Berselius wrote: Something tells me things aren't gonna go well for the Pathfinders once they reach the Fey army's door and unseal it. You don't just have armies of nature's forces mustard in front of a door to simply keep people out. You also do it to keep whatever's inside IN!
However, Eando Kline is far too preoccupied with his Pathfinder zeal and what he could possibly loot and/or discover to be concerned about possibly unleashing something that could DEVASTATE the Inner Sea! I don't deny that Pathfinders have done quite a bit of good on Golarion.
However, their "discoveries" have also had some unintended consequences that have had less than stellar results.
Yes, but this door is special.
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Derry L. Zimeye wrote: Kalnix wrote: As someone who ran AoA to completion I vastly dislike the choice of where the troop demo is occurring because it breaks canon for probably every single group that has played the AP. I feel that for almost any group that finished the AP there is at least one level 20 PC at the Citadel and probably more. Just one of them solos both armies put together. I mean, with that argument, we shouldn't have gotten any future adventures in Sandpoint ever again Or Kintargo.

kaid wrote: Gayel Nord wrote: ... It is probably an emotional argument, but i cannot feel sad about the mechanic. I understand that this is second edition but...
This class lack crazyness. The mechanic for me had this clint of crazyness, (overcharge, overloading weapon, throwing grenade everywhere.)
It feels too stable. Mine, turret are perfectly fine options, but you don't tinker a weapon at the cost of something, sabotage directly enemy robot, or the weapon or the armor.
It should be called the Engineer. And
... My gosh, i realise that i just want to play an inventor in sfs2.
I think this is to some extent because the inventor exists. So far it seems like they did a decent job of making the mechanic its own thing and differentiated from the inventor.
A lot of the crazy over charging/over loading stuff is going to be with the inventor now.
The mechanic has much more dependable mods and deployables that will do what they are intended to without blowing up in your face. There is still some crazyness though like the option to make your deploayble biotech/arcane or NECROTECH. So you can have frankensteins horror drone of some fleshy bio organic thing or a necro tech robot. They do need to add more feat support to lean into that stuff.
This was something I always wanted from SF1 mechanics everything references how much magic goes into even "non magical" items and there are a lot of bio tech ships or the eoxian bone ships. So it is nice to see that they are at least starting to let people lean into the weirdness. No, fleshy Turret!

