Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack
We did, but it's fine, there's a lot going on. I was going to move around to the other side of the device with Raatchet. It wouldn't have gotten to full attack, but it would have gotten an AOO, so it could have still hit twice, assuming it moved to follow on its turn.
Round 3 Action
Jindam moves around to the other side of the device, drawing a wicked slash from the creature and becoming entangled by its acid ooziness.
"Well that was bound to happen. Та өөрийнхөө дэлүүг заримыг нь миний гутлын дээр үлдээсэн!"
Jinsul:
"You left some of your spleen on my shoe."
Clever Attack on yellow, with Entangle. Bluff vs 10 + SM or 15 + 1-1/2 CR:1d20 + 14 + 1d6 + 1 ⇒ (12) + 14 + (3) + 1 = 30Possible +2 or +4 from Stain of the Perplexity. Attack with Corona Laser Rifle vs FFEAC:1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21 Fire Damage:2d6 + 7 ⇒ (1, 3) + 7 = 11
Round 4 Actions. I'm assuming it's going to hit me again after moving forward, to now be adjacent to the device and will take off the 19. I'm currently at 0SP/13HP.
"Raatchet. I think you know what to do. Get it. Та сонгодог алдаа гаргав. Үхлийн тайралтад хэзээ ч оролцож болохгүй!"
Jinsul:
"You made the classic blunder. Never get involved with a halfling when death is on the line!"
Get 'em and Clever Attack on yellow, with Entangled Clever Attack on yellow, with Entangle. Bluff vs 10 + SM or 15 + 1-1/2 CR:1d20 + 14 + 1d6 + 1 ⇒ (16) + 14 + (3) + 1 = 34Possible +2 or +4 from Stain of the Perplexity. Attack with Corona Laser Rifle vs FFEAC:1d20 + 12 - 2 + 1 ⇒ (3) + 12 - 2 + 1 = 14 Fire Damage:2d6 + 7 ⇒ (4, 1) + 7 = 12
"I swear I had this damn thing serviced before we left."
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack
Raatchet, my character has 10 batteries and 5 high capacity batteries on him, in addition to the one's in the weapons he carries. I've only been using the high capacity batteries thus far, and I've only gone through about a battery and a half this whole scenario, so if you needed to borrow one between missions, I could have covered it.
"статик нуман гар буу нүүрэнд юу гэж хэлэв?" Jindam asks aloud, in Jinsul as he drops his laser rifle, and moves around Ivok drawing his static arc pistol.
Jinsul:
"What did the static arc pistol say to the face?"
Movement may draw an AOO if it has reach and the door/wall doesn't provide cover for the movement.
"ZAP!"
Clever Attack on Devil with Static Arc Pistol from point blank range. Bluff vs 10 + SM or 15 + 1-1/2 CR:1d20 + 14 + 1d6 + 1 ⇒ (10) + 14 + (1) + 1 = 26+2 to this from Stain of the Perplexity if it counts as trying to influence it. Attack with Static Arc Pistol vs FFEAC:1d20 + 12 ⇒ (12) + 12 = 24EDIT: That should just be 23. I don't have weapon focus with small arms. Electricity Damage:1d6 + 3 ⇒ (1) + 3 = 4
Moved on map. They're currently in our starboard but if they move they might end up in our forward. Either way, this should let us attack with at least one of our forward guns.
Lauren's entire bell shivers in empathetic pain at the blow that just knocked Diedre down. "Is you..." she begins to ask just as the Captain reports her status. As Diedre runs off, she thinks to herself about all the nights she spent not going to the gym and how she realizes that's a mistake. She tries to follow.
Acrobatics, Squeeze:1d20 + 3 ⇒ (3) + 3 = 6
Lauren gets caught in a section of trees and is forced to go around to catch back up to the question. Her bell is heaving with exertion, and she's panting, "အားကစားရုံ," over and over again as she runs.
Engineering Check:1d20 + 10 ⇒ (17) + 10 = 27Don't roll a 1. I didn't roll a 1.
"Well, this looks fun. I guess we're all swinging across." She ties a vine to the frame of Shai and tells it to try its best. She gives the drone a push to try to help it.
