Absalom Station Infosphere is now online.
It will be the new official home of my HTML5 Starfinder character sheet, plus many other tools and resources for Starfinder players and GMs.
The launch also sees a couple brand new resources:
Races of Lost Golarion - A work-in-progress conversion of all races from the Advanced Race Guide yet to appear in Starfinder.
The online point buy and ability score calculator - Work out your ability scores for a starting character, the plan your level-based increases and personal upgrades.
All content is forever free under the community use policy. Enjoy!
So to contract the other thread, what Starfinder features do you want to see carried over in Pathfinder Second Edition.
* Bulk: Much faster than adding a lot of fractional weights together, then triple-checking a table for your carrying capacity.
* Trick Attack: Works so much better than sneak attack in practice.
* 4 skill point/level minimum: 2 skill points per level was never enough.
* Strong will saves on Soldiers/Fighters: Do I need to explain why?
So, with a new edition comes the chance to promote some classes to core, or demote some to archetypes or supplemental rulebooks.
With that said, what 4 classes do you most want to see in the core rulebook?
Bard - The classic does-a-bit-of-everything class and a potent force multiplier in 1e.
So I've a 3rd-level Vesk mystic who fights unarmed with about 2500 credits to spend. Being an unarmed fighter who's forsworn lethal weapons, a better weapon isn't an option till higher level stun weapons are available.
Current ability scores are Str 16, Dex 11, Con 12, Int 8, Wis 16, Cha 10. Feats are improved unarmed strike and heavy armor proficiency.
Should I upgrade my armor from basic iridishell, or should I look at personal upgrades? I'm thinking if I do take a personal upgrade, Str is likely to be the priority.
The character sheet is a 4-page affair with fame, infamy and faction reputation tracker. The 3rd page is an expanded inventory sheet, with the 4th page dedicated to a SFS compatible inventory tracker. For ammo tracking, the number of checkboxes will change (up to 100) as you change the number in the "capacity" field.
Auto-fill/auto-calculation is optional. Ignore the +/=/calculate buttons if you prefer to use your own math and notation.
Characters can be saved and loaded in JSON format. A "save" link will appear once you start entering data.
The starship sheet is of less use to SFS, but will auto-calculate the crew action DCs based on latest FAQ once you enter the ship's tier. I will at some point try to have pre-made Drake and Pegasus stats for the ship sheet.
To get it, hit the "Clone or Download" link on its Github page.
Tested working in Chrome and Firefox on Linux and Windows, plus Chrome on Android.
It's yet another character sheet.
Download it, fill it out in any browser (I recommend Chrome), print it, or save/load your characters locally for later use.
Includes an expanded 4-page layout with full-page inventory sheet and Starfinder Society inventory tracking sheet.
By design, it has no auto-fill/auto-calculation. (Thus the Analog property.) Any auto-fill/auto-calculation added in future releases will be optional.
Please report any glitches in this thread of the Github issue tracker for it.
So I'm drawn to the irony of a rat who derives power by his worship of the sun, and trying to build a Ysoki priest Solarion. Focusing on active photon powers and passive graviton ones. The Ysoki penalty to str hurts, and the low racial HP has me worried.
Revelations (order undecided, thoughts?):
Starting on an open source Starfinder toolset. Whether it will ever be as comprehensive as commercial tools remains to be seen.
Right now, the point-buy calculator can work out your first-level ability scores and starting HP/SP/RP.
Get it on GitHub. (Hit the Download Zip button under Clone or Download.)
You will need a Python interpreter if one does not come with your OS. You can get that at python.org
So I want to make a mystic themed around the open sharing of ideas and knowledge. Think the GNU Public License, Creative Commons License, or indeed Open Gaming License. I'm having a hard time figuring out if this best matches the tenets of Triune or Yaresa, and which mystic connection it matches.
Any suggestions or input?
So I'm kicking around concepts for a character that uses a shield bash as her primary attack.
The Shield Master feat let you count your shield's enhancement bonus as a weapon enhancement bonus, and thus saves a fair bit of cash. The BAB +11 pre-req is a bit harsh though.
It looks like a ranger (or slayer) can take it at level 6 via the weapon and shield combat style.
Are there other ways to pick up a ranger combat style, or the Shield Master feat specifically that I'm missing?
I case you hadn't heard, Houston is hosting a Superb Owl next year. (Also, some football.)
Owlcon returns to Rice University the weekend of Feb. 10-12, with a full slate of gaming. PFS event will span all released seasons Friday to Saturday, leading up to The Cosmic Captive Sunday morning.
Paizo designer Stephen Radney-MacFarland will be on hand to run Skeleton Moon in an out-of-retirement event as well. Other special events include Kobolds, Aspis Agents, and Elementals on their own missions.