Justnobodyfqwl wrote: Perpdepog wrote: I'm also really loving Modify. I like how modifications are temporary, and focus on constant tinkering and adjusting. It really makes the feature feel different from the inventor's innovation, which grants a permanent extra benefit.
Also, can you mod your friends' gear? I'd be real surprised if you couldn't, but on my admittedly quick breeze through I couldn't find a thing that lets you augment gear that isn't your own.
The Mod action states "the effect ends early..if the item.. leaves your possession.".
So I can tell that the intent is "it only works for a turn, and don't try to get cheeky with giving it to someone else".
But Adaptive Camouflage says "Using auto-populating holograms, you veil the target. The creature wearing the modded armor does not need cover or concealment to Hide
or Sneak".
And the language there is VERY clear that it's intended to be used on people just besides yourself.
I feel like the RAI is that the only work on yourself and your gear. However, I think it's SIGNIFICANTLY more fitting to the 2e design philosophy and gameplay style to be able to modify my teammates guns and equipment. Having a way to modify the Other character weapons or armor would be fun.
DMurnett wrote: I for one love the Inventor, sure it still needs more power but it is a concept that works well enough. Which is why I don't want Mechanic to end up being "that but again but space" and neither does the design team as they've said before. Mechanic should get more sauce but it shouldn't be by becoming more like Inventor. That why i realised, it isn't possible to have this concept because the inventor already exist.
I think it is also (for me) a way to grief and accepts change in the class.
... It is probably an emotional argument, but i cannot feel sad about the mechanic. I understand that this is second edition but...
This class lack crazyness. The mechanic for me had this clint of crazyness, (overcharge, overloading weapon, throwing grenade everywhere.)
It feels too stable. Mine, turret are perfectly fine options, but you don't tinker a weapon at the cost of something, sabotage directly enemy robot, or the weapon or the armor.
It should be called the Engineer. And
... My gosh, i realise that i just want to play an inventor in sfs2.
Zoken44 wrote: I love this ability. it is exactly what I wanted, kludging together alterations to all kinds of gear.
kind of surprised there isn't an option here to temporarily increase damage die size. but all the ways they can make changes are wonderful!
Same! But I would have just love having a +1 circonstance to damage. I really liked overcharge in Starfinder.
The technomancer is Cool! Although, i miss the Gist of First edition
The mechanic seem closer to the tinker i imagine, but lacks Overcharge and the ability to add MOAR power to weapon.
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<<There isn’t just one venture-gossip: there are hundreds. Hundreds of Pathfinders with loads of stories and rumors that they collect and then forward along to the Ink Worker’s United Printing Press, a unionized printing press based out of Absalom. Formally, only one name is associated with Venture-Gossip: Agent Kitsch of the Office of Supplies and Procurement. However, no one truly believes that she’s behind any of this, as the older ysoki is known to misplace just about everything, from poison flasks to important cursed artifacts.>>
Ah, you broke the secret!
Also... is the archetype is legal in the Organised play?
What happened to my Seldig?
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The student that is here to present how a relatively new magical phenomena could be explained by an old theorem.
"Okay..."
Magic... I think i have an idea.
My inventor is at the right level!
Super Zero wrote: Is Arjol Parkit a prepared or spontaneous caster (and, if spontaneous, how many spell slots)? I was running him as prepared, but I noticed afterward it actually says "Occult Spells Known," not "Prepared."
(Also, the text really assumes the PCs kill him. My party decided they might need his help and attacked him nonlethally, then bound and healed him.)
I made it so, they can use now social skills to interrogate him and find the counter ritual.
Map and handout aid Token.
Water continues to flow out of the seal, even if you are free at the moment, Demons continues to pour out of the seal. It need to be seal again!
As your approach the central stone sigil, Sharkskin’s
blood has spread to the far reaches of it.
Step 1
Resealing the sigil requires opening the chest and
uncovering the Forked Key. The artifact can be cleansed with
a successful dc 15 Arcana, Nature, Religion, or Occultism
check that takes 10 minutes. On a success, the artifact is
restored to its original state and can be activated safely.
Step 2
Activating the artifact to reseal the sigil takes 10
minutes. It requires a dc 17 Arcana, Nature, Occultism
or Religion check, which can be Aided with Athletics or
Thievery. If the PCs have not yet cleansed the artifact,
it deals 3d6 spirit damage with the unholy trait to all
creatures attempting skill checks. On a success, the sigil
begins to repair itself.
Map and handout aid Token.
That should be all.
There is an optional encounter (a small skill challenge) Do you want to play it?
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Map and handout aid Token.
My error. It seems that last round i forgot to add the damage of Knuckle, cirri and tsuko-chin from my previous attack on the tracker. It is now done. Thank you.

Map and handout aid Token.
Yellow disenguage with Knuckle to attack Tk'aly. It swim because of the water, moving faster.
◆ swim speed
◆strike strike Tk'lali frightened 2: 1d20 + 8 ⇒ (17) + 8 = 25 1d6 + 2 ⇒ (3) + 2 = 5 It slams very hard! But the hope of victory makes again this creature stunned 1.
Orange double swing Melania. Again, hope make them stunned 1.
◆strike Melenia frightened 1: 1d20 + 8 ⇒ (20) + 8 = 28 1d6 + 2 ⇒ (2) + 2 = 4
◆strike Melenia frightened 1: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19 1d6 + 2 ⇒ (6) + 2 = 8
⬤ CHTONIC SEAL BREAKS! Round 3-4 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Melenia Nightbreeze (AC 16) (HP 2/14) | Frightened 1 | 1☘️ |
➤ Tk'lalì (AC 16) (HP 12/22) | Frightened 2 | 0☘️ |
White Demon (HP -22) |
➤ Button Bright (AC 16) (HP 17/17) | Frightened 1 | 0☘️ |
Yellow Demon (HP -17) | stunned 1 | Doom Aura (30-ft aura)
Orange Demon (HP -16) | stunned 1 | Doom Aura (30-ft aura)
Purpl Demon (HP -9) | Doom Aura (30-ft aura)
➤ Tsuko-chin (AC 18) (HP 13/30) | Frightened 1; | 2☘️ |
➤ Knuckles (AC 19) (HP 19/26) | Frightened 1; | 1☘️ |
➤ Cirri Merryweather (AC 18) (HP 22/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE

Map and handout aid Token.
Melenia is able to attack Orange who... still standing.
Melenia Nightbreeze's Will Save (E): 1d20 + 9 ⇒ (5) + 9 = 14
Tk'lalì's Will Save (E): 1d20 + 6 ⇒ (1) + 6 = 7 (success against water effects is crit success)
The doom aura is very efficient. Everyone is frightened (Tk'lali even more.)
⬤ CHTONIC SEAL BREAKS! Round 3 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
Tk'lalì (AC 16) (HP 22/22) | Frightened 2 | 0☘️ |
White Demon (HP -22) |
Button Bright (AC 16) (HP 17/17) | Frightened 1 | 0☘️ |
➤ Yellow Demon (HP -17) | stunned 1 | Doom Aura (30-ft aura)
➤ Orange Demon (HP -16) | stunned 1 | Doom Aura (30-ft aura)
Purpl Demon (HP -9) | Doom Aura (30-ft aura)
Tsuko-chin (AC 18) (HP 19/30) | Frightened 1; | 2☘️ |
Knuckles (AC 19) (HP 26/26) | Frightened 1; | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE

Map and handout aid Token.
Cirri Merryweather's Will Save (T): 1d20 + 4 ⇒ (16) + 4 = 20
Cirri and Knuckles finishes Purple. And yellow is really damaged. Tsuko's wildly swings are pathetic which give hope for the remaining demons... which they are weak against! They are stunned 1 because they are not familiar with this feeling!
The water continue to level up and cover the Whole place, everything is difficult terrain, (unless you know how to swim or you suppress water on that square.)
⬤ CHTONIC SEAL BREAKS! Round 2 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
➤ Tk'lalì (AC 16) (HP 14/22) | 0☘️ |
White Demon (HP -22) |
➤ Button Bright (AC 16) (HP 17/17) | Frightened 1 | 0☘️ |
Yellow Demon (HP -17) | Doom Aura (30-ft aura), Stunned 1[/s]
Orange Demon (HP -10) | Doom Aura (30-ft aura), Stunned 1
Purpl Demon (HP -9) | Doom Aura (30-ft aura)
Tsuko-chin (AC 18) (HP 19/30) | Frightened 1; | 2☘️ |
Knuckles (AC 19) (HP 26/26) | Frightened 1; | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE

Map and handout aid Token.
Orange:
◆ Strike Tsuko-chin attack ac 15, grabbed frightened: 1d20 + 8 ⇒ (1) + 8 = 9damage: 1d6 + 2 ⇒ (1) + 2 = 3
◆ Strike Tsuko-chin attack 2 ac 15, grabbed frightened: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15damage: 1d6 + 2 ⇒ (4) + 2 = 6
◆ Stride to move
Purple:
◆ Stride to move
◆ Strike Cirri attack ac 16, Flat-footed: 1d20 + 8 ⇒ (11) + 8 = 19damage: 1d6 + 2 ⇒ (5) + 2 = 7
◆ Strike cirri attack 2 ac 16, flat-footed: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14damage: 1d6 + 2 ⇒ (3) + 2 = 5
Yellow:
◆ Stride to move
◆ Strike Knuckle attack ac 17, flat-footed: 1d20 + 8 ⇒ (11) + 8 = 19damage: 1d6 + 2 ⇒ (1) + 2 = 3
◆ Strike Knuckle attack 2 ac 17, Flat-footed: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18damage: 1d6 + 2 ⇒ (5) + 2 = 7
The demons goes into attack knowing that everything they does is doomed to fail. They swing their tail with a few success.
⬤ CHTONIC SEAL BREAKS! Round 2 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
Tk'lalì (AC 16) (HP 14/22) | 0☘️ |
White Demon (HP -22) |
Button Bright (AC 16) (HP 17/17) | Frightened 1 | 0☘️ |
Yellow Demon (HP -12) | Doom Aura (30-ft aura)
Orange Demon (HP -10) | Doom Aura (30-ft aura)
Purpl Demon (HP -1) | Doom Aura (30-ft aura)
➤ Tsuko-chin (AC 18) (HP 13/30) | Frightened 1; | 2☘️ |
➤ Knuckles (AC 19) (HP 19/26) | 1☘️ |
➤ Cirri Merryweather (AC 18) (HP 22/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE

