Get a Glimpse of The Stars The All-Seeing Orb


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QuidEst wrote:
Rysky the Dark Solarion wrote:
While I had made it as an offhanded comment, the "Adventurer who is funded through Patreon and live streams their adventures and escapades" character idea is becoming more and more crystallized :3
Playing a similar one! Mechanic with a flying camerabot drone. Rest of the party wants to be fans that won permanent spots on the show early on.

Huh... Sounds like a professional version of what I played as a hobbyist. It would probably be a Starfarer or Scholar though.

Basically imagine that one guy in the team that collects mementoes of their travels, and keeps a scrapbook of their travels. As if they think being an "adventurer" means being a tourist who saves the universe for fun, so they can share stories with their kids in their trophy room.

I miss tourism being a thing. Selfies became terrible when people stopped doing it for legit reasons. As one group I GMed pointed out.


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Wikrin wrote:

The theme I am most interested in is Starfarer. Mostly because I like station brats, but also because I have no idea what direction they decided to go with it. It could be for making resources last in an environment where you can't just produce more, or it could be for spacewalk jockeys. Lots of stuff. What's your take on its intention? Haven't seen anyone talking about it at all yet. Thank you very much. :)

Also, I greatly appreciate the tone of this thread. It's so much friendlier than, uh... other places.

The Spacefarer theme works well for explorers and space-nomads. It's sort of a jack-of-all trades theme, where you've picked up tricks from your myriad travels to deal with just about any situation. It's probably the theme Lone Starr from Spaceballs would have.


Lord Mhoram wrote:
Rysky the Dark Solarion wrote:
While I had made it as an offhanded comment, the "Adventurer who is funded through Patreon and live streams their adventures and escapades" character idea is becoming more and more crystallized :3
Stealing this idea.

Steal away ^w^


2 people marked this as a favorite.
Rysky the Dark Solarion wrote:
Lord Mhoram wrote:
Rysky the Dark Solarion wrote:
While I had made it as an offhanded comment, the "Adventurer who is funded through Patreon and live streams their adventures and escapades" character idea is becoming more and more crystallized :3
Stealing this idea.
Steal away ^w^

Also stealing, because that idea is too fun.


Remy P Gilbeau wrote:
Rysky the Dark Solarion wrote:
Lord Mhoram wrote:
Rysky the Dark Solarion wrote:
While I had made it as an offhanded comment, the "Adventurer who is funded through Patreon and live streams their adventures and escapades" character idea is becoming more and more crystallized :3
Stealing this idea.
Steal away ^w^
Also stealing, because that idea is too fun.

Yay! I did a good thing!


Rysky the Dark Solarion wrote:
Remy P Gilbeau wrote:
Rysky the Dark Solarion wrote:
Lord Mhoram wrote:
Rysky the Dark Solarion wrote:
While I had made it as an offhanded comment, the "Adventurer who is funded through Patreon and live streams their adventures and escapades" character idea is becoming more and more crystallized :3
Stealing this idea.
Steal away ^w^
Also stealing, because that idea is too fun.
Yay! I did a good thing!

I tend to play solo with my wife GMing. This is a fantastic solo character idea.

So Icon theme.. need to wait for the book to come out and see which class would be best.


Lord Mhoram wrote:
Rysky the Dark Solarion wrote:
Remy P Gilbeau wrote:
Rysky the Dark Solarion wrote:
Lord Mhoram wrote:
Rysky the Dark Solarion wrote:
While I had made it as an offhanded comment, the "Adventurer who is funded through Patreon and live streams their adventures and escapades" character idea is becoming more and more crystallized :3
Stealing this idea.
Steal away ^w^
Also stealing, because that idea is too fun.
Yay! I did a good thing!

I tend to play solo with my wife GMing. This is a fantastic solo character idea.

So Icon theme.. need to get the book and see which class would be best.

Ah neat, hope you two have fun!


3 people marked this as a favorite.
Lord Mhoram wrote:
Rysky the Dark Solarion wrote:
While I had made it as an offhanded comment, the "Adventurer who is funded through Patreon and live streams their adventures and escapades" character idea is becoming more and more crystallized :3
Stealing this idea.

