Pahmet Monk

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Organized Play Member. 11 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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So we are doing in person. So there is no flip map of Map Pack for the AP?


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Am I just missing something? I cannot find map packs associated with the Gatewalkers AP.


Castilliano wrote:
Tunewalker wrote:

So far we have kind of figured that if we leave to go back to town it is a fail as the mission implies a tight time constraint on finding and killing the main big bad.

I am at around 7 health, the barbarian has 3 health left, the rouge only has 3 damage and the ranger has only taken 3 damage, but with me out of spells and half a dungeon to go I am not counting on us surviving to the end without finding a few more healing potions and hopefully the barbarian rolling higher than 1 on the heal effect for it especially since he probably only has 1 or 2 resonance left.

Or you know, you could leave.

The party has a week to recover the Lost Star, and are only 10 minutes away from the surface. So pressing on is foolhardy and serves no purpose.

This. My group left the dungeon for one night and then managed to complete the mission on the second go with no issues at all. It was a hard fought win even with that, but it is completely acceptable.


There seems to be no way to create undead in the system. Is there a spell for this? How would a NPC Necromancer raise Skeletons in combat? What if I have a PC that wants to be a PC Necromancer, how does he create minions?


I am also confused by a lot of this. It seems overly complicated to the old "One item per slot" style of Item restriction.

The way I see it is, if I have to spend an RP to Invest the item to me, that should be all that is really needed except on items that have RP cost in the actual description.

Why does it need to be more complicated than that? I get that this is to prevent the "I have a 18 magic items on my character" trope, but I think it is enough of a restriction to a fighter with a 10 CHA that only gets one RP at 1st level, while the Alchemist with his 18 INT has 5 RP to play with. I know the alchemist has to use RP to make their formula, but could instead just invest every magic item the party finds for the first few adventures.


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Tyrnis wrote:
Overall, we just don't really need the same variety of classes that Pathfinder has simply because the theme/class/archetype combo covers most of the same ground.

I think what we really need is more Archtypes. I would be fine with less classes and more archtypes in SF


So, I have always played that an efficient Quiver can hold Crossbow Bolts. However, I am being told by a new group that it was never intended for that use and that I can only put the exact items listed in the description in it. I cannot see why and would like to know if there has been a ruling on this?


Really hoping to see some other classes like the Magus. Also want to see how Archetypes will work in this new edition?


I am curious if the Magic Dagger from the playtest on The Glass Cannon Podcast is an indicator of what Magic Weapons will now be like? Do all magic weapons get an additional base die type per +1 on the weapon?


Lane_S wrote:
My suggestion, expanded on in other threads, is that the BP you get at each level comes from the salvage of ships you capture or report locations of. Let's say you capture a tier 4 pirate ship. You lay a claim on it and report it to your favorite salvage yard. They handle the recovery and either scrap it or find a buyer. In either case the funds do not come instantly. That ship could provide BP for 4 levels as they sell components or use the to modify your ship.

^^^^ THIS!! ^^^^

This is how I will be handling it in my game.


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ghostunderasheet wrote:
God i want a set of these for my dm. Last session he pushed one of the players to roll perception until he crit failed so he could force a staggeringly hard encounter on the group.

Sounds like you need a new GM...

Full Name

Aniese Sona

Race

Samsaran

Classes/Levels

Oracle 4

Gender

Female

Size

Medium

Age

That's a Secret

Alignment

LG

Deity

Shelyn

Strength 7
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 14
Charisma 18

About Aniese

Revelations:
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Battle:

Ac-17
Touch-14
Flatfooted-13
Fort-1
Reflex-4
Will-4
CMD-14
CMB--1
Initiative-3

Weapon: Crossbow, Light |+6| |1d8+3|

Curse:
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.

EFFECT

Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.

At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time.

At 10th level, you are immune to charm spells and spell-like abilities.

At 15th level, you gain spell resistance equal to 10 + your oracle level.

Spells:
0-Guidance, Light, Read Magic, Detect Magic, Stabilize, Mending
1(3 per day)-Cure light wounds, Bless, Protection from alignment, Obscuring Mist, Sanctuary, Sun metal.
2(1 per day)-Aid, Cure moderate wounds, Shield Other.

Feats:
Life's Blood-Your blood flows with eternal life, and its healing powers allow you use your blood to heal others.
Prerequisites: Samsaran.

Benefit: At will as a full-round action, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal another creature. When using this feat, you take 1d4 points of damage and apply your blood to the wounds of a living creature, healing it for a number of hit points equal to the amount of damage you took from the ritual. This is a supernatural ability. Only you can perform this bloodletting. A creature cannot be healed by this ability more than once per day.