentially.

Translocate Object is one that seems to be valid if im not missing something. They have the harmless text, not divination, doesn't create a link.

Mystic healing I think is an option. As the imbiber is the caster and the target. but you can't give your own HP due to that. Which is too bad. But does mean its functionally a cheap healing item for free each day. Although if it does let you transfer your own hp i think that'd be pretty great for biohacker to have in the pocket.

I also can't rule out i'm misunderstanding how ampoule work though. I assume whoever is getting injected makes the choices and is the caster and target. and its not like you inject yourself THEN cast the spell as per usual casting?

spell amp text:

spell amp duplicates the effect of a beneficial spell (a spell with “harmless” in its Saving Throw or Spell Resistance entry), excluding divination spells or spells that create some link between the caster and the target. In addition, the spell must be 3rd level or lower, have a casting time of 1 minute or less, and target one or more creatures (but not spells that target just the spellcaster). If a spell targets both creatures and objects, it only affects creatures when used as a spell amp. If a spell requires expending a Resolve Point to cast, it also requires the user to spend a Resolve Point when used as a spell amp (if you choose not to spend a Resolve Point or don’t have any Resolve Points remaining, the spell amp has no effect).

Amp Exper. Biohacker theorom:

Ampoule Expertise (Su)
Source Galactic Magic pg. 19
You’ve discovered how to create specialized spell ampoules using ingredients in your custom microlab. Your selection of spell amps is limited to a number of spells equal to 3 + half your biohacker level; these spells must fulfill all the requirements for a spell amp as detailed on page 224 of the Starfinder Core Rulebook. These spells comprise the list of spell amps you can create with this ability. Each time you gain a biohacker level, you can swap out one spell on this list for another spell that qualifies. Whenever you gain an even‑numbered biohacker level, you also select one additional spell to add to your list of spell amps.
The first time each day that you create your biohacks, you can create two 0-level spell amps and one 1st-level spell amp from your list. At 8th level, you also can prepare one 2nd-level spell amp from your list. Your spell amps are highly experimental and provide a benefit only when either consumed by you or when an imbiber also spends 1 Resolve Point as part of the action to consume the spell amp. You can inject these spell amps as though they were biohacks, though you must expend 1 Resolve Point and a biohack to do so.

Yoonki's guide has a handy list.:

Level 0: climate adaptation, realign, stabilize.
Level 1: biome adaptation, blessing of youth I, dampening field, extra sense I, flight I, fluid morphism, keen senses, life bubble, might of the ellicoth, mystic cure I, necromantic revitalization I, pyre wreath, remove condition lesser, swim I, helping hands, lifting frame, polymorph I.
Level 2: benevolent synesthesia, blessing of youth II, darkvision, extra sense II, flight II, instant upgrade, invisibility, invisibility to technology, mystic cure II, necromantic revitalization II, perfect recall, remove condition, resist radiation, restoration lesser, spider climb, swim II, cairn form, polymorph II.


Also realizing i'm not entirely sure how the spell level and such works. I just realized it doesn't have the usual text for other things like the mechanic's spell chip. That would state your level is the caster level and Int is your casting stat.. huh.

Does anyone else know of any off hand?

or have any suggestions of largely useful ones.


Howdy
I'm Curious does anyone know if the are any options to intimidate not using charisma?

Int preferably but really anything in Curious on.
I've recently been seeing stuff like frightening injection again


Howdy

Fight Defensively, is part of a standard or full attack. You get a -4 to get a +2 ac

I liked using this sort of thing a lot in Pathfinder. So I"m eyeballing it here for a character who doens't full attack much.

Does anyone know of any good not-class specific boosts to this action? Either reducing the penalty, or increaing the AC gained?


Howdy

Does anyone else feel like the spell list is missing some obvious and in flavor

Some ones I feel like are flavorful in character are like Akashic Tutor, Aklashic Download, Wisp Ally.

It feels like they're low on utilty? Despite their flavor being really prepped.


