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![]() so where does this put "Starfinder Enhanced"? redundant? duplicated? out-moded?
It's Pathfinder-compatible but not Starfinder-compatible? We're mid-campaign, 3/6 of Fly Free Or Die... not sure the rework will help that campaign. ![]()
![]() Dracomicron wrote:
Ah yes - for those who take a 1-level dip in Soldier to get the wide range of Weapons etc. Then once you have L3 in your main class and get WS there, you can use Versatile Specialization to catch-up with the Soldier-granted profs. ![]()
![]() this still sounds like the one Starfinder book that I do not need.
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![]() Darg727 wrote:
Indeed - I read that part and am still puzzled. (For me, affects NPCs, as our PC Solarian glows). so clearly, whichever manifestaion you choose, graviton/photon, black hole, whatever, you can have it glow (and shed light). Indeed assorted Paizo artwork shows Grav mode characters with a creepy purple glow (eg Horizon in Fly Free Or Die vol 1).
But what is the game effect, if any, of a dark manifestation? Lots of flavour text sounds like it sheds (creates) darkness), but nothing ever con firms it like it does for the glowy ones. ![]()
![]() Ohh - just noticed a cash payment!
OTOH "severance pay" is 250cr + 250cr/5 rolled above DC. PLUS 1 BP + 1BP/5 rolled above DC. Of course the BP are worth far, far more than the cash severance (a bit like Traveller offering you "a pistol" or "a share in a starship" as mustering out benefit) ![]()
![]() I have the same questions.
But we're told p.6 "likely earn a bonus". p.7 (conditional) Prat "slides another crate of Yaro berries their way" (500cr on the Akiton Market).
The question here is - what employee wages (and bonuses (unpaid) were they expecting? Profession (X) per day? Something else? (Assuming they *have* a relevant profession... not all do). (Note: another value for a cargo. Crates of Yaro berries weigh 50ld, and are worth 500cr. 10 cr/lb. The shipment is 50 tons = 1,120,000 cr.) As GM, I marked arrival on Apostae/departure for Voxha as the Level-2 break, and fudged their newfound wealth to 2000cr/member (up from starting 1000cr/member).
So I gave them some cash payment (less EJ Corp deductions for food, life-support, loss of reputation, ...) which happened to top-up their treasure to the right amount.
(and my players have twigged there's a smugglers compartment, and spent 2000cr to buy "a crate of booze" assuming miners on Voxha would buy that at a profit.)
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![]() nice story... you do know that's not what Basalt is? It's a very hard igneous rock, often erupting in vast layers, and if it crystalizes slowly, may form grids of hexagonal columns, like the Giant's Causeway in Ireland. It's not metamorphic. There are plenty of metamorphic rocks, like Marble, but not Basalt... ![]()
![]() isn't the usual interpretation (in stories) that light goes through transparent and invisible things;
Most forcefields are transparent invisible effects. These let lasers through.
So I'd say - you lose AC from invisible barriers, but keep the Temp HP 'cos they accumulate on you somehow. ![]()
![]() I've been thinking about this, and come to the impression that a very simple straightforward change is: Serum of Healing is just a quaffable version of the injectable Spell Ampoule "Mystic Cure I" .. "Mystic Cure III". That makes the items be: Mk1 = L3, 300cr, heals 1D8 .... replaces L1, 50cr, 1D8
Thinking of some RL examples, I suspect that for applying to team-mates, the injectable version is actually *better* than the quaffable one ... a super version of the Epi-Pen!
I can see a market for the quaffable versions to apply to oneself. Especially the flavoured versions. Or chewy bars/cookie... (Anyone remember Magic Brownies from college days?)) ![]()
![]() Hang on - physics as we know does not work in Starfinder. Real physics is totally incompatible with magic. IRL you have a number of limits which build the self-consistent framework around us: conservation of momentum, mass, and energy.
