Starfinder 2nd Edition Playtest Adventure: Empires Devoured and Starfinder 2nd Edition Playtest Scenario #4: Rescue at Shimmerstone Mine have both been added to the Starfinder 2nd Edition Playtest Deluxe Adventure Pack!
Pathfinder Society Season 6 v12.4.0 contains the following errata/changes:
6-05 - Silver Bark, Golden Blades has been added.
6-04: Lighting has been fixed on the Event 3 scene, an journal scaling issue for Ascent Phase 4 and Concluding the Ascent, and a missing Enemies Start Here box has been added.
6-02: Scaling of the "Concluding the Ascent" journal has been fixed.
6-03 and 6-04: Chronicle sheets have been added to the module files.
I own both the beginner box and the core rulebook for 2e and was planning on using foundry.
It is listed as $35 and I wanted to make sure this is the correct pricing. I'm going to buy it in any case and if this is not correct I will file a CS ticket.
By the way, if you're thinking "Wait a minute! That sweet Humble Bundle that's available right now gives me that very same Beginner Box PDF as part of every tier, which means that I can get a $20 discount on the Beginner Box Foundry module as well as a bunch of other Pathfinder PDFs for as little as $5 total!" then oh no! You've discovered a loophole in our pricing structure that you'd better take advantage of before we realize what we've done and fix it! (We're not going to fix it. Enjoy!)
For Foundry usage, will there be a token pack product for this or will the art from this book just get added to the npc character gallery module that recently released?
I mean, it'd sure be silly to release a major book packed with new character art and not offer some kind of integration with the hot new character token collection/management module, wouldn't it?
That being said, this hypothetical character token pack bursting with all-new art would likely be its own product rather than an addition to existing one, and could probably be expected to be priced similarly to the recently-released Monster Core module.
6-01: In the Foundry module, Encounter B1 (page 12) has been relocated to the northwest corner of the battlements on the Vigil's Hope map (page 5) in order to allow for easier navigation through the keep while circumventing possible ritual locations.
6-01: The "Peacebuilders Events" table (page 11) should use a d6 instead of a d4.
The purpose of this subforum is to serve as a single centralized location for information about our latest releases for Foundry Virtual Tabletop, as well as patch notes and other product updates. In most cases, you can expect a new post whenever we release a batch of new products, but occasionally (such as in the few weeks following a major software update) we'll be posting more frequently.
Please note that this subforum will also make a note of any changes or errata that were made or discovered during the conversion of our content to a Foundry Virtual Tabletop module, some of which may not yet be reflected in the print or PDF versions of the source material. Any and all changes have been suggested and/or vetted by the team responsible for development of that content. In the event of any discrepancy between a Foundry module and a print or PDF version of the same content, the Foundry module should be treated as the latest and most up-to-date resource unless explicitly stated otherwise.
Please note also that the listings of errata and clarifications may contain spoilers, so players may wish to avoid them.
First of all: as of the next Foundry v12 stable release, the core settings will have a simple toggle you can use to switch between having your dynamic tokens fully fit their grid squares and scaling them down to allow for more padding.
Second: We've heard/seen your feedback and have already done a second pass (and may do some additional ones in the future) to make some improvements to the tokens, such as adjusting the pop-outs and doing some cleanup to remove minor graphical issues like background artifacting that we missed on the first pass.
Third: Art has been ordered for the five missing Ancient dragons, and we'll be adding them in a future update!
Fourth: And, finally, now that the FLGS embargo is over, you can look forward to seeing the monsters from Free RPG Day 2024's Starfinder: Second Contact added in another future update, as well as to the Starfinder Second Edition Playtest Deluxe Adventure Pack.
i am just wanted to know if the content from Second Contact was added to this or will be added
They're not in there yet, but the Second Contact creatures will be added to both this module and the Pathfinder Tokens: Monster Core module in a free future update.
Is anyone else having trouble importing the adventures within the module?
As a general rule, we always recommend that you perform adventure imports into a freshly created world with only the required modules active, and then reactivate them to avoid potential conflicts (or at least identify which modules are causing them). You may want to disable any other active modules and try again.
DawidIzydor wrote:
Are there any steps necessary to get these dice other than enabling both modules?
There shouldn't be. You should be able to just open "Dice So Nice!" from your "Configure Game Settings" window, click the "3D Dice Settings" button, and then select "The Rollsmith - Starfinder" from the Dice Presets dropdown menu.
Well, I can now definitively say that launching four new digital products, at once, on the first day of Gen Con, from the show floor, has proven to be ... challenging. All four of those downloads should be working properly now, though. Thanks for bearing with us!
