Well, escape under the Acrobatics skill
Nothing under the pinned condition says escaping a pin means you are still grappled, and nothing under grappled condition or maneuver say that either (the maneuver says they are instead pinned, not ALSO pinned, so they wouldn't have both conditions of grappled AND pinned).
Weapons will often reflect in the stat block. That's covered in the back of alien archive as well, esp with the class graft. (you basically pick a lvl appropriate weapon and go from there).
in the game im running, one of my players (a techno) has the armor mods for 5 fire/cold resist and 5 electricity resist.
Joe Jungers wrote:
One of SO MANY flaws with the medicine skill as written...
Pantshandshake wrote:
Missing doesn't prevent you from hitting other people. Hitting and doing zero damage does. "However, if an attack fails to damage a creature or obstacle hit in the line "If you don't hit people between you and the target, it still goes on. but if you hit someone in between, and they have fire and electrical resistance enough to negate all the damage, then it would stop.
alternatively, let the GM kill you all in the gimped ship, and then say "well, what'd you expect when you wouldn't let us upgrade it, and you knew the CRs of the ships we'd be facing. Good game though, wanna do a retcon and say we've been upgrading our ship the whole time and do it again?" (not really a good idea, but with his complaining, I think it'd at least be a good idea to broach the subject now and explain that you all WILL die in future space fights if things don't change) But seriously though, I think the adventure REALLY should have spelled out more on "while the PCs are doing X, this is a good time to have their ship upgraded to lvl Y which they'll be once they're done exploring", considering this is a new adventure for a new system, there should have been slightly more hand holding imo in this department. I kept looking for good "downtime" options for ship retrofitting in the books, and finding none. So that's why I adopted the off-screen upgrades while the PCs are exploring. Not 100% sure how I'll be working it now that they're out in the expanse...
retrofitting (changes without new BP):
upgrading (spending new BP):
there's literally nothing saying you can't do more than one system at a time, especially if you've got the manpower. and yeah, if GM isn't allowing you to upgrade your ship in the AP, you's gonna die.
Kinda sounds like your GM is just trying to be a dick (or inadvertently being one, may not be intentional).
Jason Keeley wrote:
I know that's how it was in PF, but I'm not seeing anything in the Alien Archive saying that's still the case for swarms. It's not in any of the swarm traits, not in the swarm graft. The only space mentioned is a 10ft square or cube. So although I was going to play with the old swarm rules of "any 4 contiguous squares", that's not how they play per RAW anymore from what I can tell... (maybe this needs to be addressed in AA errata?)And yeah, I was already going to have the building collapse regardless. The doors were jammed because they became pseudo-load bearing. So with the PCs more than likely opening a lot of those, it jacked the structural integrity of the building.
ok, for the last encounter in the security building...
1) per RAW, you'd still need to tumble through them and if you fail your movement is stopped, so there IS that (doesn't really make sense for a swarm of fine critters imo, but purposefully entering the swarm area I'd imagine would subject you to the attack/distraction if nothing else). 2a) even with that above, it has no range and a speed of 10 and is unintelligent and REALLY hungry...if the PCs stay in the far side of the room, it's gonna have to move to engage them, thus no longer blocking the door. And once the door isn't blocked, why would the PCs stay and fight when they can just leave (thus also negating event 1)?
Jason Keeley wrote:
Yeah, i was about to ask the same thing. This encounter seemed sorta...random/unrelated/unnecessary... so I was thinking of cutting it as well. Or basically have it as a scenery encounter (honestly, looking at that ship and the stats of the PCs ship...the azlanti's scans would pretty much tell the 2-man crew to not attempt to try and take them out; their weapons wouldn't really do much to the PCs shields, and the PCs weapons would tear them apart). So it'd be more a "Hey look, it's a ship you don't recognize that looks super spiffy, but they just dropped out of the drift before you could do anything", just like the other "random things you see in the drift" section. And it felt weird that Part 1 was purely dedicated to that one encounter. To make up for it xp/session wise, I was going to stretch out the town/2 religious sites so each one is sorta it's own part instead of mashed into a single part.
Pantshandshake wrote:
I don't think damage is what defines an attack. but giving someone a condition or such would as well (such as fear, or daze, or blind, or whatever). Basically, any spell that affects a non-ally is most likely an attack, even if it doesn't do damage.
I agree from the professional skills and services cost POV that the economy is kinda wonky.
Jimbles the Mediocre wrote: That being said, I personally wouldn't run my game that way. I don't have armor dex bonuses at the ready at the table; instead I would automatically apply a -2 AC penalty to any NPC with the encumbered condition for expediency's sake. Pretty much what I'd do as well. NPCs use NPC rules, so adapting PC rules to NPCs means you really need to delve into the spirit of said rule more than the RAW of said rule.
