Using the avoid notice exploration activity allows character/s to roll stealth for initiative but without there being a surprise round sneaking up on an enemy can actually be a worse tactic in that characters can't really get a free action or round and are forced to roll stealth which for most characters isn't the better option.
Is there something in the rules I am missing as to why sneaking up on an enemy as a party successfully doesn't really do anything good for most of them and can even be a negative for some party members?
Would the sneak action through the stealth skill give a free attack?
As title says does any XP carry over??
Its not anywhere in the rules I can find other than when you reach 1000 to go back to zero.
What are you guys playing as?
I can see being at 940 XP and gaining 80 XP just going back to zero as the carry over with new APL and stuff making it less XP but what about something like 980 XP then 160 XP gain??
We are going to do the Age of Ashes XP and I'm planning on allowing no carry over whatsoever but wanted to hear some thoughts.
Resolve at level 17 is showing as something on my Sorcerer specific character sheet that a Sorcerer should receive but isn't showing up in the CRB.
This gives Sorcerers Master level will saves and critical successes for will saves instead of successes.
Which is correct? ( Was it left out of CRB and forgotten to be removed from Char Sheet or the other way around)
So reading over the book a few times I'm a little confused about searching and finding hazards and secret doors and the likes.
It says every character gets a free secret check to find hazards that do not require a certain proficiency.
If the characters are using exploration tactics other than search can they still get free check?
I really like these rules because they make traps RAW actually work nicely for the first time in history just want to make sure I am getting it right.
My thinking is that players using exploration tactics other than search do not qualify for the free check because they are busy with other stuff.
Finished watching all the Paizocon videos and the one group of products that didn't seem to be touched on at all are the support products.
Are we getting more Flip-tiles?
Any changes in these product lines?
Flip Tiles have to be my biggest want for support products and would love to see caverns,deserts,tundra etc. for the line.
I haven’t really seen any reviews on this product and I know there have been quite a few who have now tried the finished product. ( I did listen to the knowdirection review)
What are your guys final thoughts now on this?
Major improvements since playtest?
What did you like?
What didn’t you like?
Is it going on the right direction?
Developers please feel free to throw your thoughts in as well.
I’m already down for every product on release and 3x of limited core rulebooks so I’m confident to say the least.
( Only looking for opinions on this from everyone involved, please leave debates and conflicts to other threads. Thanks.)
Had an issue with a player using greater invisibility last night.
He is under the impression he can cast spells or shoot a gun while he is under this effect and that the enemies must beat a Perception vs Stealth check to detect him.
Since he is invisible but is not immobile he gets +20 plus his stealth bonus + a roll to determine his check that the enemy needs to meet to locate him.
I chose to treat it as a set DC that the enemy needed to meet since he was either casting spells from a square or shooting his gun and not moving.
How do you guys handle this???
What kind of check or roll do you do??
The rules are little bit contradicting or not worded the greatest and I see where he is coming from because it says in the stealth skill to play it like he said but it also says perception checks vs actions made in other parts.
How do you guys feel about these modes?
Personally as someone who likes to have rules for everything I love them.
Do you think they will be incorporated into the AP's and Modules or end up just being a rules system that is used in homebrews?
I really hope they put them into the AP's and use them in unique and diffrerent ways to show off the system.
If a trick attack is successful on the trick but the attack misses is the effect from the trick still applied to the enemy?
IE if I use trick attack and apply flat footed on a successful trick but miss the attack roll and my operative has the ability to have the flat footed condition last for one round does it actually last the round or is it negated because of the missed attack?
We’ve always played it that the condition continues but I see other people playing it differently now.
I've been using alot of Undead in my current story arc and I'm finding the Mystic is really hampered by the Undead Immunities. I know there is a feat for using the healing channel to damage them but not being able to Mind Thrust or use a majority of the spells he has I feel is starting to be a little annoying for him. I know there is quite a bit of others monsters,robots,etc. that have the same hindrance for him but since the Undead are going to be a fairly common enemy for quite awhile I'd like to know what you guys think would be best for him to maybe take for spells or feats?
He is a level 9 Mindbreaker Mystic. I'm not 100% on which spells exactly he has but I know the only one he has been able to use so far on the Undead is Slow.
Was looking at placing an order as the only place I can get the Emerald Spire map pack is directly from Paizo but I live in Canada and have a few questions.
1. Will I have to pay duties and taxes on top of Paizo cost and shipping?
Just finished a session and used the Syrinscape program in it for the first time. It was quite the addition and I really hope they continue to make Starfinder based soundsets for it. I bought the complete subscription which gives you access to all fantasy and sci-fi soundsets for 10$ a month.
I had 4 high end speakers sitting around and decided to add them to my game room this weekend as well as purchase a new stereo receiver for the purpose of adding sound to my games.
It has everything from environmental sounds to starship sounds and my players loved it. I definitely recommend everyone at least give it a shot if you are set up to use it in your games somehow with the ability to play off some kinf of sound set-up. Its a free trial anyways.
I'm holding back on a full review of the system til we have a few more sessions under our belt but I'm liking what I see so far.
Is there a synopsis for the scoured stars multi-table event? I run a 6-7 player group and purchase the society missions for us to play but am at an impasse due to not meeting the requirements for running the scoured stars. We are about to start the missions directly after the scoured stars but have a huge hole in the story where the scoured star even happens. How do I go about handling this? I do not live in an area that has any organized play within a 200 KM radius.
The aasimar for his stat boost only has +2 to charisma listed. Is this supposed to be +4 maybe?
I’m liking the alien archive but I’m finding quite a bit of stuff I think should’ve been caught by quality assurance testing.
You guys have posted most of this so I’m not going to repeat but the aasimar issue hasn’t been posted.
Is it possible for the maps the maps that the AP's use to be made available without the DM markings and available as a download? Like how the SF society modules at the end have a blank map that can be resized and printed.
I can do the resizing myself but I have no clue how to take the markings out or if its even possible.
AC = 10 + the pilot’s ranks in the Piloting skill + the ship’s
For the pilot ranks portion of this equation is this just the actual ranks put in piloting skill or ranks plus trained bonus plus the dex bonus of the full amount of actual piloting skill?
I am finding that the difficulty with 4 players and not using the scale downs in the adventures is still way too easy for the most part combat wise. The skill challenges and other parts seem right on par and are challenging for my players but the actual combat encounters seem to be a breeze and my players are starting to sense that. I am going to start upping HP and some other things myself but I think it would be nice just like there is scaledowns if there was some kind of increased difficulty options for combat encounters.
We've been playing through Starfinder Society adventures and I'm a little confused about skill checks and taking 20. If they are facing no adverse effect and not in combat should I still be making them roll checks for most of these checks? These checks run the gamut of computer,engineering,perception and most other checks that from what I read are allowed to have the take 20 action being used.
Are the pawns going to be updated or changed or redone for PF2 ?
Any answers from Paizo staff or anyone with any knowledge woyuld be much appreciated as I am looking to buy a whole collection someone has in anticipation of PF2 but wwould rpbably hold off if they are going to be revamped or anything for PF2.
I noticed there is a new kickstarter by Ninja Division for the Starfinder miniatures but after reading the comments I am hesitant to back it because of the issues with the previous kickstarters from this company. They seem to be have switched names for this Kickstarter from Soda POP Miniatures and that makes me very nervous. Is Paizo aware of this companies failed promises and issues with previous products?
What are others thoughts on this Kickstarter?