Berith Aid Another, if Possible:1d20 + 5 ⇒ (4) + 5 = 9No good either way.
Shai Athletics Check:1d20 + 7 ⇒ (18) + 7 = 25
Shai lands on the other side and does a little dance as it waits for its master.
Berith shudders and grabs her own vine. "Venture Captain, Ho!"
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack
Jindam hums a little tune to himself as he yells, "I'm a gonna get you, sucka!" He then adds, in Jinsul, "Доош бүү хар. Чиний гутлыг тайлаагүй байна."
Jinsul:
"Don't look down. Your shoelace is untied."
Get 'Em and Clever Attack on Yellow.
Clever Attack with Laser Rifle Bluff vs 10 + SM or 15 + 1-1/2 CR:1d20 + 14 + 1d6 + 1 ⇒ (14) + 14 + (4) + 1 = 33There might be a +2 to this from Stain of the Perplexity. I'm still not sure if this counts as 'influencing' them. Get 'Em Attack with Corona Laser Rifle vs FFEAC:1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27 Fire Damage:2d6 + 7 ⇒ (3, 6) + 7 = 16
"Хараах хэрэггүй гэж би хэлсэн шүү дээ." He adds, laughing.
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack
Jindam is a male halfling standing roughly 3’ tall and weighing 30 pounds. He has pale skin, bright green eyes and dark black hair, cut close with a sharp streak of blue on the top left side. He’s young for a halfling at age 24, with a look of exuberant excitement. His body is unmarked by either tattoo or piercing, though he does not share his species distaste for augmentation. Jindam comes in wearing his gear. The armor is scarred heavily and repaired in such a way to not remove the cosmetic taint of a fairly recent rebuild.
Charli wrote:
Charli shoves tea in your hands. "Oh, the preparations have started! Take your drinks and go!"
"Crap, I'm late. Thanks for the drink." He grabs a bottle of water and heads out to the mustering area with the rest of the party.
Boons Slotted:
Faction: Improved Second Seekers (Luwazi Elsebo) Champion.
Ally: High Society Influence: Iteration-177
Social: First Skirmish
Starship: Defender of the Fleet, Finest Weapons (unless someone else already slotted that, then Finest Engines)
Personal: Existing Halfling/Stain of the Perplexity (Thusty told me both could be slotted.)
Promotional: (I'm 99% sure it doesn't count for PbP, but I own like 7 Paizo t-shirts and have 2 nova)
Slotless: Marked Field Agent, Team Spirit (reduced Rez costs), Jinsul Linguist (from my 701)
Fitch: MASTER OF STARS TOUCH-UP
Jindam runs his hands over the controls of the Master of Stars as Fitch speaks. "You know, this one time I had to deal with a couple of aces from the Gideron Authority that used a ramming prow to try to disable our ship. I think I can adjust the controls to compensate for something like that."
Jindam looks visibly surprised at the appearance of Iteration-177. "How did you survive the ordeal with the mentrasi? You were injured, and then you disappeared."
Culture Check:1d20 + 13 ⇒ (14) + 13 = 27 Chronicles: 1-05, 1-11, 1-13, 1-31 I think those were the ones with Iteration-177.
Venture Captain Arvin: ROOKIE TRAINING
"Oh look at the kids." Jindam jokes, as he tells the stories of all the rescued Starfinders that he helped pull out of the scoured stars on their last mission. "Even Historia-6 and Jadnura needed a little help to get out of there. But we got them, and you can help rescue each other when the going gets tough." He does his best to downplay the obviously repaired holes in his armor through the entire talk.
"The Jinsul aren't the only creatures from this damnable place. Most of the rest of them, turns out, are quite great friends. I've heard a few izalguun have even joined the society. They're a lot better at this stuff than I am, but I'll try." Jindam rambles as he attempts to review the code provided.
Jindam starts blasting his 'Star Sugar Heartlove!!!' album over his comm unit as he enters the room with Ziggy. "YOU WANT ME TO CHECK THE MEDS?" He asks, over the blaring music. "SURE. I CAN DO THAT. I HOPE THIS DOESN'T TURN OUT LIKE THAT MISSION TO GET THE TEAR. PEOPLE WERE GROWING WINGS AND CRAP."
