rook1138's page

Organized Play Member. 89 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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Well, escape under the Acrobatics skill
"Attempting to escape from a grapple or pin is
a standard action. On a success, you free yourself from
the grapple or pin and no longer have the grappled or pinned condition. The DC to escape a grapple or pin is typically
10 + the grappler’s Kinetic Armor Class."

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).
so I'd say escaping a pin means you end the pinned condition. And you don't have the grappled condition, so you're free.


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monster stats don't really follow PC build rules. there's a whole table in thge back for hit/acs based on role/cr.
gear/loot in the block is really only there so they arent naked and you have something to take off them.


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Once the players leave the dome...
"the PCs will be exposed to Eox’s
thin and toxic atmosphere (Core Rulebook 396)"

So go to 396
Where it says the type of poison, onset time, and DC varies by planet...

ok, so check Eox entry
Just says "atmosphere: toxic"

ok...so is it in the eox write up in the AP?
Not as far as I can tell...

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.


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yeah, the only real major change my players were looking at was swapping out the recreation suite for a medbay once they can.


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since the mod says that it tried to hitch a ride if it flees, I did the same.
however, it got killed when a missile hit the arc it was hiding on on the outside of the ship once the shields got depleted.
The party was surprised to see a large mass of biological goo when they were repairing the hull.


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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.
It's also why i like the salvage rules.
UPBs are 1:1 (and 1000upbs is 1 bulk)
if I sell a laser, i get 10%
if I scrap the laser, I get 10% worth of UPBs.
so sell or scrap, the math is the same to my bottom line.


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theheadkase wrote:

[list]

  • Round 2, this unfortunately doesn't work. A Full Action is its own kind of action, and even though it encompasses you moving with the Trick Attack, its still the type of action Full Action which will not allow you to make a Stealth check as part of it.
  • 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.
    "ok, I leap onto the table, swing from the chandelier onto the table next to him, and then stab him". Well, sorry, no. according to the RAW, you can walk around the table, making some fancy arm gestures, and then stab him, so you can't end the movement on top of the table.

    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.


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    eh, given it's a resolve point and a full round, I see no problem with 2d8 per target. they made sp healing pretty easy OUT of combat and hp healing pretty easy IN combat, so it's not really out of whack.


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    Next, on Absalom Pickers, we join our Goblin friend as he goes through other people's junk to find the treasures buried there.


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    Yeah, reading the Personal Augments section, once they're in they're in, but CAN be upgraded.
    as for not counting for your 5th lvl stat bumps, that's in the leveling up section, pg 26.
    "If a chosen score
    is 17 or higher (excluding ability increases from personal
    upgrades—see page 212)"


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    eh, even without a fusion seal, it's half cost to transfer it to whatever weapon you're using. so still beneficial.


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    Operatives use the normal penalty for making multiple attacks, which is -4.

    Their penalty for extra attacks dont go up for the extra attacks like it does for the soldier and the solarian.

    when you take the math out to the higher levels, operatives still under-perform compared to the full bab classes (by about half), so it's pretty balanced.


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    Voss wrote:

    I actually like bombard for the secondary. You pick it up when grenades really start to cost money, but level appropriate ones start to have vaguely level appropriate effects, and getting at least one and possibly several free per day is pretty useful.

    not a fan of bombard for the secondary since you would be building lvl-8 grenades...which would be meh.

    "SECONDARY STYLE TECHNIQUE 9th Level
    At 9th level and every 4 levels thereafter, you gain a style
    technique unique to your secondary fighting style. For the
    purposes of these style techniques, treat your soldier level as
    equal to your soldier level – 8."


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    Belabras wrote:
    I do wonder how often you will end up making a full attack versus moving and a single attack (which the Trick obviously incentivizes).

    just pick hit and run as your soldier's primary or secondary fighting style, and then do BOTH! move AND full attack.


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    I believe the "beginning of next turn" under debilitating shot is specific to the two conditions you can give with the normal debilitating shot.
    All exploits that grant a change to debilitating shot options specifically lists the duration (like hampering, interfering, stagger, etc) if there is one, even when it's the same as the default "beginning of your next turn". Since bleed doesn't, you would follow the normal rules for bleed, which is until it is treated.