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Organized Play Member. 128 posts. No reviews. 1 list. No wishlists. 3 Organized Play characters.


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we had something similar occur in my campiagn with the Khizar, tree folk in the party. They were all traveling in a light armored transport with 8 people in it. its a sealed enviroment. the targets were 70ft away. The khizar effectively couldnt see them, through the window. I ruled that even in a moving vehicle, the tremor sense basically is useless, if it stopped and they were within the sense radius sure, then there is the life sense, do i give every player with life sense the ability to literally see through walls? or armor plates. it was out of range regardless, since they have no normal vision, their description says they can basically tell night and day, visually and thats about it. adding factors like environmental things just added to the already complex job of negotiating equipment.


SuperBidi wrote:
Nyerkh wrote:
The combat chassis, with its low dex, is the least ranged friendly of the three.

It's actually not true. Thanks to the use of Heavy Weapons, the combat drone is on par with the two others. It's in fact the Stealth drone who's the least efficient with ranged weaponry.

Combat drones are the best drones at very low level and they get excellent at very high level. You can easily build a hybrid range/melee combat drone with this chassis. But if you want to specialize only on ranged attacks, I think it's not the best of the 3.
The Hover drone is the basic range weapon drone.

The issue isnt the damage, its the dexterity bonus to hit that makes the stealth drone the most effective. AC aside at level 1 the +1 it provides is a substancial bonus till a few levels where the combat drone makes that platform more usable.


its my understanding that technomancer dabbler makes them a spell caster. not as a spell like ability. but as a actual caster, with a Caster level equal to the character level and the key ability modifier for spell level. i kinda would like to see a official confirmation on this myself but its how it reads. This is important when also using spell gems as well.


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If we get soft cover they could do the updates and errata that really needs to be in the books, pretty much all the ship combat dc formulas are wrong and a dozen other things.


Thanks Wolf, with all the flying characters you would think there would be a feat for that kind of thing.


SFS 1-17:
My character just grew wings in 1-17, with Average flight, any way to improve that to perfect flight?


With the release of AA3, what is society legal equipment wise, plus companions? legal?


have these reprints been updated with the new errata from the ships and variety of errors in the first printing?


BigNorseWolf wrote:
Quote:
I get free grenades in between fights (its a bombard soldier)

You can create any grenade whose item level is less than or equal to your soldier level

So at level 4 you'll be getting a level 1 grenade. at level 10 you'll be getting a level 3 grenade. The damage and DC will be pretty insignificant.

Quote:
I figure with overcharge, then supercharge

Which would have you doing +5d6 damage every other round.

Quote:
To be honest with the current skill build, im doing well with my +4 intelligence for computers and engineer. +13 at first level was very interesting.
But your mechanic and operative skill bonuses won't stack (they're all insight bonuses)

yes but your assuming I’m taking mechanic for the bypass. Which at level 1 my computer skill is 9 and engineering is 13, so to be honest the bypass skill versus the +4 intelligence average, it’s laughable rolling 30plus at the level 1 areas (plus factor in later datajack and additional bonuses, the bypass becomes largely irrelevant in my build) At level 5, operative level 1, the skills explode and everything gets +1. The sole reason for the mechanic is force multiplier Hense the manipulation arms, allowing me to effectively skill in two places at once, at level 3 put a camera or a tool arm, currently it’s a perception/stealth drone used as a search and as my bag of chickens ahead of the party as a sacrificial target. In my opinion people get so focused on preordained roles the miss certain useful things (such as overtly protecting their drone. Also Soldier level 2 I’m archetype as a Arcane Sage, so effectively I loose all combat feats anyway, it’s a BAB booster and a grenade boon, nothing more. Might take level 4 in soldier, but 4 grenades isn’t that worth it, when you factor in damage and cost. Grenade DC is based on item level anyway not my level, and the DC to increase that is a lvl 15 I think, so in current society is impossible to gain (look up the DC it stat and grenade level, so not sure what the down side your thinking of, and step back a moment, given the cost of a level 3 grenade say, shock, 170 credits is expensive, even holy water grenade, if we know we plan on engaging undead, that’s a versitile thing I can make in the session (10 minute pause no resolve) with no store needed. You missing the utility factor. And yes I carry smoke and frags. Everyone should. At level 5 when operative level 1 and technodabbler comes into play, the whole build comes together. At level 6 my trapfinding sense kicks in. Everything monetary wise goes into Estex armor, upgrades, personal upgrades, and weapons, which I’m currently using a flare rifle dazzler 2d4(with the option to harrying fire which is basically giving my allies +2 to the next hit) and a slung grenade launcher further expanding the grenade usefulness, yes I will be getting the bombard fusion, once I get enough money to upgrade my rifle. I think you would be surprised comparing a level 5 mechanic versus my build. I ended up trying to play a straight mechanic as the prefab. I vowed never would I be as helpless as that role gets shoehorned. My build 1 mechanic w/stealth drone and perception, 2-4 solder bombardier with sage, 5 operative with technodabbler (mend at will for the drone and supercharge), 6, mechanic, 7 operative, 8 mechanic, 9-12 operative. Try it, take mystism and life science at level 1 synergy feat. I’m playing a yoski +4 intelligence and +2 dex attributes, yes -1 strength hense the slung grenade launcher. Mobility at 3 and technodabbler at 5. That’s where I’m at right now in the build. Technically I could go straight operative after 5 but we will see