Medicine Check:1d20 + 13 + 1d6 + 1 ⇒ (17) + 13 + (4) + 1 = 35 Chronicles: 1-17 The one where we got the key to get in the scoured stars. I think that counts.
Radaszam: TACTICAL PREPARATIONS
"It wasn't organized but..." Jin drifts off, winces, and then adds, "Nevermind. Still too soon. The Jinsul seem to be fairly well organized for such a chaotic speicies. Even their language has an odd hierarchy."
Culture Check:1d20 + 13 ⇒ (20) + 13 = 33 Chronicles: I think 1-99 would count, right?
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack
Not sure if this should go here, or in Gameplay. But I wanted to record it. Based on the recommendation of the boons, I'm changing up what's listed under my profile to the following...
Faction: Improved Second Seekers (Luwazi Elsebo) Champion.
Ally: High Society Influence: Iteration-177
Social: First Skirmish
Starship: Defender of the Fleet, Finest Weapons (unless someone else already slotted that, then Finest Engines)
Personal: Existing Halfling/Stain of the Perplexity (Thusty told me both could be slotted.)
Promotional: (I'm 99% sure it doesn't count for PbP, but I own like 7 Paizo t-shirts and have 2 nova)
Slotless: Marked Field Agent, Team Spirit (reduced Rez costs), Jinsul Linguist (from my 701)
All the Kobolds I've met would take huge issue with comparisons to either Ysoki or Ikeshti. Kobolds are dragons....Dragons. There is no comparing them to anything except Dragons. If you can't see that, they'd happily pour some alchemist's fire down your throat to enlighten you.
Also, Grippli (Seriously, they're canonically from another planet. Why aren't they in the game yet? Planet of the Frogs!)
I don't think they're official pathfinder races and I'm suspecting there's some sort of legal reason, but I also miss the races from the Psionics handbooks. Half-Giants in particular. We got sexy dromites (lashunta) already, though, I guess.
While it doesn't appear to have made it live to the actual site, yet, Joe Pasini has answered this, here.
Our Lead Designer wrote:
For question 3: Powered armor must be upgraded level by level as detailed in Starfinder Armory; this does indeed become prohibitively expensive.
While I personally disagree with this ruling and would be happy to provide mathematical models to show why, I really really really appreciate that they took the time to answer this question. I'm putting this here in case anyone does a search for this particular thread later. I'll be updating the cookiemaker sheet in the next release to reflect the FAQ'ed formulae.
Strange, ancient ruins that predate ijtikri culture dot the scattered islands of Vesk-2 and are an enduring mystery on the planet, hinting at the possibility of another sapient species that inhabited the world in the distant past.
Please let this be Grippli and be detailed in the book...
Thank you, Joe and the team, so much for your diligent work on this. Regular updates to the FAQ really really help in the online region of Organized Play.
Lauren lets go of Diedre as she staggers up. "What does positions of suns matters?" Lauren questions, as she focuses her mind on the bindings of force and pain. Two small stinglets of force lance out and strike at Twonas En.
Realizing that she wouldn't actually know the difference and feeling especially adventurous, Lauren flaps her feeder tentacles and bobs her bell in a kind of shrugging motion as she sits down.
I've yet to see anyone suggest a way to fairly incorporate a mecha into the rules that either isn't a high level item (a la the existing huge and larger power armor) or isn't completely broken.
I really don't think you can do a mecha of that type that both works for a first level character (without breaking the game entirely) and also feels like what people are asking for.
We've gone over this several times already in this thread and rehashing that would just be tedious. I'm not convinced that it forbids it, and you are, and neither of us has convinced the other. I think that's enough to conclude that it doesn't "clearly" forbid it :)
This is why we need a FAQ, and I encourage everyone to click the FAQ button if they haven't already. If the AR team has access to discussions that could get a developer to FAQ this, I would further recommend you exercise those and implore them to FAQ this.
