Ezren

Alfray Stryke's page

244 posts. No reviews. No lists. No wishlists.




I appear to be missing the pdf for Scenario 1-04 from my downloads, which I should have due to being a Starfinder Superscriber.

Can this be looked into?


I posted this in the discussion for the Technology Guide and was suggested I start a thread here.

I've started a subscription for the Pathfinder Campaign Setting, but have had an issue with the order.

I've received an email stating that Paizo has no payment information on file for the order, however under my account it shows that I have selected my credit card on file for the subscription. I've gone in and reselected the credit card to dismiss the error message, but any other advice or suggestion on why this has happened? Thanks in advance.


So one of my players was wondering if it would possible for him to research advanced firearms in the Emerging Guns setting I'm currently running a game in.

I had a look at the spell research rules and came up with the following, which I'd like some feedback on;

Firearm Research Rules

To design and craft a new firearm, it takes a number of workdays (8 hours) equal to 1.5 × the cost of the firearm ÷ 1,000 gp. This process requires the Gunsmithing feat and a suitable workshop. By adding 5 to the research DC, you may attempt to design and craft a new firearm without a suitable workshop.

Each Day:

Spend 500 gp for research costs and rare ingredients.

Attempt a Craft (Firearms) check* and a Knowledge (Engineering) check* against the research DC of the type of firearm, these checks are done as part of the 8 hours work required. You cannot take 10 on these checks. If both checks succeed, you make 1 day's progress toward completing the firearm. When your days of progress equal the total number of days needed, the firearm is completed and you may craft additional firearms of this type as per the Gunsmithing feat.

If either or both research checks fail by 4 or less, you make no progress. For each check that fails by 5 or more, your research has led to poor results and you lose a day of progress toward completing the spell.

Research DCs organised by gun rarity levels and types of firearm follow:

No Guns
Early N/A
Advanced N/A
Modern N/A

Very Rare
Early 20
Advanced N/A
Modern N/A

Emerging Guns
Early 15
Advanced 20
Modern 25

Commonplace Guns
Early 10
Advanced 15
Modern 20

Guns Everywhere
Early 5
Advanced 10
Modern 15

*As normal, circumstance modifiers may be given to your skill checks by the DM.


I've made a version of the kobold using the Advanced Race Guide and would like some feedback.

My changes are:
Ability scores: +2 Dex, -2 Str, +2 Int
Remove the Light Sensitivity trait.
Add the following: Miner’s Familiarity: Some kobolds focus on training with mining equipment; they gain proficiency with the light pick, heavy pick, and pickaxe and may treat the greatpick (found here) as a martial weapon.

Add the following Alternative Racial Traits:
Deepsight: Some kobold tribes have lived in deep mines and caverns for generations, and better adapted for seeing in these conditions, they gain darkvision 90 feet; however they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This replaces the darkvision racial trait.

Vestigial Wings: Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks. This replaces Miner’s Familiarity.

Reptilian Sorcery: Some kobolds have a stronger link to the magic of their draconic heritage; a kobold with this trait that is a sorcerer with the Draconic or Kobold bloodline, treats its Charisma score as 2 higher for all sorcerer class abilities. This replaces the armor trait.

Natural Weapons: Some kobolds are born with sharp claws and teeth like their draconic kin, they gain a bite attack that deals 1d3 points of damage and two claws that each deal 1d3 points of damage. These attacks are primary natural attacks. At 5th level their claws increase to 1d4 points of damage, this does not stack with the improved natural weapon feat. This replaces crafty.


I'm looking at using the Mythic Rules published so far to give my players a bit of a boost (the party consists of a ninja, samurai and witch) and would like feedback on the following feat for the Witch:

Extra Hex (Mythic):
Prerequisites: Extra Hex, 1st Mythic Tier
Benefit: Whenever you could select a mythic spell, you may instead select an extra hex known. Additionally you may expend one use of mythic power to activate a hex as a swift action.

Due the campaign they will gain both levels and mythic tier at suitable plot points.