So given this obvious contradiction... only one of these can be true. I hope it is the latter as it often is when I purchase other FoundryVTT premium modules on paizo.com(except season 5 PFS and season 6 SFS).
The statement on this page (PDFs are not included) is the correct one. Apologies for the misunderstanding; it looks like we accidentally included a line from a different product description in the page copy that went on the Foundry page.
We know a lot of people like the PDF bundle option (which is why we offer it with most of our adventure content), but given the large number of adventures included with this module, we figured it made more sense to offer them as a separate purchase. The price of the six PDFs alone comes to roughly $64, so if we'd opted to include them with the Foundry module, we would likely have had to at least double its price, which would have made it a lot less accessible.
Elfteiroh wrote:
And these adventures are used for the playtest, but they were written and designed as if they were "normal" adventures, so they won't change after the full release of Starfinder 2e
Is there going to be a version of this that just includes the assets and not the journals with the adventure content? I am very used to running from pdfs, and Paizo sells asset packs for the PFS2 seasons as an alternative to the deluxe version.
Also could you please feature a screenshot or gif of the dice?
The asset packs were an experiment we tried with our first Pathfinder and Starfinder Society seasons, when we weren't sure whether the community would be interested in the full-package treatment we'd been giving our Adventure Paths (especially since so many regular Organized Play GMs already have the PDFs). As it turned out, the deluxe versions were far more popular than the asset packs, so we currently don't have any plans to continue them for future seasons.
Will this and the existing token pack conflict or will it work to have both installed and enabled simultaneously?
The existing Pathfinder Tokens: Bestiaries pack will continue to work the same way it does now, which is to say: it will map tokens and portrait art to every creature in all three of the Bestiary compendiums that come standard with the Pathfinder 2e system for Foundry VTT, as well as to equivalent creatures in the Monster Core compendium that didn't get new art in Monster Core and/or remain more or less unchanged.
Likewise, the Monster Core pack will map tokens and portrait art to every creature in the Monster Core compendium, as well as to creatures in the three original Bestiary compendiums that have the same name and remain more or less the same creature. (This latter distinction is important because some creatures appearing in Monster Core, despite having the same name, have undergone substantial changes in the Remaster to distinguish them from their OGL origins.)
Right now, if you have the Bestiary pack but not the Monster Core pack (because it hasn't yet been released), you'll see the original Bestiary art for, say, the Harpy mapped onto both the Bestiary compendium entry and the Monster Core compendium entry, because the Harpy underwent some changes but is fundamentally the same monster. You'll see the Bestiary art for, say, the Sea Hag mapped onto the Bestiary compendium entry, but not the Monster Core entry, because the Remastered Sea Hag is a very different creature from the OGL version. If it was the future, and you had the Monster Core pack but not the Bestiary pack, you'd see the same cross-mappings, but in reverse.
For now, if you have both the Monster Core Pack and the original Bestiary pack installed, the Monster Core pack will always take precedence where applicable. However, both packs still contain all of the art for their respective books, so if you want everything in the Monster Core pack except the new Harpy, you can always manually assign it from the token directory contained in the Bestiary module.
Mr Owl wrote:
Any update for the people that bought the previous bestiary pack?
Like will the "same" monsters still work?
Yeah, as per the explanation above, the original Bestiaries collection will continue to map to both the various Bestiary compendiums, as well as the Monster Core compendium where applicable. It is worth noting, though, that even monsters that appear in both the Bestiaries and Monster Core pack been given all new tokens for the Monster Core pack that did not appear in the Bestiaries pack, including full support for the new Dynamic Token Rings feature introduced in Foundry version 12.
Though a little sad to see duplicates in place for the different ages of the new dragons - will there be more art coming at some point to differentiate adult and ancient dragons?
Fingers crossed in hope. Dragons are cool...
Dragons are cool! Unfortunately, the species introduced in Monster Core have never appeared in a book before, and therefore don't have the 20+ years of archived art to draw on that the old chromatic and metallic ones did. While the Monster Core pack has unique pieces of art for 19 of our 24 new dragon variants, we did end up having to duplicate the existing Adult art for the Ancient age categories of Adamantine, Diabolic, Empyreal, Fortune, and Horned dragons, which have yet to be illustrated anywhere.
But that's the nice thing about digital products: if and when we do create unique art for Ancient dragons of those species, we can just add them to the pack as a free update, while keeping the old ones around as options if it turns out you like them better. So we will.
