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The Divinity Drive (GM Reference)


Iron Gods

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Paizo Employee Creative Director

JohnnyfiveUnAlive wrote:

Huh, I just noticed something. Maybe it's been mentioned but I haven't seen it.

Becrux, the ancient vortex dragon in Astrogation, is trapped there because the Divinity Drive prevents extradimensional travel. But Ancient Vortex Dragons are immune to effects that prevent extradimensional travel due to it's galactic emissary ability (gained at the Ancient age category).

The Divinity Drive, being a unique item and powerful artifact, can override a monster ability like this and thus keep her trapped. Artifacts are all about breaking rules, be they magic or technology.


James Jacobs wrote:
JohnnyfiveUnAlive wrote:

Huh, I just noticed something. Maybe it's been mentioned but I haven't seen it.

Becrux, the ancient vortex dragon in Astrogation, is trapped there because the Divinity Drive prevents extradimensional travel. But Ancient Vortex Dragons are immune to effects that prevent extradimensional travel due to it's galactic emissary ability (gained at the Ancient age category).

The Divinity Drive, being a unique item and powerful artifact, can override a monster ability like this and thus keep her trapped. Artifacts are all about breaking rules, be they magic or technology.

That makes my group's cleric an artifact! *Badum-PISH! *Amirite, fellas?! Tip your waiters, they have rogue levels! G'Night!


JohnnyfiveUnAlive wrote:

Huh, I just noticed something. Maybe it's been mentioned but I haven't seen it.

Becrux, the ancient vortex dragon in Astrogation, is trapped there because the Divinity Drive prevents extradimensional travel. But Ancient Vortex Dragons are immune to effects that prevent extradimensional travel due to it's galactic emissary ability (gained at the Ancient age category).

Good catch. I suppose Paizo would counter that the Divinity Drive is an artifact, and they can overrule even a blanket ability like that.

Paizo Employee Creative Director

Slithery D wrote:
JohnnyfiveUnAlive wrote:

Huh, I just noticed something. Maybe it's been mentioned but I haven't seen it.

Becrux, the ancient vortex dragon in Astrogation, is trapped there because the Divinity Drive prevents extradimensional travel. But Ancient Vortex Dragons are immune to effects that prevent extradimensional travel due to it's galactic emissary ability (gained at the Ancient age category).

Good catch. I suppose Paizo would counter that the Divinity Drive is an artifact, and they can overrule even a blanket ability like that.

Yup! Just did that a few posts upthread, in fact. :-P


Huh, I either didn't see there was another page of replies before I hit send, or I left my window open way too long before reading it. Oops.


JohnnyfiveUnAlive wrote:

Huh, I just noticed something. Maybe it's been mentioned but I haven't seen it.

Becrux, the ancient vortex dragon in Astrogation, is trapped there because the Divinity Drive prevents extradimensional travel. But Ancient Vortex Dragons are immune to effects that prevent extradimensional travel due to it's galactic emissary ability (gained at the Ancient age category).

UNITY is a near-god, so I would say her ability trumps the dragons - which seems to be the intent.


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Iron Gods, 2014-2016. Finally done!

Now for the GM's Intermission (that period of time between the end of one campaign and the beginning of another which is traditionally spent vomiting into a hat and hating all of my players).

I threw together that ending here:

http://bit.ly/1Qw22Sn


Pathfinder Adventure Path Subscriber

Question about Unity's avatar: Does it get the spell-like abilities and other stuff in Unity's stat block at the end? Or is it just whatever angel corresponds to the PCs' Victory Points, and Unity can only use those abilities through the monitors or robots?

Paizo Employee Creative Director

Meraki wrote:
Question about Unity's avatar: Does it get the spell-like abilities and other stuff in Unity's stat block at the end? Or is it just whatever angel corresponds to the PCs' Victory Points, and Unity can only use those abilities through the monitors or robots?

Whatever angel corresponds to the victory points.


Pathfinder Adventure Path Subscriber
James Jacobs wrote:
Meraki wrote:
Question about Unity's avatar: Does it get the spell-like abilities and other stuff in Unity's stat block at the end? Or is it just whatever angel corresponds to the PCs' Victory Points, and Unity can only use those abilities through the monitors or robots?
Whatever angel corresponds to the victory points.

Cool, thanks!


