Rosie Cusswell

Anara Riffi's page

No posts. Organized Play character for WinterwolfNW.




I was always under the impression that both of these, being FORCE effects, applied to TOUCH armor class as well, especially since Shield spell blocks Magic Missile.
My local Event Co-coordinator has ruled otherwise, saying they ONLY block Incorporeal touch attacks but not others, like Ray of Frost, Acid Splash, Scorching Ray, Guns (point blank) etc.
I GM 3 Pathfinder home games as well, but before I switch tracks I'd like some other GM's to confirm the EC is right. I'm not really asking for an explanation, just for several other seasoned GM's to confirm what the EC decided...


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Well we finished Dead Suns 1 last session. We meet every 2 weeks and it took us 5 sessions. I bought the AP because I wanted to see how the Piazo GM's did an adventure, I have been creating and GM'ing adventures since 1977 and usually do my own, except for a 4 year stint in PF Society. I have 5 male players ages 31 to 70.

I felt the chapter 1 opened extremely good for new players to the game and new characters, it got us into the action right away. I usually go by the written rule book unless they conflict with my campaign concept or common sense, so they got book credits. Most the 5 players were using slug pistols as then didn't want to spend the credits to buy the laser piston, so after the gang fight they looted all the Azimuth laser pistols and batteries right away. Then they began looking for the Starfinder Guild.

I read the SF Society Guide and I personally don't like the Faction set-up where you can join every faction. It's like being a member of every team in a Little League. Sort of like a Nanny State, no matter which team wins you win TOO! If you're gonna have teams pick one, otherwise having "sides" is a waste of time. Anyway I changed where it references SF Society to SF Mercenary Guild and that made the wording in the AP work out fine. I also looked over the characters closer and saw every character had an ODD number in their stats, so I changed Step 4 on page 18 CRB to 11 points to give them a wee bit better character.

Continuing with chapter 1 the players (and GM) had an adventure in the station, they got to know several important NPC contacts and had some more action. I give chapter 1 a 5 STAR rating.

Chapter 2 starts off learning space ships and combat. I GM'd Traveller (all versions) occasionally since 1980 and I like the Starfinder rules much better! In Traveller only the pilot and gunners really had something important to do during combat. I think it is Great that the Captain, Engineer, and Science Officer have meaningful tasks also, and that you can have more than 1 active Engineer and S.O. Our space battle took us 1 entire game session lasting 10 rounds, granted we were slow because we were learning, but it was a battle and not a 1-Hit kill. After they destroyed the Stiletto, my players went after the pilot and captured her alive, getting her to talk after offering her safe passage back to the station. Another 5 STARS for starship combat rules!

Upon exploring the mining ship the party went right into it entering through the Engineering air lock and engaging the 2 monsters in engineering. The Akatas were a good monster but I think a special side note needs to be added regarding their void bite. When you're in an armored space suit you have no body parts exposed (to vacuum). Being a Traveller GM I know this, but a fantasy GM may not. So I imagine many GM's had their players make save vs the disease which cold not reach their skin. Of course the original crew aboard the Acreon were in casual dress, not vacuum tight, and could be exposed. The Goblins and Trapped door were a good touch for variety too. I give the Acreon a 4 STAR rating overall.

Chapter 3, the Drift Asteroid, has some problems however. The map was simple and easy to draw and the Void Zombies were good. I thought about putting another encounter in D1 but could not find anything I liked that could live in a vacuum.
First problem I has was with the Driftdead, an incorporeal creature. Even the new Alien Archive does not have a listing for Incorporeal in the "Universal Creature Rules". So I had to make a few GM decisions. I used the Pathfinder rules for incorporeal so that meant non-magic melee weapons and slug throwers do no damage (of course we had NO magic weapons) I let lasers do 1/2 damage and the TM's Magic Missile do Full of course. After a stirring battle and a magic missile they destroyed it. But incorporeal needs to be defined, at least in any module where it is used.
A second problem we had was the Charge rule (CRB 247). I don't know whether it escaped the editor's attention, is a typo, or some writer at Piazo just had a brain fart, but it lists Charge as -2 ATTACK and -1 AC. For 30+ years it has been +2 Attack. With it as listed there is no point to the Charge action, it is a wasted bit of verb-age in the rule book. I figured it was a typo and could be fixed with a flick of a pen and had my players change it to +2 Attack. (This is not a module problem but a CRB problem of course.)

The security robot was a tough challenge, especially with lasers that do only a D4 damage, they got a couple criticals on it and that made it doable.
The Garaggakal was another matter. A CR5 monster vs level 1 & 2 characters? Either the writer did not read the Designing Encounters section (CRB 388) or he did not understand it! It had 75 Hit Points, with a little statistical math it would take an average of 30 HITS with a D4 weapon to kill this beastie, and most characters would only hit 30-40% of the time with it's EAC, worse vs it's KAC. They do D4 or D6, while it does 2D6+9 and hits 80-90% of the time, or an automatic 5D6 with an FDC for 1/2. To keep from having a TPK (Total Party Kill) I had to Nerf this encounter. So I had it move a lot giving the melee players a lot of Op Atks. Even then I had one character at -2 and another with only 1 HP left at the end.

I like to run a game where the players work their way though an adventure and the campaign, not roll up NEW characters every 3 sessions! An occasional Kill is expected but not a TPK! Because of the problems I had with this chapter I give it only 2 STARS, not that anyone may care.

