This might be another answer.
Thanks for the info.
Now, we're going to need Circus ships, traveling between the starts, delivering 'The Greatest Show On Any Planet!'
Our Vesk soldier is absolutely destroying his melee foes.
The description of pulse gauntlets sound like you could still use your hand for carrying/using items but do good damage.
Pretty much the question.
The only natural attack I see is from the vesk racial ability and it says as the unarmed strike but not archaic.
I'd guess venom spur is a simple weapon and that without the operative special it would use Str to hit and damage, but I'd like to add a venom spur to a high dex character.
Did anyone see something I'm missing?
As far as I can tell, it requires a GM to tell you what information you can acquire on a secure data module.
I would expect that a module with any large amount of data on the criminal organizations would be unavailable on the open market, though an individual with the right resources (such as a criminal or law enforcement background) could make one.
A record of famous athletes would likely be available for purchase at the library or bookstore equivalent.
My character, a priest of Triune, has a professional skill 'Drift Historian' and a module of 'Drift Lore' as starting equipment.
I expect he will continue to purchase modules on information such as ship data (once the team acquires one), weapon and armor designs (to build weapons and armor), and whatever information interests him.
As another question, since secure data modules are purchased without referencing the tier of the computer, how separate are they?
Multi classing is an option.
Don't overlook skills as a major contribution.
Healing and knowledge's look like they can make a big difference and the Envoy's skill expertise has several which look good for a support character.
We'll have to see with more experience in the system.
Here's some thoughts on things that could modify how you would defend your system.
Drift beacons in your system can promote you to near space status, but does their location in the system matter?
If you ask the priests of Triune to only put the beacons on the outskirts of the system, does that mean that incoming invasion fleets must arrive near the beacons or can they target anywhere in the system regardless of the beacon's location?
Triune is the god of the Drift, would He allow large fleets to do invasions or allow a planet to limit their number of beacons?
"Will this system be attacked today?" might be common.
Warning: Not a serious question.
A scholar who chooses Life Science must declare a specialization.
Among the choices are biology and xenobiology.
In a spacefaring, multi species universe, what makes bio into xeno?
We are given bioengineering, botany, ecology, genetics, and zoology as other choices, but not xeno- versions of them.
Secondary question: If I wanted the theme bonus in my Life Science specialty to apply to the craft food and drink aspect of the skill, what should I be specializing in?
While it's not designed for this exactly, in a home game you might talk your GM into allowing you to use this (also mentioned by avr)
Once per day as a standard action, the bearer can transfer into the tattoo an ongoing single-target spell (of up to 3rd level). The spell must be one the bearer cast on itself. While stored in the tattoo, the spell’s effects are suppressed, and the spell’s duration is similarly suspended. As a standard action, the bearer can bring the spell back into effect on itself. Spells stored in reservoir tattoos are lost when the bearer next prepares spells.
Inscribe Magical Tattoo; Cost 5,000 gp
As your Revelation uses a spell to explain what happens when you shift, you could make the argument to your GM that the tattoo would store it, but it likely wouldn't pass in Pathfinder Society.
It would only work once a day per tattoo and only for spell effects up to 3rd level, though you could work with your GM to create and item/tattoo based on this to work with your Revelation.
In regards to your weapon, the rules for Polymorph spells says:
If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
Whether your sword would meld into your elemental form is also a discussion you need to have with your GM.
I like Quench, though only vs. creatures with the fire subtype.
Source PRPG Core Rulebook pg. 329
School transmutation; Level druid 3, hunter 3
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area or Target one 20-ft. cube/level (S) or one fire-based magic item
Saving Throw none or Will negates (object); Spell Resistance no or yes (object)
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Each creature with the fire subtype within the area of a quench spell takes 1d6 points of damage per caster level (maximum 10d6, no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect.
For the Taldor flavor, try a Rondolero duelist fighter, using the Taldor style of falcata and buckler.
Mix levels as necessary. (fighter for BAB and Magus for fun)
It's not a great idea to multi magus, nor is rondolero duelist all that great, but it might be fun.
You say "not a straight caster" but that ignores the perfect Straight Man who still comes into power.
You're right, I was thinking a full caster would have the choice of powers and the background to accept the eeriness, but I did not consider sorcerer as being different from wizard.A Sorcerer slowly gaining his power and the associated bloodline abilities would also be a good match.
Most of a 'straight man' build would end up role play rather than class anyway.
Also thematically appropriate: the straight man.
A character not aware, trained, or part of the mythos, fumbling his way into (or out of, considering the wake-up-and-confused start) insanity.
So likely not a full caster or devout, something more like an ordinary man in extraordinary circumstances.
Fighter, rogue, maybe a monk straight out of the monastery, possibly even a kineticist awakening to powers he doesn't understand.
Hard mode: npc class.
Thanks, folks, for all the ideas.
GM has said this particular weapon (and the seven unique weapons which were found in a lost temple to 8 gods) cannot be further enchanted.
Which rules out most things.
Quarterstaff master makes it one handed, but not finessable (and requires weapon focus first).
It looks like I will only carry it and not spend much time smashing heads with it.