I'm convinced the text does clearly forbid it, so I'm not going to allow it in any of the SFS games I run. If you, and others, are convinced the text doesn't, you're going to allow it in the SFS games you run. A player that plays in both of our games is going to have a drastically different experience. That isn't healthy for OP in general, and makes GM's that honestly feel like they're playing fairly and by the rules look like the 'bad guys' taking away players toys. That isn't fun for anyone. If it's allowed, it needs to be clearly and emphatically allowed.
This sheet, is an automated sheet that keeps track of, I believe, all the stuff you mention, except for the spell descriptions. It also automates much of the character creation and level up process. It's, unfortunately, not very printer or mobile friendly, but it's one of the better free resources out there.
Goblin stow-a-ways, hiding in the bowels of the ship, mess up the Drift engine mid mission. Unfortunately, it happens at precisely the same time as a Drift 'mishap' so now you have to find the goblins, convince them to give you back the part they found, and repair the ship, all while an army of wraiths from the shadow plane attempts to board the ship.
I did a couple comparison charts and at a handful of levels, Shield beats Weapon for raw damage ((assuming the 1.5x specialization and Soulfire)). If it targets EAC, it's definitely going to be better than weapon.
Well, I think the following 'order' works really well as a semi-coherent plot with a lot of crossover and the bulk of the better storylines. If I were using SFS scenarios to build a coherent home game, this is probably the track I'd run them through.
1st Level
1-00 - Claim to Salvation (save XP til 3, begin Salvation storyline)
1-01 - The Commencement (beginning of several storylines)
QP1 - Into the Unknown (Begin Elytrio storyline)
1-05 - The First Mandate (begin Scoured stars storyline)
2nd Level
1-03 - Yesteryear's Truth (Elytrio)
1-04 - Cries from the Drift (Ziggy/Historia and Arniselle)
1-07 - The Solar Sortie (Ziggy/Historia)
3rd Level
1-00 - Just credits
1-09 - Live Exploration Extreme!!! (Salvation)
1-20 - Duskmire Accords 9 (Salvation)
4th Level
1-08 - Sanctuary of Drowned Delight (Arniselle)
1-11 - In Pursuit of the Scoured Past (Scoured Stars)
1-13 - On the Trail of History (Scoured Stars)
5th Level
1-14 - Star Sugar Heartlove!!! (Ziggy/Historia)
1-21 - Yesteryear's Sorrow (Elytrio)
1-17 - Reclaiming the Time Lost Tear (Scoured Stars)
7th Level
1-23 - Return to Sender (Scoured Stars, Ziggy/Historia)
1-29 - Honorbound Emissaries (Scoured Stars)
1-38 - The Many Minds of Historia (Ziggy/Historia)
8th Level
1-39 - The Herald's War (Scoured Stars)
2-00 - Fate of the Scoured God (Conclusion of Scoured Stars)
2-16 - A Scoured Home (Scoured Stars Epilogue)
If it wasn't clear from the text. I wasn't planning on leaving the room. If Lauren gets caught in the room, she has every intention of playing up the 'I don't speak english' thing and pretending like she didn't know any better. I mean, she's a giant jellyfish, and she's new in town...
"May be she has message for why she leaves..." Lauren says to her self as she peruses Doctor Solstarni's email.
What you are arguing is that environmental seals shut off certain abilities despte having no game effects for doing so because SCIENCE! in a system where SCIENCE! has been hyper drived into the sun on the wings of literal angels.
What I'm arguing is that we all make an attempt to 'play fair' and take the good with the bad rather than try to one up the developers or each other when we roleplay. If the rules say, or even imply, that a thing works (whether it's because of MAGIC! or SCIENCE! or because the game developers say so) we accept that as a part of the game and play accordingly. ie I'll never argue about how Force Field armor upgrades work because the rules say they work how they work, even though it makes no sense.
If the rules don't say a thing works, then it doesn't. Especially if doing so makes the universe less internally consistent. Even if we want it to. Even if it makes some characters more difficult to play than others. Even if it makes some ability or another effectively useless. Part of the fun of the game is in overcoming challenges presented to the character. Ignoring that makes the game less fun (for me). I'm perfectly happy to play in a game where creatures that evolved/were created to be underwater hunters are better hunters underwater than on land. That kind of character diversity makes the game better (in my opinion) not worse.