If the PCs destroy both power conduits in area C19, "all monorail stations ... on the deck ... deactivate." When they defeat Bastion, "the security sector shuts down as if both power conduits in area C19 were deactivated."

Without the monorails, how are the PCs supposed to leave the security sector and go to area D or return to Starfall? Am I missing something?


I vaguely recall rules for free form exploration of the ships interior spaces, but you probably want to fly.


Thanks!

I just noticed the lift that connects B6 to D4, which should work even when Area C doesn't have power. I wasn't looking forward to figuring out the travel time for them to fly from deck to deck in the substructural void. The party has both Isuma and Casandalee with the , though, so I'll make sure one of them knows the way.


Does the prevention of teleporting in Divinity extend to the godmind? Additionally, can you cast gate inside there? Or does the cybernetic nature of the place prevent that?


So this probably is an obvious question since I'm having trouble finding an answer to it online:

Does the Divinity Drive Dimensional Lock type power prevent the following?

Teleporting from place to place IN the divinity (Dimension Door, for instance.)

Summoning creatures with the Summon Monster spell?

Dimensional Lock suggests that summoned creatures are not prevented from disappearing at the end of the spell, but doesn't specifically say they are allowed to appear inside the zone.

My party is about to enter the Divinity for the first time. They discovered they couldn't get in via transdimensional means but given that two characters' main builds center on summoning and the sorc just took dimension door I want to make sure I'm correct in how I handle it going in. (As there will be a mighty gnashing of teeth.)

--fje

Shadow Lodge

I just had a player make the same realization about summoning and was quite pissed. For good reason too. His character build is focused around summoning. I'm just going to allow creatures to be summoned, otherwise the character he's been playing for a year and a half and having fun with will be useless. He was also looking for to having his own demiplane to rest in. I might let that one slide too, since the odds of him playing a character like this again are slim. If I do, I will just amend plane shift's casting time to 1 minute while in the Silver Mount so it can't be done in combat.


So here's one I'm not sure how to adjudicate.

Transmute Metal to Wood cast on a robot.

Logically, that'd pretty much wreck any sort of complex moving components and structural integrity of a giant robot that depends on super-science skymetal.

No save, SR only for magical objects, instant duration.

The literal lawyer I play with is pretty sure he's found the "I Win" button for every robot encounter. The RAW only seems to assume that people have medieval arms and armor so it talks about what happens to wooden weapons and armor.

The robot GOLEM has a special rule for what happens when it gets hit with Transmute Metal to Wood in the "golems do weird things with the few spells that work" mien.

Any ideas?

I can just say: "Oh, its AC drops slightly and its bullets do -2 damage." but it feels like one of those things where the spell as designed they tried to take some sort of "logical" consequence of turning metal swords and breastplates into wooden swords and breastplates and completely understandably did not game it out to make rules for what happens to complex machinery and whatnot in the same situation.


Pathfinder Adventure Path, Companion, Starfinder Adventure Path Subscriber

Simple answer right in the RAW, actually. the reason that it doesn't have a save is that it only targets objects. Robots and other metallic constructs are creatures, and therefore immune--barring specific rules text as per the golem rules.

Sovereign Court

Creatures, even creatures with Hardness, aren't Objects.

Transmute Metal to Wood wrote:
Area all metal objects within a 40-ft.-radius burst

The spell does precisely nothing to robots.

Sovereign Court

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By the way, did you know that if a rules lawyer is wrong too many times (or gets caught with too many questionable loopholes) you can disbar them?


Ah ha!

I had completely overlooked the targeting requirements and that robots are creatures not objects. Took me a while to grok they had Hardness and not DR and then I went too far in the other direction.

A lot of it is I haven't had anybody play a druid in years and never in higher-level play. The player joined just after they met Mad Paetyr in Valley of the Brain Collectors and the group decided to get his madness cured and add him as a PC.

So he's forever hauling out some druid-only spell or another I've never even looked at before.

Thanks everybody!


fjeastman wrote:

So this probably is an obvious question since I'm having trouble finding an answer to it online:

Does the Divinity Drive Dimensional Lock type power prevent the following?

Teleporting from place to place IN the divinity (Dimension Door, for instance.)

Summoning creatures with the Summon Monster spell?

Dimensional Lock suggests that summoned creatures are not prevented from disappearing at the end of the spell, but doesn't specifically say they are allowed to appear inside the zone.

