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  1. #21
    Can’t join the group. Invite expired ��

  2. #22
    When adding trick attack ... the window where you set Attack and ability DC and Save, On Save Damage is misspelled. Has 2 a's....
    Last edited by msbranin; September 18th, 2019 at 19:07.

  3. #23
    deer_buster's Avatar
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    15a is up on Test branch now
    aka Laendra

    Discord: Laendra#9660
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    Current Timezone : Central (CDT) (GMT -5)
    Playtime: Prefer 8pm Central, or later
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  4. #24
    Samarex's Avatar
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    Quote Originally Posted by deer_buster View Post
    15a is up on Test branch now
    Cool,
    I was told it would go up but wanted to verify before I posted.
    Please test if you can , so I can fix anything found that is critical. It is scheduled for Live on next server update.
    Some good changes. Fixed some issues and some clean up of the Chat reporting.

    Below is the changes in 1.0.15a
    [Note] The last two were just fixed and pushed for update, they should be put on Test server soon. The Race button is there now and works from the sidebar Races buttonb but if you try and open Races from a Modules Lib list you will get a console error. This is what is waiting for update to Test.

    [1.0.15a] Fixed
    [Skills] Profession Skills no longer get console error
    [Combat] Mixed DAMTYPE Short/Long now convert correct.
    [Combat] Effect DMGTYPE can now add to short damage type from weapon.
    [Combat] Fixed damage type "nonlethal" Will now put Uncon/Stable/Prone on the target if the damage that put him at 0 HP was non-lethal.
    [Actions Tab] Added Uses Per Day (Per Ability) Can set how many times a day when in Prep mode. Standard Mode will have that many bubbles.
    -- This is Per Ability not Per Section like Spells, so when you check off one use it does not affect the other abilities in that section.
    [Actions Tab] Sections (Old Level Header) now have a writable Name
    [Actions Tab] Class Block now only has one Number Box to set the number of sections per Group
    --With the last two changes the Actions Tab Ability Section is completely user configurable.
    ---# of Groups, # of Sections per Group, as many abilities as you want per Section, Each Ability Configurable Uses per Day if needed. All can be Named what the user wants to name them.
    [Fixed] Effect ABIL: and DEX: CON: ect.. now work correct again.
    [Fixed] Effect SKILL: now works with Ability system.
    [CHAT] Cleaned up how Abilities report to Chat (Much cleaner looking)
    [ADD] Added Opposed Check option for Ability Checks (When selected the roll will go to chat and the result line will say I.E Check [26] -- [OPPOSED CHECK] -> {tARGET}
    --This tells the GM that the Ability has a Opposed Check and he can make his Check and pass out the results.
    [FIXED] Ability check using a Skill now adjust correct if the Ability Stat for the Skill has a effect. I.E Ability uses Stealth Skill and the user has the effect DEX:-2.

    [FIXED] Combat Maneuver option for Attack type will now roll attack against the targets CMD (which is set at KAC +8).
    [LIB] Added {Race-Alpha] button to Races List window. (Gives a detailed list of Races (Type/HP/Ability Score Adjustments/Size).
    --Fixed console error related to this change.
    Attached Images Attached Images
    Last edited by Samarex; September 20th, 2019 at 03:49. Reason: Added Screen Shot Image
    Russell Campbell
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  5. #25
    deer_buster's Avatar
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    Suggestion, whenever a version goes live, create a new bug thread
    aka Laendra

    Discord: Laendra#9660
    Ultimate license (FGC/FGU)
    Current Timezone : Central (CDT) (GMT -5)
    Playtime: Prefer 8pm Central, or later
    Playing: Looking For Group (5e purchased/homebrew)
    DCI: 3317036507
    Organized Play: 2369539

  6. #26
    Quote Originally Posted by Samarex View Post
    At First its just Like doing Spells.
    1- Group (Select Class) in your case Operative , this sets up the CL and RP
    2- Open Group window and add 1 to level 1
    3- Take your Trick attack from your Abilities Tab and Drag it on the Level 1 slot.
    Now Create a Action Cast

    You want to Select Ability then Cycle thru Skill until you get to your skill you want Add any extra bonus.
    For a Ghost Operative this would be. Ability + Stealth + 4
    Next is Ability DC
    Set the Base to 20 and Cycle to CR This set the Check at DC 20+ Targets CR.

    Add 2 Effects
    1- Target/ Flat-footed 1rd
    2- Self/ Trick Attack;DMG:1d4


    Now you just need to select your target and hit the cast button. It will roll a d20 Add your Skill Bonus + Misc Bonus and check if its Highr than 20 +Targets CR.
    Chat will report the Result if you succeed then just press the two effect and make your normal attack.
    Hi Samarex,
    A few things (that may have already been mentioned):

    1. Early level Trick Attacks only causes Flatfooted condition for the subsequent attack from the Operative, flatfoot condition is then ended. At higher Operative levels (this may come from an operative exploit or class feat) Flatfooted lasts until the Operative's next turn. It's worth a double look just in case.

    2. Operative Ghosts only get a +1, not a +4, to Trick Attacks when using the Stealth skill. See the erratum (FAQ) on the Paizo forums (https://paizo.com/starfinder/faq#v5748eaic9wbp). This is contrary to the Core Rule Book. I believe Operatives can decide to use various skills for a Trick attack, but will not receive any bonuses when doing so.

    3. Trick Attack dmg increases as the Operative levels up and only works with Small Arms (without the unwieldly special) and also woks with melee weapons with the Operative Special.

    4. If the Operative is wearing anything but light armor, Trick Attack will not work.
    Last edited by jrock1; September 21st, 2019 at 17:28.

  7. #27
    Samarex's Avatar
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    Quote Originally Posted by jrock1 View Post
    Hi Samarex,
    A few things (that may have already been mentioned):

    1. Early level Trick Attacks only causes Flatfooted condition for the subsequent attack from the Operative, flatfoot condition is then ended. At higher Operative levels (this may come from an operative exploit or class feat) Flatfooted lasts until the Operative's next turn. It's worth a double look just in case.

    2. Operative Ghosts only get a +1, not a +4, to Trick Attacks when using the Stealth skill. See the erratum (FAQ) on the Paizo forums (https://paizo.com/starfinder/faq#v5748eaic9wbp). This is contrary to the Core Rule Book.
    Yes Im know about the +4 being wrong, I will correct it when I update the Core rule book.
    As for Flat footed, there is nothing hard code in the abilities section, if at a later date the duratuon changes becouse of a feat or something, just set your effects duration accordling. The Abilities there dont auto create .
    Russell Campbell
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  8. #28
    When will these ability/actions be available to us? Is it part of the next update?

  9. #29
    Samarex's Avatar
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    Quote Originally Posted by jrock1 View Post
    When will these ability/actions be available to us? Is it part of the next update?
    Tje first revision 1.0.15 is allready on Live, its the Action Tab, Spells now have there own tab. The Actions Abilities looks and act alot like spells. 1.0.15a
    Is <n the test server. It fixed some issues and se changes for user configuration. If nothing reported by Tuesday it should go Live then.
    Russell Campbell
    FG Product Development Projects Link


    Discord User : Samarex#0318
    Ultimate License
    Starfinder Society ID#:274538
    Lets Play a RPG

  10. #30
    Awesome, great to hear, I'll create an Operative today to checkout the updates.

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