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In our groups for things that did not have a type that matched one of the normal recall knowledge we used computers. I figured in a setting like starfinder googling stuff you don't know should be a thing.


As they are basically the tech version of the PF2 handwraps they should work fine on all unarmed attacks including ranged ones.


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Zoken44 wrote:

For carbs (and I'm making up fantasy nonsense here) I imagine a region unique substance; Wood Gruel all the heartier trees and such that still couldn't cope with the Eternal Storm have been beaten and battered. but instead of just wearing down, larger chunks have broken down from the constant lash of water. They can be juiced, and so long as the pulp is extracted, the resultant liquid can be dried in smoke houses into a gel or powder that is high in basic carbohydrates, but lacking the indigestible parts of wood (basically it's cellulose). It lacks flavor other nutrients of it's own, used to stretch meals usually,

There are areas where they will import various wood logs sticking them at just the right point where they won't blow away but get the constant lashing of water needed to be converted.

You don't even need to reach much. In an area as wet and boggy as the sodden lands there should be plentiful things like cat tails many of which have edible starchy roots. You would also likely find things like wild rice thriving in that kind of situation and probably other stuff like cran berries or other bog tolerant species.


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DemiurgeMCK wrote:
On page 70 of Galactic Ancestries, it says for the Tankmeat Goblin heritage "While you're wounded, you gain +5 status bonus to your Speeds and melee Strikes". Even with the wounded requirement, the +5 bonus to melee Strikes at level 1 seems unintentionally excessive?

On reddit the person who designed that heritage seemed to confirm that was an error and should be +1 to melee strike.


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Squark wrote:

I do want to point out one of the funniest pieces of art in the book- The Gap-touched section includes a familliar face... I guess now we know why we needed a new Iconic Solarian!

Justnobodyfowl wrote:
The one that surprised me the most was the Ijtikri. It's one thing to say that an ancestry loves adopting and making found families, but it's another thing when they're the foot soldiers of the colonial empire. I feel like there's a lot of really messed up, complicated, and interesting ideas you could mine out of a planet of soldiers who habitually adopt war-orphans they created. What if a found family WASN'T perfect and wholesome?
Tangentially related to this, I do find it interesting that the Vesk boasting of conquering their entire home system rings hollow once you realize that the Ijtikri, Talphi, Skittermanders, and Kothama all offered almost no resistance and the Pahtra were at an enormous technological disadvantage since Pulonis is incredibly hostile to electronics and permanent construction.

Yeah it is hard to claim you conquered the skittermanders when all they wanted to do is help you with your objectives.


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Arkat wrote:

It might depend on how they got to the prime material plane (PMP).

If they were summoned, they go back to their specific elemental plane.

If they came to the PMP of their own volition, they could very well be dead permanently.

I can't see an elemental going to Pharasma's Court to be judged.

BTW, folks who have already been judged and sent to their afterlife, don't get judged again if they're killed on the PMP.

If they're an outsider and they came to the PMP on their own and die, they're dead forever.

If they were summoned to the PMP and die, they just go straight back to their own plane.

That seems about what I would think too. Most of the other planar stuff seems to just go back to their plane and reincarnate. We know in the first world nothing really dies there and the lower planes are basically the same and I assume the higher planes are the same.

As they said in the good place just a drop of water returning to its ocean.


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exequiel759 wrote:
I feel bloodseeking blade has IMO the same problems as weapon ikons in the exemplar, though in the case of the exemplar it isn't as bad since you can actually choose 3 ikons at 1st level and one of those its almost guaranteed to be a weapon ikon. Still, in both cases I think their damage steroid should be an innate part of the class and not something that's situational (in the slayer's case is way worse than the exemplar though).

Heck in the exemplar description of ikons it flat tells you that you should pick at least one weapon ikon.

I sort of suspect that the blood seeking blade should be default to all slayers and then the other options be what they select between.


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Slamy Mcbiteo wrote:
I want an uplifted bear! I am hoping they will allow SFS uplifted animals at some point..