Map and handout aid Token.
Orange: DC 18 basic Reflex save: 1d20 + 7 ⇒ (12) + 7 = 19(Success, 6 fire damage)
Yellow: DC 18 basic Reflex save: 1d20 + 7 ⇒ (10) + 7 = 17(failure, 12 F damage)
Tk'kali is able wiggle herself of the mental conscript. She blows fire as a retailation. Skin burns but they are still alive.
Button bright continues his brilliant inspiration for all.
⬤ CHTONIC SEAL BREAKS! Round 2 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
Tk'lalì (AC 16) (HP 14/22) | [/i][/b] | 0☘️ |
White Demon (HP -22) |
Button Bright (AC 16) (HP 17/17) | [i]Frightened 1 | 0☘️ |
➤ Yellow Demon (HP -) | Doom Aura (30-ft aura)
➤ Orange Demon (HP -4) | Doom Aura (30-ft aura)
➤ Purpl Demon (HP -1) | Doom Aura (30-ft aura)
Tsuko-chin (AC 18) (HP 19/30) | Frightened 1; Grabbed by Orange | 2☘️ |
Knuckles (AC 19) (HP 26/26) | [i][/b] | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE
Charlie Brooks wrote: End of Book One, all the PCs have a +1 striking weapon at level 5. I don't recall magic armor found in the adventure, but there's a bunch of gold and we haven't bought equipment yet.
The barbarian did get a +1 striking weapon early and transferred the runes to her greataxe, which was great fun at levels 1 and 2.
One book in, it seems like treasure is on par. Automatic bonus progression is a good way to go if you're worried about keeping pace, though, and I can't see a strong reason not to do it if that is a top concern.
At the end of book one, the player should have at least a +1 striker wounding weapon. And +1 armor, those are the basics relics.

Chapter 10 boy, there is a lot of surprises!
First, i skipped a little chapter 9 even if it is a good chapter by itself but i fear that my party is disengaging, (players quit, schedule conflict) So i am accelerating.
That is sad because there is a lot of good items and cinematics. Knowing my intention, my players concentrate into the only seal that his dangerous to the dwarf army. The seal that does spirit blast. (The two others are harmless warning) Who is linking to corrupted by evil wing. Quite fun, since demon, undead and alchemist are not seen enough. The two scroll, wand of remove curse will be useful in fight against narseigus. (Just put them 5th level to help with the nevermind spell)
At level 10, there an big error in foundry. The forge priest has 3 flame strike instead of 1 and no harm spell. (I also made him casts his 10 minutes buffing spell because they know something is coming.)
Now.... Narseigus has Quickened Casting... With no limitation. He can casts 3 spells in a turn with a strike (haste) Including that environment gives 2d6 fire fort save, that he has a lots of dangerous occult spell. I am preparing to give all of my players one additional hero point.
Purplefixer wrote: Kalmaug's Journal is an excellent relic for a Magus or Wizard during the campaign, but is there NO way to advance the bond during the campaign? Other relics have deed-based advancement requirements, but Kalmaug's Journal requires locating additional chapters and binding them together! Yeah, it is essentially complete, you could change it to missing lore about the quest for the sky.