My party is about to enter the Divinity for the first time. They discovered they couldn't get in via transdimensional means but given that two characters' main builds center on summoning and the sorc just took dimension door I want to make sure I'm correct in how I handle it going in. (As there will be a mighty gnashing of teeth.)

--fje

As I have ruled it, it does stop teleportation within Divinity, but it does not stop summoning. The rule of thumb my group is using is that conjuration (calling) involves actual extradimensional travel, but conjuration (summoning) does not. This made for a fun time when Unity surprisingly summoned up a bunch of T-Rexes while using the laser turrets at the monorail station in the security sector.

RPG Superstar 2015 Top 8

fakegoatee wrote:

If the PCs destroy both power conduits in area C19, "all monorail stations ... on the deck ... deactivate." When they defeat Bastion, "the security sector shuts down as if both power conduits in area C19 were deactivated."

Without the monorails, how are the PCs supposed to leave the security sector and go to area D or return to Starfall? Am I missing something?

It seems as though characters could fly down the monorail tubes and up the lifts. They may encounter obsticals, e.g. stuck trams, plasma oozes, but I don't see why it wouldn't be possible. It does defeat the point of having the characters try to re-start the graviton generator to power up secondary engineering though, so I was just about to ask your question...


Pathfinder Adventure Path Subscriber
fakegoatee wrote:

If the PCs destroy both power conduits in area C19, "all monorail stations ... on the deck ... deactivate." When they defeat Bastion, "the security sector shuts down as if both power conduits in area C19 were deactivated."

Without the monorails, how are the PCs supposed to leave the security sector and go to area D or return to Starfall? Am I missing something?

So I'm still not sure I get this. Sure, the elevator from B to D is still active, but since the PCs are presumably on deck C when this happens (either after they destroy the power conduits or after they defeat Bastion), that's not a lot of help to them. How are they supposed to get to the command deck and astrogation? As far as I'm seeing, the only way to get to the command deck is on C, and the only way to get to astrogation is the command deck. But the way things are set up seems to encourage them to take out Bastion FIRST (as my party is about to attempt)...so if they do that, then what?

Am I missing some other way to get to the command deck? Or does it just assume that all parties have access to flight in some way?


Pathfinder Adventure Path Subscriber
Meraki wrote:
fakegoatee wrote:

If the PCs destroy both power conduits in area C19, "all monorail stations ... on the deck ... deactivate." When they defeat Bastion, "the security sector shuts down as if both power conduits in area C19 were deactivated."

Without the monorails, how are the PCs supposed to leave the security sector and go to area D or return to Starfall? Am I missing something?

So I'm still not sure I get this. Sure, the elevator from B to D is still active, but since the PCs are presumably on deck C when this happens (either after they destroy the power conduits or after they defeat Bastion), that's not a lot of help to them. How are they supposed to get to the command deck and astrogation? As far as I'm seeing, the only way to get to the command deck is on C, and the only way to get to astrogation is the command deck. But the way things are set up seems to encourage them to take out Bastion FIRST (as my party is about to attempt)...so if they do that, then what?

Am I missing some other way to get to the command deck? Or does it just assume that all parties have access to flight in some way?

Aaaaand I just answered my own question. C18 says you can climb up the elevator shafts that can be climbed with a DC 20 Climb check. Don't know how I missed that the 5-6 times I was paging back through.


Slithery D wrote:
JohnnyfiveUnAlive wrote:

Huh, I just noticed something. Maybe it's been mentioned but I haven't seen it.

Becrux, the ancient vortex dragon in Astrogation, is trapped there because the Divinity Drive prevents extradimensional travel. But Ancient Vortex Dragons are immune to effects that prevent extradimensional travel due to it's galactic emissary ability (gained at the Ancient age category).

Good catch. I suppose Paizo would counter that the Divinity Drive is an artifact, and they can overrule even a blanket ability like that.

Just in case someone else want to borrow it:

I changed my Vortex Dragon backstory a bit (he IS a loyal follower of Ujnity, and does not run from Divinity because he doesn't want to). I also made his inmunity to dimensional lock work as normal (that is, I did not override it with the "Divinity Drive is an artifact" trump card. Not only that, but I changed a few feats, and gave him the dimmensional agility feat tree, which allows him to teleport multiple times while doing full round actions. In combination to his ability to bite in 300' reach, plus Snatch, and his ability to swallow with his breath weapon, and his ability to finish his movement behind the holographic planets for concealment, makes him not only dangerous, but memorable. He's a different kind of challenge than any other dragon my players have met in any other adventure, like, ever.