BigNorseWolf wrote:
racs333 wrote:
im building building a operative with a soldier thats archetyping Arcanamirium Sage at level 2. The build is 3 levels of mechanic, 3 levels of soldier and 6 levels of operative. Technodabbler at level 5. My theme is xenoarcheaologist from pact worlds.
I would seriously consider cutting down on the multiclassing. Its really not going to synergize well compared to getting higher level class abilities.

My character is going to be depending on equipment, gadgets and skills for surviving, plus i save 18000 credits for a rebuildable free level 3 stealth drone with manipulator arms/camera rather then wait for level 5 to buy one useless lvl 1 out of armory, I get free grenades in between fights (its a bombard soldier. and focusing on the 7 armor slots that ill end up with (armor optimization) from the operative should give me a few mobility and trick shot options.

I figure with overcharge, then supercharge, a decent longarm/sniper, i can punch a hole in most bad guys without worrying about the higher level abilities. not to mention the option to supercharge my granades (free for the first throw,depending on the mention should loosen up some the bad guys pretty well. To be honest with the current skill build, im doing well with my +4 intelligence for computers and engineer. +13 at first level was very interesting. Explosive Rounds, Flares, Sticky grenades. lots of gadget to assist. Waiting on level 5 so i can get my operative (detective).


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im building building a operative with a soldier thats archetyping Arcanamirium Sage at level 2. The build is 3 levels of mechanic, 3 levels of soldier and 6 levels of operative. Technodabbler at level 5. My theme is xenoarcheaologist from pact worlds.


Go to This is a module that has a lot of new material including a vessel, dimension and a new race to use within your game.


The soldier bombard ability to create grenades, it doesnt specify regarding the types of grenades. Does that include hybrid grenades as well. or specifically just normal grenades. this is for a society build so want to double check, it doesnt say specifically which types of grenades.


having a similar issues as above getting randomly it seems kicked to the home page not just from forums.


We still on the "soon" time line?


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i have a question for folks that are just mentioning the power side of the environmental side of things. does no one actually breath in your worlds?


Kingbrendarr wrote:

I had some rather dubious looks when I claimed I had 2 extra obviously very prosthetic arms at paizo con.

They are at the moment meant to be almost comedic and clearly not real showing the characters desire to look "more bad ass" than they are.

I can see that, his character shtick is that he as a xeno druid is obsessed with the idea of cats being the perfect species and is wanting to rebuild himself to resemble or retain as many catlike features as he can afford. i figure he will get the speed thing, and prosthetic limbs replacing his shirren arms with cat paws and similar cosmetic changes. the tail thing i think ill suggest to him to make it a 5cr party outfit costume, that he wears.


BigNorseWolf wrote:
racs333 wrote:


Awesome yay ill pay 5 credits for a athletics clothing that adds a +1 circumstance bonus to climbing at level 1 Armory Page 128. that tail is way over leveled for what it does.

*chuckle* It's shorts and t shirt for the Pen Umbra Pumas extreme rock climbing league?

Thats why you stack it with reconfigurable clothing. 5 sets of clothes. party, climbing, jumping, profession and a enviromental, all layered with additional environmental effects for under 300 credits. Is a good investment on any day. Ill be getting that for my son too, but my character already has a full set complete with a reboot signature.


