Starfinder Superscriber
Mech/Dragon crushing (falling, kneeling stomping, sitting, etc.) attacks could follow Starship ground attack rules; treated as Traps/Hazzards. That could help with balancing and still do significant damage...maybe. I also like what Leon said about their Slam and other types of attacks to help with balance.
Starfinder Superscriber
C4M3R0N wrote:
On Twitch, "Ask Paizo Anything" forum at GenCon, John Compton specifically said there may be an oversight and needs to be revisited for review. I believe I heard John mention "the Custom Rig is specific to Mechanics only," something along those lines.
Starfinder Superscriber
Roadie wrote:
I disagree with this, low level combat is very fun imo because you're character is extremely vulnerable, which make combat quite exciting knowing that you could go down easily and even dead with enough crit damage (I've seen it happen). You have to be very tactical at early levels to avoid insta-death. Once you gain in levels you have a lot more options that can help you regain HP and avoid death. In starship combat, I think the fun of it depends on the situation and story being presented, not the mechanics by themselves. Roadie wrote:
I agree that Operatives can be a bit boring; however, they are tough cookies; especially at level 7. If you GM, send a lot of them at the PCs and watch the fun begin! Also, give Stunt & Strike a try from the Character Operations Manual.
Starfinder Superscriber
LeJerque wrote:
There's a simple solution to this. Download "TokeTool" go to File > Open PDF and it will separate all the images from the PDF individually. Then (if they are segmented images), you can drag-drop them to paint and line them up like a puzzle, easy-peasy. You're welcome.
Starfinder Superscriber
SeriousSydney wrote: Frustratingly the PDF image issues are persisting, at this point I can only assume it will continue for the entire AP. Conceptually this AP is great but the amount of effort required to extract images for VTT use has moved this from the AP I was most excited about to the one I'm least excited about. Otherwise the stuff in this book is pretty cool! There's a simple solution to this. Download "TokenTool" go to File > Open PDF and it will separate all the images from the PDF individually. Then (if they are segmented images), you can drag-drop them to paint and line them up like a puzzle, easy-peasy. You're welcome.
Starfinder Superscriber
Wzrd wrote:
There's a simple solution to this. Download "TokenTool" go to File > Open PDF and it will separate all the images from the PDF individually. Then, you can drag-drop them to paint and line them up like a puzzle, easy-peasy. You're welcome.
Starfinder Superscriber
Svardi Eagle-Eye wrote: I agree, all of the Fly Free Or Die PDFs have the image problem with lines of text included as part of the image and generally poor image resolution. The Devastation Ark original large file size PDFs did not have this issue but the newer updated smaller file size ones too. Please fix this, it may well mean I never run this since I mainly game online. There's a simple solution to this. Download "TokenTool" go to File > Open PDF and it will separate all the images from the PDF individually. You're welcome.- jrock9430
Starfinder Superscriber
After reading the above, I think BPs are valuable, I mean they can buy starships; the PCs could expand their Logistics Company with BP and eventually have enough of them to build a fleet and even an armada. They could attempt to rule the stars! With all that fire-power they will be earning credits left and right. Also, ppl mentioned selling the Oliphaunt schematics; however, the full schematics are in the Server room, which is virtually impossible to hack at the PCs level. The "schematics" that the PCs find in Eline's office and on the Factor Floor are actually the starship's and null-space cargo hold's specifications. You can find these on the inside cover of book 2 + the floor plans. The note-boards on the factory floor most likely depict why the Oliphaunt was fitted with the upgrades such as the HAC. I'm going to run with the new BP rule and see how things turn out. ...Remember to read the rule carefully b/c they state that BPs actually represent credits: bank loans and other assets (they are not liquid assets).