Yeah need to have my orbital insertion soldier uplifted bear. Show them how dangerous a drop bear really is!


Zoken44 wrote:
So I'm guessing Kazmurg's Absurdity is where you would set things that lean a bit more... Douglas Adams?

That is one of the vibes I get from it for sure.


TheTownsend wrote:
I mean, it is called Kazmurg's Absurdity. Feels like it's meant to be a little more Farscape or Lexx or Red Dwarf than Star Trek, a place you can Boldly Go into something for which the writer will be accused of drug use.

Are they any more unusual than a bantrid? The race that takes football very very very literally.

Having a nice part of the setting that leans into the space weirdness aspect of sci fi is great.


JohannVonUlm wrote:

I'm a bit of a gear junkie for my characters. Starfinder can be kind of tight spending on starting gear. Not having adventurer's kits makes this a bit of work too. Here are some suggestions I have for starting gear. For an assumption, I'll assume you spend 80-100 credits on armor and weapons. So maybe you have 50 credits to play with.

- comm unit, 0 cr (easy to forget you get a free one in any armor with the tech trait)
- Commercial flashlight, 1 cr (as good as a torch)
- Container, ordinary, 1 cr (backpack, briefcase, whatever)
- Hygiene Kit, 2 cr (you know you need one)
- Camping Kit (contains 1 week of food, tent, bedrolls, fire igniter and a survival knife), 30 cr
- data chip, 2 cr (use with your free comm unit, store extra data)
- Infinity deck, 2 cr (card game for your character to play during downtime in the Drift)
- battery, commercial, 10 cr (a spare could come in handy)

That comes in at 48 credits.

If you can scrounge up 30 credits more, a medpatch is very handy for when the Mystic goes down.

Starfinder is also a bit of an odd duck because it is very likely you have a space ship for your group. So a lot of the normal camping gear/rations may not be really needed but check with your GM before hand. If you think you are going farther afield the explorers canteen thing is really nice. As much fresh water as you can need and ability to use UPB to make basic food. It isn't fancy but that one item you can fill your critical survival needs for a long period of time.


Could also make them young nymphs who have not yet undergone their binding to a region/place.


Driftbourne wrote:

I'd like to see Dirindi in SF2E, they remind me of what a Ferengi news caster would be like.

I hope to see Stellifera; to me, they are the poster species for how strange things can get in Starfinder, although Barathu does a good job of that too.

I also really like the lu-venon. I'm excited to see they will be back in Starfinder Society Scenario #1-23: Psychic Echoes. If lu-venon become player may depend on what happens or what we learn in that scenario, since it appears that lu-venon haven't left their moon yet. It would be fun to play the first lu-venon to travel to other planets, meeting other species would almost always be a first contact situation for them.

Is season 2 getting a player's guide? I was under the impression that the Invasion’s Edge Player’s Guide was just for the release of SF2e to give s more player options at launch. Unfortunatally the answer was likely in the blog post comments that are now gone.

SF2e is starting pretty strong with Astrazoan and barathu out of the gate weirdness.


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The Raven Black wrote:
rainzax wrote:

I do have a 4th level PFS character that hasn't purchased a single item yet.

So yeah, naked. And carrying nothing.

=)

Where do you put your Runes ?

There are some ancestries with innate armor where you can etch the runes on their natural armor. Otherwise you can do kineticists built in weapons built in armor depending on what you go for gates. You could get by with nothing for a good amount of levels on a kineticist before eventually needing some clothing to stick runes on or if GM lets you etch them on your body.


ornathopter wrote:

Oh excellent! I'm excited to see what they do for the nymphs - up until now the main option has been Battlezoo's, and the ridiculous emphasis on how hot you are all the time, how your abilities are half about being hot, 'YOU MIGHT: not realize how hot people think you are! OTHERS MIGHT: get upset that someone so hot is friendzoning them!' was not what I wanted out of playing a cool nature spirit. Fingers crossed they also add a gargoyle ancestry sometime.