Howdy

Glowing Wall is a new cantrip.
I don't quite know what to think of it..

it says a Barrier of Light. A Wall. Is it functionally blocking vision then? Or is it just increasing light and it being a wall has little to no actual effect?

I feel like that effect is unlikely in a cantrip. But I also feel like just a solid wall of light would be rather hard to visually tell through.

It feels pretty important information. As you can quite easily "encase" someone in this, even if they could (presuambly) walk right through. Or you could make just a series of accordian squares down a hallway. Which would potentially? block view.

I think I like it, and I intend to have it. but I'm not entirely certain what it functionally does. Other than lighting an area. it seems purposfully different than say dancing light.
Although it has total points for being able to kind of make letters. Stencil style letters to an extent.

Meat of the text:

A barrier of light, colored as you choose, springs into existence. You can form the wall into a vertical or horizontal plane, but each 10-foot square must join another. The light level within 5 feet of the wall increases to normal light. Within an additional 5 feet, the light increases one step, up to normal light. When you concentrate on the spell, you can change the light’s color.
You can have only one glowing wall spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. A glowing wall somehow made permanent doesn’t count against this limit.


Howdy

I'm curious if anyone knows of any rules that would relate how to treat items inside the vehicle when you use the full action to compact it into a smaller size?
the alternate class

It does not seem to mention anything stored inside. One way or another. However it mentions null-space tech. Are there rules related to that specifically? Due to the various elsewhere items and other storage stuff that uses nullspace, it makes me assume that it would just keep whatever was inside it at the time of minitrization?

the relavant text from that:

As a full action while adjacent to your unoccupied vehicle, you can cause it to fold into a more compact form through a combination of null-space technology and cunning joints. This reduces the vehicle’s size by one category. While miniaturized, the vehicle has a ground speed of 30 feet, and while its statistics are otherwise unchanged, its additional systems cease functioning, and it can’t be used as a vehicle. The miniaturized vehicle follows you automatically, though as a move action, you can command it to remain in place or resume following you. As a full action while adjacent to your vehicle, you can restore it to its normal size and functions and board it. Treat a Large experimental vehicle’s bulk as 128, and for every size category your vehicle grows or shrinks, respectively multiply or divide its bulk by 8. If the vehicle’s bulk is reduced to less than 1, treat it as light bulk. At 11th level, you can reduce your vehicle’s size by two size categories when miniaturizing it, and you can activate or revert the miniaturization while within 30 feet of the vehicle (though you can only automatically board it if you’re adjacent to the vehicle). At 17th level, you can reduce your vehicle’s size by three size categories when miniaturizing it.
This feature replaces the artificial intelligence (AI), coordinated assault, and control net class features.


Howdy!

So I'm curious..

Has anyone used vehicles much, or the mechanic's alternate class feature to have thir own custom vehicle?

I'm curious if folks find them useful or interesting, or just troublesome?

The Mechanic Alt Class Feature sounds pretty neat to me to be honest. but I also for see it being not teribly useful as its just always going to be pretty big. Even when its miniturzed. Unless you're using it to go around, or the battle field is big enough to drive around whie others full attack from it. I feel like in most fights it might be a dead feature?

Much less that you have to pay to upgrade the class feature once in a while.

Originally I thought you could still have an autopilot fire the attached weaponry in minimode but I think it can't and just follows you (ideally not being destroyed)

Although maybe some shenangans could occur with Shirnk Object spell, and the minimode.


Howdy zowdy.

Does anyone know any feat or item or multiclass feature in game that would increase infinite worlds level 2 damage?
It is a supernatural ability.

2nd (Environmental): You cause a hazard that deals damage each round equal to the level of the spell slot expended, with a successful Fortitude save reducing the damage by half. A creature attempts this save when it first takes damage from this effect, and its result applies for the duration of the effect. You select the damage type each time you use this ability (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic

superheated spells
Is the only effect I know of that can increase the damage. It is sadly my least favorite damage type for flavoring.

