Investing in dex doesnt do anything except relfex saves. Barbarians get medium armor all the way to Master and dex cap for medium is 1-2. Barbs generally have 2 less ac than fighter while raging, 3 less if Giant barb and thats only if the fighter is in heavy armor (its 1-2 in medium). Barbs also gain resitance to a few types of damage while raging, while fighters only get 1 resist based on the armor they wear
-Yeah you just assign one of them. It allows GMs to make similar enemies with slightly varying abilities. You could choose to assign none of them, or even assign more than one (increasing the creatures level)
-It means they're 2 levels below a level 1 character for purpose of xp calculation for encounter building
-Its made from some large creature with a horn, or just has bone sticking out of its head. its a natural attack you could probably flavor it as a bone spike
-They arent about creation. They're made from Negative Energy which is a force of destruction. Using said force for reanimating things (creation) makes them vicious husks. This isnt new and has been the general theme of undead in pathfinder for years
-Its just guidelines, the proper monster creation rules are in the GMG. the Guidelines alone allow you to edit the base skeletons a bit
I dont know why people are morally opposed to buying backpacks. A party of 4 with 4 backpacks and nearly capped bulk has 16 bulk worth of storage space to work with, and again thats assuming every single party memeber is capped on regular carrying bulk. Also we dont know the final bulk numbers.
Curious as to what next weeks blog is gonna be even if its short. Im mostly waiting on seeing the equipment blogs (armor and weapons) hoping they give us some previews of anything thats been changed
Well Mark did say that classes with Heavy armor like Fighters and Champions wouldnt skimp on lighter armor proficencies.
Wandering Wastrel wrote:
I dont think anyones suggested it yet, but the concept your looking for works if you actually start as Fighter and then multiclass into Rogue. You'll end up with a Fighters proficencies, but youll also get bonus skills and access to Rogue feats. Its pretty easy with how stat gen works to start 14str/18dex even as a fighter and you can focus on either Free Hand dueling or Two Weapon Fighting styles for more Rogueish flavor
1. Starfinder math has you taking hits freaquently regardless of cover or not. After every 1 to 2 fights he should be taking a 10min rest and spending resolve to restore stamina.
2. He should be positioning in melee to get cover from enemy ranged attacks using the enemies hes engaged in melee with
3. Regarding your first post, powered armor makes a terrible frontline tank, it has less survivability than Heavy Armor
Im curious as to his build as well as his party members?
IUS is comparable to most Basic Melee weapons which is totally reasonable as its a weapon that requires 0 credits and doesnt need your hands free. Its a Basic weapon which means ALL classes so far get Specilization and proficency with it without spending feats.
Another feat isnt a bad idea. Greater Unarmed Strike which removes archaic and increases specilization damage by .5xlevel. This keeps Vesk Unarmed slightly up on everyone else but provides benifit to all races
Sliska Zafir wrote:
Its FAR from gamebreaking as you are spending a feat, targeting KAC+4 to use the bull rush, AND using your only reaction for the round to pull off the whole manuver.
It allows you to use melee attacks while your hands are full saving action economy since you dont need to put your gun away or change grips.
Also non leathal and leathal arent calculated seperatly in Starfinder like they were in pathfinder. They both deal damage and the non leathal vs leathal only comes into play for the final knockout/killing blow.
The REAL issue with Improved Unarmed is it doesnt remove the archaic property which is alright if you never fight people wearing armor (monster hunter style games) or are tavern brawling.
Three key points missed
1. Str is required to use heavy weapons. You need 12-14 str to use them
2. Str is the superior option for combat manuvers as the weapons with bonus properties only use Str
3. 13 str is needed for Heavy Armor proficency is you want to have solid AC at higher levels (heavy armor begins to outclass light armor in raw ac around level 6ish)
If you are going bombard you should really swap your dex and str as bombard is a ranged fighting style. If you wanna be melee go Blitz if you want balance go hit and run or Armored Storm, if you want range go bombard or sharpshooter.
The only reason your saves are so low is the low dex. Bombards have the highest save dc in the game on explosive weapons.
In addition to mystic cure, health pots (i think it was serums of healing?) Only cure Hp as well.
In first contact there are two monsters that have abilities that trigger ONLY on HP damage not SP damage
Judging from this it looks like while they have only a couple things that interact with it, the reasons for it are there. Plus it allows them to add more abilites that interact with hp or sp specifically in the future
A level 1 soldier can succeed against a goblin with no bonuses on a 15.
With Improved Combat Maneuver they succeed on an 11. In addition, other penalties to ac and bonuses to attack improve your chance with Manuvers. Lets take a higher cr foe.
Against a CR4 monster with 18AC, a level 5 soldier succeeds on a 16. With improved they succeed on a 12. With +2 from flanking and the foe being flatfooted they succeed on an 8. Im failing to see the issue here.
The tactical doshoko I believe is shown in a picture folded
Nope its specifically a benifit for people in power armor (the strongest of which sets your str to 29) with side benefits to players with low odd numbered str
Rysky the Dark Solarion wrote:
Yeah sorry for lack of puncuation. As it is written in the book you can only have 1 mk1 1 mk2 and 1 mk3. Each one gives an untyped bonus to a stat. However untyped bonuses stack and there is no clause that states your mk1 mk2 and mk3 can't be the same stat. Thus as per rules as written you can get a +12 to one stat (+6 +4 +2), while the entry feels as though RAI you cant do this (and the devs have previously stated you cannot) the entry still needs to be written more clearly.