I'm excited to see what the curses are too. And archetypes and items! There's so many weird fairy tales to be inspired by.

I assume there will be some of that simply because nymphs are by their nature alluring but hopefully it is a bit less of their focus and more focus on their nature background and muse like encouragement of bards and the art.


The Total Package wrote:
Ohh ok, thank you! Does sneak attack work for bombs?

I would assume it does. Bombs are thrown weapons.


But what do all of these foxes say?


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Justnobodyfqwl wrote:

In Pathfinder, I feel like it's legitimate to not wear clothing in a universe that once semi-canonically crossed over with Red Sonja and Tarzan. Those are the Ur-Texts of Semi-To-Mostly-Nude adventuring heroes. Maybe we need an archetype that gives you an AC boost when rocking the Chainmail Bikini?

In Starfinder, polite society frowns upon it more, but I think there's actually more chances for it. It would be really easy to just only use holographic projector based "clothing". I figure most Astrazoans would WANT to avoid the same distinct pieces of clothing that they can be recognized by. Maybe the Nudist archetype would give you a boost to using the SF2E-Exclusive "Livestream" exploration activity as well?

Starfinder is interesting because a lot of their armor basically is clothing in a space station somebody sporting environmental body armor is probably expected as a reasonable safety measure. But they also have a lot of armor that looks like normal clothing reinforced with force fields. There is also weirder stuff like hardlight armor where you are just wearing some projectors and could be totally naked just running around wearing a light show.

Given how many aliens are wandering around I suspect if you just wanted to strut around au naturale you would get a couple glances but otherwise probably not much else.


This is the adventure path where we find that aroden had a very very large flock of crows as followers.


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Seems like maybe something along the line of the book of the dead which could be a good format to cover more first world info and stuff.


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I would guess rage of elements gets "remastered" when/if they need to reprint it. I suspect it mostly would be some minor edits to de OGL whatever remaining remnants are in it but it was already pretty much made with the remaster in mind so I doubt there would be much done to it.


Driftbourne wrote:
Clebsch73 wrote:
Part of the problem is the irrationality of claiming someone's sensitive scent sense can translate chemicals floating in the air which could arrive from various places can somehow suss out where things are located, particularly without the aid stereoscopic sensors like two eyes and two ears provide for sight and hearing. I can think of ways of justifying this but my way may be different than the GMs way and this could lead to questions of "Does the deafblind PC know about x."

As moosher12, human smell is in stereo. Interestingly, the stereo effect is subconscious; we can't tell which nostril is receiving more sent but our brains can still figure out the direction.

Now, looking at what wolves can smell.

Wolves' noses can focus nostrils in different directions, giving them an ever stronger stereo sense of smell, allowing a wolf to pinpoint the exact direction a scent is coming from. (This is why Vlaka can have a precise sense of smell.)

The question becomes how fast is a sense of smell vs vision. Looking that up, I found that the brain reacts to smells on a rapid temporal scale similar to vision and hearing. It's how smells move through the air that gets weird. What a smell looks like

In most of that video, there are no objects in the path of the smells being visualized. So I'm imagining that Vlaka, seeing the layout of a room, is sensing the placement of objects by how smell flows around them. This should also help with knowing where the ground is. Chasing pray would be like following the wake of a boat until you got to the boat, and knowing the wake narrows as it gets closer to the boat, you could tell how far away it is.

Receptor Cells: Wolves 200 million / Humans 5 million
Portion of the brain dedicated to processing scents:
Wolves the size of a human fist / Humans the size of a pea.

Range: Detect prey from 1 to 2 miles, depending on wind, up to 60 miles for massive herds or forest...