So the thread begins: can we use SF spaceships to carry a big rock, let go of it, and use the rock's subsequent passive movement to bomb the hell out of planets.
So the thread evolves into - should you be able to use big rocks to create huge unlevelled weapons, and should it b e possible at all. I'm on the side of stick with the game's levelled weapons, keep drop-the-rock out of it. So... can I come up with a story idea, and yes I can. One that observes the rules for how a starship moves: it uses move points round by round, and if it does not expend move points it stops. If it expends move points in 2 rounds, it does not go any faster, it does not accumulate velocity - it just moves round by round.
So I considered: what happens to <any> object which leaves a starship's drive field. I postulate it behaves just like a starship which fails to expend move points: it stops. That's not creating a vast realm of pseudo physics. There is then the question of "what does 'stop' mean?" Which applies to starships as well as rocks and lost crewmen. The real world is relativistic. Even ignoring high-speed motion, even low speed motion is all relative - there is no absolute frame, no "map". IRL if you cease to accelerate you keep moving as you were - but we just noted above that starships don't do that. So there are several possibles for "stop". In the end, the easiest one is "you stop "on the map", whatever map the session is using. I note that Planets and Moons, over game timescales, are also static - they don't normally move across the map.
(Note also, that the game doesn't include anything significant in the way of gravity at a distance, so the rock isn't really going to fall onto the planet with any enthusiasm... Again, not like real world.) (Before you say, well it does, but over longer time frames - there are unusual planets, like diffuse water-worlds, air-worlds, rock-cluster worlds, etc. and they *ought* to all implode under self-gravity, but they don't... And game-world Black Holes are Black, and Holes, but not for practical purposes "incredibly massive". They are just "there".) ![]()
![]() I can't see anyone else asking this question, but it bugs me: I note that when a gunner fires a tracking weapon, and the missile is still in flight next turn - a new gunnery roll is needed. Who/what makes the gunnery roll?
Or, to put it another way:
I think the missile homes in on its own, hence why you lose assorted bonuses like "the actions of fellow crew members". who can't reach out to the in-flight missile - it's on its own. (It sets off with "good" or "bad" coords according to the skill and ability of the initial gunner, so presumably users their numbers in the subsequent tracking rolls.) ![]()
![]() @Garretmander - except that the existing Starship combat rules already ignore Newtonian physics and laws of Momentum etc. Instead you have a simple Speed (used per round), and Turn Rules to change direction (and allow special manoeuvres like Flip). You can also change facing at the start of your turn without regard to previous rounds... no carry-over between rounds.
If you want example of Newtonian physics, try Traveller Book 1 rules (the old Little Black Box) - you get a simplified, pragmatic version of vector movement, and your move last turn persists into all subsequent rounds, and accumulates. Yes, if you apply full thrust in one direction round-after-round, it's not long before your minis are out of the house, heading down the street... If you build up velocity it takes several rounds to change direction. So my argument is: since a starship moves under power then stops dead if it powers off its space-drive, so also a dropped rock does exactly the same. It has no space-drive, so if you kick if out of the hold it will "stop" like a powered-off starship - at least insofar as the map you are using. So it won't hurtle at planets, any more than the starship does. ![]()
![]() Thanks, folks - confirms my suspicion. (I was wondering if I had missed some other rule elsewhere). I suppose one option is to nerf Magical Healing (or effectively all healing), by invoking the One Source rule. So you would not be able to stack (benefit from) the same kind of healing at once (unless a specific rule overrode it - such as the Treat Deadly Wounds).
That does encourage a) use higher level items, as the lower level items aren't stacking, and b) diversify - items, spells (different arcane traditions and spell types), skills,... There's be a cut-off after which you could re-apply. Short-break (10mins) is the soft option. Any thoughts on that? ![]()
![]() Digital Harrow Deck - 1/d free Augury ...