BigNorseWolf wrote:


You should probably be good with a completely flavor tail. Absolute worst case scenario, pay 5 credits it's a clip on.

Xenodruids shapeshifting might easily warrant that sort of thing.

At level 10 you can buy a tail... kinda overpriced for what it does but...prehensile tail (should be called balancing tail)

Awesome yay ill pay 5 credits for a athletics clothing that adds a +1 circumstance bonus to climbing at level 1 Armory Page 128. that tail is way over leveled for what it does.


My son wants to play a shirren and were building his character. One of the things he wants to do as a xeno druid is to slowly become more cat like in his mannerisms. He asked about adding things like speed suspension to slowly alter his posterior storyline wise to move faster and more catlike as the suspension gets upgraded. then he was inquiring about buying a Tail. So in society, i dont see a tail as a thing. but im curious about purchasing a prostetic limb to create a tail. its not a functional tail. but a "simulated cat tail" with nothing but aestetic purposes. Is this doable under society rules. or is additional limbs for flavor not a thing under the RAW?


Metaphysician wrote:
If you are that remote from civilization, the GM should also encourage you to use relevant technical skills to improvise alternate means of recharging your life support systems.

They need to expand on this in the personal items or even technical items page. A portable environmental recharge would be a wonderful item but i can see why it is that way in the rules. Even the Mobile Hostiller acts as a enviromental system for almost a week and its 50credits.


no, technically the armors enviromental systems also include oxygen and other vital gases for the species. so its a bit more then the power supply, but its all buried underfluff.


If grenades are really your thing, take a couple levels of bombard Soldier, at level 4,it will more then pay for the grenades you would ordinarily buy. Take a technomancer Supercharge weapon, and that makes it as powerful as any weapon in the game. creative uses of grenades rather then lobbing them unlimited make then more useful. people are looking them as a unlimited resource rather then as a AoE deterrant for example.


701 Female Ysoki XenoArcheologist Mechanic "Gadget" - So your looking for someone that can read that pre gap jibberish. Need a Treasure hunter, someone not just skilled with a wrench but can take care of those nasty defenses left behind by a unknown xeno race? how about you need someone to identify a alien device you found aboard that death trap you found drifting. In fact. Lets get going, i want to see it with my own eyes. Half now, Half Later, and i get to keep a copy of the data for my research. Oh and my pet Chip will be coming with us, just in case things get interesting. *points at the invisible/appearing dog that appears beside her.

Level 1 with Profession Archeology 13 (Rank 1, Class +3, Int +4, Profession Tool Kit +4.


hire one of those plant people, they increase the maximum of the ship by 2


So every level a player group can completely use all the tier BP and can provided they have time and a port. New ship from scratch and new bays and this doesn’t seem odd?


HammerJack wrote:
More specific restrictions on ship upgrading, to make it more like upgrading get and less like building a new ship, are campaign decisions, not core rules. So they are a GM question, nor a rules question.

I’m not sure how RAW examples are a gm question vs a rules questions. Giving a player essentially all their BP completely ignores the example given in RAW


Refunding the cost and paying the difference are not the same thing.


Themetricsystem wrote:

Look at it like this:

The party is T5 with a ship that has a total of 135 BP to spend. They fly around kicking ass for a while and they level up to T6. They can EITHER)

Take the 20 BP in extra budget and spend it on stuff they want, and if they replace ANY systems or functions on the ship, they get those points spend on the replaced system back. Lets say they have an Explorer Frame (Cost 12) and they want to upgrade to a Transport Frame- The sharships is in due course upgraded to the frame, and then you calculate the total cost of the new build towards your BP Budget.

You don't "lose" BP for "discarding" old systems, you have those systems 100% refunded. In my example above the Party doesn't end up "spending" 15 BP to get the Transport Frame, they "spend" 3 BP, the difference in the price between the Explorer and the Transport.

You calculate EVERYTHING on the Starship together, regardless of what it had prior to upgrading to determine the total BP of the Ship. Just because you're "discarding" the Explorer Frame doesn't mean those BP are lost.