I strongly feel that building BBEGs using the character creation rules will be highly effective as PCs are generally tougher than similarly leveled monsters thanks to the new monster rules. Since its probably a boss fight you can even slap some higher level gear on there both for loot and to make the boss hit harder.
Milo v3 wrote:
Are you.... suggesting that FLUFF be a determining factor in game balance because that is... TERRIBLE game design advice.
They changed the game balance and that includes what spells exist and how they work. The Starfinder system is similar but ulitmatly they are seperate d20 systems thus theres no need for things to work the same way, in fact striving to make improvments to the game and the flow of combat is a GOOD THING (being succesful at it is a seperate achievment but we wont know till CRB is out). Just because Starfinder takes place in the same universe as pathfinder Flavorwise should have ZERO impact on how things work mechanically
I didnt say remove the gap I said not use it. The gap itself could be entirerly irrelevant to most games as little more than "that thing that happened". Aroden disappearing is important to pathfinders setting but is largely irrelevant to most campaigns people run.
Also you seem to have this weird idea that The Gap and Pathdfinder and Starfinder being the same universe are so interconnected that removing one removes the other. You can absolutly have Starfinder and Pathfinder be the same setting without The Gap existing and you can have Starfinder be its own setting with The Gap still existing as part of the setting.
In the end it feels like you have arbitrarily decided that The Gap was a last minuite slap on fix to connect PF and SF without stepping on toes instead of an interesting and thought out set piece for future stories and adventure paths to take place in and GMs to write their own tales about.
I mean the gap isnt needed to keep starfinder and pathfinder seperate you can just say starfinder takes place waaaaay further in the future to do that
Maybe the devs are a fan of the series Big O in which everyone lost their memory of events about 40 years ago which leads to a ton of interesting intrigue as people try to reclaim their lost memories
The Gap is in the end a tool players and devs can use to create interesting stories around. Do the players discover lost information somewhere in the drift? Do they run across someone who was alive during the gap whos desperatly trying to recover their memories? Do you find information that connects an individual to a powerful and wealthy legacy from pregap sociecty that (due to the gap) they were unaware of?
And of course in the end you dont even have to use the gap. Its a tool, and its up to you to use or not
Im incredibly curious, what about pathfinders setting is so riviting and interesting compared to starfinders, specifically speaking only from the original core rule book.
Personally the Gap and Drift are both incredibly interesting story elements to me. The Gap is interesting due to the fact that the gods refuse to talk about means either theyre bound to silence or they themselves do not know. What could possibly wipe out all knowledge like that. Hell the gap could have been the result of a reality wide backlash, an unintended consequence of whatever happened to Golarion.
The Drift is interesting for several reasons, was it made by Triune or discovered by Triune? Does the drift hold some future purpose or is it more like the malestorm? How do the gods feel about the drift? We know the new god of magic views technology as something for casua... er something inferior to magic due to magics complexity (or percived complexity), must be pretty frustrating that the drift (which is magical in nature) is only accesable through technology!
I mean monster/npc creation simplification is based on the idea that the pcs are going to only be interacting with them in a combat setting for a short period of time (as in theyll be dead soon) so if you really need to have an npc or monster stick around your totally free to put player limitations on them (like limiting spells per day or dividing hp in half to seperate hp and sp or even just building an npc like a pc)
Monsters are not built with the same mechanics as player characters. A goblin player character has a racial hp of 2 but still gets stamina, but a goblin monster doesnt get stamina and runs off different rules.
Its entierly possible that im wrong but judging off the 4 pregen sheets that weve seen it looks like resolve is 3+con mod + 1 every 4 levels
Envoy has 3 with 0 con mod
On a vaugely related note if the lvl 1 and lvl 5 soldier use the same point buy, its likely that the way character stats scale has been altered as well. Soldier lvl 5 has +2 str +2 dex +2 con and +2 int vs its lvl 1 pregen
Priest, Bounty Hunter, Scholar, Spacefarer and even Xenoseeker work for the character you suggested but since your not being specific and there are so many ways to inturpert "justice seeker" (are you judge dred? Batman? Phoniex Wright?) Its hard to pin down
I fail to see how the fact that weapon focus grapple and weapon focus unarmed are separate have any relevancy to the question.
When you make a combat maneuver you add any bonuses to you regular attack roll to the check and your CMB is used in place of your BAB. Unless grapple has its own special rules in comparison to other combat maneuvers for this specific scenario Weapon Focus (Unarmed) applies to grapples so long as you are not using a weapon (like a whip) for the grapple.
Wait it doesnt get full bab while wielding its sacred weapon anymore? Does the class at least get proficency with its diety's chosen weapon
Detect Magic wrote:
Subtle threats are intimidating, too, but a hulking madman is no less intimidating as a consequence. Leatherface, from Texas Chainsaw Massacre, probably had a low Charisma score, but when he's whirling a chainsaw around and cutting your friends apart, he's pretty damned intimidating.
Intimidate is based off level as well. A level 20 barbarian with max intimidate ranks and a charisma of 8 can still easily intimidate a lvl 1 commoner. This is ignoring feats class abilities and racial bonuses as well.
Also its debatable that those guys have low charisma. Force of personality can mean a lot more than a charming fellow (see most undead)
Detect Magic wrote:
See this a difference of rollplay vs roleplay. If you succede the check to break the door but roll low on intimidate its more like you haphazardly walk in and give a kind of meek "yarrg". Thats rollplay where your the result of your actions are based purely on numbers.
For roleplay if you did the same thing the dm could rule that the person is simply shaken due to mongos dynamic entry regardless of roll number (especially if mongo didnt put points in intimidate)