If you are a Mystic and know the spell, you can skip spending Resolve to cast the spell. If you are a Technomancer, make it into your Spell Cache, and get +1 Caster Level on Divination spells, and can spend 1RP as Swift action to add +1 to a cast spell's DC. Cool! ![]()
![]() Note also you have 2 options with the rock:
2) you carry the rock real close before dropping it. Most places worth hitting have fleets of friends around them, like Absolom Station does, and they react to your intruding spaceship... they make you into a small fireball and watch the sparkles die away. (The precog or sensors warned you were coming). Pirates still have the problem of issuing out in their hidden fleet etc. That's also true for pirates if you bring a big hi-tech (high level) nasty-bomb. ![]()
![]() Isn't it simpler to explain that this "doesn't work". The spaceship drive is not a Newtonian drive with inertia - it requires continuous operation to maintain "speed", and turning is ... well Star Wars physics, not real-world.
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OK the navigationally inspired will observe that if you allow conservation of momentum for the rock, and you cross the solar system to the opposite side, pick up a rock (whose orbital tangent is opposite direction to the chosen target), carry it over and aim, you still get a Big Smash. Nowhere hear lightspeed, but big enough to make a mess. You don't even get away with it if you drop conservation of momentum, and have the dropped rock literally stop relative to the solar system, as the planet's orbital velocity is still enough to make a Big Smash. (Remember the comet that hit Jupiter that may of us watched thanks to Nasa?). The story-wise GM rules that things dropped out of holds take up the immediate locale's orbital comfort velocity, so the rick just starts drifting along in the same orbit as the target planet. Physics is not the strongest point of Space Opera... go with good story effects ![]()
![]() So if I have 50cr to spare to buy medical recovery from wounds, I could buy a Medpatch or a Mk1 Serum of Healing. (Both L1, 50cr). Which to choose? Let's see... Medpatch adds +10 to Medicine check (untrained) to Stop Bleeding OR Stabilize Dying - but there's a chance to fail, and you only get 1 of 2 effects.
After that I look at Treat Deadly Wounds - needs a Medkit (Basic DC25, or Advanced DC20 to use), restores target's level HP (or their level + your Int bonus if you beat DC by 5).
So why on earth would I waste 50cr on a Medpatch when I could buy a Serum of Healing for the same credits?
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![]() is there ever going to be a hope of some sort of re-shipping arrangement for Subscriptions, to reduce the now killer postage costs? ("Only" to the UK,... but!) I simply can't justify it.
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![]() there are a great many local retailers, and e-commerce sites, in Europe, with local (or even Free!) postage :-)
Paizo also can ship first - Europe has to wait for the distributors to get shipments and get them to retailers, though if you are looking for e.g. Starfinder, which has been out a while, then its instead much faster from a local shipper, as Paizo have to use trans-Atlantic postal services to get the goods to you, and locals just ship direct. Where are you based? (I, frex, am in the UK...) ![]()
![]() I've played with 1cm hexes before, just so as to have more movement space on the map before running off the edges. 2" is just for posing - lovely models, but no real use once movement kicks in. (Both Starfleet Battles & Traveller High Guard have long-range weapons with ranges in excess of 20 units, even if most are used at closer ranges.) ![]()
![]() Jai-Senn wrote:
should have been 15hrs (16, capped at 15) Jai-Senn wrote:
Aboleth doesn't cast spells as Sor/Wiz, it has Spell-Like Abilities (similar, but not quite the same...) Monsters have a Feat available to them: "Quicken Spell-Like Ability". This is dependent on CL, not on HD. At CL16, Quicken Spell-Like Ability can be applied to a 4th level SLA. It then gets to use that SLA quickened, 3/day. You were facing a variant Aboleth anyway, apart from the Feat, as Enervation isn't on the B1 Aboleth... but I'd expect Aboleths to vary in their powers, so seems fine to me! ![]()