I do like this class ability. But as it's always spell level for so many effects and not charisma modifier it's often a bad idea to use much more above level1.

I'm hoping galactic magic will have a Paradigm shift that adds 1/2 level to spell damage and will also allow infinite worlds to get damage boosted and set the DC for it as if it was a spell of that spell level. So spell focus also helps


2 people marked this as FAQ candidate.

Howdy

Plain and simple, I didn't see any other posts about it but. Can you fight defensively when you cast a spell that gives an attack?
FD only requires attacking as part of a standard action. Casting a spell is a standard action, and some spells require an attack roll as part of it.

I do not see any specific reason why this would not work. but a lot of Starfinder rules are scattered on occasion so I could miss something.

So, is there anything preventing this?
I'm pondering casters for the new book next month when Cantrips get a bit more to them.

"Fight Defensively
You can fight defensively when attacking as part of a standard action. If you do, you take a –4 penalty to attacks and gain a +2 bonus to AC until the start of your next turn.:
:"Cast a Spell
The vast majority of spells require at least a standard action to cast, and sometimes more. Spells that take more than a round to cast require a full action each round until they are complete. "


Howdy

Do you think Potent would increase the DC of spells delivered through a Potent weapon using Spell Strike? Spellstrike does specify the damage and weapon damage are seperate. But potent does specify effects delivered by the weapon. It increases biohacks or poisons which are a rider.

So it seems like it might increase the DC?

Spell strike and potent info:

spell sergeant
Spellstrike (Su) - 4th Level
A spell sergeant trains with weapons as much as with spells, and you’ve learned to combine the two. You can cast spells with a range of touch into a melee weapon you hold. The spell is held within your weapon for up to one minute; if you successfully hit an enemy with the weapon, the spell discharges, targeting that enemy. If you are no longer holding the weapon, the spell dissipates harmlessly. Spell damage and weapon damage affect the target separately. If the spell you cast allows an attack as part of casting the spell (such as jolting surge), you can cast the spell into your weapon and attack in the same turn. In addition, for the purpose of meeting feat prerequisites, you treat your class level as your base attack bonus.

Potent Fusion
"The potent fusion boosts the DC of saving throws associated with the weapon. When you attack using a weapon with this fusion, increase the DC for saving throws against the weapon’s critical hit effects, other weapon fusions, weapon special properties, and any effect delivered by the weapon (such as an injected poison) by 1."


1 person marked this as FAQ candidate.

Howdy

So i didn't find anything covering the archetypes post Playtest.
"2nd Level
You don’t gain the paradigm shift class feature at 2nd level. Instead, you gain that feature at 5th level."

I looked at the other archetypes for other classes for simliar language but nothing else has the "Instead, you gain that feature at 5th level"

Is this intending to say "you don't get it at 2, but you'll get the feature normally at 5" or is it saying "you're only delaying it to 5, then you get it" (i.e. resulting with 2 at 5)

This is further complicated by the next archetype switch out.
"4th Level
You don’t gain a paradigm shift at 5th level."

So if you take an archetype that switches 2 and 4. You lose paradigm shifts 2 and 5. But 2' states you get the feature at 5th. Which half looks like you get a shift at 5 from level 2, but still lose your normal 5.

Off hand my assumption is the most simple one. You get the class feature at 5, but if you've switched out 2 and 4 (i.e. 2 and 5 shift) you have the feature but nothing to use it with.

though I would love if you get it at 5 regardless. Thats the level where you can pick up the temp switching one.

------------

and to add further to it.
"6th Level
You don’t gain the alternate outcome class feature at 6th level. Instead, you gain it at 12th level."
"12th
If you have the alternate outcome class feature, you don’t gain an additional daily use. If you would gain the alternate outcome class feature at this level due to an archetype replacement, you gain it at 18th level instead."

