Caliban

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Ok, then how would you do the Unchained Monk Unarmed Damage?
PFSRD Unchained Monk


Like what you did with the weapon damage adjustments for transfering and calculating damage and level of weapon and such. I am wondering how you came to that formulation and would like to know how you came to such values.

Google form for commentary is not working though


ÜberUser wrote:

I am planning on running a Mechanic with the Arcanamirium Sage archetype. Having read over the text of the archetype, I am left with questions:

- When using the 6th level alternate class feature, Spell Gem Manipulation, what is my caster level (if any) when using a Spell Gem to cast a spell?

- If there is no effective caster level given, can this be treated as a Spell-Like Ability rather than a Supernatural Ability?

Spell Gem Manipulation is listed as Supernatural in Pact Worlds, and the ability text states only that one may "cast a spell from a spell gem as though you were a spellcaster (expending the magic normally)." Unfortunately, the core ruling on Supernatural Abilities does not appear to cover casting levels. That said, if this ability is instead considered Spell-Like - as opposed to Supernatural - it becomes a more straightforward proposition given that the Core Rulebook states that"If no caster level is specified in the ability’s description, the caster level is equal to the creature’s character level or CR."

Pact Worlds, p.183
Core Rulebook, p.262, p.330-331

Starfinder core p 224 for spell gems states that unless you are a spellcaster you can't use a spell gem. this class feature lets you get around that. so now you are a non caster who can use spell gems

Spellthrower fusion has a similar effect as this class ability for non casters


considering spell lvl 1 lets you transport a medium sized object, like say some object that takes a 5x5 square or a whole piece of cover basically

at 3rd level you can drop a car on someone, a CAR
4th level you can drop a Tank on someone

fine is the size of most Grenades, diminutive for most small arms and small weapons like knives. Tiny for practically all man portable weaponry


Man i would be so pissed if a gm did that to me


K, so Everyman where Owen KC has also put some time with made
Star log.em -024 Expansion Bays, where they should have double checked for typos but they also had a Null Space Hold where you go Doctor Who on them and make it bigger on the Inside

Its also habitable which just seems odd. like what happens when you scan lifesigns? do they just overlap?

Anyways, going with those guidelines for HB and taking the values for MKI and II

so...
PCU 4 / BP 1
and
PCU 12/ BP 8

Side Note, they have the Hydroponics Bay in this book, but then in
Starfinder they made a Hydroponic Garden for Pact Worlds


Supercolossal ship size is in one of the Dead suns books
It would probably be what you want, no limits on expansion bays and facilities are big enough to handwave everything. Hangers are for Medium size

so much stuff. but it would have to be a tier 20 or more build

But still no Drift Engine tier 2+ for such a big thing, so...

Its slow
like really slow


That made zero sense to me, but i'm assuming the Null Space Cargo Hold idea is what your talking about and it turns out a tank is considered a Gargantuan article and thus takes 8 cargo holds to have, Just seemed weird that a single ship of Large? Size could only hold one when you can do that with a Single Lockheed Hercules Plane can transport one

Side note, D20 Modern also considers tanks as Gargantuan


Seek FR6 seems to jump a bit severe, was thinking something in between going Solar or making F6 Solar

Battle Meditation's Casting Time seems... a bit long, like how often are you going to be able to use such an ability?

Fold Space is like What?
Like Serious What

Still think Starfinder should have included rules on how to increase Armor Slot Upgrades but what evs

Can anyone use a Lightsaber with Advance Weapon Training? Like those Kids in that one episode of clone wars when they jacked ahsoka's?

Lightsaber Hilt Costs are a bit ridiculously high when compared to Character Wealth by Level in Core Book, page 391

In world no, but play world yes

Otherwise, no real complaints or questions, Like the overall Idea and Execution


Honestly amazed there isn't some Ancient Aliens Equivalent here


Other thoughts on the Subject,
have AC grant a bonus on the Damage Threshold for Huge and Larger ships equal to AC Value * (Size Value - 4)


Huh, without GM Fiat, it would take a Large Ship like a Heavy Freighter to Land a Single Hover Tank or Truck
What the Expansion Bays Really need is a Mod that Doubles or Quadruples Capacity like a Giant version of a Portable Hole

So in Core there is a the Null Space Chamber that is basically a futuristic Bag o' Holdin

and in Armory there are Vehicle features that have something of the sort...