I appreciate all your thoughts, though.
Thanks again, but I'm giving up this plan.
(I will ask if he will allow it to be finessable, as it is listed as being 'Light'- but if he goes for it, I'll be surprised.)
I am a kineticist 6 (void) and was planning on adding air at 7th.
Being dex based (dex 18/str 11), my 5th level feat being weapon finesse, (and I wasn't planning to take 2 weapon fighting), I'm looking for a way to use this staff as something other than a blast booster.
(Effortless lace only works on 1-handed slashing or piercing weapons.)
GM is still deciding if it will empower blasts as well as the spells he intended it for(and that's fine either way he decides), but if I can use this, I'd like to be known for using it, not just carrying it.
As a side question, is there any way to channel a blast through a staff?
Note that the quick rules does not the creature a size increase..The rebuild rules do, though.
Each gives the creature what it says and nothing else.
They are not applied together.
The magic rules for a polymorph effect which changes size do not apply to the bestiary rules for the giant template.
Wild shape to dino, install howdah.
(The halfing savages eventually stopped trying to stop us- they couldn't keep up.
Also, Quench is an awesome spell.
And Cave Domain gives tremorsense (and darkvision).
Mostly it's an odd area for answers.
I don't have any quick thoughts, but a search of the Archives of Nethys for feats and spells with 'vermin' in them gives us:
Doing the same search on Nethys with 'disease' or 'pestilence' might give you some thematic ideas.
As for spells or feats that cover your weaknesses, that's rather a broader question.
edit: Would the augment summoning feat affect swarms? Swarms usually do auto damage so would the feat effect help?
-attackers delay to the same point in the round
Similar in that you can get a cup of coffee at one of the many coffee shops, though they sell just as much chocolate.
There are cars, trains, planes, and busses, but the use of smelly fossil fuels is not the norm.
People grow up, go to college, get jobs, spend money, pay taxes, etc., but their neighbors might be satyrs or dance naked around ancient stones in the moonlight.
The real stretch is mostly peaceful, benevolent monarchies, fewer wars, and peaceful expansion.
Should be a real shock to encounter political infighting in the royal family while the kingdom suffers.
Viscount K wrote:
First, each player starts with 100 points and gains the basic Pattern Imprint power for free
As in the points for basic Pattern Imprint is paid for and you still have 100 points for the auctions/ goods/ positions?
Edit: I'm thinking Brown and Silver, with a Trump of James leaning on a boar spear, with tall spires standing above trees behind him. Or something like that.
Viscount K wrote:
Yep, I'm going for young, new to the true reality, but not new to power/life.Someone who doesn't quite realize what he's gotten into.
He understands duty and feudal responsibility, but he's new to being on the royal side of the equation.
With a 'dead' mother and an Aunt who stays out of the limelight, he's not expecting what's going to happen to him.
I would say an Earth that is similar enough to our Earth that Amberites would be comfortable there, but not one known to more than a few.
Raised by his single parent, Cullum, Jim spent his early years traveling with his father as he switched between assignments in the King’s Forest Service.
Disclaimer: I love the Amber books, as well as Zelazny's other books and would love to play in his world.
you get to make great use as the "EVA guy"
Yep, EVA guy is actually the plan.It seems the away-boat-captain/pilot wasn't on the crew list until I asked who was doing it.
So I'm taking the job.
(It'll give me a chance to try the driving rules, though I haven't been told what skill will be used to pilot it.)
The other players got ahold of an away boat.
Cornelius, did you make a decision?
Yes, I did.I will be running a straight Kineticist, going void/aether/void.
For the early levels, I will have an ability from Void that lets me no longer breathe and exist in vacuum.
To fill the gunner position, I will add a feat for a siege weapon and leadership for crew, then get more advanced siege weapon feats, if necessary.
No guns, means no gunfighters, even siege gunner.
Thanks for all the help, folks.
No weapons past hand weapons as yet and we need to get to a nearby world to get the ship running better.
This is the spell description for mythic flame blade.
The blade's damage increases to 2d6 points of fire damage + 1 point per caster level (maximum +20). The blade threatens a critical hit on a natural 18–20 as if it were an actual scimitar.
Augmented (3rd): If you expend two uses of mythic power, the blade threatens a critical hit on a natural 15–20, and bypasses hardness, fire resistance, and fire immunity.
It spells out that flame blade does get a crit range once it's mythic.
My opinion has always been the language referring to scimitar in the base spell description is to enforce that a druid can use it without non-proficiency penalties as they are proficient in 'scimitar' but not 'sword'.
Could someone explain Draining Infusion to me?
You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast's element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn't apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don't stack.
You spend 1 Burn, can now only affect creatures with your blast's element, hit vs touch AC, give it a Fort save for 1/4 damage, get to ignore DR, resistances and immunities, and get to reduce the cost of one blast before the end of your next turn by the 1 burn you spent to do this.
I can see the use of the touch AC (sometimes) and like the ignoring bit, but still, wha?
Also, for my guy, what creature has the aether, gravity, or negative energy sub-type?
Unless this means I can damage undead with my neg. energy blasts.