This one specifically uses verbage addressing if you previously gave up a feature and recieve it at that level. .Which kind of pushes me more to assume if you switch out 2, you get it at 5; resulting in 2 paradigms or 1 if you also switched out 5


Heyo

Those who have played witchwarper. What builds or designs have you done?
Weapons and armour choices
Spell choices
Paradigm choices
How often have you had fun with infinite worlds?

I'd love to hear more about the class and those who played it!

As a sidenote. Anyone else wish the level 2 infinite worlds are damage did charisma damage not spell level? It would make it always useful


Howdy

What do you think is the best way for a class like Biohacker or Mechanic to get proficiency for it?

Tech revolution has the new Experimental Explosives mechanic alternate class feature! This lets you make free grenades every day. Its quite neat. However, I'd love to get a grenade launcher under the weapon. I love the under the barrel grenade launcher. Plus it means less issues with range and annoyance with drawing and throwing a grenade with a long arm.

I'm thinking about mixing mechanic into my biohacker now; since biohacker has so many dead levels. Adding in grenades also fixes the issue with injection weapons and hacker's lack of ability to deal with certain situations. But no profiency means -4. Which doesn't hurt hitting intersections. But it does decrease the DC due to it.

So, since neither class starts with Long Arms, it would require quite a few proficiency feats to get long arm and then heavy weapons to avoid that..


1 person marked this as a favorite.

Howdy!

How do you feel about the options for biohackers in there? The biggest things I noticed as a lover of biohackers are;

Anesthetiology field of study. This is just a much better version of toxicology. and I love it. Giving small amount of DR is very neat. and the nonlethal damage boost and fatigued is quite useful as well; its a poison effect so all that boosted toxicology would boost this. Temp HP points is a neat effect they didnt' have before.

Culinary Expert is amusing and I kind of love the flavor it can add to a character.

Bleeding Biohacks I love. Though its such a high level it doesn't feel like its worth much for me. I've never seen that high. I wish it came available lower and had a progression over time.

Biohackers finally got an alternate class feature! They can opt to lose basic biohacks. which means they lose the basic -1 penalty to attack thats pretty nice. But in exchange they could implant biohacks. Which would sovle the larger issues of having them work in battle. Could hand out treats in the morning before. Depending on the GM allowing a Vocal Command would allow the other players to decide when to use it.
Though not having basic biohacks means if you don't mind missing out on that +hit from injection weapons you can use any weapon then.
This sidebiohack and the fact they don't really progress to stronger versions at higher levels means a 1 dip in biohacker is pretty nice. Any mechanic might do so now. Free auto boosters.

Overall this is pretty neatokeen.

I haven't looked at gear yet. I'm hoping there are more injection weapons. As I feel there are so many dead levels from early to late for biohackers (I'm in that slog now). Having weapon options would open it up a bit.


Howdy!

So Alchemist's infused reagents specify "Alchemical Items"
Which on nethys is an actual category.
But there is also Alchemical the trait.

Do we know which the infused reagents is used for? the category only, or any Alchemical trait'd thing?

This wasn't much of an issue prior. But now there are Alchemical Ammos. Gunslinger's mution feat line specifies Alchemical Ammo for the reagents. But base alchemist does not.

So... if its Trait then alchemist can make those specific ammo. If its category it does not work as the Alch Ammo are Ammo category...

Does anyone know what that might be ultimately?
I've been looking at Alchemists with a gun, or more specifcaly Beast guns.

The fact that G&G didn't come with an alchemist feat to allow thatcreation makes me assume it should be the trait.


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Howdy

So the GUnslinger feat mentions Alchemical ammunition as being an option along with bombs for their restricted infusions.

Do these exist yet? or is it just future proofing. I've not found any currently.

(Also boy do I wish the infusion things would work with Alchemist. as seperate pools with respective restrictions)


Howdy.