So...

Null Space Cargo Hold MkI
Takes 2 Expansion Bays
Treats the 2 as if it where 4 contiguous Cargo Holds

Dunno on BP value

Null Space Cargo Hold MkII
Takes 2 Expansion Bays
Treats the 2 as if it where 8 contiguous Cargo Holds

Both only have the Air of when it was opened


Attack Shuttle
Size Frame: Small
Maneuverability: Perfect (+0 piloting, turn 0)
HP: 40 (increment 10); DT: -; CT: 8
Mounts: turret (2 light or 1 heavy [min. tier 4])
Expansion Bays: 2
Minimum Crew: 1; Maximum Crew: 4
Cost 10

Since there are months between posts and its still on the front page...
Here is my go at it
A variable attack vehicle that can be loaded into a Shuttle Bay for escort and use by smaller ships then a Carrier

Max Crew size is the general Party Size and leaves decently distinct roles for everyone
Turret so the Gunner gets to do something every round while keeping within Reason for small ship, while leaving enough for some customization for the players to work with at low tiers if they are attached to a Huge Ship as part of a setting

Empty Expansion Bays can be fitted to hold troops for landings and Adjoined Bays can be used to land Fighting Craft on the Surface of Planets


The BP Problem

Variant Idea that was inspired by the link above
Posted in Homebrew in link Below

Homebrew Link

Bloody thing wouldn't let me edit the post


Excel File for New Calculations

Changed Formula to f(g-Floor(h/2))*h
Where function is in terms of the BP cost per Level of AC
g is the level of AC
h is the Size Value

This gave a more steady curve which felt better
So Larger ships get a higher base line AC then Smaller ships at the same pricing early on, but not for larger AC Values


Its less of an issue that after 5 its fine but more of a matter that the players i have will probably not want to play a character as MAD as that, especially if its because of a stat like Charisma.
Appealing to my player base may be bad, but when its spread out like that, its good for one thing and one thing only, Beat Stick

Also, with the ability of my Players when it comes to character Building...
Lets just say they have a SwordSage, a Psychic Warrior, and an Artificer and I had a Monk and I was better in Combat and Out


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Yeah, with the MAD on the Solarian, I'm just going to give them the Both the Weapon and the Armor, make the Weapon Operative, and make Soulfire's Effect as Part of the Weapon as well. Its bad when a class already needs an Unchained Version Right Off the Bat when it comes to MAD issues.

A class should not need to Dip to be Viable ever


Finally, BP Cost at AC Value()
is like Function of G or f(g)


http://paizo.com/threads/rzs2v95p?The-BP-problem

Variant Idea that was inspired by the link above
Posted in Homebrew in link Below

http://paizo.com/threads/rzs42950?Variant-Idea-WiP-on-Ship-Armor-BP-Costs

And REALLY HOPING that someone links me to something to enter a table of data for my Values so i can figure a mathematical fix to the incongruity of some of the results


found an article while looking up stuff about how its more point efficient to spend BP on a smaller ship's ac and how Larger Ships get screwed.
So i decided to write up and Excel Formula that goes something like

BP Cost at AC Value([(AC Value - Size Value)+1])* Size Value
Where Size Value is Tiny=1, Small=2, Medium=3, etc...
and BP Cost at AC Value is like how AC1=1, AC2=2, AC3=3, AC4=5, AC5=7, etc... as shown on Page 297 Core

This means that a Colossal Ship gets AC6 for 6 BP while near the end of the game a Tiny Ship would still get AC15 for 45, but now the Colossal Ship is getting AC15 for a more manageable 126 BP

Issues i am having with this formula is that some values for smaller ships at lower AC's end up costing more then for larger ships. As soon as someone shows me how to enter a Table, I'll Post the Values i came up with


I'd just have the the Dragonkin also have to add the Rider's Stuff to his Weight limit and handwave the Rider's Weight in favor of the Rule of Cool

Probably would make the Exotic Saddle part a Armor Mod, but maybe add like +1 KAC