The Man of 1,000 Stitches

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RPG Superstar Season 9 Top 32. RPG Superstar 6 Season Marathon Voter, 7 Season Marathon Voter, 8 Season Marathon Voter, 9 Season Marathon Voter. Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 1,636 posts (6,691 including aliases). 1 review. 8 lists. 1 wishlist. 3 Organized Play characters. 11 aliases.


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RPG Superstar Season 9 Top 32

Corneleus Idaho wrote:
This one sparked a rather heated OOC argument at our local gaming shop. You would think everyone would relate to crippling student dept. Enter devotee of Abadar (otherwise known as Business Major)

I hope it ended friendly!

RPG Superstar Season 9 Top 32

I haven't gotten my contributor copy yet either. I'm assuming customer service and the warehouse are suuuuuuuuper busy and then there was the long weekend this past weekend. I can't wait to see the final!

RPG Superstar Season 9 Top 32

Nice cover!

RPG Superstar Season 9 Top 32

You sneaky radishes....I love the cover!

RPG Superstar Season 9 Top 32

Can't wait to see more of the art from these!

RPG Superstar Season 9 Top 32

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Woohoo! Just 8 days!

RPG Superstar Season 9 Top 32

Dennis Muldoon wrote:
Can someone point me to what the 'Target Tracking' ability is that Bargai has at tier 3-4? Is that the exocortex mechanic Combat Tracking ability (move action to designate target, then treat BAB as mechanic level vs that target)? I'm having trouble finding anything listed as 'Target Tracking'

It is referring to the offensive ability listed in the Vlaka entry in Alien Archives 2. On my phone at the moment and sfrd on Archives of Nethys doesn't seem to have it listed out in full, only in short.

RPG Superstar Season 9 Top 32

I'm curious if any PCs picked up on the clues to the brain slugs peppered throughout...

RPG Superstar Season 9 Top 32

I agree it is cruel but I always took it as "the very real dangers of adventure " type of thing.

Although I'm actually fairly curious how long it takes for a host body to be deprived of all of its nutrients, now going to the slug.

RPG Superstar Season 9 Top 32

I don't think it has an official ruling but I would treat it like any disease or poison left untreated the way PFS does...character dead.

RPG Superstar Season 9 Top 32

I laughed a little too hard at BigNorseWolf's and Thursty's responses.

RPG Superstar Season 9 Top 32

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First review 5 stars?! Hooray!

RPG Superstar Season 9 Top 32

Exciting!!

Also, Nicolas did a phenomenal job on that piece of art! (I mean, ALL the artists do fantastic work too!)

RPG Superstar Season 9 Top 32

thecursor wrote:

A missing vet, a tour of the city's underworld, a long trip into seedy darkness? Did Kiel Howell watch a bunch of Film Noir before writing this?

I definitely have an appreciation for the genre!

RPG Superstar Season 9 Top 32

Hey its releasing on my birthday no less!

RPG Superstar Season 9 Top 32

@Gary Bush the SF CRB has no wording about not needing to qualify for the feat (like PF did in some cases) but it does specifically say you have to meet the prerequisites to gain benefits from the feat. Once you meet the prereqs you immediately gain or regain the benefits.

I had to look at all the instances of the word "prerequisite" to make this call...I could be wrong but the wording I've seen specifically doesn't allow for bypassing prereqs as of right now in SF.

My first reaction was much the same as yours, though.

RPG Superstar Season 9 Top 32

Yes, you still need to meet the prerequisites listed, but you don't have to burn your feat slot every other level to take these feats as a Soldier or Mechanic with Exocortex for Heavy Armor.

As far as I'm aware, there are no exceptions in Starfinder (like the Monk in PF had several feats they did not need to meet the prereqs) to meeting the prerequisites for feats.

RPG Superstar Season 9 Top 32

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I could argue the "Reflective" property allowing you to take damage but still cause damage on the origin of the damage is not a new thing.

Look at Diablo 3, League of Legends, Star Wars The Old Republic, and other such games.

RPG Superstar Season 9 Top 32

Yep you sure can!

