ÜberUser wrote:
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
fine is the size of most Grenades, diminutive for most small arms and small weapons like knives. Tiny for practically all man portable weaponry
K, so Everyman where Owen KC has also put some time with made
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...
Side Note, they have the Hydroponics Bay in this book, but then in
Supercolossal ship size is in one of the Dead suns books
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
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?
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
Huh, without GM Fiat, it would take a Large Ship like a Heavy Freighter to Land a Single Hover Tank or Truck
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
Dunno on BP value Null Space Cargo Hold MkII
Both only have the Air of when it was opened
Attack Shuttle
Since there are months between posts and its still on the front page...
Max Crew size is the general Party Size and leaves decently distinct roles for everyone
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
Excel File for New Calculations Changed Formula to f(g-Floor(h/2))*h
This gave a more steady curve which felt better
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.
Also, with the ability of my Players when it comes to character Building...
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
http://paizo.com/threads/rzs2v95p?The-BP-problem Variant Idea that was inspired by the link above
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.
BP Cost at AC Value([(AC Value - Size Value)+1])* Size Value
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 |