Yakman wrote: BobTheArchmage wrote: Going to possibly have the last session of book 1 later tonight. I've decided to Ygrin to Narseigus by having him communicate with the Wormcaller through the fireplace when the party comes into the room with him. This will be how Narseigus gets introduced to the party (besides being in one of my PC's backstories) and I'll offer them a chance to talk a bit with Narseigus and Ygrin (whom hopes to either turn them over to their side or get them to lower their guard slightly before attacking them).
I've also given Ygrin pages of Kalmaug's Journal so they can start gathering it early. Changing the relic to work like a staff instead of a Grimoire since none of my PCs are prepared casters.
Also since I have 6 players I decided to add Xomar Glavit (from book 3) and Arghan Tolorr (bio from Lost Omens Highhelm) into the Clan Festival as influenceable NPCs.
tomorrow is session 1 for me.
I'm going to have Narsegius at the party. No reason not to have the BBEG right there at the start when there's no reason why he wouldn't be there. He'll be invited by Ygrin, and our buddy who will take the PCs to retrieve the dagger [name escapes me at the moment] will start blabbing about worms.
Should lead in nicely to Book 2. That is just a good idea, make him stay just a few rounds before departing and make contact to the party. He is just here to make attendance after returning to his travels. Giving him some signs of the transformation and him just lying about magical mishaps.

Yakman wrote: Lia Wynn wrote: grandpoobah wrote: On page 6, it says Jirelga rolls along with the PCs to get victory points, but I dont' see a stat block for them anywhere. I was just going to assume a +10 to all relevant skills.
Yes, this is an issue. At the end of Mantle of Gold, it's 'You'll actually get Jirelga out of prison and maybe bring down the corrupt warden.' in the next book. Book two starts with Jiregla leading the group into the Darklands, with no information at all about her, or why she is the guide, or anything like that. There is information on what she tells them, but nothing about why she has to - or even wants to - be a guide.
I don't know if the Book 1 and 2 authors didn't coordinate, or editing missing that, or it was cut for some reason, but it is connective tissue that needs to be adjusted by the GM. any thoughts on how best to address this? In Book 1, as a player, we meet a lawyer explaining the situation and guiding us we didn't want to associate with this corrupt officer.)
Jiralya doesn't make the skill check during this section. (And i was an earth kinethesist.)
Our gm said that after this event she pursed trace of the Worm, before going into highhelm. Also, we used the reincarnate ritual to save her sister.

Yakman wrote: Lia Wynn wrote: grandpoobah wrote: On page 6, it says Jirelga rolls along with the PCs to get victory points, but I dont' see a stat block for them anywhere. I was just going to assume a +10 to all relevant skills.
Yes, this is an issue. At the end of Mantle of Gold, it's 'You'll actually get Jirelga out of prison and maybe bring down the corrupt warden.' in the next book. Book two starts with Jiregla leading the group into the Darklands, with no information at all about her, or why she is the guide, or anything like that. There is information on what she tells them, but nothing about why she has to - or even wants to - be a guide.
I don't know if the Book 1 and 2 authors didn't coordinate, or editing missing that, or it was cut for some reason, but it is connective tissue that needs to be adjusted by the GM. any thoughts on how best to address this? In Book 1, as a player, we meet a lawyer explaining the situation and guiding us we didn't want to associate with this corrupt officer.)
Jiralya doesn't make the skill check during this section. (And i was an earth kinethesist.)
SatiricalBard wrote: I imagine the error is forgetting the potency rune. That’s certainly how the foundry module devs treated the discrepancy.
As to why a level 5 item is being handed out at level 1 …
Having played this section, i don't felt much.
The first chapter is quite stinky on loot. And that is 67 gp sold.
The AP is like this. Since the relics grows during the course of the AP, The character have a lot of loot. They found a level 7 weapon at level 7 after all!
Really, the PC's receives a lot of higher level items during the Campaign.
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Map and handout aid Token.
GM Frost wrote: I will be unavailable from October 31 to November 3 or 4. A backup GM will cover for me and run the game in my absence. Hi Everyone! I am Gayel Nord. I will replace Gm Frost for his leave of absence.
I will do my best to be at the standard of your awesome Gm!
Where is the scenario of this chef?
The problem is the name mystic itself if it was something like Star shaman, we wouldn't mind because shaman communicate with actual spirit.
The problem is a problem of legacy. Mystics have psychic power! This is one of their main power in Sf 1e. They were like jedi sage, in connection to "the universe**".
It is already that the Akashic is occult and not arcane, shadow (arcane primary) are now divine because of Zon-shelyn. Music is now primal. (I suppose the sun etc.)
It is weird to see. (Especially since cultivator in pf2e are occult when in novel they absorb the nature magical energy around them.)
I wouldn't mind if psychic powers became divine or primal.
Tempest_Knight wrote: ... Built and played at level 1 a Stress test... the only real difference to my original Skirmisher build was weapon choice.
Using a Seeker Rifle (Range 120ft.; 1d10 P) and a bit of luck on initiative and attack rolls, the 1st critter died when it moved towards the party...
Got 2 Aimed shots off on my turn, both hit, 1 crit, and hit on the Hair Trigger AoO when it moved...
I am seeing the potential issue now... and will continue to try to Stress Test is at the higher levels...
I am definitely leaning towards the 'Hair Trigger needs to be limited to Pistols' camp...
The more limited range/damage from the 'Pistols' greatly limit the overall power of the Ranged AoO, imho...
Yeah i played also with the operative. As soon, something do something you shoot. I would be okay with desruption but with less damage.