RPG Superstar Season 9 Top 32

CRB pg 263 (DR) wrote:


The numerical part of a creature’s damage reduction is the
amount of bludgeoning, piercing, and slashing damage the
creature ignores from each attack.
CRB pg 264 (ER) wrote:


A creature with resistance to energy has the ability to ignore
some energy damage of a certain type (acid, cold, electricity,
fire, or sonic) per attack.

DR is the same, it is on a per attack basis. Remember also if either of these negates all damage then it also negates most special effects (like say Stun on a crit...if the crit doesn't exceed the ER/DR number then that special effect is negated)

RPG Superstar Season 9 Top 32

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It's lotsa fun!!

RPG Superstar Season 9 Top 32

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Ravingdork wrote:
Fear the deadly might of my 8-armed, powered armor-wearing skittermander cyborg that wields 10 guns simultaneously!

Heh, still can't make more attacks than what normal combat allows.

Although this makes me think of some interesting design spaces to play in (Powered Armor feats!)

RPG Superstar Season 9 Top 32

@Pantshandshake

That was just an example I made if a person *wanted* to do such things in combat. I would totally expect the norm to be "I mounted a rail gun to my shoulder weapon mount and I'm wielding my giant sword" while coming up to a potential combat.

But there will be, I'm sure, a fair subset who want to emulate some anime/books/movies/etc. in which you see powered armors a little more quick and they change weapons during combat.

I'm hoping that we'll see classifications of Powered Armors (like Light and Heavy) that will allow some more nuanced flexibility or even an entire book on Mecha (that include Powered Armors) that has rules for them being armor, vehicles, AND starships (because you'd need all of that to cover the different Powered Armor tropes).

RPG Superstar Season 9 Top 32

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Typically, if an action isn't explicitly said to be different it is a standard action.

But I think our best bet here (to mount/unmount a weapon) is the Manipulate an Item section of the Move Action as its very likely that weapons that would be mounted to a powered armor is considered heavy.

CRB wrote:


Manipulate an Item
Moving or manipulating an item is usually a move action. This
includes retrieving or putting away a stored item, picking up an
item, moving a heavy object, and opening a door.

Weapon Slots in the Powered Armor section says that Ranged Weapons are what gets installed (not saying there couldn't be a giant lance or something installed but this is what the CRB states) so unless you are carrying your ranged weapon (for example a powered armor sized rifle) you have to retrieve your weapon from wherever it is stored, unmount an existing mounted weapon (if one is there), and mount the weapon which would be 2-3 move actions.

CRB wrote:


Weapon Slots
Ranged weapons can be installed in most powered armor. The
maximum number is equal to the powered armor’s weapon slots.

So if you have a currently open weapon slot, and you are holding your powered armor rifle, you move to mount and then standard to attack with it. Or you move to mount, and move to draw your powered armor sized sword and next round you look super awesome while you attack with your mounted weapon (which should be a standard) and use your sword to threaten spaces!

RPG Superstar Season 9 Top 32

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If you can, are there plans for cursed or malfunctioning items in this book?

RPG Superstar Season 9 Top 32

The Stroh Hammer link redirects to the Paizo front page!

RPG Superstar Season 9 Top 32

You the real MVP here!

RPG Superstar Season 9 Top 32

Page 247

"If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, you must instead retrieve it as a stored item before you can use it"

The benefit of a hideaway limb here is that you can look unarmed and retrieve your weapon and fire in the same round instead of retrieving your weapon and then moving into position (or a check or something that requires a move action). This also allows you to charge and draw your weapon stored in a hideaway limb as part of the charge.

RPG Superstar Season 9 Top 32

It only cuts down the power of multiple limbs if you are going into a potentially hairy situation with your weapons sheathed. Unfortunately, with the rules as written, you will have to take 2 move actions to draw 2 weapons. But if you are going into a potentially dangerous situation, typically I would say something like "My shirren draws her azimuth laser pistols in two of her hands while holding a grenade and detonator in the other two". When combat starts then you're already holding all that and can take 2 shots or a shot and a grenade or whatever.