Can't you just imagine the operative walking into crew quarters and announcing he's losing followers and support... but he just heard there's a Vampire terrorizing a community on a nearby planet. "So anyone mind if we stop?"


Yrtalien wrote:
Lord Mhoram wrote:
Rysky the Dark Solarion wrote:
While I had made it as an offhanded comment, the "Adventurer who is funded through Patreon and live streams their adventures and escapades" character idea is becoming more and more crystallized :3
Stealing this idea.

Can't you just imagine the operative walking into crew quarters and announcing he's losing followers and support... but he just heard there's a Vampire terrorizing a community on a nearby planet. "So anyone mind if we stop?"

Yeeeeeeeeeeees

Silver Crusade

Pathfinder Adventure Path Subscriber

The All-Seeing Orb, are there any transforming ships/vehicles in the book? Mecha? Jaeger? Variable Fighters?

Dark Archive

Gracious orb, could you describe the non-magical healing options?


Gorbacz wrote:
The All-Seeing Orb, are there any transforming ships/vehicles in the book? Mecha? Jaeger? Variable Fighters?

Could you clarify what you mean by "transforming"? The Orb is a little confused.

Some powered armor does work a little more like a mech than a suit of armor, though.

Silver Crusade

Pathfinder Adventure Path Subscriber
The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb, are there any transforming ships/vehicles in the book? Mecha? Jaeger? Variable Fighters?

Could you clarify what you mean by "transforming"? The Orb is a little confused.

Some powered armor does work a little more like a mech than a suit of armor, though.

Spaceships which transform into giant robots. VHS players which transform into big robots. VHS cassettes which transform into small robots. Or any big robots for the matter :)

Sovereign Court

Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've been toying around with a concept for a Mechanic with a biological exocortex. Is there any explicit challenge to having the exocortex be a symbiotic creature? Any particular options or directions you think might support the concept well?


Ectar wrote:
Gracious orb, could you describe the non-magical healing options?

The main method of healing is the use of "Serums", which are magical in nature. Strictly non-magical healing appears to be somewhat similar to pathfinder, requiring first aid and bed rest. Stamina points, however, are very easy to regain, requiring a short rest and spending a point of resolve to be fully restored.


Gorbacz wrote:
The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb, are there any transforming ships/vehicles in the book? Mecha? Jaeger? Variable Fighters?

Could you clarify what you mean by "transforming"? The Orb is a little confused.

Some powered armor does work a little more like a mech than a suit of armor, though.

Spaceships which transform into giant robots. VHS players which transform into big robots. VHS cassettes which transform into small robots. Or any big robots for the matter :)

Unfortunately, there don't appear to be any robots in disguise.

Scarab Sages

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The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb, are there any transforming ships/vehicles in the book? Mecha? Jaeger? Variable Fighters?

Could you clarify what you mean by "transforming"? The Orb is a little confused.

Some powered armor does work a little more like a mech than a suit of armor, though.

Spaceships which transform into giant robots. VHS players which transform into big robots. VHS cassettes which transform into small robots. Or any big robots for the matter :)
Unfortunately, there don't appear to be any robots in disguise.

Well, you can use the disguise skill on the mechanics drone...


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KingOfAnything wrote:
I've been toying around with a concept for a Mechanic with a biological exocortex. Is there any explicit challenge to having the exocortex be a symbiotic creature? Any particular options or directions you think might support the concept well?

The introduction to the class section makes clear that its up to the player to determine the exact flavor of each of their class abilities. "Advanced biotech" is even mentioned as an example.

You may need to find a way to explain how your symbiotic creature can wirelessly access computers, but then again, life, uh, finds a way.

There are a good few biotech augmentations you can pick up, even one that can replicate the effects of any cybernetic mod. The Orb might also suggest playing a Shirren, who have derived most of their technology from organic Swarm tech, thus their mechanics would be the most likely to favor biological upgrades over technological.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I'm sure we will get "Robots in Disguise" splatbook at some point. Preferably with the cover art showing Chris transforming into a mecha-cave-raptor.


