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So, my players are reaching the end of book 2 soon, and I'm try to prepare for book 3. I know the book says that most people in their position choose to set up offices in the Heron Archives, but my players have fallen in love with the Tree Stump Library from book 1, and they've already started using it for certain things (they like to collect pets). Has anyone done a version of the Tree Stump Library map without the debris from the library being in disuse? Ideally, I'd love to find a version of the map where the library had been rebuilt, but even one without the trash all over the floor would be awesome to find. Thanks in advance for any help. ![]()
I'd argue that "throwing magical bolts of deadly energy at people to determine if they're a good person" isn't really a Good action. In fact, in terms of the laws of most civilized areas, I'd assume doing so would be considered at minimum assault and lead to the perpetrator being thrown in jail. Look at it this way, there are plenty of horrible people in the world who haven't committed horrendous enough acts to get themselves thrown in jail. Do they deserve death? ![]()
Tribon wrote:
You're right. I'd forgotten that Subordinate Actions still have their usual traits. ![]()
Tender Tendrils wrote:
Technically, you shouldn't be able to use your Goblin bite while Raging as an Animal Instinct Barbarian that gets a Bite attack because your Rage gets the Morph trait. That means you're morphing your head into an animalistic version and wouldn't have your normal bite. ![]()
I think the fact that they only refer to attacking objects once and the rest of the time just talk about damaging or destroying them is purposeful. If they use the same formula as 1E, items are automatically hit by anything but a natural 1, and since critical immunity is still a thing (although far rarer), I think it likely that they just intended for you to just automatically deal damage against objects. They didn't clarify it well, but that seems to be the intent. ![]()
Johnny Angel wrote:
The NPC and monster creation rules are in the Alien Archive. ![]()
Looks like everyone here agees with my interpretation of the rules. As has been said, someone was trying to argue that you were affecting the weapon, and not the crew action, so you could do it because you were "wielding" the ship weapon. Pointing out that the word wield is never used in the Starship combat chapter did nothing to dissuade him, and he said he wouldn't change his opinion until there was official word. I just wanted to get more input from others before fully writing him off as a troll. Hi, sabelonada. If you're who I think you are, I'm the one who suggested we just stop feeding the troll. ![]()
There's a debate going on in a Starfinder Facebook group about the Technomancer Hack Empowered Weapon and Starship weapons. I'm going to copy/paste the original question, and I'll save my commentary for after others have answered. Original question wrote:
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Ravingdork wrote:
S'all good. I just wanted to make sure I wasn't reading it wrong. Love your stuff and enjoy seeing the characters you create. ![]()
Claxon wrote:
It's sent as part of a reward via courier bot in the SFS Commencement adventure. There's no comment on installation. ![]()
Ravingdork wrote:
Shouldn't his unarmed strikes be doing 1d4+15 damage? 4 Strength, 2 Melee Striker, 2 Hammer Fist (because of Melee Striker), and 7 Weapon Specialization. Using Vesk Natural Weapons, he'd be doing more static damage (1d3+16 due to the special Weapon Specialization adding 3 instead of Hammer Fist's 2), but his dice damage would never scale. ![]()
I'm pretty sure the caveat about abilities not affecting star combat actions is to prevent an Envoy from giving extra actions, a mechanic from empowering shields, etc. Regardless, the Channel Skill and other such bonuses modify your skill check and not the specific space combat action, and as such shouldn't fall under that rule. ![]()
I find it interesting that people are focusing on the 4 skill DCs that are specifically meant to be the pinnacle of ability and exceedingly difficult to pull off - Orders, Flyby, Patching a wrecked system, and Overpower. Not counting the actions that are based on enemy Tier and such, at level 20 18 of the 22 potential Crew Actions are DC 55 or less. If you're in a fight at level 20, your character is going to have chosen a ship role and be focused on that role, and a check at that level in a skill they're good at will be able to make those checks most of the time. The 70 is a scary number, but it is incredibly rare and is supposed to be hard to pull off. You aren't expected to be able to fix wrecked systems every turn or give people a second action every turn. ![]()
There's also the fact that the ONLY downside to trying a Combat Maneuver is not doing damage in the round. There's no attack of opportunity. You don't get tripped or disarmed if you fail either of those checks. You just don't do damage for a round. That's it. Zero downside aside from no damage. They had to make them harder when they removed the downsides. ![]()