Actually if you look under the upgrades section it specifically says frames cannot be upgraded because of time and cost and must start over. It separates the frame specifically as separate and does not apply to the pay the difference. Also no where does it say you get the points back. For any items. Only that you pay the difference for upgrades. There is zero wording of you get the points back. Please show me where this wording is.


Page 305 2nd paragraph the refitting and upgrading starships. 8th line down. For example , a group whose APL increases from 2 to 3 recieves 20 BP that the PCs can use to upgrade their starship.


Ravingdork wrote:

Sorry, but you're mistaken in this, Racs333. The paragraph that seems to keep tripping you up is basically fluff. In-game, it's very costly (for your sponsors, your business, or whomever got you your ship) to retrofit a ship frame, but mechanically...

racs333 wrote:
By your logic the example should be the players have at level 3 have 95 BP that they can rinse and rebuilt their entire ship at every level.
...you can just do this.

The example given is fluff?


Im going to have to still disagree with both of you. and my reasons are if you reread the section regarding the BP. You do not get the full value of that BP. You get awarded the difference.

The PCs receive a number of Build Points equal to the Build Points listed for their starship’s new tier – those listed for its previous tier, which they can use to upgrade their starship. For example, a group whose APL increases from 2 to 3 receives 20 BP that the PCs can use to upgrade their starship.
Edit: if you were starting a ship at lvl 3, then it would get 95, then level as per above. Perhaps that’s what is confusing on folks? The example is pretty clear.

No where does it say, the players receive their entire balance of the BP back to do with as they wish. They recieve X BP per level to buy and do with as they wish. By your logic the example should be the players have at level 3 have 95 BP that they can rinse and rebuilt their entire ship at every level. The example clearly states you are awarded the difference of the BP and thats it. Not the full value.

Now the Frame part. Upgrading and Refitting.
PCs can’t upgrade the base frame of their starship. They can rebuild their starship with a new base frame if they so desire (within the limits of their budget of Build Points, of course).

This is clearly separated in its own paragraph so it clearly states that the ship cant be upgraded as per a system. which also clearly states that the frame rebuild must be within their budget. Refering to my first qoute from the book. You do not get the full BP value of your level to rebuild or even upgrade you ship. your give a balance of that level. in the example they give is 20. so for example if a group of players wanted to say upgrade from a small vessel of 6 BP to a large vessel, they would need to save up 30 BP to buy a new frame, transfer all the systems (as per the rules, pay any differences for the new size (armor, thrusters, possibly PCU) and thats as i understand it. By your understanding they would receive 95 BP to spend and thus the entire paragraph would be mute regarding upgrading a ship frame regarding there budget, because at level 3 they could afford and swap out every adhoc.

If the rules states, at each level the players gain their APL level in BP in full to spend or in this case to rebuilt the entire ship it would say say. But the example in the book clearly says each level the players get the difference of each level. Not the entire BP back to spend.


So am I reading it wrong when it says when you upgrade a frame you state over? Why bother with the entire upgrade section with that interpretation wouldn’t it be easier to just say remove what you don’t want for equal value and buy it at cost? Am I missing a sell frame or bay value? It literally says. Upgrading systems then a paragraph down a ships frame isn’t a system and cannot be upgraded in that fashion. Further it states upgrading a frame is very complicated needing time and money. start over. Am I to believe this is a wordy interpretation of just get you BP back at full value? The anology for character wealth and ship value also doesn’t support your argument as selling a object in starfinder devalues it to 10% value. So the Wealth number is relative to initial wealth granted not result of sold, salvaged or even disposable wealth or weapons such as grenades. I’m just trying to figure out from a official source if a ships BP is infinite recycling. It seems like it would be against the flavour of the game to say ok I’m at lvl 14, lets turn everything down in and get a supercolossal because I have the BP.


When a player group is moving to a larger frame say a small frame to a large frame. Do they retain the BP they spent on the original frame. By Raw is says they start over. By RAW do they get that BP back. The same goes for say if a player has 1 bay. they install a technical bay. and then a few games later they decide they want to install a medical bay. do they get that technical bay BP back free or its counted as spent. Its not a upgraded system were talking a full bay swap and no more free bays. Also when the rules say their budget. is that referring to remaining BP the players have to spend for the total APL number that they should have. Say i have a ship with 200 BP of upgrades and i have 100 BP left over. is my budget 100 or is it 300? Im asking to resolve a dispute. They think budget equals maximum points.