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The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb, are there any transforming ships/vehicles in the book? Mecha? Jaeger? Variable Fighters?

Could you clarify what you mean by "transforming"? The Orb is a little confused.

Some powered armor does work a little more like a mech than a suit of armor, though.

Spaceships which transform into giant robots. VHS players which transform into big robots. VHS cassettes which transform into small robots. Or any big robots for the matter :)
Unfortunately, there don't appear to be any robots in disguise.

Perhaps their disguise is just really good?


O Orb, what are some of the coolest racial abilities, in your opinion? (Things like Shirren blindsense/telepathy.)


1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb wrote:
Gorbacz wrote:
The All-Seeing Orb, are there any transforming ships/vehicles in the book? Mecha? Jaeger? Variable Fighters?

Could you clarify what you mean by "transforming"? The Orb is a little confused.

Some powered armor does work a little more like a mech than a suit of armor, though.

Spaceships which transform into giant robots. VHS players which transform into big robots. VHS cassettes which transform into small robots. Or any big robots for the matter :)
Unfortunately, there don't appear to be any robots in disguise.

That tells me that their disguises must be really good then. ;)


Oh great orb, how is starting gear determined?


Are there traits, or have themes pretty much eclipsed them?

Are there rules that would let you, say, fight a great wyrm on a starship scale? Or other giant space monsters?

How easy is it to crash your ship?

Are there any "negative energy" weapons?

Are there rules for boarding parties?

How's Verces doing? What about Kalo Mahoi?


Mashallah wrote:
IonutRO wrote:
Which magic hack acts like a spellstrike?
Spellshot at level 8 lets you cast spells through ranged weapon attacks.

Oh, that. I was hoping for something melee. I want to build my technomancer for melee.


The All-Seeing Orb wrote:
As questions are winding down a bit, is there anyone with a burning question from earlier in the thread that may have been glanced over?

I hope I'm not too late...

1. Do technomancers and mystics choose spells from the same spell list?

2. Can a technomancer function ably as the mechanic for a party?

TIA


IonutRO wrote:
Mashallah wrote:
IonutRO wrote:
Which magic hack acts like a spellstrike?
Spellshot at level 8 lets you cast spells through ranged weapon attacks.
Oh, that. I was hoping for something melee. I want to build my technomancer for melee.

In the opinion of your Oracular Orbness, is this a viable build?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Sir Malt 241 wrote:
Oh great orb, how is starting gear determined?

I'm not the orb, but IIRC the character creation rules just give you 1000 credits to buy stuff with, and you're limited to your level+2 for item levels.


Pathfinder Adventure Path Subscriber

Is there a timeline of the setting in the core book? Does it use AR or give way to convert to AR?


Oh mighty orb, what can you tell us of the detective specialization and the bounty hunter and merc themes? Looking to build a kasathan cop-turned-bounty hunter


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FallenDabus wrote:
Is there a timeline of the setting in the core book? Does it use AR or give way to convert to AR?

The times were dated "AG" -After Gap (in the Absolom Station info in the Module). Given the gap doesn't have an official time to start and end - I suspect there is not direct timeline to tie to Pathfinder events. It's just "In the far future".

I don't have the core rulebook so this is a surmise based on what I have seen.


IonutRO wrote:
Mashallah wrote:
IonutRO wrote:
Which magic hack acts like a spellstrike?
Spellshot at level 8 lets you cast spells through ranged weapon attacks.
Oh, that. I was hoping for something melee. I want to build my technomancer for melee.

You should be just fine as a melee technomancer. Lots of technomancer abilities can enhance weapons, and don't specify ranged or melee.


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Lord Mhoram wrote:
FallenDabus wrote:
Is there a timeline of the setting in the core book? Does it use AR or give way to convert to AR?

The times were dated "AG" -After Gap (in the Absolom Station info in the Module). Given the gap doesn't have an official time to start and end - I suspect there is not direct timeline to tie to Pathfinder events. It's just "In the far future".

