jrock9430's page

Starfinder Superscriber. Organized Play Member. 49 posts (53 including aliases). 6 reviews. No lists. No wishlists. 10 Organized Play characters.


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Starfinder Superscriber

Looking forward to a Starfinder vidgame! I hope this studio is a good one. Open world and co-op i.e. Divinity 2, would be nice to see.


Starfinder Superscriber

When are the pre-orders shipping out? It's been sitting in my side cart for a while now and I've emailed customer service a few weeks ago, but no reply.


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Starfinder Superscriber

Isn't Elysium on Entha?


Starfinder Superscriber

Is there away to pre-order Pirates of Skydock? I'd like to pre-order in case it sells out quickly at launch.


Starfinder Superscriber

I'm trying to preorder but, there's no Add to Cart option for both of the Bounties. When will these be available for preorder?


Starfinder Superscriber

What's the Cards' size?
3 7/8'' x 2 7/8''?


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.


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Starfinder Superscriber

I'd have to agree with you since Weapon Orbit doesn't stop the solar/lunar weapon from being dismissed upon leaving your hand, unless you can detach your hand somehow lol.


Starfinder Superscriber
C4M3R0N wrote:
John Mangrum wrote:
They mentioned this issue in the AMA Twitch seminar tonight and said that the oversight wasn't intended. For the moment, very unofficially, I'd roll with treating a drone technomancer has having a magical equivalent to a custom rig for the purposes of interacting with their drone. To determine the effective level of the custom rig, use the technomancer's class level, plus any levels from other classes that provide a custom rig.

Someone mentioned that it was addressed as an oversight actually.

I don't think the intent would be for the custom rig to ever level up though, but maybe it will, who knows.

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:

For me there's two basic problems with Starfinder as-is:

- Low level to mid level personal combat is boring, because of the basic way character progression is designed (you get all of one, maybe two things you can actually do well, so combat at levels 1-4 is just doing those over and over every turn, and mid level combat can have the same problem depending on the obviously optimal selections for a given class).

- Low level starship combat is boring, for the same reason (pilot stunts, engineer diverts power to shields, everyone else shoots, repeat every turn).

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:

Also, operatives are the just plain best class for most purposes (most damage, biggest numbers for everything, best class ability selections), but still manage to be really boring at low levels because you're just using the same trick attack every round.

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:

Am I remembering incorrectly that maps and assets from new PDFs were going to be made more compatible with VTT for those of us who are stuck playing in isolation? I've been terribly excited for Fly Free or Die, and I eagerly downloaded my digital copy the moment it became available - only to find it's going to be an utter nightmare to run for any of my digital groups.

Every single asset in the PDF is cut into 5-6 image pieces, making it almost impossible to easily export into roll20 or any other VTT of choice. Previously, I could simply pull a map image out of a PDF, without the numbers, and import it into my VTT to give my players the great, colorful, detailed maps as-is. For some reason, the layout of this PDF has made that nearly impossible. Even the smaller maps are made up of two or more images, while the larger ones are in 6+ pieces of varying sizes, making it nearly impossible to properly size and lay out in roll20.

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.
- jrock9430


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.
- jrock9430


Starfinder Superscriber
Wzrd wrote:

The PDF of "#35: Merchants of the Void" is suffering from the same issue as #34 and the revised #31, #32 and #33 SF APS. All the images are multi-part images making them mostly unusable.

None of the Pathfinder APs suffer from this issue, nor the latest Alien Archive 4. Could the #31, #32, #33, #34 and #35 Starfinder Adventure Path PDFs be fixed?

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.
- jrock9430


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

Don't forget about the Side Jobs in book 2! This is a good opportunity to homebrew some additional Side Jobs to help close the Wealth Per Level gap. I'm not sure if there are more Side Jobs in the following books; there could be.


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:

Finishing up Module 1 next session and I was thinking of grabbing some SFS Scenarios and have them make a few runs and incorporate some of the scenarios and dry runs all depending on a dice roll at the beginning of Module 2 before the first event to give the space trucker vibe more flavor and not quite so rail roady at times.

Would anyone note any specific SF Scenarios that might work really well with this concept?

Thanks

Tom.

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:

Simple question. In oliphaunt hangar, PCs find also schematics for Hybrid null space cargo hold. What prohibits players from selling them by making copies?

They can virtualy gain billions of credits. Also resell oliphaunt to someone that with reverse engenering, can find how it work...

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

A teaser for TR!?


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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:
At 1st Level - can use the ability at creation... and
at 6th Level - can utilize this ability within a 3-book AP... and
at 12th Level - can utilize the ability within a 6-book AP... and
at 18th Level - (high-level AP) will have some time to enjoy using their top tier Niche Ability that may also scale for 2 more levels, where it peaks.