Trying to visualize with a precise sense of smell would be like for a GM is trippy. A dogs sense of smell for as good as it is gets flagged as imprecise in pathfinder. Walking into a room must look/smell like a weird movie of people and what they did/are doing currently. Knowing at a sniff what kind of drugs/food/drink somebody has eaten recently. A lot of hazards like find the hidden object/explosive have the vlaka going duh it is right there why can't you guys sense it. The biggest open question is when they are in a suit in vacuum what they can sense. Presumably vlaka have armor modifications to allow them to function basically normally but that is still a bit up to GM's. Still if sighted people can have a heads up display no reason vlaka can't have a smell o vision version of it.


Richard Lowe wrote:

Mark Quarry matches the fantasy of the monster hunter really well, I think we can all imagine Geralt tearing down the wanted poster for some awful bog creature, asking around the locals for info, going and getting something it's specifically weak to and then tracking and killing it, the class perfectly captures that feel!

But most Pathfinder games don't. If we just look at published APs there's really not a lot of times where that scene above happens, it's far more often investigating places full of different creatures without knowing what's in there to begin with. Let alone Society scenarios where you might only have one or two fights and if the bad guy isn't highlighted ahead of time your main ability is significantly hampered.

It feels like the ability will play really well in a game about hunting monsters, everywhere else it'll feel like you're missing out on something that feels like it should be a core ability. Hopefully they'll consider that.

True but the action is an exploration action where you are actively asking and looking around and digging into things. Should be pretty reasonable for the locals to have some idea what is lurking around enough to get you a quarry target. It doesn't need to be some named enemy just something you can identify as your quarry. Most scenarios don't bring this stuff up in advance because it isn't needed for most people. If you take the pack version of this it is even easier yet find a rumor about one group of things in the dungeon or area should be very reasonable to do.


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PossibleCabbage wrote:

I think just the phrasing of "I am taking trophies from defeated enemies" kind of squicks me out, even if you're just taking their belt buckles or whatever. Like it's not the sort of behavior that strikes me that a person who's not serial-killer coded would do.

I understand wanting to play a monster hunter, but do I have to be one that collects mementos? Like why is this the basic class theme?

It kinda is adventurer 101 go slay beasts take their stuff and often wear it. What is that if not taking trophies.


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Honestly could be a lot of things it probably only matters if it is symbolic to you and tied somehow to the thing you slew. Could even be something like a drawing you do and then some hair/blood from the target or some kind of small fetish/totem item you make to represent it.

Work with your GM if you want it to be less grisly I don't see any reason you could not flavor it however you want.


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It obviously culminates with helldivers as you fight for democracy and super earth!


John R. wrote:

Chymist's Eye states, "You drink a chymist’s eye

vial, gaining the ability to detect your quarry within 30 feet as a precise sense for the next 10 minutes".

Does this mean you can clearly see your quarry through any solid cover within that range?

That is how I read it. Basically it is engage wall hack you know exactly where your quarry is if you are in range.


cetology wrote:
kaid wrote:

I think that's right. It also seems like, as written, you can only use one-handed crossbows and you need to actually reload to gain the benefits.

"you can load a hunting spike into a crossbow when you reload it. The next time you use Hunting Spike, its thrown trait uses the crossbow's range increment"

"Requirements You have a free hand and are wearing your consecrated panoply signature tool"

So you aren't actually firing the crossbow.

Yeah stuff like this makes me kinda think this is going to get some errata or a look at. Just seems kinda weird and underwhelming like why would I even try to shoot these out of a crossbow at those levels why not just shoot the crossbow and do more damage. Unless you knew a target had a massive weakness to holy/unholy and at low levels that just isn't common enough to warrant all of this.


I may be reading it wrong but about the only part of the crossbow that is used is its range so minimal reasons to ever use the heavier ones. The damage is going to be kinda meh regardless and it mostly is a weakness trigger projectile.


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Zoken44 wrote:

That makes sense, but all of it's abilities are just so... situational. it is a terrible weapon to use until level 7, at which point it becomes just a bad one.

Specially when the daredevil lets you throw random props and make use of your handwraps to empower them. For such a major pick it seems just lacking. The armor is really nice the blood seeker blades look really nice the potion seems interesting but you can grab that feat that lets you spray a cone of fire with it and then you have you have holy/unholy chip damage walmart daggers. One of those things does not seem like the other.