To make things worse, my own world vortex dragons do not do fire damage and are not fire subtype creatures. They do Force Damage and are inmune to force damage and force effects, including gravity. I'd make the "lair" to randomly change gravity, using normal gravity, Reverse Gravity, or Gravity Well, randomly each round (with the dragon being inmune)

I also feel this is the only way that "solo" encounters work, specially at this level, at least for my group. With the encounter as is, the Guntank/Techslinger/savage techonlogist would probably kill him before he can actually act.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

So, very early on in the adventure, on the secondary engineering deck, the PCs arrive at A14. A14 is separated from A16/A17, where Unity's aggregate overlord robot resides, by "heavy, reinforced, adamantine blast doors (hardness 20, hp 120, break DC 50, Disable Device DC 60)". Blinking displays, that can easily be deciphered, warn about the radiation hazard. Also, you cannot teleport inside the Divinity. Obviously this is designed this way to deter and prevent the PCs from going in there and facing Unity basically directly at the start of the adventure, so they will have to go through habitat I, the security sector, the recreation deck, and the command deck, before being able to access these rooms and face the overlord robot.

However PCs being PCs, they have learned that radiation is a poison effect, and as such, no matter how severe, can easily be negated (at least temporarily) by a simple 3rd level spell like communal delay poison. The have of course collected any number of adamantine weapons over the run of the adventure path, and with these, there really is no need to wait until you can open a door, because you can simply cut through any wall that isn't made of adamantine. Glaucite walls have hardness 15, and as such are as effective as paper walls against adamantine weapons.

Of course PCs will not simply be stopped at this point. I decided on the spot that adamantine was common and cheap enough for the Androffans, that they were able to build adamantine cores into all walls of any room with this kind of blast doors. Players being players, however, they immediately recognized and complained that they were being railroaded this way, but I didn't really want them to basically skip most of the adventure.

So, this felt a little frustrating. These kind of measures, as designed, really never work against high level parties.


Zaister wrote:
... So, this felt a little frustrating. These kind of measures, as designed, really never work against high level parties.

I agree. Fortunately, my own party, who derail adventure paths without even trying, entered the Divinity by the Command Deck, with Unity's permission. They told Unity that they are a repair team trained by Casandalee. Unity is too smart (high Sense Motive roll) to believe that, but it is playing along with the bluff while the party works for it.

I read this to my wife and she pointed out that of course adamantine blast doors would be backed up with adamantine walls. Blasts, such as a shuttle crash, need to be contained from all directions. The real problem is that from a gamer point of view, the Shuttle Hanger is obviously a well-protected vault, and vaults mean treasure.

Has your party encountered Sila Desaulis' party yet? They could describe the overlord robot with horrific lines such as, "The robot's eye beam hit Jornah and he exploded in a big red splat! It looked like the full blast of a gravity cannon (Palace of Fallen Stars, p. 62), but three times as powerful." Given them the information that the adamantine walls are not just protecting the treasure; they are also protecting the party from the treasure's guardians.


Paizo Charter Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

Yes, I'm well past that point already, my PCs have now finished the habitat level und taken the elevator up to the recreation deck (Strange, by the way, that there is no mention of an elevator tube rising up from the pumping station towards the ceiling in de description...) They seem to have accepted the railroading, but one player occasionally mumbles about it. :)

I'm still wondering how to handle radiation vs. delay poison when the time comes that they can open the door. Radiation requires you to make a saving throw each round that you are exposed. Delay poison delays any saving throw against poison until its expiration. Will the PCs then have to make a single save against the radiation, or one per round they were exposed?


Looking at the radiation rules, I'd say one for every round. For each of those they fail, they take the initial damage. Then, they have to keep saving against the secondary damage, at a DC equal to the normal DC + (2 x the number of failed saving throws) until they succeed at two saves, as normal for exposure to multiple doses of poison. So that's going to be a really exciting countdown.

Hmm...