"Dr." Cupi wrote:
After doing some checking of numbers, if I were to houserule the pull of a black hole, it'd be something around 23 hexes per turn pull. This is because the highest (I think) speed you can get in 1 starship turn is 28 hexes. And it feels like escaping from a black hole should require the best ship and crew.

This is exactly how i treated black holes in my book. At tier 10, you have 0 chances to make a mistake. you better have a perfect roleset to make it clear at a 10 strength black hole.


Starship, Stations and Salvage This has a section with hazards including black holes. A tier 10 black hole is no joke.


Thank you Rick


The Mecha Factory Did someone ask for Mecha? Built for Starfinder, by starfinder players and completely compatible with starship rules. Hot off the presses.


so i had some of these exact thoughts when i was reading the RAW rules for armor, and some of them i understand and get. but i found the universal armor rules were kinda broken in some situations where literally days of protection even under extreme conditions were far far too long to even conjure up drama. So i have personally homebrewed a extra definition for extreme environments. and for the most part things like space, or basic underwater are standard uses for armor life support and last for days. the k##$r becomes when you enter a extreme environmental environment, such as a highly corrosive environment, a high radiation, deep water pressure, extreme stellar enviroments (micro dust or radioactive ray bursts. where the days are shifted to minutes of exposure. its a straight shift of time. a rank 10 armor gives 10 hours of comfortable snorkaling and underwater life support.. want to enter or be forced deeper into a cravasse by a creature.. that becomes 10 minutes. now you ask how to extend this? add a armor enviroment extender that updates that time by double or more for better upgrades. the idea that armor is a infallible shield vs all enviromental threats imo detracts from the game play and the threat. we have literally how many pages of rules for environmental and any decently leveled player wearing armor is essentually shrugging and turning on their armor for up to 10-12 days and its a zero game issue. sure there are spells and such, but thats another argument, sticking strickly with armor and it needs some tweaks. or at least a optional rule for extreme enviroments to all gms a challenge option to present to players.


Need vehicles for starfinder? create over 60000 vehicles with these rules. dozens of premade vehicles ready for you to destroy and own.


How are you all enjoying the book so far, we want to announce we are working on the second book, and mecha will be out by christmas with any luck.


AT least until further notice please cancel this automated process. I would like to still retain my society subscription but the main subscription i would like to cancel. Thank you.


We recently updated the collision rules for ease of use.


Yah I don’t see why not. Technically I would allow a nk 1-2-3-4 ect to be used all at once. However the rules stand. That becomes permanent, you would need to find the next mk x that you need in sequence. Of course the combined cost would be a factor too. Such a procedure would be traumatic and potentially life threatening, a good opportunity for a gm to throw in some good role playing.


actually to be honest they need to do a full overhaul in what armor can and cant do, as well as make armor not such a catch all impervious to environmental effects


There is a book that might help you at least until later next year when paizo announces a starship book, so late next year.. maybe. in the mean time. docking collars and hanger options, and 47 new bays and dozens of new ship options including magic options.

Starships, Stations and Salvage


never mind it just went through, i guess ill be recieving it in 7-11 business days..


quick bump in case it got lost in yesterdays stuff


so after some thought and some viewing of the calender. I have to ask can i keep my subscription, but cancel my physical book. the reasoning is several fold. A)its july 25, i live in northern canada, what are the odds im going to get my copy before August 2nd. Not only have many others recieved their copies already it seems unfair as a customer to have to pay the extra 20 bucks for the privilage of recieving it late. When i can get it at my local store for cheaper and without shipping costs (its already costing me 70 plus dollars for the single book after dollar conversion). But i would like to still pay and recieve my PDF. I am torn here and im not sure what the policies are here regarding this. but you can see my point. I waited hoping the last 2 days i would recieve my subscription but with the weekend arriving, the timing becomes literally a 20 plus conversion extra charge on my end on shipping alone. 17.50 USD to canadian. plus the conversion of the book itself.

So my subscription PDF but I would like to decline the Physical Copy.

The second part that kinda triggered me to make this decision was the purchase of my monthly society subscription that auto completed. So im not exactly sure regarding the main subscription what can be done. Thank you.


Need the best 3pp ship building resource? Including planetary defence systems and super wraps, even rules for custom space stations. Build cities on starships.

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