RPG Superstar Season 9 Top 32

Yes, by the rules it would cause 1d4 points of damage but not necessarily GREATER harm. You could roll a 1 on damage and an 8 on healing and that's a net of 7 hp regained. It's a 5/8 chance (roll a 4,5,6,7,or 8) that you negate weapon damage or heal some HP on a max damage roll.

As soon as you hit level 2-3 wealth by level you'll be easily affording healing serum mk 2's for 3d8 healing per dart.

RPG Superstar Season 9 Top 32

Doing Triune's good work right here.

RPG Superstar Season 9 Top 32

Page 241, Basic Attack and Damage Bonuses sidebar:

"Ranged Damage
Weapon damage

Ranged Damage with a Thrown Weapon
Weapon damage + Strength modifier"

Ranged weapons do a set amount of damage based on its entry in the weapon table. For example a laser pistol, azimuth deals 1d4 points of Fire damage and a laser pistol, zenith deals 8d4 points of Fire damage. The book doesn't come right out and say it but all of the projectile weapons are things that only require you to pull a trigger...no reason to add your Dex (nor your Str).

Ranged Weapons with the Thrown modifier uses Str mod as extra damage because you are using your muscles to throw the weapon.

I would imagine that in future releases there will be something that allows you to use Dex for a thrown ranged weapon.

RPG Superstar Season 9 Top 32

The standard assumption is that when an action isn't explicitly stated then a standard action is what it is.

RPG Superstar Season 9 Top 32

Spoilers for Dead Suns AP book 1

Spoiler:
It really kind of depends. Akatas at CR1 have KAC 13,
a CR3 bone trooper has KAC 14 and a CR3 Damaged Security Bot has a KAC 16.

What's interesting is you use your melee attack roll, and weapons DO affect your Combat Maneuver attempt. You can get a disarming weapon to add +2 to a disarm check. An operative weapon you can use your Dex instead of Str on your melee attack roll (and hence your combat maneuver). A tripping weapon is +2 to trip attempts. You can use personal upgrades (like Synaptic Accelerators) to get a further bonus to an ability score. Improved Combat Maneuver grants you a +4 to combat maneuvers. If you're spec'ing to be a combat maneuver specialist there are lots of options.

RPG Superstar Season 9 Top 32

I believe you're referring to the Remote Hack mechanic ability and the Wireless Hack mechanic trick...which make no mention about a closed system. The wording on those abilities specifies things that are not creatures...so the implication may be that creatures with the technological subtype are not hackable?

Of course...it really could be just an instance of they had so much to get in the Core book that this will be addressed in a future release.

RPG Superstar Season 9 Top 32

Sounds reasonable to me

RPG Superstar Season 9 Top 32

Page 250 of the Core book says:

"A monster or NPC reduced to 0 HP is dead, unless the last bit of damage it took was nonlethal damage (see page 252), in which case it is knocked unconscious. If it is ever important to know exactly when a monster dies, such as if you want to capture the creature alive, the GM can decide that a monster reduced to 0 or fewer Hit Points with lethal damage dies in 3 rounds unless it takes any additional damage or receives healing."

So its really up to the GM if you decide to let the patrol class robot be dead (or destroyed) when it reaches 0 hp. The flavor text DOES suggest the nanites still continue unless you specifically disassemble it, but really that makes it all the more compelling to refer to the Core book quoted above.

For hacking into it...the flavor text clearly says it can happen but there isn't anything to show how. So we look into the Engineering skill in the Core and find that Disable Device can be used to disable a technological device (which should include a creature of the technological subtype) with an example table. Unfortunately it doesn't include something for a creature so the best comparison would likely be the Complex device which is a base DC of 25 with 2d4 rounds to complete. This shouldn't be able to happen, then, unless the technological subtype creatures is already reduced to 0 hp. It seems to me that the only way to do this is to reduce the technological subtype to 0 hp, make Engineering checks (I'd say you could also do a Computers check to Hack but without any sort of guide to provide tier of the creature's computer its almost arbitrary. A good starting point is probably 20 + CR or 10 + 2xCR) to disable it/hack it, and then repair the technological subtype creature back to above 0 hp.