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The-Magic-Sword wrote:

Ok, so first impression was hype, both of these seem fun, and the slayer turned out to be way cooler than I was expecting by being explicitly a Witcher/Monster Hunter (as in, the franchise) and the specialized tools seem super cool.

Second Impression is that I want a bigger emphasis on stunts that earn you Adrenaline for the daredevil because adrenaline already feels like a good benefit-- feats that have the press trait are cool and I like how they intersect with the flurry benefit, but I want more that have the risky trait, and not the press trait. Daring Stunt is fine, but I'd prefer for more feats that serve that niche to mix and match with press stunts.

On the flip, the Slayer is awesome, but I'm concerned primarily with the balance between the subclasses, vis a vis their 'thing' that exists parallel to sneak attack / edge benefit / rage etc.

Bloodseeker feels mandatory right now, because its the best one by far and its reinforce gives a lot of sheer output-- flavorwise I really like Panoply, but the daggers have too much suck factor with their slow rune progression and lack of property runes. I love their intersection with crossbow though, and the feat to upgrade them. Chemyst Vial seems to be lackluster until the level 7-8 when the spec kicks in and the feat becomes available, I think the scaling is just too low for what it's trying to do right now.

We'll see if my feelings change as we get into the playtest period, especially if any of my players choose to test it in our west marches.

So far first read I am pretty similar. Base level vial maybe needs a bit more early game oompf and the panoply daggers need to start better. You are giving up a really good weapon option to pick it up so it should start better than chip weakness damage vs holy/unholy targets. It is a neat idea but as one of the two offensive options it needs to stand up a bit better to the bloodseeker blade. Doesn't need to be the same damage but it should be better than just basic daggers.


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pauljathome wrote:
Nicolas Paradise wrote:
I don't think I need any other weapons as a solarian because of solar weapons and flares.
Solarions weapons are kinda crap at low levels. I'd strongly recommend that you get a good melee weapon. Personally, I really like the Fangblade because boost can be very powerful (its essentially a free Vicious Swing)

A D8 1 handed weapon with reach at level one seems reasonable. The extra reactive triggers seems like it would offset lack of boost.


I think the similarity of powers between classes was what killed 4e for my group. When you have a warrior ability which is a forward cone that has basically same use/stats as a mage flaming spell had our warriors going I cast x ability and it just really wrecked immersion.

I know a lot of stuff is already kinda like that anyway but in 4e it was so blatant it you just couldn't unsee it.


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Deriven Firelion wrote:

AI regulation is going to be driven by competitive pressures, necessity, and a big fight for control of content in the creative industries.

I'm more looking forward to the robots. That's going to be fun if we can send AI robots to colonize other planets as a preparation for human habitation. We have self-driving cars right now, automated warehouses, and I hope at some point robot maids/cooks that will allow us more time to engage in less tedious activities. Science fiction is coming to life in our time. Pretty fun.

The terminator is science fiction too.


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Tactical Drongo wrote:

Another fun fact about the Rogue Ruffien

if you somehow get a natural weapon with a decent attack
he makes a great wrestler
grabbing makes the enemy off-guard, which means you can make a suplex - as a sneak-attack

To be fair who really expects to be suplexed from the shadows?


OceanshieldwolPF 2.5 wrote:

I’m interested to see the mechanics behind both.

Daredevil: it sounds like it could be fun to play, if your game has combats a) provide the “props”/environmental objects you need and b) your combats last long enough for any of the options to be meaningful.

I hate the name. While I’m totally able to dovprce a class chassis from a concept, “Daredevil” conjured nothing I’m interested in narratively.

Slayer: again, some of what I’ve read seems like it could be fun, but the “10 minute preparation” thing gives me goosebumps. A signature weapon opens up a huge design space I completely expect Paizo to a) not explore deeply enough or b) in any way I find inspiring.