So many of the beast guns have special effects. and more than a few of them require the weapo nto be loaded.
Such as the Spike Launcher which requires the weapon to be loaded
Activate Three Actions Interact (evocation, magical); Frequency once per day; Requirements The spike launcher is loaded;
Or the drake rifle (though it specifies a burst not the ammo)

For abilities like that, if you have some kind of effect on the ammo. For instance poisoned. Does that mean they're all effected by that ammo's property? As those specify its a special

Drake Rifle's burst for instance, the strike hits at least 1splash per weapon damage. As its labeled splash it bypasses most interactions so that one is a bit more straightforward. (Unless you're a playtest thaumturge I guess)

I'm pondering interactions with a Toxicant Alchemist, but in general there are a lot of effects, runes and spell buffs that effect strikes or ammo. and by all rights several beast guns specify the ammo, or strikes. or both.


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Howdy

Just like the tagline. I actually had no clue Beast Guns were a thing until recently. They're cool sounding!

I'm curious how folks like them, or any neat combos they feel?


Howdy

So near as I can tell weapon innovations are always lv 0 or 1 common items. and I don't see a verbage (going off of Nethys for now) for replacing that choice. Though I assume you could just remake the innovation with another 0 or 1 common item as approraite. ('cause otherwise what happens to things that break)

There is a feat: Dual form weapon lists
"When you select this feat, choose a level 0 or 1st-level simple or martial weapon. It must be either a common weapon or another to which you have access. This weapon becomes your innovation's second configuration."

Does that mean this second configuration can be any weapon ? Advanced or even a beast gun? I can't see any other meaning of "another to which you have access too" if it doesn't mean to open up from just "common" to anything you have access to.

Is this a thing or is it just odd wording (for me at least)?


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Howdy

Has anyone thought about this combo?
Way of the sniper. You can reload while using Hide or Take Cover.
Tower Shield you raise, then take cover behind. Granting +4 Circ AC.
Skirmish STrike allows you to strike and stride or stride and strike.

This would require, however, firearms that allow for multiple shots before a reload. Like repeating hand xbow or I think there are a few handguns that have multiple shots.

So with this, you can move, strike, and hide behind a tower shield. Constantly shifting around the battlefield. Shooting and hiding.

I wonder how this would keep up? I'm pretty interested in a weird build like this. Either based out of Gunslinger, or Alchemist (But thats high level multiclassing).
Damage output I dunno if it'd be enough but it sounds like a lot of versatile fun. Though if out of Gunslinger they have much higher profieincy so they might be able to rock the crits, or have fun with that weakness method.

Reloading is the most problematic point there though. Unless there is some way to make the Tower Shield also count as a one handed weapon? then this feat would fix it I think?


howdy!

How do folks feel about his weapon? I've only seen it now that Nethys has it. (lookingat the content I think I will have to buy that book! when I've managed to save up from skipping coffee/tea trips).

Assuming its all correct stats, its got 5 shots, 180ft range. I'm pretty into that. It seems like a weapon I'd really love as an Alchemist (or thaumaturge).

I think the gunslinger archetype is going to be a pretty nice one for Alchemy Shot. Which would be fun with this weapon overall~

Ranger (or dips) with Farshot could make a pretty strong "I shoot you from further than you can see me" style character. Which could be a funny player, or antoganist. Paired with a Familiar with far view to scout and aim.

Mostly curious on folks impressions or thoughts~


Howdy.
Two Bits.

I understand you use Class DC instead of that spell DC.
"You can Activate scrolls of any magical tradition, using your thaumaturge
class DC for the scroll’s DC, rather than a particular spell DC."

But in the case where you're making the free ones with Scroll Esoterica. And you have a spell attack with it. What exactly do you use for that spell attack?

Is there a general rule I"m missing? Most scrolls are made by casters, but in the case they're not a caster.. what does it use? Charisma seems an easy guess-given the class DC. But is there anything stating it? Or is it just assumed to be working off of Innate casting rules?

Also this does include scrolls in general-which I"m not familiar with. But can you Heighten and put that into a scroll? I.e. Heighten Magic Missile from level 1 to a higher level scroll (using that level of scroll, not a level 1 scroll)?