Over on the PACG side of the hall, bring your best Goblin deck for We Be Goblins Friday and Saturday, then team up with the RPG team for The Cosmic Captive Sunday.
Haven't played PACG before? Stick around after The Cosmic Captive Sunday for a mass PACG demo.
GM 8 total hours of RPG or PACG to claim your GM badge.
Player signups open early December.
Join us Saturday morning for Black Waters:
The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?
Then, come back in the evening for the sequel, School of Spirits!
Sign up on the Aethercon site
Reminder, these are core campaign games, characters should be built with core rulebook only with certain exceptions as outlined in the roleplaying guild guide.
So I'm considering making a character who fights exclusively with a heavy shield.
All the PRD has to say about shields as magic weapons is:
An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
So what would be the pricing of a shield that is both a +1 shield and +1 weapon?
For heavy steel shield, I assume it would be:
20gp (heavy steel shield) + 150gp (masterwork armor) + 300gp (masterwork weapon) + 1000gp (+1 armor) + 2000gp (+1 weapon) = 3470gp.
Is this right?
So I've got a character concept I'm kicking around; A halfling medium who's vocation/background is as a Minkai shrine maiden.
I'm having trouble settling on a combat style. Champion spirit lets you grab pretty much any martial weapon and be effective, and the halfling favored class bonus helps offset the str penalty and smaller weapon die.
But what do I do if I end up in combat with trickster, heirophant, or even archmage channeled? Those spirits don't exactly dish out bonus damage or weapon proficiencies.
So what I'm ultimately looking for is something that fits the concept/flavor, without being totally dependent on the champion spirit for combat effectiveness.
By the way, this is for PFS. Probably going to be a relic channeler as well.
So I'd like to add a bit of a diversion on the way to Scrapwall at the start of book 2, and take some time to foreshadow 'Valley of the Brain Collectors'.
I'd like my party to come across a wreck in which the dominion has also taken an interest. What are some monsters related to the dominion that are suitable for throwing at a well-optimized level 4 party?
I wonder if the design team anticipated a flood of "small medium" jokes when they gave halflings one of the better medium favored class bonuses.
Any way, on to my actual question; I'm building a halfling medium, and wondering whether it's worth taking two-weapon fighting and using a double weapon in order to get more chances per turn to apply my spirit and seance bonuses.
The double weapon seems to have an advantage over two light weapons that I can use it as a two-hander in turns I only get one attack in. But, I'm still not sure the extra attacks are worth having to split points between Dex and Str.
So I'm gearing up to run this for some experienced players who are also die-hard PFS GMs.
I want to get crazy with races.
I'm giving my players instructions to create alien races with the race building rules, as well as to agree on some backstory details like a common homeworld for these races.
They'll start the adventure coming out of cryostatis in an area that then connects to A1 (as backup power to that area runs out). Due to the cave entrance being underwater, I don't expect they'll be able to exit for a while, possibly not till they accidentally rescue Khonnir. (I will switch out one of his prepared spells for Water Breathing.)
Then they can leave, visit Torch, learn Common, and find out just how far from home they really are.
I know I'll have to carefully tailor the loot in the early areas to what they'll need, having no access to shops yet.
Any suggestions? Especially in motivating PCs who effectively can't go home to carve out their niche as heroes on a new world?
After much planning, I'm ready to announce:
Will be at Rice university in Houston on February 29-21, 2016. And we're bringing not one, but two guests from Paizo along for this campaign: designer Mark Seifter (who works on Pathfinder RPG books like Unchained and Occult Adventures) and PFS developer Linda Zayas-Palmer!
We've got plenty of special events brewing, with Serpent's Rise, True Dragons of Absalom, The Sky Key Solution, as well as The Eternal Obelisk as an out-of-retirement special.
If you just want to buy a badge and play, don't worry, general signups begin Friday evening, in fact.
[Roll20 / G+] Skull & Shackles book 4: Island of Empty Eyes (9-11) Mon, Aug 31, 1 PM US Central (GMT-5)
Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in hand, the adventurers must host a feast for the Shackles' infamous Pirate Council, only to have a dangerous situation turn even worse when a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity?
Written by Neil Spicer
GM Jacob Savage
Signups on warhorn
As I worked to convert my playtest kinetic blade build to the final released version, I started taking notes on what was good and not, those notes became a short guide, then a long one.
As I'm 5 chapters (out of a likely 7) in, I figured it's high time I open it to community feedback.
This is not a general kineticist guide, those have been written. This is a guide to a specific, but still flexible build; the blade kineticist, who rushes into melee to deliver the beatdown with kintetic blade. As such, options will be looked at through the lens of how they interact with kinetic blade.
Open to feedback and comments here.
The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads’ bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they’ve proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....
Only 4 slots to this, as there are only 4 Goblin pregens.