Starfinder Superscriber
Zaister wrote: Has anyone used these new rules from the "Galactic Trade" article in part 1 with this AP? What is your experience with these rules? Do they fit with the AP and improve on the usual BP rules? They seem pretty rad and I'll give them a try. The PCs wanted to use the rules so now they'll have to work for their BPs, but I think it will be a rewarding experience. However, BPs do not convert into credits so the PCs aren't really any richer except for what they can buy with BPs, which are mainly ship upgrade and more ships (Logistics Fleet) to expand their company or amass a large armada. I welcome new currency into SF :) as they expand on the economy.
Starfinder Superscriber
TRDG wrote:
I'm think about doing the same; I was thinking about looking up SFS Scenarios that could fit in nicely as Galactic Trade adventures.
Starfinder Superscriber
numero42 wrote:
These aren't the full schematics; what you do is show them the information on the front inside cover of Book 2: the ship's and hybrid null-space cargo hold's specifications, and deck plans. You can also explain why the starship has add-ons that it shouldn't normally have such as the HAC. The full schematics are actually in the Server Room servers. With such a high DC to access the storage, there's virtually no way for the PCs to access them.
Starfinder Superscriber
Concerning Niche Abilities: It's important to note that during 3-book APs you will only get to use your 1st level ability, and in 6-book APs you will only be able to use your 10th level ability for about 3 levels. It will be rare that you will ever use your 20th level ability and if you get the chance, it's not for long. I suggest that another (a 4th) Niche Ability should be added and spread-out more evenly so the PC will get some real usage out of them (note: I realize that they scale by level, but the Evo won't have much diversity and may develop into more of a 1-trick pony w/o more abilities). My suggested spread for the 4 Niche Abilities:
The Evo could really use another level (gradient) of evolution.
Starfinder Superscriber
A few more questions: * Can you give us a glimpse of the new Solarian class options/abilities? * Are there any new Grenades and/or Grenade rules introduced? * Can you talk about any of the new Hacking rules/abilities (if any)? * Are there any future APs or Standalone Adventures planned (in the works) that are based around Mechs / Vehicles? Thank you.
Starfinder Superscriber
Dracomicron wrote:
I concur 100%
Starfinder Superscriber
Nyerkh wrote:
I mentioned something sort of like this here: https://paizo.com/threads/rzs43fpx?Evolutionist-Playtest#19
Starfinder Superscriber
Garretmander wrote:
An idea would be: at the beginning of every combat, you start with an EVP pool the size of your Key Ability Score Modifier. When combat is resolved, you immediately gain the same (EVP pool the size of the Key Ability score modifier) for non-combat encounters that could help provide a reroll and/or a bonus to some skill.
Starfinder Superscriber
jrock9430 wrote:
How does the Evo get its free Augmentations you ask? They have a mobile pod, a backpack, like a mechanic's custom rig or biohacker's custom microlab if you will, that uses nano-tech magic to develop augmentations. That's how they could also get their exclusive augmentation specific to their niche or "augment specialization."
Starfinder Superscriber
WatersLethe wrote: Yes, constructive criticism and feedback is the name of the game, and what we all *should* be here for. Also, from the GM's perspective: * How difficult/easy is it to build & run an Evo NPC (PCs' allies and opponents) as a GM vs. other classes?* The fun-factor for the GM to pick the Evo over other classes for various encounters, or will it be a slog for the GM to track and maintain the NPC? Something GMs will normally avoid?
Starfinder Superscriber
Sounds like the Blitz Soldier can do more for less. According to a post I read: "A blitz soldier gets extra move AND full BAB AND more without a flowchart." "The soldier's extra move doesn't become redundant past level 5 due to not stacking with a speed suspension." "Almost any permanent ability is better than an adaptation, whether it's a combat, social, or wilderness ability."
Starfinder Superscriber
jrock9430 wrote:
However, what would make the Evo more interesting (than the archetype) is the fact they would use EP to enhance their Augmentations, and another idea would be to added augmentations that the Evo class has exclusivity to based on its Niche (augmentation specialization: Biotech, Cybernetics, Megitech, Negrografts, or Species Grafts). The Augmented Archetype may even elevate the Evo and vice-versa; complementing each other. Note: you do see other classes focused around equipment, such as the Experimental Mechanic.