The Evo could really use another level (gradient) of evolution.


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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:
JiCi wrote:
Yeah, that should be part of the niches. Each niche is associated with one or more creature type, so adding the ability to shapeshift into one would be logicial.

I think an epic 10th level ability would be the ability to go into Crinos form (from Werewolf: the Apocalypse), basically a merging of regular traits and the niche creature traits built for some particular purpose (some might not even be battle forms). Maybe have a list of polymorph-type abilities separate from the adaptations (like Envoy Talents are separate from Improvisations or Soldier Gear Boosts are separate from Combat Feats.

Then at level 20 you just are that creature permanently.

I concur 100%


Starfinder Superscriber

Will there be any news on the Evolutionist playtest; any major changes to the class from it's original design, any major deviations?


Starfinder Superscriber
Nyerkh wrote:

That's an interesting point. If augments are that important, and the evolutionist is the specialist, not having to depend on a surgeon would be nice.

You do get the skills to craft your augmentations, but maybe evos could get a way of installing their own without Medicine, on their own ?

I mentioned something sort of like this here: https://paizo.com/threads/rzs43fpx?Evolutionist-Playtest#19


Starfinder Superscriber
Garretmander wrote:

Key ability score should, for the most part be just about the max pool anyway.

I'm also thinking the reverse evo could use EP and adaptations outside combat. Spending from the pool you would start next combat with sounds like a bad idea.

Maybe spend a resolve, gain your usual (reverse evo) pool for the next minute? If combat breaks out in that minute you don't refresh your pool - also lets you set up your adaptations if you're expecting combat to break out.

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
Dracomicron wrote:
Maybe tying it to key ability score is the way to go. Say you start with EPs equal to your key ability.

That sounds like a great idea to me + (a lot of) balance tweaking for more power/abilities (especially more unique powers/abilities).


Starfinder Superscriber

EP is an acronym currently used by the Vanguard class; to avoid confusion I think the Evolutionist's Points, if still a thing by the end of the playtest, should be renamed to EVP (Evolution Points) or VP.


Starfinder Superscriber
jrock9430 wrote:

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...

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."


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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:
jrock9430 wrote:

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:

I realize now that some of my suggestions sound like the Augmented Archetype. lol

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:

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:

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.
* Allow more augmentations than allowed in a specific region/slot, potentially causing additional or increased Drawbacks. However, the Evo can take an Evo feat (multiple times) to create additional slots to help negate Drawbacks (note that The augmented archetype adds free augment slots, so does the geneturge mystic, as well as either cyberborn or roboticist themes, as does the verthani race and that magical construct race).
* The Evo can change 1 augment for another (of the same level as the augment being changed) every 5 levels.
* At a certain level, the Evo can specialize in more than one augmentation type (?).
* The Evo can use "EP" to enhance its augments in various ways. An example would be to increase the damage of a damage-dealing augment.
* Remove Adaptive Strike (Ex)!!!!!! (this is of the utmost important change)

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!


1 person marked this as FAQ candidate.
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.


1 person marked this as FAQ candidate.
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?


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Starfinder Superscriber

What concerns me the most is when the target makes their save, they are only immune until the "spell ends." So the Mystic or Witchwarper (or any character that takes Connection Linking) can cast this spell non-stop! lol

It can be devastating to enemies and allies alike.


6 people marked this as FAQ candidate.
Starfinder Superscriber

Rules Question:
Is the Void Whispers level 0 spell castable at levels 1 & 2? As far as I can read, per the duration, nothing happens until the caster reaches level 3.
http://aonsrd.com/SpellDisplay.aspx?ItemName=Void%20Whispers&Family=Non e


Starfinder Superscriber

https://www.twitch.tv/officialpaizo


Starfinder Superscriber

Hey,
How high can the PCs level-up to in this Adventure? 1 through 4+?


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Starfinder Superscriber

Wasn't 3.0 supposed to be available with SFS Season 3?


Starfinder Superscriber
Xenocrat wrote:
The Breaching Pod appears to be missing range/speed info.

It may be standard/static for all Breaching Pods (?)


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, 2-24

Play the remaining Scenarios/Quests with Charters 2 & 3.


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Starfinder Superscriber

No one mentioned D20Pro. Does anyone have D20Pro experience that can provide a review?


Starfinder Superscriber
jrock9430 wrote:
I can't seem to contact paizo by phone, please cancel my current open orders, but please keep my subscriptions active.

Nevermind, let's see if i can close it out


Starfinder Superscriber

I can't seem to contact paizo by phone, please cancel my current open orders, but please keep my subscriptions active.


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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.