I don't have the core rulebook so this is a surmise based on what I have seen.

You're correct. There is a timeline of the AG years, going from 0 AG to the current year, 317 AG.


rooneg wrote:
Sir Malt 241 wrote:
Oh great orb, how is starting gear determined?
I'm not the orb, but IIRC the character creation rules just give you 1000 credits to buy stuff with, and you're limited to your level+2 for item levels.

The 1000 credits is correct. The general guideline is that small settlements offer gear up to your level +1, larger settlements +2. The GM gets the final say, of course, and may want to change these values.


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Bullo Dagmawi wrote:
The All-Seeing Orb wrote:
As questions are winding down a bit, is there anyone with a burning question from earlier in the thread that may have been glanced over?

I hope I'm not too late...

1. Do technomancers and mystics choose spells from the same spell list?

2. Can a technomancer function ably as the mechanic for a party?

TIA

They each have their own spell list.

If by party mechanic, you mean the person who repairs or crafts gear and patches up the ship, then yes, the Technomancer should have no problem filling that role.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
The All-Seeing Orb wrote:
rooneg wrote:
Sir Malt 241 wrote:
Oh great orb, how is starting gear determined?
I'm not the orb, but IIRC the character creation rules just give you 1000 credits to buy stuff with, and you're limited to your level+2 for item levels.
The 1000 credits is correct. The general guideline is that small settlements offer gear up to your level +1, larger settlements +2. The GM gets the final say, of course, and may want to change these values.

In practice the difference between +1 and +2 isn't terribly significant when you're only talking about 1000 credits. There are very few level 3 items in the core rulebook, and some of them (the armor) actually cost more than 1000 credits. A quick page through says it mostly just gives you access to a bigger petrol tank for your flamethrower.


Troodos wrote:

Are there traits, or have themes pretty much eclipsed them?

Are there rules that would let you, say, fight a great wyrm on a starship scale? Or other giant space monsters?

How easy is it to crash your ship?

Are there any "negative energy" weapons?

Are there rules for boarding parties?

How's Verces doing? What about Kalo Mahoi?

I believe it's been said that Alien Archive will include "Starship Scale" monsters.

There don't seem to be any explicit rules for ships crashing.

Didn't see any "negative energy" weapons, that seems to be the domain of magic.

Boarding parties lack explicit rules, but shouldn't really require much GM fiat. Once a ship is disabled, there are a few ways to get inside.

Verces is a hub of cybernetic development, and was one of the first planets in the system to embrace interstellar travel. Kalo Mahoi's fashion has influenced all of the Pact Worlds, and the moon is the most industrialized of Bretheda's satellites.


TheGoofyGE3K wrote:
Oh mighty orb, what can you tell us of the detective specialization and the bounty hunter and merc themes? Looking to build a kasathan cop-turned-bounty hunter

The Detective uses Sense Motive for their trick attacks, and gets some interesting divination abilities that are extraordinary, rather than supernatural.

You'd probably want Bounty Hunter for your Kasatha. The Mercenary theme is more about military experience, whereas the Bounty Hunter theme compliments a sleepless detective well, helping you track down specific individuals.


What factions and organizations are listed in the CRB? do any of them have any kind of mechanical support?


SquishyPoetFromBeyondTheStars wrote:
What factions and organizations are listed in the CRB? do any of them have any kind of mechanical support?

A list of factions can be found on the first page of the thread. Only the Starfinder Society has any faction specific mechanics, in the form of the Starfinder Forerunner archetype.


The All-Seeing Orb wrote:
TheGoofyGE3K wrote:
Oh mighty orb, what can you tell us of the detective specialization and the bounty hunter and merc themes? Looking to build a kasathan cop-turned-bounty hunter

The Detective uses Sense Motive for their trick attacks, and gets some interesting divination abilities that are extraordinary, rather than supernatural.

You'd probably want Bounty Hunter for your Kasatha. The Mercenary theme is more about military experience, whereas the Bounty Hunter theme compliments a sleepless detective well, helping you track down specific individuals.