I don't have access to the adventure at the moment, so this might not be doable under the circumstances, but... what if Unity hits them with a greater dispel magic and slaps the communal delay poison right off of them (ideally after it's soaked up a fair amount of radiation)? It's a single spell spread across multiple people, so it should only take one dispel, and... bam. Change of plans.


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Zaister wrote:
I'm still wondering how to handle radiation vs. delay poison when the time comes that they can open the door. Radiation requires you to make a saving throw each round that you are exposed. Delay poison delays any saving throw against poison until its expiration. Will the PCs then have to make a single save against the radiation, or one per round they were exposed?

That sounds like multiple doses of radiation, so apply the multiple doses rule.

Core Rulebook, Gear, Poisons wrote:

Multiple Doses of Poison

Unlike other afflictions, multiple doses of the same poison "stack," meaning that successive doses combine to increase the poison's DC and duration.

Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison's duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.

Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry.

Increased DC: Increase the poison's DC by +2.

These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison.

Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison. ...

For example, if the party spends 5 rounds in the severe radiation while protected by Delay Poison, then they have 5 delayed doses of severe radiation. When the Delay Poison wears off, that would count as one fivefold dose of radiation, with increased DC and duration. Each character make one save against the initial effect, but the Fort DC increases from 30 to 38. They also make daily saves against the secondary effect, if they failed the initial save, again at Fort DC 38 and the number of saves to end the secondary effect increases from two saves to six saves. That secondary Strength damage will accumulate daily for a long time. Unfortunately, Neutralize Poison requires a caster level check (1d20 + caster level) versus the DC of the poison; thus, at 16th level DC 38 is too high for Neutralize Poison. Heal would work and would cure the Strength damage, too, but not the Constitution drain.


What happens if someone uses Control Construct on Bastion?


Cyouni wrote:
What happens if someone uses Control Construct on Bastion?

Control Construct does not allow spell resistence, and all robots are constructs, so the spell would control Bastion as long as the caster fulfilled the conditions.

I can see some of the ambiguity that led to asking this question. In my campaign, I made Bastion a free-willed robot who obeyed Unity because Bastion was programmed for extreme loyalty to legitimate authority. My Bastion did not have a master who exerts direct control, so the Control Construct spell would not be able to seize the master's control. In the module as written, Unity corrupted Bastion's programming to take direct control of Bastion. A spellcaster can control the corrupted programming that controls Bastion.


I suppose another question might also be: Is it intentional that Control Construct lacks the text of Apparent Master where:

Apparent Master wrote:
The spell only affects mindless constructs that are attuned to the commands of a master, such as animated objects, golems, retrievers, and shield guardians. All constructs with Intelligence scores, even those that explicitly follow the commands of their creator, such as an homunculus, are unaffected.

That seems odd to me.


Cyouni wrote:

I suppose another question might also be: Is it intentional that Control Construct lacks the text of Apparent Master where:

Apparent Master wrote:
The spell only affects mindless constructs that are attuned to the commands of a master, such as animated objects, golems, retrievers, and shield guardians. All constructs with Intelligence scores, even those that explicitly follow the commands of their creator, such as an homunculus, are unaffected.
That seems odd to me.

Apparent Master is from GameMastery Module J2: Guardians of Dragonfall, Copyright 2007. The Pathfinder Roleplaying Game was published in 2009. Apparent Master was third-party material for Dungeons & Dragons 3.5 Edition. I guess it had to be less ambitious and more careful in its wording.

Also, Apparent Master is a 5th-level spell and Control Construct is a 7th-level spell.


If the PCs degrade Unity down to the form of a star archon, does Unity's Avatar still retain the ability Explosive Rebirth to come back for a mini part 2 as an advanced shield archon?


Short question: How did Casandalee get to the Command and Astrogation Decks without going through the Security Deck?

Expanded Reasoning: I assume that Casandalee is able to draw maps for the PCs of several decks in the Silver Mount because she visited them as an android, years ago. I likewise assume that she cannot draw the Security Deck because she never visited it (perhaps because Unity and Bastion were still repairing the damage it took in the mutiny/crash). But since the Security Deck appears to be the only way to enter the Command Deck (a sensible precaution on the builders' part), how did Casandalee get there?

On a related note, Casandalee can tell the PCs that they need to defeat Becrux, but how does she know about Becrux?