citricking wrote: The serum's are insight bonuses, so it doesn't matter that they're cheap, pretty much everyone will get at least a +2 insight bonus anyways. You're right. I assumed they were an enhancement bonus and didn't read close enough. So -2 to my earlier assessments, but still totally doable numbers. ![]()
sunderedhero wrote:
It's not affecting the crew action. It's modifying the character making the crew action. There's a difference. That rule is to exclude someone from trying to cast a spell on an enemy ship or use a mechanic's Boost Shield trick on starship shields. That's not to exclude modifiers to skills, and my statement is bolstered by the earlier mentioned statements from designers stating that both Expertise and Operative's Edge work in starship combat. ![]()
Kiln Norn wrote:
There's plenty of progression. It's just that your ship is getting better as well. A great analogy I saw elsewhere was that an average guy getting into an Indy car will not be able to control it at all, but a trained driver will. Despite that, even expert race car drivers have accidents on occasion. A Tier 1 ship is an off the assembly line Mustang. Nice, but standard. A Tier 20 ship is a custom made high performance machine that can only be wrangled by the best of the best. Edit - Forgot to address the Haste potion question. I may not use a haste potion every fight, but I expect my party cleric or wizard to be casting some kind of spell to buff the party or debuff the enemy every fight. Also, at 475 credits, an enhancement serum is a drop in the bucket to a level 15 player with 500,000 credits to their name. ![]()
Aratrok wrote:
Uhhh, crew actions with checks are all worded as "a (skill name) check (DC = X)". Enhancement serums state "The creature gains a +2 insight bonus to X and Y checks". Expertise states you add the 1d6 to "checks" with the relevant skills. Operatives Edge states you add it to "skill checks". Skill checks are simply when you use a skill. Any and all modifiers you would add outside of a starship, you add when you are in a starship. There's no reason not to.Also, every class except for Solarions and Soldiers can get a bonus to skills that are relevant to starship combat. There's nothing making Envoys and Operatives solely effective in starship combat. In fact, Star Shaman Mystics are far better pilots than Envoys, and they're just as good as Operatives. ![]()
Kiln Norn wrote:
Ok, let's break down your criticisms. The computer bonuses should be prioritized to people who will be making the hardest checks. That's going to be 2 of 5 roles each turn. Is the pilot going to do a stunt or a sharp turn? If not, then he doesn't need to use the computer. Captain can just do a DC 10 to Encourage someone and never touch the computers. If one person does a sure thing check, that means half of the remaining checks can get the computer bonus. Heck, you could just have a +5 trinode instead of a +8 duonode and have 3 of the checks each round getting a +5 instead. Skill Focus is the lowest possible bonus you can get from insight. Multiple classes get bonuses to Bluff, Computers, Engineering, Diplomacy, Intimidate, and Piloting that exceed the +3 from Skill Focus. Star Shaman Mystics are some of the best pilots around, with a +5 Insight bonus at level 15. Only Solarions and Soldiers miss out on the bonuses to at least a couple relevant skills. Heck, Operatives can take Skill Focus to allow them to take 10 with any skill. That will allow them to easily make sure they can get the most common DCs (10 and 15 + 2xTier) by using the +5 computer I suggested above (without the Captain, Race, and Theme bonuses, they'll get exactly 45). Regarding serums, do you say that potions and buff spells in Pathfinder shouldn't be used every fight? Because serums are exactly the same as potions. ![]()
So, I know some of the people here are also commenting on the Starfinder subreddit, but for those that aren't, here's a little math I did about Skill Checks on ships. I just picked level 15 because it is relatively high but not max level. Just doing a quick look at level 15, an average character will have a check bonus of at least +37 on important checks, with a max around +53. At that level, the DCs for the book checks are as follows -
This means, for the majority of checks, you'll have a decently good chance of making your checks, and even the hardest are far from impossible. I don't see the need for a change. Here's the breakdown of where I got the numbers:
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Ravingdork wrote:
Opens fine for me as well. ![]()
Hazrond wrote:
You can add one to your blast. You can do an Aetheric Telekinetic Blast, an Aetheric Gravity Blast, a Gravitic Telekinetic Blast, or a Gravitic Gravity Blast. All of those would do damage as a simple blast boosted with those abilities. At level 15, you could combine them. ![]()
Tayse wrote:
There is no synergy between cornered fury and burn. Nonlethal Damage is separate from your Hit Points. If you have 100 Hit Points, 10HD, and you've taken 5 Burn, you have 100 Hit Points and 50 nonlethal damage. While you can only take 51 points of Damage before going unconscious, you still have the full 100 Hit Points, and you are not at half of your Hit Points. ![]()
Guys... Guys... Guys... Darkness Snake Blast! Darkness Snake Blast! Darkness Infusion:
Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a darkness effect that lasts until the end of your next turn. This can be done with a Move action Gather for free at level 8 and create GIANT areas of darkness. If your party is optimized for that kind of combat with you, havoc can be wreaked. This gets even sillier if you go with the Greater version of Darkness Infusion (which becomes free with a Move action Gather at level 14) and start turning all the normal light to supernatural darkness instead of just dim light. ![]()
Sphynx wrote:
You're doing two different actions there - Cast a Spell (which provokes attacks of opportunity) and Attack(Ranged) (which also provokes and attack of opportunity). Just like getting two attacks of opportunity with Greater Trip and Vicious Stomp, you are triggering two attacks of opportunity. ![]()
Ravingdork wrote:
This is one of the times I kick myself for not being a subscriber to Pathfinder stuff. I REALLY want Occult Origins in my hands right now. ![]()
Cao Phen wrote: A kinectist is unable to use a Kinetic Blast when inside a Antimagic Field since it is a spell-like ability. Would it also prevent a Kinetic Blast from doing damage if shot from outside the field? Can you cast a spell like Scorching Ray into an antimagic field (I'm genuinely unsure, as it has never come up in a game I've played). I'd rule the exact same way for Kinetic Blast. ![]()
Mellok wrote:
It's not taking anything away or interpreting. It's reading the wording of the abilities of the class. Your complaint boils down to "I can't apply every option the class gets every round without penalty." Other than the Fighter, I can't think of any class that can do everything available to them in a single round. ![]()
Mellok wrote:
Right, they combine, but you can't use the reduction from Infusion Specialist to reduce the cost of the Composite or Metakinesis itself. If you only apply 1 burn of Infusion but have Infusion Specialization 3, then you are wasting 2 points of Infusion Specialization. You can't use those extra two points to pay for a Composite Blast. ![]()
Ravingdork wrote: Made some changes to Raijin (sorry about the typo earlier) based on some suggestions from these boards. Also added a secondary elemental overflow stat block, as well as some badass new art. You might want to note that his Thundering DC goes up by 1 when Overflow is active. Also, while Eel Hide is thematically appropriate, he could use Dark Leaf Armor to grant himself an extra +1 AC with Overflow (also cheaper). I guess it's just a question of extra AC or great thematic flavor. ![]()
I'd put at least 3 points into burn each day. This might seem counter-intuitive to survival, but remember that you get Size Bonuses to your physical stats by doing so. That 3 Burn is actually only 2*HD effective HP in damage because you are boosting your Con by 2 which offsets 1*HD nonlethal. So, you've actually got a +4 Attack and +7 Damage by taking 3 burn. That will also boost your AC, Ref, and Fort by 1. If you take a full 5 Burn to get all possibly bonuses, you will be getting a +4 to either Con or Dex and +2 to the other physical stats. As such, for taking an effective 36 damage (if you're boosting your Con by 4) you'll get +5 Attack +10 Damage (with a +2 Fort and +1 AC and Ref). If you boost your Dex instead of Con, you'll have an effective 48 nonlethal damage and your damage would only be +9, but you'd get +6 attack instead (with a +1 Fort and +2 AC and Ref). ![]()
Kazaan wrote:
Sure, you treat it is a weapon when you're trying to send it through a narrow passage, and if you roll a 20, then you can critically hit the opening and deal double the 0 damage that missing the barrier does. Also, for people who were stating that Ranged Attack and Ranged Touch Attack are two different things, Touch Attacks are listed in the AC portion of the combat chapter, and as such are actually a modification of what AC you're bonuses are relevant against the attack and not a modification of the attack itself. For a hilarious reference, there are a total of 5 spells in Core with Ranged Touch in their description that aren't a ray or weapon-like in terms of creating a "bolt" "arrow" or "Splash Weapon" with their effect. Those spells are - Acid Splash (missile is debatable as a weapon), Animate Rope (you touch to hit with the rope and try to trip), Fireball (ranged touch to NOT hit a barrier with a small opening you're shooting through), Meteor Swarm (Ranged touch to hit with the meteors), and Produce Flame (which actually says "Alternatively, you can hurl the flames up to 120 feet as a thrown weapon." and it is thus treated as a weapon). So, that said, we have one debatable cantrip, two that don't deal damage, one that is explicitly done as a thrown weapon, and a level 9 spell. ![]()
Tels wrote:
I realized something frustrating today while making a similar build... you can't use Kinetic Whip (or Blade) with Spring Attack. You can only use Kinetic Blade/Whip "as part of an attack action, a charge action, or a full-attack action" and Spring Attack is a Full round action. Whirlwind attack still works, as it is a Full-attack action. I did find a fun option to use instead - Improved Trip, Fury's Fall, and Greater Trip with a Bowling Whip. For Genbu, it would give a +27 CMB to his Trip check and a free AoO when they fall prone. Also, as the Kinetic Whip would still be considered Bowling for the round, you could make trip attacks against any enemies that provoke. It isn't a huge thing, as Genbu already has Whirlwind Attack, but for people building a Kineticist, having several levels with a feat that does nothing (Spring Attack) might not be desirable. ![]()