Sign up on Warhorn
When signing up, please indicate which pre-gen you'd prefer with your class choice: Cleric, Fighter, Rogue, Alchemist
Please have the Teamspeak client, available at http://www.teamspeak.com/ installed and ready to go at game time.
So I've got experience to level one of my PFS characters up from 4 to 5, but I'm not quite sure what path to take her on. The problem I'm hitting is that I can deal quite good damage, but only after using at least one standard action to buff myself.
Should I consider multiclassing out of Oracle to something more martial? Rage Prophet maybe?
If I stay oracle, what are good spells to take, and are there ways to bypass the standard action bottleneck to cast them before quicken spell comes online? Are there any good spells that cast as move, swift, or immediate actions on the Cleric/Oracle list?
In either case, what would be a good PFS-legal feat for 5th level?
And since you'll need to know it, here's what she is now at 4th level, and which cannot be changed:
Female halfling oracle 4 (Pathfinder RPG Advanced Player's Guide 42)
NG Small humanoid (halfling)
Init +2; Senses Perception +4
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 size)
hp 31 (4d8+8)
Fort +4, Ref +4, Will +4; +2 vs. fear
Speed 40 ft.
Melee mwk cold iron greatsword +7 (1d10+3/19-20) or
. . shortsword +6 (1d4+2/19-20)
Ranged halfling sling staff +6 (1d6+2/×3)
Oracle Spells Known (CL 4th; concentration +9)
. . 2nd (4/day)—bull's strength, cure moderate wounds, heat metal (DC 15)
. . 1st (7/day)—bless, cure light wounds, divine favor, lead blades[APG], magic weapon
. . 0 (at will)—create water, detect magic, guidance, light, mending, resistance
. . Mystery Metal
Str 15, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 16
Feats Extra Revelation[APG], Power Attack
Traits fate's favored, focused mind
Skills Acrobatics -1 (+3 to jump), Diplomacy +9, Knowledge (planes) +6, Knowledge (religion) +7, Perception +4, Spellcraft +6; Racial Modifiers +2 Perception
Languages Celestial, Common, Halfling
SQ oracle's curse (tongues), revelations (armor mastery, dance of the blades, skill at arms)
Combat Gear oil of bless weapon, wand of cure light wounds, alchemist's fire (2); Other Gear +1 breastplate, halfling sling staff, mwk cold iron greatsword, shortsword, sling bullets (20), canteen, masterwork backpack, silk rope (50 ft.), spell component pouch, sunrod (5), 998 gp, 8 sp
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty...
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Focused Mind +2 to Concentration checks
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tongues (Celestial) You can only understand and speak one language in combat.
Comicpalooza is coming up right on schedule on Memorial Day weekend in Houston at the George R. Brown convention center.
While I work to enter the games to our game signup site for players, I must put out a call for GMs.
GM signups are hosted on the Houston PFS site. Please signup for one full-day module or 3 scenarios to claim your badge. You'll also need to register at comicpaloozagames.com for processing and to sign up as a player.
What's on the schedule? A bit of season 6, including Scions of the Sky Key, The Overflow Archive, and From Under Ice. Core campaign steps it up with the entire Blackros Museum/Family arc in core mode. We demo adventure paths with The Half-Dead City and Snows of Summer. Qualify for The Ruby Phoenix Tournament in Blood Under Absalom, then bring your level 10-12 characters for the tournament itself.
And many, many more classics from seasons 0-5!
I'm surprised we don't have this thread yet. What characters are you looking forward to playing in the core campaign?
Cori (Last name TBD)
Do I have the order of operations on this right for a possible Swashbuckler/Magus multiclass?
1 - I am in an enemy's threatened area, I begin casting a spell to use with spellstrike.
Is that the right order of operations?
Is this a worthwhile way of dealing with AoOs if I'm going to be multiclassing Magus/Swashbuckler?
So I'm thinking of making a finesse archaeologist bard as my next PFS character. I will likely be a half-elf to pick up scimitar proficiency via ancestral arms.
There's 3 feats I want to be most effective, Weapon Finesse, Dervish Dance are obvious for a Dex build, and then Lingering Performance to stretch out my rounds of archaeologist's luck per day.
What I'm stumped on is the best order to take all these feats in. Weapon finesse is an obvious first so I can hit things, but which of them next? To rely on my luck for damage for a while with Lingering Performance, or to have to be stingy on luck rounds for a while and use Dervish Dance for damage for a couple levels.
What do you think?
Character build process and commentary:
I hate to dump Cha to this extent, but the class needs Dex and Con as high as you can get them, and I wanted that extra skill point that comes from Int 12.
Skills and traits
I take the Reckless trait to make acrobatics a class skill, and put my skill points into acrobatics, stealth, and perception. My other trait goes to Focused Mind, which is a given for anyone who needs to make concentration checks.
Now I'm ready for game time (continues next post)