Big Lemon wrote:
in a pathfinder pirate game, we'd kill em, put em in a coffin, animate them, and then bury at sea (or bury the animate skeleton on an island. so raising or using higher magics was quite difficult.
Once the players leave the dome...
So go to 396
ok, so check Eox entry
ok...so is it in the eox write up in the AP?
I mean, yeah, the PCs would be dumb to venture out without armor that can protect them, but given all the info on the writeups when they were exploring the jungles in book 2 (which were also negated by armor and/or life bubble for the most part), I just find this sorta...odd... Or am I totally missing something? which is always a possibility.
Since I've read comments here, and my own players have mentioned buying a land vehicle, I'm pretty sure they will also opt to not walk outside in hostile environment to the location, but use a car type.
rixu wrote: Oh, and one more thing: The loot in Star-Eaters Spine in area B6b has a pair of injection gloves that I could not find from the books either by hand or by PDF search. Only similiar thing that came to mind were the Painclaws in AP2. Since those were devourer-specific it seems logical that these are the ones you find, any comments or ideas on this one? Injection gloves are a base book one-handed advanced melee weapons. pg 172
Losobal wrote: side related question, if you're immune to flat footed, can you still get trick attacked ala it does extra damage, triggers possibly a debilitating trick but no flat footed (and no extra effects that trigger if flat foot) or is it a 'trick attack attempt, successful roll, but target immune to flat foot so no extra damage and no trick extras applied? Nothing in the attack says the dmg is reliant on the target being flat-footed. Also, if the target is already flat-footed, you don't automatically do the extra damage. So I'd have to say being immune to flat-footed just means you are immune to being flat-footed, it does not make you immune to the extra damage.
th3razzer wrote:
A Much better way of explaining what I was trying to say. thank you. This game sort of suffers from using the same word to mean so many different things...and where they intersect it can get confusing.
A couple things:
2) so if you have holy fusion seal (lvl 10) as in the example, it can be added to any weapon between levels 2 and 10 (the minimum needed for holy, and the maximum level of the seal). 3) so in the OPs question, a Shock (5) seal could literally only be added to a level 5 weapon, since shock requires a minimum level of 5 to be added to a weapon, and you capped the seal at 5. But if it was a Shock (8) seal, it could be added to any weapon between 5 and 8.
Currently, the way they changed disease and poisons, Fort save is probably the one I really don't want to have low. and since a high con isn't AS necessary as it once was, a non-favored fort can really hurt.
But really, all saves are important...when you need to make that save :-p
There is also the "taking dmg while you are dying" part. (bottom of 251, left column) If PC A drops it, it is now dying; and then PC B does damage, it loses 1 RP. it CAN lose more than 1 RP in this way, but the 2nd one needs to do a fair amount of damage to result in RP loss.
Alternatively, if a PC is able to after it's been dropped to dying (so, it is now helpless), there's always a coup de grace (which MAY cause enough dmg to lower its RP by another one, and also the important fort save or die). Realistically, unless a monster's AC is insane and fast healing is gigantic, a prone creature surrounded by PCs that heals a little before it actually dies isn't much of a threat... especially if you combo this with the "resolve or die" happens before the fast healing (which I think it should), which means it'll be burnign at LEAST 1 RP a round, easily 2 if a PC hits it while it's down, and possibly more if someone can hit it REALLY hard after that before it gets back up.
if they remove the +4, they should add a new skill that ghosts can use for trick attack then. The logic I see in the specs is this: does the spec add a new skill to trick attack
Yes ->
If you remove the +4 for ghost, they either need to add a new skill to use for trick attack, and if it's non-dex based, they'd get the +4. But then the question is...what skill fits thematically without stepping on the toes of other specs?
I was hoping there would be something at the start of book 3 about upgrading the tier of their ship to match the party level, but there really isn't anything. And from the pacing and urgency presented in the mod Spoiler:
"The PCs can stop off at Absalom Station along the way to
purchase supplies or upgrade their gear, provided they don’t linger on the station too long." is the 1d4 days needed to refit/upgrade a ship (according to RAW) within that time span? or are they stuck with the Maiden as is currently? Spoiler: Given the first encounter in Book 3, I'm assuming that upgrading the ship is something they're supposed to be able to do, but then, it also seems like they aren't given any time or in-game justification for the how. I was hoping for a "you find a bunch of ship parts you can use to upgrade your ship" type thing as a reward or whatever instead of just handwaving it.
when planning my operative, I saw the "inoculated" exploit and was like "eh"
As for the initial question, it sounds like 1) is correct pg 415
so RAW, if you're hit with the same poison enough times in a single round, you could die in that round, when you or an ally haven't had time to do anything. which sucks and seems a little OP. (but, also sorta makes sense if you've been injected with a liter of poison over 4.2 seconds...). I may house rule this a little, but not 100% sure how.