------
Last bit is. I think it'd be neat to hear what spells folks often went to or used.


Howdy

Just curious...
Has anyone come across some item based combos or must haves? I realize thats not generally a consideration for playtesting but I think it could be interesting given the class ties to certain game rules.


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Howdy.

So just for a neat data source on how folks built their Thaumaturge as we come closer to closing.
I'd love if folks post versions they built. Item. Weapon magic tools etc.
There isn't much of a repository of builds but I think it might be interesting to see the variety or lack there of.

I'll probably post my two when I'm off phone later.


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Howdy

I'd love if the lantern actually mattered what you used to make it. Effectively I'd love if you could change the "window" of the light effects by changing the lantern in some way.

20ft is pretty tight, which makes sense for some non battle stuff. But it effectively locks in a weird way for potential ranged builds. Basically I'd love if I could usue a Bullseye lantern and it would change to a cone. Or an underwater lantern and it works under water. or a Torch, and I can put it into asconse and still "wield" it.

though thats all granular. but in general I thought it would be interesting.


Howdy

So I can't speak to balancing one hand vs two hand and all that (though requiring implements "in hand" feels like it takes care of promoting 1handed weapons).

One of the weird things about antithesis is the fact that you either do 2+1/2 lv or youdo the weakness. Whichever is greater. This is occasionally pretty weird. As the Player states their "damage" but they have to add an adendum concerning the damage type based on the secret roll for Find Flaws. -and then the complte oddity of the failure or crit failure and the fake info situation. Where hte player functionally finds out if their choice of damage type to use works out. etc.
Which imo creates a lot of messy weirdness and table varience.

meanwhile we have Implement Empowerment that adds static damage. (with some hand juggling). and is quite boring. The flavor of the runes and symbols could easily be added to the Antithesis's base properties.

Is it terribly problematic to fuse the two? In effect. You always do the extra 2+1/2 level damage if you have Antithesis active. This is always "you know a weakness" and it goes off regardless of the false infomation quandry from find flaw. As it is "your thama's special ananthema"
Then, any weakness you trigger is just added to that as per a normal hit.

So you'd always get
Weapon damage + Antithesis + weakness. If you learned/guessed the weakness correctly (in case of failure. or no extra weakness on a crit fail).
There would be no implement empowerment as you would always have a scaling static bonus that is only a static points of damage difference.

i.e. implement empowerment is lv 1=2 lv3=4 lv11=6 lv19=8. While the antithesis is 2+1/2lv, lv 3=3 lv 11 = 7 lv 19=11 The damage isn't quite alingned the same, but it does "scale up" as you grow. Which feels like you are actually getting better.
All while functionally requiring the free hand or implement from Implement Empowerment (by virtue of the class wanting to have an implement in hand always. Though it does mean someone who didn't want them could use a two handed by ignoring class features)

Would that cause damage scaling issues? It feels a lot simplier. It also means you get to live some of the thematics of the class. For instance...
You identify this creature as being weak to silver, or silver like stuff (fail) or
You roll well enough you know that silver melted with fools gold burns their soul due to the history of the creature's being spawns from a curse of a debt involving silver and fake gold being used to trick something.

Either way you get the 2+1/2 level ofyour personal antithesis (ananthema). but in the latter case you get the 2+1/2lv and you get the extra weakness value on top of that. As you knew their esoteric history. It being static regardless of weakness (as you create or exploit one) means it also pushes the "magic of thamaturgist" flavor up as well.

This way the GM can have fun and play with the Recall KNowledge attempt, with its secret roll. THe player will have no clue if their guess or attempt is correct. They can even guess compmletely wrong if they're given a choice of three (as per dubious knowlege feat). They still get the damage like currently. But they may or may not get the weakness bonus on top.
It removes the metaknowledge, retains the damage boosts. and puts RP perspectives on both the GM and player to play with. It also removes the issue of "what if I already do the weakness" as it just functionally makes your "weakness weapon" even more precise on aspects.