Avoron wrote:
That's directly from the section under "Stacking Effects" and thus part of the stacking rules. Also, for another example of non-bonus/penalty effects that are explained as not stacking - Deeper Darkness. ![]()
Harliquinn Whiteshadow wrote:
Gather Power and Buffer, yes. Infusion Specialist, no. Composite Specialist, no. Metakinetic Master, yes, for the type of metakinesis you chose when you got the ability. ![]()
_Ozy_ wrote:
Ok, I've bowed out of most of this part of the conversation, but again, the Same Effect with Differing Results section of the Stacking Effects states that different bonuses from multiple castings of the same spell don't stack. I'd say Fire Shield is one of the main examples of this. You can't have both a Chill Shield and a Warm Shield at the same time if they're both from a casting of the spell. Also, in a connected example of stack being used in a spell would be in Shield of Dawn. You can't deal damage from both Shield of Dawn and a Fire Shield (even if it is the Chill Shield version). You still get the light from Shield of Dawn and the reduced damage from Fire Shield, but only one of the two would deal damage to those who hit you. ![]()
This spiraled far past my initial intent. Again, I want to state that I agree that you can get benefits from both Haste and Blessing of Fervor at the same time. The "Blessing of Fervor does not stack with Haste" clause is included because the numerical bonuses to attack, AC, etc from both spells is untyped. If the spells were meant to completely cancel each other, there would be no need for the clause before that - "These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round." My entire reasoning for this thread was pointing out the wording of Aspect of the Falcon being different from that of other such spells, as it lumped the changes for crossbows and bows into a single effect (probably just to save space and words), which caused the initial confusion. While I do feel that RAW, the spell still precludes any further increase of the critical, I am willing to fully concede that RAI is otherwise. I do not feel that the entire spell is invalidated if you use Improved Critical. I do not feel that the stacking rules are anywhere near as convoluted as the arguments in this thread have turned into. ![]()
You know what, I give up. I'll go with your reading of things. I still don't feel that is the way it should be - Aspect of the Falcon, as graystone points out, lumps the change for bows and crossbows into a single effect and then says it doesn't stack. But you've convinced me, and now I'm going to go make a Bolt Ace that does 17-20/x4 Criticals. ![]()
Avoron wrote:
I was actually agreeing that, in the examples you gave, they explained what stacked and didn't. I'm AGREEING with you on those, and pointing out how they are different from Aspect of the Falcon. You're reading far more into what I'm saying than what I am actually saying. I'm actually not reading into the spell as much as Carl is. I'm saying that Aspect of the Falcon lists a single effect that changes criticals - "the critical multiplier for your bows and crossbows becomes 19-20/x3" - and then states "This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon." As there is a single effect there, that effect does not stack because the spell says it doesn't. That's the entirety of what I'm saying. Heck, you want your Crossbow to be better with Aspect of the Falcon, be a Bolt Ace and get 19-20/x4 criticals (or use Improved Critical as a Bolt Ace without the Aspect of the Falcon and get the 17-20/x3). ![]()
graystone wrote:
Again, you can have two different things that invalidate one another, and it is still covered in the stacking section. Example: If you cast Resist Energy selecting Fire, and then cast Resist Energy selecting Cold, you would have cold resistance but not fire resistance per the Same Effect Differing Result. Thus, you have an instance of Stacking having nothing to do with a bonus type, and in fact being two different bonuses. This means that when you have a single effect (the change of critical due to Aspect of the Falcon) and it states that the effect doesn't stack with something, then you cannot benefit from both the original effect and the thing that it does not stack with. ![]()
To get more specific about some stuff about #3. Kinetic Blade becomes free as soon as you have Infusion Specialist. You can choose a Form and Substance Infusion, add their burn cost together, and then reduce it by the amount of Infusion Specialist you have. If you've Gathered Power, you can then reduce the total cost by that amount. Example: Level 13 Kineticist making an Entangling (2 burn) Deadly Earth (4 burn) would automatically reduce that 6 burn to 3 with his Infusion Specialist, and could then lower it to 1 with having used Supercharge for 2 burn reduction.
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