Looks like you'd need to upgrade an existing mount (5 BP), or add a mount (3BP) and then upgrade to a turret (5bp). But you can't have more than 2 in an arc. Core Rule Book Pg 305 wrote:
ENHenry wrote:
Xenocrat wrote: But gunnery checks don’t use piloting bonus, they use piloting ranks. ...that's exactly my point. pilot bonus = ranks+dex+class+theme+focus+whatever
gunnery is basically a subset of your pilot bonus, it can be equal, but pretty much impossible to be higher than your pilot bonus.
So not sure if you guys disagreeing with me but really accidentally agreeing with me, or what...
Armenius wrote: Ah, I didn't realize antitoxins worked like that. The poison was more of an aside, though. I still have a huge problem with their accuracy and damage. seems reasonable to me given how npc stats are being calced these days. unless you're saying they're low (1d4+2 is pretty low vs lvl 3 PCs from what i can tell)? Most of my PCs were in the 17-20 range for AC, so +9 seems right. esp if the PCs go for cover.And you need to fail a LOT of saves to die from the poison. DC 11, so even at +0, it's a 50/50, and you'd need to fail 6 in a row to die (so 1/64 if you had a +0; anti toxin can raise this to +4, and medicine skill for another +4, so even if you REALLY sucked at fort saves, you can at least have a 4 or 8 pretty easily if absolutely necessary). That being said, I had 3 poisoned PCs, and 1 was 2 down the track. And recovering UP the track takes forever and there isn't really an easy way to accelerate that...I like (but hate as a player) that they made poisons and diseases matter again, even with low DC.
sebastokrator wrote:
I viewed the "recharging" of the environmental protections more like a series of hoses and plugs that you'd plug into the armor. some recharge the power portion, sure. the others clean out/flush the filters, respirators, personal waste systems, cleans the sweat out, etc; which is why I figured a backup generator was insufficient, it doesn't deal with a lot of that part...
I don't think the backup generator works with the environmental protection recharge since it is neither a starship nor an environmental recharge station (which are also available at places that have a battery charging station):
However, Androids need to sleep.
we treated it as a trade good for resell (so 100% resell per the CRB), As for crafting, since crafting is also basically a 1:1, we basically said a melee weapon needs 2,000 creds worth of noqual (so 4 bulks worth), and ammo needs 40creds of noqual to make per piece, since that's how much making something out of it increases the cost of that item. Made for easy math and no real fudging of the numbers. When everything is a 1:1, it's pretty easy.
I don't know about the changes for taking longer, but I know my party is looking at 12, not 10 days, since there are some in heavy armor, so speed is 25 not 30.
Life Bubble is a great known spell. hits multiple targets and lasts multiple days, and negates the heat factor which is the main reason you'd be burning life support hours on your armor. So a single caster, casting it once a day, can get the whole party by the second day, so only some people need to use their life support on day 1 (12 hours). after that, the caster just re-ups it each day on the ones with the lowest duration left. But yeah, since they're not making it in 10 days, but also not taking longer than 13 (the 2 lengths that dictate story XP for the trek), I'm not really gonna mess with much.
if you look at his bonuses, it looks like he didn't max all of his 1st lvl skills. Acrobatics went up by 3, so maxed
so he's got 3 points to play with, thus adding Perception (1 rank, 1 wis, 3 class for +5) and Stealth (2 ranks, 1 dex, 3 class, so +6)
theheadkase wrote:
My biggest issue with this correct RAW is that it also means a lot of OTHER things can't be done during the move part of the trick attack. Like balancing, or fly, or climbing, or jumping, or swimming, or drawing a weapon while moving if you have a +1 BAB, use jump jets, etc. Some of these I can maybe see not being allowed (maybe), but honestly, most of them make no sense for not being allowed. It basically invalidates the actual use of the skill acrobatics for the daredevil archetype.
Like I said, it IS correct, but imo, it's also dumb and an unnecessary restriction to a keystone power to a class that STILL doesn't make them remotely compare to the bab+1 classes avg damage potential, and HOPE it gets cleared up in an FAQ in a non-dumb way.
We just used sniping the other day...
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