Howdy!

I'm curious. How many folks have made use of the tool options?
i.e. the Scrolls per day feat line, the Talisman feat line.

Has anyone tried pairing with Alchemist dedications, snare specialists, or other options?

I'm curious if they can rock enough of the toolkit stuff, while still being good damage. I feel like having that support or options would help. When I was playing Thaumas I really feel like I lack interesting tools, or not "smash face" options.

but I havent played high enough to try any of the interesting toolkit options.


This'll be for my playtest results when I manage them.

Though these won't be PFS specific. No groups near me. So mostly online or post by post.

We'll see how many I get in!

edit:For context. I play mostly post by post, or One Shots that I manage to find. I do not have a constant group. (so the recall knowledge stuff has been weird in general even prior to this playtest).

I also tend to play Alchemists, Gap Filler, tool kit style characters. Mostly ranged. Less melee-skirmishers when I have.


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Howdy preface: I am biased due to experiences with Loremaster Lore and series of different GM one shot and some inconsitencies.

For lore related RK the books do have this ruling
"Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity)"
This is kind of just to call out Esoteric Lore and its effect with regards to find flaw.The usually is an option of course. But if the class is going to be intended to be able to use this lore for most RK. and probably for a lot of IDing. Depending on character build (what with amount of skills/skill upgrades)

There are multiple threads that do talk about adjustments for rarity and other issues with identfying the creatures to get Antithesis and such to work at h igher levels or against more rare creatures, or unique varients thereof. While not every thama would have EsoLore it would certainly help if the DC was lowered enough (as its stuck at trained until near end game).I feel like there should be some rules expansions or more firm verbage with the DC adjustment. As lore's DC effects isnt mentioned very much in the rules I've found its often forgotten due to how less often lore comes up. but it will come up a lot more in this.

I'm also a fan of them fleshing out Recall Knowledge rules in this book. So there can be some more consistency in how they're used.


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Heyo

So as far as I can tell, these two features do not interact right? Fling Magic via the wand implement is not a weapon, nor an unarmed strike.

Find Flaws works; as you can at least know if one of your 3 elements does work. But Eso Anti doesn't work at all with it. correct?

So, is the wand intended as a supplementary long ranged attack for melee specific Thaumuterge?

Or do we think that it was intended to work and was a missed detail?

It stands out to me simply because its the only gained offensive item I see they get, that actively doesn't work with class abilities


Howdy.

So as the tagline. I'm curious and I cannot find a source.

Say someone with occult casting has the shield cantrip.
Then they get a wayfinder and a dusty rose prism. That grants them an arcane innate cantrip of Shield (with a 5extra haradness bonus).

Are these two separate spell/cantrips functionally ?
I.e. the occult version will not recieve the arcane version's extra hardness.
or ar they separate?
i.e. You cannot get the extra hardness you could shield block with arcane with the hardness boost, and then cast the occult version w/out the boost and later shield block with that one as well. w/in the same 10mind duration.

This question also applies for folks who dip other casting traditions.

Following he casting traditions/archetype rules I found. THose state that the spells/slots you get from other traditions cannot interact with the otehrs you have..

Which off hand makes me assume that the second example is right. but there are so many rules all over the place. I'm curious if folks know of anything else?


Howdy!

What are some spells (and tradition if you happen to know). that do well to support a "housekeeping mage" style idea?

effectively they're an adventurer who specializes, partly, in creature comforts on adventure. They're well versed in cooking, cleaning, they can create comfortable sleeeping arrangements (extra points if theyr'e safer for it). Soften the ground to sleep on, or cozy cabin style thing. Make food tastier, handle bad elements, etc.

What are some spells you know of that fills that?


Howdy fellow Alchemists!

I'm just wondering. Folks who've taken these feats. Do you like or dislike it? Feel good or regret it?

I'd love folks thoughts on it.