I've said my piece, though. So I'm out. I'll continue running and playing the game the way I am and you can continue running and playing the game the way you are and we can just accept that that's different and that's fine until there's an official ruling that corrects one or both of us. All it takes is one line "Characters that have special senses are in no way hampered by environmental protections on armor." (or something similar) and I'll be perfectly happy to change the way I run/play.
I disagree. I think the burden of proof lies on wanting to have your cake and eat it too. If you as a player say, "I close my eyes to avoid the medusa's gaze attack." Then you are protected but you also can't see the mephit about to shoot your friend. If you as a player say, "I turn on my environmental protections to avoid the toxic atmosphere." Then you are protected but you also can't smell the bantrid assassin sneaking up behind you. If you want both, you need to show a rule that says you can have both.
It gets too weird doing it the other way, how are you using blindsense scent or sound if your armor works like it's in a vacuum?
I don't. I've always, as a player, assumed that my characters that had that stuff couldn't use it if I had environmental protections on or are in an environment where that otherwise doesn't make any sense (like hearing in a vacuum). I've always, as a GM, ruled that you can have your environmental protections on, or you can use scent (or several other 'blindsenses' that rely on exposure to the atomosphere), but not both. That's a tradeoff for being safe from dangerous gasses.
If there's some rule or FAQ or dev post where it explicitly (or even implicitly) states that scent works in environmental protections or you can somehow hear in a vacuum with armor, I've honestly missed it, and would appreciate the heads up where that's explained. I don't see it in the rules for environmental protections on armor, nor on the rules for the blindsense or blindsight special abilities.
That'd be weird. There's a lot of stuff that is lethal long before you can smell it. Not to mention stuff that is lethal that has no smell or taste at all. I mean, I know it could all just be 'magic' but it'd be really weird for it to let anything through, especially if it's supposed to stand up to a vacuum test.
I just did a test build for a combo Soldier 3/Shield Solarian 2 with max Charisma and a starting 13 in Strength (so you can get Power Armor prof at 5 and use that for Strength). At level 5 I come up with 25 average (min 21/max 29) damage, assuming a level 5 crystal and maxing Charisma and taking melee striker and photon mode. A power-larian (solar weapon + power armor prof) at the same level is looking at 21 average damage.
It looks to be pretty weak before that, but if you can GM-Baby your way through the lower levels, or are playing a game that starts at level 5 or higher, it might just work out.
This is one of my favorite backmatter articles. I miss my psionics and I've about given up on the Dreamscarred kickstarter. I have a mystic GM baby that I've yet to play at 3rd level, I may just switch him to this connection if it becomes society legal.
A shakalta must multiclass into two classes, one for each soul. The shakalta must alternate between the two classes whenever they gain a new level. A shakalta can never have more than one level of difference between these two classes. A shakalta who uses a mnemonic editor must still follow these restrictions.
It's two classes, period. One for each soul. They must alternate between these two classes. They can't pick a 3rd or a 4th. They can't dip.
The ectoplasmic barrage spell fills the 'niche' for Mystics a lot of people complain about. It's a KAC targetting attack spell from 1-6 with 2 targets. It does full damage to incorporeal. All levels have the knockdown crit effect (which I personally hate, but whatevs). The level 1 version does 2d6 damage. It scales from that to 15d6 for the highest level version. The top two also auto-entangle on hit.
Ectoplasmic eruption is basically a weak fireball that does bludgeoning and entangles on failed save. If an incorporeal creature is entangled, they can't move through objects.
Small arms have the problem of being hampered by Operatives. In order for anyone else to be able to use them well, you have to give them things that Operatives can't take advantage of. Until such things are out there, and there are enough of them to warrant it, anyone other than an operative not using at least a longarm is shooting themselves in the foot. I agree that that's a problem, even post COM, because there's an expected trope of people walking around with nothing but 'a good blaster on their side'.
Most anacites suspect there was no Gap. They consider bad memory storage to be a much more likely explanation.
My personal head canon is that the starfinder universe is a simulation and that the GAP was caused by a faulty garbage collection that erased memory that was supposed to be still in use.
It's nice that the Anacites, at least, agree with me.