![]() SheepishEidolon wrote: Well, you can get one of them via Additional Traits feat, and retrain it for another Additional Traits, with the second trait. This way you can't have both at the same time, but over the course of your career. not true. Additional Traits (grants 2 more Traits), still limits to one Trait from each category of Traits (Combat, Faith, Magic, Social, Campaign, Race, Regional, Religion): APG wrote:
Your GM might decide to bend the rules and allow 2-of-a-kind... but YMMV. ![]()
![]() Gamesman02 wrote:
you provoke while casting a spell, when you take on that "far away look" and concentrate on casting rather than defending: your opponent spots the distraction and slashes in... Casting defensively has you actively share that concentration between casting & maintaining awareness & defence - at the cost of potentially losing the spell. Still & Silent may conceal what you are doing, but you still concentrate and get distracted - wham! ![]()
![]() Harleequin wrote:
Summon Monster spell is full round to cast, and lasts rounds/level. Summoner's SLA takes only a Standard Action to cast, and lasts minutes/level.Full round casting puts a big "hit me" target over you, inviting any intelligent opponent to disrupt your casting. In our campaign, our summoner sometimes dismisses her Eidolon so as to use a series of disposable quick-summoned beasties. (And sometimes her Eidolon vanishes from lack of hitpoints!) ![]()
![]() Wonderstell wrote:
That'd be me, then. I turned to the forums to see if we can find a way through the morass.The general feel seems to be "the only rule is 'keep mental, swap physical'" with a need to inspect each and every property of the before & after character to see what sticks and what drops. It also doesn't provide a clear guide for Magical properties - some look in-between the two alternatives. There's also no *balance* between options, as the choices made can make a feature mental or physical with no thought for how reincarnate will handle it. James Jacobs wrote: He'd keep his bonus feat and extra skill ranks gained from being human since those are mental, not physical. which is nice and solid, but doesn't differentiate between choice of Mental or Physical Feats. ![]()
![]() Lord Fyre wrote:
You can wear a chin-wig (as popularised in ancient Egypt) ![]()
![]() Harleequin wrote:
I'm running 2 groups: 1) 5 regular players, 3 female, 1 occasional extra female; 2) 2 regular players, 1 female I play in 1 group: 3) 4 regular players, 2 female. Of all those, 1 regular is a "girl", and our occasional player is a "girl" (and only 1 "boy" among the males). The rest of us are a little far on the dignified end of life to be flattered as "girl" or "boy". ![]()
![]() James Jacobs wrote:
James Jacobs wrote:
Reincarnate still troubles me. * OK, so for ex-RaceOne, we look for physical aspects (but not the mental ones) and remove them. Not just Str, Con, Dex, but Size, Natural Armor,...* Then we add the physical aspects (but not the mental ones) of RaceTwo. * That's stretching the literal text of the spell, as it only explicitly says to back out Str, Con, Dex. My problem comes with "what is Physical and what is mental?". * if an ex-Human's extra feat was "Toughness" is it physical?
If a character swapped Race traits, it's more complex still.
Wah! My brain hurts... ![]()
![]() caribet wrote:
and the answer given above is "No: Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below)." ![]()
![]() Sniggevert wrote:
Concealment allows the attacker to use Stealth. Successful Stealth renders the target unaware of the attacker.An unaware attacker is denied their Dex bonus. However the interesting question posed for this thread is:
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![]() caribet wrote:
and of course, poor Juliver, who will only just have recovered from Feeblemind + Paranoia! ![]()
![]() Midnight Spores ... hmm. The AP specifically states that the spores are tailored and "only affect living humanoid creatures". So - our party does not have a single humanoid... all 5 of them are (different flavours of) Outsider (Native): Aasimar, Tiefling, Ifrit, Sylph.