[EDIT to add: funny to see Paizo *finally* getting around to the monster parts salvaging stuff that Kobold Press, Roll for Combat and about a billion other RPGs/designers have had for years. I fully expect it to be watered down and not very granular or fun.]

I fully expect to find both ultimately not something I want to play with a few mechanics I might poach and find myself waiting (as I did with the Kineticist, Animist/Exemplar, Guardian/Commander and whatever the one/s before those was) for the next playtest.

I think slayer will have a bit of stuff like investigator. Unless you are going into something totally blind it shouldn't be hard to set a target to hunt. I am guessing like investigator there will be feats that let you pick one on the fly or at the start of a fight as you level up.


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Driftbourne wrote:
I'm hoping for spherical power armor for Novians, with the Novian being the power source, to make a miniature Dysion's sphere. Another option would be making a Novian becoming a Dysion's sphere into an Evolunist niche.

Barathu in power armor for when you want to RP one of the killer robot things from the matrix haha.


Squiggit wrote:

I hope they revisit the multiclass dedications a bit. The bounded spellcasting multiclass stuff doesn't make a lot of sense. Bounded spellcasting is worse than normal spellcasting because the Summoner and Magus gets other benefits, but a multiclass magus is just paying higher level feats for worse spellcasting than a multiclass wizard.

The eidolon from Summoner archetype is really awkward too. It gets hit from too many angles, limited abilities, reduced stats, worse action economy, proficiency stuff.

It's actually not a terrible feat, but for the wrong reasons. Because eidolons have their own stats and own boosts, you can make yourself good at skills your class would otherwise be bad at. A +0 Cha rogue with a trickster fey eidolon gives themselves a +3 (that scales!) by having them use diplomacy instead.

That's pretty nice, especially on classes that get extra skill increases, but also anecdotally just not really what people who want to take the summoner archetype are actually interested in from my experience.

.. As one minor example, there's no real need for the eidolon to have stunted weapon proficiency. It already shares your MAP and actions, so it could just copy your own weapon proficiency. Somehow this would even be better for casters, because Wizards hit expert before Eidolons can... which sort of drives home how needlessly bad the multiclass eidolon is here.

Yeah summoner archetype is odd. It isn't something that is very useful in combat and most times should be stowed. But it is handy for exploration for another set of checks and great for helping with skill stuff. Useful but not generally in the way people at a glance want it to be.


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Nitrobrude wrote:

I would say it absolutely works. Nothing in the feat or trigger says it doesn't. Breath of Life has limitations, but being a spell it can also be used as long as you have slots, spell gems/chips/scrolls/wands/whatever. Fish From The Fall's Edge lacks limitations but is only once per day and half the range. It's a feat for a single class that does what another effect does but slightly better/different. That seems to be in line with Paizo's 2e design and I'd argue very much on purpose.

Plus...from what I hear, there are many more "everyone dies" instances so, giving them this one win might help offset future disappointment with bad luck just ending things.

That said...

For a game surrounding a trait system, I'm shocked it is utilized so poorly. How simple to have a trait like...True-Death...with something along the lines of... The death of creatures caused by effects with the True-Death trait cannot be prevented by any means.

Funnily enough Disintegrate doesn't even have the normal Death trait and nothing in the spell says that the creature dies...so strictly by RAW it doesn't die when reaching 0HP...the creature is simply blasted to fine powder but otherwise...Dying as normal? Obviously I would never actually play it that way. But with translation issues, non-native speakers, strict rule lawyers, etc I could see where arguments could be made.

We see it happening here with a "you die" effect yet nothing saying it can't be prevented by strict RAW which opens up the argument of RAI.

haha get disintegrated would give new meaning to rub some dirt on it and walk it off as you slowly pull your ash pile back together.


shroudb wrote:

In general, a LOT of the power budget of Alchemist, excluding Bomber, is weighted way too late in the progression.