Starfinder Superscriber
jrock9430 wrote:
I realize now that some of my suggestions sound like the Augmented Archetype. lol
Starfinder Superscriber
These are my initial suggestions for the new Evo class: 1. Make the Evo class purely Augmentation Driven, where a character begins to loose their race's identities as they add more augmentations = Drawbacks, since EP will enhance the Evo's augmentations: * The Evo gains a free augmentation at level 1 and every-other level thereafter per their augmentation type (specializing in either: Biotech, Cybernetics, Megitech, Negrografts, or Species Grafts). The level of the augment = character level or lower.
2. Keep at least a 10% discount for purchased augmentations per their specialization (type of augment). 3. Allow "EP" to be useful outside of combat. Note: in making the Evo more augmentation-centric, it will make cyberpunk-style players more excited about this class and it may help push for Augmentation specific equipment/rule books!
Starfinder Superscriber
Changing Void Whispers to a level 1 spell would make more sense for Connection Inklink as well. I don't think this cantrip should be easily available, especially as a cantrip, through the feat.
Starfinder Superscriber
Cellion wrote: @jrock: The victim definitely still has their standard action remaining on their turn. That's why people up-thread are calling it a "pseudo-stagger" effect. It uses up one move action. @Cellion, yeah, makes sense; otherwise, this cantrip would be more OP than it already is; OP per your list above. This should probably be a spell that uses slots. I would have to say it's a level 1 spell and not a level 0 spell. It's pretty devastating / disrupting overall for being a level 0 spell and it even scales up with levels, which cantrip don't typically do. @Cellion, I didn't think about the AoO opportunities and yanking ranged enemies out of cover! That's just domineering right there. There are higher-end spells that don't even do this much, and easily beats some of the Solarian's graviton abilities.
Starfinder Superscriber
Ravien999 wrote: Another fun tidbit is that the language does not state that the target expends its entire turn moving once. "The target must attempt a Will save; on a failure, it whispers incoherently and takes a move action to move half its speed in a random direction." Theoretically, this means it still has a standard and swift to spend on other actions. You could read "whispers incoherently" as 'not able to perform other action in that round,' due to incoherency, don't you think? What would the affected creature do with its remaining actions?
Starfinder Superscriber
Can someone explain the Witchwarper Bonus Spells Table 2-4 (p.61-62, COM). Page 61 states "CHA" but the table states "WIS" so shouldn't Table 2-4 be based on CHA? Who is going to get their WIS to 20+ anyway when the Class even states that DEX is the most important secondary Ability score (p.60) after the CHA key ability?
Starfinder Superscriber
TheGoofyGE3K wrote: So the continuation of 1-00 and 1-09 is 1-20, and is still only 1-4? Correct me if I'm wrong, but won't most people who played 1-00 and 1-09 be well past level 4 by the time it comes out? Play SFS with Character 1 in this order: 1-00, 1-01, ITU, 1-02, 1-03, 1-04, 1-05, 1-07, 1-09, 1-10, 1-12, 1-20, 1-06, 1-08, 1-11, 1-13, 1-14, 1-21, 1-17, 1-19, 1-99, 1-23, 1-35, 1-38, 1-29, 1-39, 2-00, 2-04, 2-18, 2-20, 2-14, 2-24Play the remaining Scenarios/Quests with Charters 2 & 3.
Starfinder Superscriber
I found an error between the AP and the Alien Archive 2 book. This may have already been mentioned, but I want to make sure it was pointed out. The error is in the damage for leech life. In the AP it states 5d6 damage; however the alien archive States 3d6 damage on page 54. This should help the characters' survival. I also found a means of helping the characters level up before the final fight with the Garaggakal; let me know if you're interested in hearing about it. |