The important thing I was trying to decide was whether to buy the 2nd book in the Dead Suns series or drop it. With the bad ending in the 3rd chapter I think I'll drop it and create my own adventures in my Regular SF campaign. But I will DEFINITELY keep running my Starfinder campaign, my players all love it!
If Piazo comes out with Starfinder Modules I'll look them over as I like Pathfinder Modules.


Looking over this 2nd level spell I think it would be a lot more interesting and useful if instead of creating multiple discuses you allowed it to BOUNCE from one target to another making a ranged attack on each target until it missed or hit a maximum number of targets, depending upon level. Sort of like a real discus bouncing from foe to foe. As is it's just a scorching ray (of a different color).

Just an observation.


The problem with character death, as I read it, is that basically you throw the character away and create a new one, abit at an advanced level or tier.
This does not sit well with many players, especially since in the Pathfinder RPG and Society play characters can be revived from death and this game also uses the Pathfinder name.
When a player spends 10-15 hours or more playing, developing, and building their character, throwing it in the trash makes those hours seem like a waste of time. Many players may consider the game "Broken" at this point and just walk away, never to look back.

My goal is to keep all players enjoying the game so the campaign continues week after week after week!
So I have instituted the following Revival rule in my games, it seems to ease everyone's fears about the Permanent Death that exists in the rules.

When/if your character dies to get revived after the scenario ends he must Burn 2 cards in his hand that belong to the Level/Tier being played.
Say you are playing a Level 3 deck and die, you must Burn 2 of the Level 3 cards you have in your deck.
If you have 3 or more you chose which two.
If you have less you Burn what you have then make up the difference by Burning Level 2 cards (your choice again if you have more than enough), and on down to Level 1's if not enough 2's.
You must replace the Burned cards with Basic (B or C) cards from the box.

You also lose the scenario of course and have to sit out the remainder of it.

This makes death something to be avoided but not the ultimate tragedy. You can replace the lost cards through future play of course, if you can find them.


We have had a game going on every Monday night and I find the Blessing Deck size is okay for 4 players or less, but when you get to 5 (or 6) it decreases the number of turns each player gets to 6 (or 5) respectively. That makes it hardly worth taking the time to set up a game for 5 or more.
Experimenting a bit I have found increasing the size of the Blessing Deck to 7 cards for each player (i.e. 35 for 5 players) makes a good balance and give all players an even chance to play their characters and enjoy the scenario.
I do admit we have not had a 6 player game yet, but it will probably come soon. If I should find something else works better for 6 I'll append this thread.


My Wed night group decided to try the new Hi-Bred classes and we began last night. We had a Bloodrager, Slayer, Investigator, and 2 Arcanists.

I should note my Wed nite group has played together for some time, supports and backs up each other, and usually melds tactics to make themselves more effective. They play quite a bit better than the casual groups assembled at Game stores, conventions, and the like.

We ran through Slave Pits of Absalom, which took us from about 7:10 PM to about 9:50 PM that night. After giving out chronicles we sat around discussion the new classes. Everyone enjoyed the class they made up and were looking for feats and other ways to tweak it to improve it. They may post their individual opinions on the forums, their choice, but for the GM's overall assessment is as follows:

Both Arcanists and the Investigator held their own and once or twice the Investigator's skills came in real handy.
The Slayer was a real dynamo as an Archer, pulling 2 or 3 times his weight.
The
Bloodrager operated more like a Barbarian than anything else, using a great sword, and when he hit ended fights quickly. He got a Crit in the last battle on Captain Gnarl doing over 20 points in damage and ending the battle very quickly.
The only real problem I saw was a lack of healing. The player who ran the Slayer originally wanted to run a Warpriest, but was not able to sort through the rules for that class properly and decided to try the Slayer instead. One of the Arcanists has decided switch to a Cleric, or the Warpriest, if she can figure the new class out, so we'll have healing when we begin Murder's Mark next Wednesday.

5/5

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FYI - After extensive searching of the Paizo site and forums I have finally found a LIST of Pathfinder Modules approved for use with Home Game Characters and/or Pre-Generated characters.

You can run the modules with either type then assign the Chronicle to a legal PFS (Pathfinder Society) character. The character must be of the appropriate level or a Level 1, if Level 1 the gold reward is reduced to 1398 Gold. The list I have found is...

Crypt of the Everflame
Master of the Fallen Fortress
Murder's Mark
The Godsmouth Heresy
Thornkeep
Feast of Ravenmoor
Masks of the Living God
Fangwood Keep
The Midnight Mirror
Carrion Hill
City of Golden Death
Dawn of the Scarlet Sun
From Shore to Sea
Realm of the Fellnight Queen
Cult of the Ebon Destroyers
No Response from Deepmar
Doom Comes to Dustpawn
The Harrowing
Curse of the Riven Sky
The Ruby Phoenix Tournament
Academy of Secrets
Tomb of the Iron Medusa
The Witchwar Legacy
Dragon's Demand

I hope this help those of you out there who like modules also out.


Has anyone at Paizo thought of making a Rogue-Sorcerer Class also? I don't have a name for it but I think it would be a very useful class for adventuring?
I currently have a Rogue 5th, Wizard 1st that I play doing our Modules night and he gets quite a bit of benefit from his Wizard class. I have no regrets weakening his Rogue class to give him that level of Wizard.

Think about it... okay?