Ultimately I love how they sound but I feel like being a Fort save, and the class DC profiency it's gonna have a hard time on a lot of things... its a free chance to debuff. but it competes direction with some Persistent Damage.

(off hand. I've pondered Lighting Bottle and Tanglefoot as my perpetual and debil would combo with both; but sticky bombs would only work with lightning... but I could swap out tanglefoot for thunderstone-sonic damage and the DC would scale with class DC. Same as debil DC
Which.. I'm not sure if the tanglefoot bombs scale up with that quick alchemy... its not directly forcing the save exactly. its an escape check.
Though regardless they'd waste an action and incur multiattack penalty


So Thorough reports feat. Via pathfinder Agent.

"Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success."

Where are the "types" of creatures? is it related to the Traits they have?
i.e. Serpant Folk's "Humanoid, Mutant, Serpentfolk"
If you recall knowledged it. It would give you those 3 types?

or is there some other deliniation for that?


Howdy!

was hoping to poke at the collective brain. Excluding specific class base framework. What methods are there to get bleed?

THere are some multiclassing, some archetypes and some runes that do things..

What are some folks know?


Howdy!

So I used to play 2E when it came out, and did for about half a year after. But life got in the way and I lost my RPG t imes generally.
I'm looking to try it out again!

How do folks fe el about Alchemists now? It was my main class framework before. It had some weirdness but i still enjoyed it.

So I'd love if folks had any opinions on Alchemists now they'd care to share. As I'm going to be rereading up on 2E rules and look at remaking a few old archetypical characters of mine.


Howdy!

Just curious how folks feel about this. Being able to pay RP to get evo points.

Off hand I do infact like it. I do think its too expensive at a 1:1 and later 1:2. I feel like it should increase when the pool total amount increases.
Resolve are quite valuable after all.
Overall it feels too expensive and a bit too slow as an option for me. Ultimately it makes the class have a harder time with multiple fights over a day, making it act, in some odd fashions as a long rest class like a caster. As it draws on the same pool as "staying alive" but does not have a lasting effect when used.

As an unrelated note. I really think I do like the idea of classes having RP options to fuel potent combos or some such.
I find myself really wish that Witchwarper's could use Infinite worlds at max level they can currently access by paying with an RP. (Off hand I would personally do this quite a lot more often than I would pay a slot at that level!)

Or that biohacker's could quick create a batch of hacks in a fight as a full round action with it.

Weird little details like that. So overall I do like the idea of RP tied to class fuel more directly like the Evo class; but I think it should always be an option not required steam to fuel the class. A comodity to fuel special combos is neat.


Howdy!

So I don't see this class talked about m uch.

Does anyone have some cool stories, or neat tricks, and such for t he class?

I feel it has really cool unique spells.

I also really like that combo with Swap Paradigms, and Eldritch Secrets. Where you could use swap paradigm to grab a utility spell off of tech or mystic spell lists. Costs a standard action, and then a standard and Resolve after the first time. But its fantastic utilty and really gives some great fluffing. Drawing from experiences of "other yous" and borrowing their stuff.

So basicallly.... I'm curious if folks have any f un ideas, builds, stories with Witchwarpers~

Though I do infact hate them as Charsiam casters; but that has more to do with me and cha casters. Feel like they work better as Wis casters; but thats homebrew


Howdy

Quick Q. Hazard cantrip's Area is
"Area 5-foot-radius burst"

So a 5ft radius burst.

Burst
A burst effect applies to whatever is in its area when it comes into effect, including creatures that you can’t see. It doesn’t affect creatures with total cover from the burst’s point of origin, and its effects don’t extend around corners. The default shape for a burst effect is a sphere, but some burst effects are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the effect extends.

So. does that mean the burst is a + sign effect? you target the middle, and the 5ft radius burst means it extends 5ft from all directions of the target?
So you chose the X, and it covers that X and the Os are the 5ft burst from the point point of orign? The Hazard spell doesnt' specify you chose an intersection or anything so you chose an area and it covers that with burst right?

o
oxo
o