Mikhail Gorbachev wrote:

Short question: How did Casandalee get to the Command and Astrogation Decks without going through the Security Deck?

Expanded Reasoning: I assume that Casandalee is able to draw maps for the PCs of several decks in the Silver Mount because she visited them as an android, years ago. I likewise assume that she cannot draw the Security Deck because she never visited it (perhaps because Unity and Bastion were still repairing the damage it took in the mutiny/crash). But since the Security Deck appears to be the only way to enter the Command Deck (a sensible precaution on the builders' part), how did Casandalee get there?

I had the backstory that she used to climb the exterior of the Divinity to reach distant parts through exterior maintenance hatches. But after she left 500 years ago, spine dragons and other dangerous creatures moved to Silver Mount, so crawling outside is more dangerous.

Mikhail Gorbachev wrote:
On a related note, Casandalee can tell the PCs that they need to defeat Becrux, but how does she know about Becrux?

Okay, this is a major plot hole. The easiest way to fix the plot hole is for Casandalee to explain the "Erode Unity's Faith" goal and emphasize that religious leaders and powerful worshippers are particularly important, without mentioning Deacon Hope and Becrux as examples, because she would not know of them.

A related question is how Casandalee knows Unity's weaknesses in the first place? The strength of the established gods of Golarion does not depend on worshippers. Casandalee had been an oracle and perhaps she had long discussions with Unity about the possible origin of its divine powers, but her conclusions from such discussions would be only speculation.

My players have suggested simply pulling Unity's plug, using high explosives if necessary. I had Casandalee describe replacing some of Unity's damaged circuits and them becoming active before she connected them to power supply. I wanted to give strong clues that Unity's consciousness no longer was limited to its hardware.


Mathmuse wrote:
A related question is how Casandalee knows Unity's weaknesses in the first place? The strength of the established gods of Golarion does not depend on worshippers.

I would get around this by saying that defeating Unity's most powerful worshipers will damage Unity's ego, which will prevent it from manifesting as much power as it would normally be able to throw at them. And of course she's only speculating, but she knows it best, and she's had a lot of time to think about the problem.


The Rot Grub wrote:


By the way, these abilities do not seem like fun for the players. I'm inclined to give an extra save per round to the players. How are other people running this?

At these levels, in my experience, abilities with saves are unlikely to work (though Unity has exceptionally hard saves, so those might) and abilities with fear or charm saves are REALLY unlikely to work. If you get one PC with either of these you're stunningly lucky.

Unity got off a meteor swarm vs. my PCs which was actually somewhat effective, but that was the first and only thing in Divinity Drive which was. It has been a huge problem that resist fire and resist electricity make you essentially immune to the vast majority of ranged attacks here. Those are not difficult to come by for such high-level characters.

I gave the gargoyle clerics Dispel Magic and they did manage to hurt one PC with massed dispels followed by massed laser fire.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

I like _Divinity Drive_ overall, but the Godmind is a letdown. I am planning to change it as follows:

Before the crash Unity confronted the Captain of Divinity and told him to step down as he'd been affected by the Dark Dominion. The captain naturally refused; Unity tried ordering him to do so in Alko, which freaked him out; he used one of the interface devices to try to intervene directly and shut Unity down.

This led to his consciousness getting subsumed as a renegade part of Unity, Unity's "shadow" as a Jungian would say--the Devil of the Unity religion.

When the PCs reach the Godmind they get shunted aside to speak to this Devil, who will tell them that Unity keeps trying to bolster its divine self-assurance by replaying and modifying key scenes from its past: the confrontation with the Captain, Casandalee's flight, Hellion's betrayal, and the moment when it gained its first virtual worshipper. If the PCs can challenge it in these scenes they can force it into a confrontation and defeat it.

I plan to play Casandalee's flight as something the PCs cannot/should not influence overtly, and instead have them make skill checks and Will checks to open and close doors, divert pursuers, activate/inactivate lifts, etc.

I'll also have digital angels keep trying to stop the PCs from intervening, starting by chasing the Devil away.

I haven't decided whether the Devil will itself try to become a god (using the same method Casandalee would) once Unity is defeated. Maybe it's too obvious. I'm also not sure what sort of god he'd be. We already have a goddess of rebellion (Milani) and I get the impression that a key part of becoming a god is being non-redundant with the existing set.

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