Hespi wrote: Gayel Nord wrote: I do have a problem. We still don't know exactly what the sky for the sky has done.
Orc, we know,
Ghoul were just under the dwarves and recuperating the abandoned territory before the hyraguars takes back the city.
But what about the caligny, the trolls?
Xulgath... Well... If the felt it was the same as the orcs but they are super evil? Yeah, it is talked on Reddit and in my other post too, but this is one of the weaker part of the story. We get it, Taargick is sad, because he the dwarves harmed others when they come up, but we didnt get any solid evidence what exactly they did, and also 99% of the Darklands creatures are evil, doesnt matter if they are fey or orc. The only legit non-evil group are the uluk-kais, who are tricked but still ready to attack innocent people(the Cult of the Worm members are kinda the good guys), and ready to join the obviously evil hryngars. Sadly this kinda undermines the regrets of Taargick, so I am planning to add some good-alingned members for these groups, and perhaps reinforce with some encounters how some of the ancestries are savages because the dwarfs(accidentaly or not) destroyed their homes/stole some artifacts/etc. during the Quest for the Sky. Well... I think this is intentional to do this.
The hrynguar are evil, but they are less physically violent and bring order and infrastructure in the underground.
The king see them.... as people even if they are evil. Remember that the king needed to kill dwarves themselves to maintain unity.
Nowhere, we see a reason why Torag gave this prophecy... It doesn't seem to have an actual reason. And it cause so much horror.
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I do have a problem. We still don't know exactly what the sky for the sky has done.
Orc, we know,
Ghoul were just under the dwarves and recuperating the abandoned territory before the hyraguars takes back the city.
But what about the caligny, the trolls?
Xulgath... Well... If the felt it was the same as the orcs but they are super evil?
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... Yeah. I had problems as you fight a lot of evil creatures.
Book 2 has a lot of mind their business type of foes. (Like the foodies ghoul). But it lack a lot of the quest consequences.
It seems that Ghouls were the one the dwarfs run against...
I would have prefer they just change the skills to retain from 1e edition. Having a physical science and life science skill works in a futur setting. It is science.
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It is more like the skills are ill ajusted for the setting of Starfinder.
....NO?, i mean most of the gun have moderate dice damage, you essencially have the the rogue damage. if you give....
Yeah.... but is this a level up for all the classes?
but a boost effect related to the weapon?... hum. it could be fun as an action.
A lot of the class feats seems to use the class chassis but there is not a lot of interaction with skill.
Purplefixer wrote: Did anyone figure out what the "Gather Preliminary Information about Hagegraf and Narseigus (see below)" freakin refers to, because I can find NOTHING. I have the same problem, i draw out narseigus description in the last book. Look at the summary at the start.
I realised that Narseigus obsession with the avernal worm is with having powerful subordinate.
I give the aubergist a way to give the side quests
At least my players hate Hagegraf. That a good thing! Sadly they weren't interested at the forge so they miss the resilient rune.
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Yeah, that was a great one. Thanks owen
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