Charm Person doesn't work on them either. (But a bunch of useful spells don't either - like Alter Self). ![]()
![]() Our party has an ally, a - errm - Wizard - called "Ralissi". They picked him up in Tazion, in the pyramid, when they reached a stalemate where neither was inflicting anything significant on the other (fire, fire resistance,...). He had been posing as a Charau-Ka wizard - you may recall him from Racing to Ruin. So they negotiated a truce (he's ... very diplomatic) and eventually agreed to travel together to Saventh-Yi. He proposed to the (Pathfinder Faction) party that if the combined group could defeat the Rakshasa, he was, prepared... to pose as a (charismatic) Serpentfolk figure, and take up leadership of their faction, pulling them into an alliance with the Pathfinders (!). He overflew the central island, and also landed and quizzed some of the Degenerate Serpentfolk - he told the PCs about the Rakhshasa, so they could plan ahead and not just march in.
The plan involved making a distraction party: 2 PCs and a bunch of Pathfinders launching an attack of crossbow bolts and illusory Serpentfolk across the bridge to inflame the bad-tempered Charau-Ka, then leg it invisibly to the island and join the others, leaving the incensed Charau-Ka to make a real attack on the central island, and thus draw the Serpentfolk to that side. The Rakhshasa, would, they hoped, be too busy with his perversions to rush out and deal with trivia unless the Serpentfolk felt the attack was going so badly wrong they would take the punishment of their ruler and admit defeat. (The PCs were confident this would not happen, with the only attack route being across the narrow bridge). So there he was, lounging around, alone and unaccompanied, when the invisible party sneak in. They break cover by attacking... mostly futilely with his high AC and SR, but the Alchemist was able to lob bombs (touch AC, alchemical fire so no SR). Took a few rounds but basically one-sided... if you can't escape and can't dismiss fire, then Bombs are very dangerous. Then Ralissi transformed into a Serpentfolk, and went out to the Degenerates and declared that he was now their leader! ![]()
![]() The Archive wrote:
Both Blood of Angels and Blood of Fiends have a side-bar on page 4, "Non-Human Aasimar" or "Non-Human Tieflings", which specifically allows Aasimar and Tieflings from humanoids other than Human, stating that the difference is "purely a matter of size". They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the aasimar/tiefling; beyond size, their humanoid ancestry is purely cosmetic. You could be an Ogre-kin Tiefling, but you don't gain the Str/Con bonuses that come with Enlarge spells, just the -1 to AC and to Hit, and the ability to wield Large weapons without penalty. ![]()
![]() EltonJ wrote: I'm going to try an idea for a Pathfinder campaign setting based off of American Folklore. Anyone looked at the (3.0) Northern Crown from Atlas Games? Northern Crown Products
with an extension into an "African" continent in Nyambe:
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![]() Darth That Guy wrote:
1) Fortune Hex - lets you "call upon this good luck once per round". Initially the hex lasts 1 round, but at 8th and 16th Witch level, the duration of the hex extends by 1 round. 2) Cackle specifically lists fortune (and misfortune) hex to be extended by 1 rnd at the cost of the cackling witch's Move action. So you can cackle for (more) Fortune. It can last for 1-3 rnd even without Cackle, and is stated as 1 reroll/rnd. So with a Witch 16, you can grant fortune for 3 rnd, and the target can make one reroll each of the 3 rnd; with Cackling, can benefit for a while longer, still 1 reroll per rnd. Once the Fortune and Cackle stop, then they can't benefit from another casting of the hex, until 24h pass. The last sentence of Fortune kicks in "once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours" - the witch can't apply a *new* Fortune Hex for 24h. She can only usefully cackle while the original Fortune was active. So the GM is wrong (but entitled to bend the rules for his own game, so long as he lets you know). ![]()
![]() Entryhazard wrote:
ISMC p.17 wrote: Cyclops Oracles and those who worship the one-eyed giants use their ... Quote: The following new oracle curses are common among cyclops oracles and oracles who worship cyclopes... Quote: Flash of Insight (Su): You gain the cyclops racial ability ... If you already possess this ability... Definitely written to allow non-cyclops oracles, so long as they are cyclops-groupies...
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