RPG Superstar Season 9 Top 32

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[list]

  • Round 1, you have this right!
  • 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.
  • Cloaking Field says you have to remain perfectly still for at least 1 round to gain a +10 bonus to Stealth checks, so be aware of that.
  • You do gain Total Concealment if your opponent does not succeed their Perception check.
  • Total Concealment means they might be aware of you (if you have a 5 crew team and you go invisible and stealth they could become unaware of you easily), and they cannot directly attack you. You are correct that they can attempt to attack a square they think you occupy and you are correct they have a 50% miss chance even if they target the square they think you occupy.
  • Total Concealment's 50% miss chance doesn't apply to weapons with the Blast property. Although its not written, the miss chance should likely ignore concealment as well on weapons with the Explode special property if the concealment isn't provided by something solid.
  • When it comes to awareness, this is kind of a moment-by-moment thing. If the opponent was attacked by you or saw you, and THEN you went invisible then they are very likely aware of you and if they have blindsense then they likely have a general idea of where you are. But going with your scenario, the opponent is aware of your presence but does not know your precise location. Depending on the opponent's Intelligence or Wisdom(remember 10 is an average score) then they might be able to make an educated guess on where you went. This is the amorphous part as obviously the players and the GM can see your mini/token/whatever and know what you declared your character would do. What I typically do in situations like this is for every 2 greater or lesser than the average score (10) I roll for a 20% chance to choose the wrong square to attack. For example, if the opponent has a 12 Int then I roll a d100 and if I get a 1-20 then I choose the right square. A 14 Int would be a 1-40. An 8 Int would be a 1-20 that I chose the wrong square, etc. Also, if it serves the story, then I just choose the right or wrong square somewhat arbitrarily.

    I hope that helps!

  • RPG Superstar Season 9 Top 32

    Page 266

    "Bonuses that do not list a bonus type do stack, both with each other and with all typed bonuses. Such bonuses, often referred to as “untyped” bonuses, are among the most utilitarian of all bonuses in the game."

    Untyped bonuses always stack with each other and bonuses of any other type.

    Now having said that, if are lying on the ground with a sniper rifle that is slotted into a metal firing shield (or something) then yeah you deserve to have those bonuses stack...but you're also lying on the ground with an unwieldy weapon when the enemies decide to start grenading and rocketing the bejeebus out of the area :)

    RPG Superstar Season 9 Top 32

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    Ok!


    • Attacking while using the cloaking field doesn't end the cloaking field, it just ends the Stealth attempt to hide in plain sight for that round. So you're field is still active (and you don't have to use a move action next round to activate it again) but until you attempt to hide again. So, you could for example be hiding at the beginning of your turn, attack, and then use your move action to make the Stealth check again to hide (even as part of your move action with no penalty if you move half your speed)

    • Stealth is the skill you would use to make a check, for example, to hide. You don't have to have any ranks in Stealth to attempt a check since its untrained, you use your Dex for the check, and armor check penalty applies.

    • Concealment regards line of sight (if the creature can actually see you) but not line of effect (if they throw a grenade and your square is within the blast radius) and regular concealment is like hiding behind a something that doesn't quite cover you completely. Every attack targeting you has a 20% chance of missing you.

    • Total Concealment is like if you were hiding behind a large barrier that covers you completely. The enemy can't see you (they might still know you're there), they can't directly target you, and any attack in a square occupied by you has a 50% chance to miss.

    • Some things allow attacks to ignore cover (or reduce total to just concealment) which negates or reduces those miss chances.

    • Cover is similar to concealment but it regards line of effect. Regular cover gives you +4 AC and +2 to Reflex saves. This is again similar to hiding behind something like a table that doesn't cover you on all sides.

    • Total cover is like being behind a forcefield or wall or something where they could possibly see you but can't use a grenade or something to reach you with an attack.

    • Unseen is exactly that...you aren't able to be seen. Think of a guard walking into a room where Solid Snake is hiding in a cardboard box. They don't see him.

    • Aware of presence would be where someone knows something is there, but doesn't necessarily see or know exactly where that something is. Think when a guard chases Solid Snake into a room where he hid in a cardboard box. They know you're there but don't know where, look for a little bit, then leave thinking that Snake must've gotten away somehow.