Excellent! had a feeling that might be the case. Just need to find out which ability score gets a bonus from the bounty hunter and I'll be the happiest of campers. Thank you almighty orb!

Also:

The All-Seeing Orb wrote:
David knott 242 wrote:

So which ability score do Kasatha have a penalty to?

Intelligence. They're just a little behind the other races in terms of technological development.

Is that really the reason? Kasathas were here in a generation ship before the rest of the solar system knew what tech was. They had FTL (but of course not Drift tech) and have tech that lets them view memories from slices of brain. They have a minus to intelligence? I find that baffling. Not to doubt the Orb. But that's confusing.


TheGoofyGE3K wrote:
The All-Seeing Orb wrote:
TheGoofyGE3K wrote:
Oh mighty orb, what can you tell us of the detective specialization and the bounty hunter and merc themes? Looking to build a kasathan cop-turned-bounty hunter

The Detective uses Sense Motive for their trick attacks, and gets some interesting divination abilities that are extraordinary, rather than supernatural.

You'd probably want Bounty Hunter for your Kasatha. The Mercenary theme is more about military experience, whereas the Bounty Hunter theme compliments a sleepless detective well, helping you track down specific individuals.

Excellent! had a feeling that might be the case. Just need to find out which ability score gets a bonus from the bounty hunter and I'll be the happiest of campers. Thank you almighty orb!

Also:

The All-Seeing Orb wrote:
David knott 242 wrote:

So which ability score do Kasatha have a penalty to?

Intelligence. They're just a little behind the other races in terms of technological development.
Is that really the reason? Kasathas were here in a generation ship before the rest of the solar system knew what tech was. They had FTL (but of course not Drift tech) and have tech that lets them view memories from slices of brain. They have a minus to intelligence? I find that baffling. Not to doubt the Orb. But that's confusing.

The Kasatha in Pathfinder were brought to Golarion by the Androffans, the Idari came much later, after The Gap. Perhaps they were following the path of the Divinity?

The Orb doesn't know for certain why they have lower intelligence, the technology was just a stray observation. With the different way ability scores work, it may be that Kasathas simply don't produce great minds as frequently as the Lashunta do (innovation is bound to be a bit slower in a race that values tradition so much), but a bright Kasatha need be no less intelligent than her Lashunta counterpart.

As for the Bounty Hunter theme, it grants a bonus to Con.


Pathfinder Starfinder Roleplaying Game Subscriber

Oh vigilant Orb, do any of the classes have class abilities that make them best qualified for particular roles on the ship? Things like Percussive Maintenance or other powers that go beyond having the skill as a class skill.

Which classes are the best at each of the ship roles, and why?


BretI wrote:

Oh vigilant Orb, do any of the classes have class abilities that make them best qualified for particular roles on the ship? Things like Percussive Maintenance or other powers that go beyond having the skill as a class skill.

Which classes are the best at each of the ship roles, and why?

No class abilities influence ship roles.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Except the ones that give you bonuses to relevant skill checks.


Your Orbiness, what are mystics most suited for during ship combat?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Whatever starship skill they have chosen to invest in.


Invoker wrote:
Your Orbiness, what are mystics most suited for during ship combat?

Mystics don't have any of the ship combat skills as class skills unless you choose the Star Shaman connection or are good at some of the social skills and are the ship captain. However there are ways to get extra class skills.


Oh great All-Seeing Orb, I have a question, related to homebrew setting. That setting is part high-tech, part classical fantasy. Are there rules for crossover with Pathfinder, or rules for low tech npcs and enemies within Starfinder itself?


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
IonutRO wrote:
BretI wrote:

Oh vigilant Orb, do any of the classes have class abilities that make them best qualified for particular roles on the ship? Things like Percussive Maintenance or other powers that go beyond having the skill as a class skill.

Which classes are the best at each of the ship roles, and why?

No class abilities influence ship roles.

Well, almost. Mechanics do have features that can make them better at fixing the ship, aside from just the skills.

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