Chirurgeon, as mentioned, is good after level 13, bad before. Same for mutagenist, who until the double mutagen at 13 has almost 0 subclass features. Toxicologist desperately needs level 8 to have a passable chance to inflict his poisons, and etc.

Yeah alchemists at low levels can do a lot of things OK like bombers can be a party healer or a chir can do a lot of mutagen stuff or bomb because at lower levels the difference between being specced for it or not is not that huge. I think tox is one of the few that really isn't great for others to dabble in.

One thing for chirugeon They have a fair bit of options to help remove/mitigate a variety of conditions even at lower level as an additive . So even though their healers are not as good at those levels directly but they still have a lot of utility for helping with conditions.


Guns are mostly very good for gunslingers. The stats of the guns really leans into gunslingers improved accuracy to allow for some serious crit fishing and slingers have enough built in reload stuff that getting a couple shots in a round is reasonable.


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Every time I read gideron authority my brain wants to read it as the gridiron authority. I picture hobgoblins with football gear on but in SPAAAACCEEE.


ScooterScoots wrote:

You could use a buckler as a shield implement. Obvious downsides in reduced AC and hardness though.

Can even attach a shield boss to that though based on the hands entry for shield boss you might need to change grip and “hold” the buckler to use the shield boss - which might also prevent you from raising the buckler. It’s not really clear.

Using the buckler as your implement it would at least gain the bonuses to hardness from the thaum implement and it would still get the auto heal/repair stuff and being able to use it even when broken and still get some benefit to AC means not a ton of downside to blocking with the buckler now and then.


I think technically you could not shoot because of not having enough expend to complete the action but I would as a GM go with option 1. In theory you could aim your cone of fire such that you probably can do it by only having one target in it. Option 1 is just less doinking around trying to line that up.


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Waldham wrote:

Hello, I have a question about virtuous tanuki heritage.

Quote:
You can't become incapacitated by conventional alcohol if you don't wish to be.

What means "incapacitated by conventional alcohol" ? No off guard, clumsy, stupefied, unconscious from the stage ?

Thanks for your future answer.

If you look it up in archives of nethys it is spelled out. At different stages you are flat footed at stage 2 clumsy flat footed stupified at stage three clumsy and sickened at stage 4 and so on until you are unconcious. Tanunki can have big fun drinking everybody under the table and be as much or as little effected as they wish.


I do believe that some of the ancestry feats that got dropped for space from the playtest to the new starfinder races probably get added back. Not sure if vlaka would get any more as the galaxy guide ancestries had a more robust number of options.

I am sure they want some favorites from PF2 ancestries but they also going to want a lot of starfinder ones. I kinda suspect we get core race options from PF2 to starfinder them and then new Starfinder ancestries so I suspect probably not kholo or kitsune.


Yeah those rules are a bit odd.

For cold weapons it is generally shooting some fluid or cold ice projectile at a target. It is transmitting the energy once it is in contact with the target. Now if you had some kind of pure cold non physical gun sure maybe that would not work.

Fire weapons have a few issues. For things like plasma guns it should have no impact on them look at the sun plasma works fine in space. For flame thrower weapons if the chemical they are shooting has its own oxidizer those should work fine in space until it burns its fuel out. For lasers it is a beam of light the effect on the target is heat/fire but that is not radiating through space it is from direct interaction with a physical medium of the target.

Electrical kinda depends how the weapon works but with space suites and their insulation and the vacuum arguing that those don't work or work well.


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I hope the new system makes boarding/counter boarding more viable/common. That lets people use their actual normal abilities a lot more frequently. In SF1 boarding was mostly mop up efforts after a ship was already basically disabled.


Honestly for a normal laser it probably makes sense for it to not work under water. Now there should be mods you can get that change the frequency on it so it can function underwater.

Also things like sonic weapons shouldn't work in a vacuum.

I suspect we should get a bunch more weapon mods with the tech core.


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Holograms might be a subset of SRO. In SF1 it was basically a mini hologram projector drone that created the hardlight hologram body. It would makes sense if they just roll them in as a "lineage" of SRO.

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