    • Aware of location is where the guards watched Solid Snake go into his cardboard box and shoot the heck outta him.

    • Perception checks are used in so many ways there's no real point to trying to list them out. Just think that any time there's something that *could* be overlooked, a strange smell could tip off something to something else, a sound could alert anything listening, etc...then those are good times to use a Perception check as a GM. As a player you can ask your GM if you can make a Perception check at any time if you think something tricky is afoot or you might have missed something.

    • Light levels determine visibility in an area if a creature doesn't have a way to see without light. Invisibility is just that...you're not visible in the visible spectrum of light (but you might still be able to be smelled or heard).

    • Precise senses are usually vision, or a combination of other senses that are as good as vision.

    • Imprecise senses are senses that let you know the broad picture of a place but not necessarily the exact location of things. Think of it like this, I can smell a skunk that recently sprayed...but I can't tell you exactly where it is by my nose alone.

    RPG Superstar Season 9 Top 32

    Page 220

    "The advanced medkit can be used in the same way as a basic medkit, but the DC to treat deadly wounds is only 20, and you gain a +2 insight bonus to Medicine checks to treat drugs, diseases, and poisons."

    "The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds."

    RPG Superstar Season 9 Top 32

    Alien Evolution: Cosmic Race Guidebook has 25 worlds lightly touched upon (~125 words per)!

    Technically 24 worlds as one race is planet-less...23 if you consider that another race makes its home in the space between a white hole and a black hole...

    RPG Superstar Season 9 Top 32

    Exactly what I was going for Schoon!!

    RPG Superstar Season 9 Top 32

    Now available in Print on Demand!

    RPG Superstar Season 9 Top 32

    Wooohooooo!!!!

    RPG Superstar Season 9 Top 32

    It would mean, but would need an official clarification, that it only has cover in the event that you did ready an action to attack if you see it attacking a creature outside the object. Immediately after its attack is resolved it once again has total cover.

    So, in a sense, yes you can only attack an incorporeal inhabiting an object directly when you ready an action to attack it once it attacks something outside of the object inhabited. Now, an AoE magic effect would still damage it.

    Page 264 says "An incorporeal creature can enter or pass through solid objects but must remain adjacent to such an object’s exterior, and so it cannot pass through the center of an object whose space is larger than its own."

    This would mean that it cannot pass through the center of, say, a console that is 15 ft. square so if you destroy the adjacent edge the incorporeal inhabiting that edge should be "visible" or downgraded to only having cover instead of total cover.

    RPG Superstar Season 9 Top 32

    Alien Evolution: Cosmic Race Guide is now available on OBS!

    25 new playable races with details on society, physical description, home worlds, and more!

    RPG Superstar Season 9 Top 32

    Fair points, I agree a FAQ would be desired. But an arc being critted on doesn't really make sense as to why a turret only takes a penalty when firing from that arc. Is it because there's ship debris blocking? Is the rotational pad (or whatever allows it to fire in all arcs) only non-functional when it rotates to that arc?

    I think the more I say it out loud I would like a FAQ but without it just makes more sense in my head that the turrets overall functionality is compromised because one of the arcs that it resides in was damaged...like a coolant tube was damaged or something of that nature.

    RPG Superstar Season 9 Top 32

    1 person marked this as FAQ candidate. 1 person marked this as a favorite.

    I disagree with the way you are reading the turret firing in a different arc means it doesn't take a penalty. If it counts as being in all arcs, and that was important enough for them to spend wordcount on pointing that out, then it is affected if any arc is critted against and a 31-60 d% is rolled. Its a risk/reward decision, your turret can fire in any arc but if any arc is critted and that percentile range is rolled then it is affected.

    Mainly, because Paizo spent wordcount on explicitly stating that turrets count as if in all arcs on the table where this crit effect is listed leads me to read it as they are affected no matter what arc they are firing into.

    RPG Superstar Season 9 Top 32

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    If you remove or a temporary source wears out that was providing one or both of darkvision and low-light vision then you lose the ability to use the exploit until one or both is reinstalled or recharged.

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