Annnnnd for those interested, all four Starfinder 2nd Edition playtest scenarios (Shards of the Glass Planet, It Came From the Vast!, Wheel of Monsters*, and Rescue at Shimmerstone Mine*), as well as both playtest adventures (A Cosmic Birthday and Empires Devoured*), will be receiving the same deluxe treatment as our Pathfinder 2nd Edition Adventure Paths in the upcoming Starfinder 2nd Edition Playtest Adventure Pack for Foundry Virtual Tabletop, releasing alongside the playtest on August 1st!
Did I mention that it includes exclusive Starfinder Second Edition digital dice featuring a Captain Concierge hologram that pops up when you roll a natural 20 (until you're so tired of victory that you turn it off)? Yes, I did, right there.
(* provided as a free update when they release this fall, of course)
Looks like the manifest URL is broken, doesn't let me install within foundry. Tried installing through install module within foundry setup and directly from the manifest.States that the module does not provide a download URL.
This is a known bug with the updates to all of the PFS modules that dropped yesterday; we're looking into it and hope to have it fixed today. Sorry for the inconvenience. (UPDATE: It's fixed.)
Feel free to respond using Spoiler tags, but is there a way to run this AP so as to protect the magical forest and still alleviate the resource-hungry people’s needs?
Not really a spoiler, but:
I think it's probably accurate to say that your primary role in this AP will be to act as peacekeepers (albeit maybe sometimes in the Peacemaker sense, as in "by violently disposing of the enemies of peace"). Neither the forest viewpoint nor the civilization viewpoint is inherently right or wrong, but there are most definitely bad actors on both sides whose actions, if left unchecked, would clearly have ripple effects throughout the region that would be Bad for Everybody.
So, while your individual PCs may and probably should have strong opinions about who they would side with in a vacuum*, it's best if they're also pragmatic enough to recognize that full-blown war is not a good outcome for anyone, and that preserving that peace may occasionally require them to grit their teeth or beaks or whatever and make a decision that might be at odds with their own personal sympathies.
In other words, it's totally fine to have characters who strongly identify with the needs of Andoran and Taldor to harvest lumber, and it's also fine to have characters who are appalled by their disrespect for nature (maybe even in the same party!), just as long as they're not single-minded zealots solely dedicated to slaughtering the opposing side.
*Which we couldn't put in this Adventure Path, because Nature would have abhorred it. (I'm sorry.)
So, now that Foundry's 12.319 release notes have dropped, I can announce that there will in fact be a brand new official Monster Core Token Pack releasing shortly after the official release of Foundry v12, and that it will not only include all of the art from the Monster Core book, it will fully support v12's new Dynamic Token Engine core feature (which you can read all about at https://foundryvtt.com/releases/12.319, if you haven't already), allowing you to apply all kinds of neat condition-related effects to your tokens automatically, without the use of any additional modules!
(This is not strictly related to the existing Bestiary token pack, which will continue to be the definitive token collection for all three pre-Remaster Bestiaries, but since people have been asking about Monster Core support for Foundry here, it seemed like the right place to share the news.)
Will there be a Foundry VTT module for this or any other playtest scenario?
Sure will! The current plan is to release day-and-date premium Foundry VTT conversions of both Starfinder 2e playtest adventures and both 2e Starfinder Society scenarios. More details forthcoming, but you can expect a super blasty-shooty August.
just bought the bundle and were it should say were the code is, it just does not show anything. is the foundry vtt not out yet, or did it glitch up and not give me a code
Sorry, that was a temporary glitch that seems to have been related to the site update that was rolled yesterday. It should be resolved now, but if it isn't, please feel free to contact Customer Service so we can look into it for you.
The music is included and integrated into the Foundry module (at least, the tracks for the first few chapters are ... we ran into some minor production delays that will require the later chapters will be added post-release, hopefully sometime this week). As soon as the full soundtrack is complete, we'll be releasing it as a separate product on the Paizo store, including all tracks, multiple file formats, and looping alternate versions.
Haven't heard of this in a while and Seven Dooms came out without the soundtrack...fingers closed it's soon!
The description of the Foundry Module says it includes it. Here is to hoping it releases soon.
We're still ironing out some minor bumps in our production process, so the entire soundtrack unfortunately wasn't quite polished enough for release by the time the module was scheduled to drop. However, we did make sure that all of the tracks for the first few chapters were prioritized so that we could included and integrate them into the Foundry module, and the remainder should be added in an update hopefully within the week, so unless you're absolutely blazing through the adventure, you shouldn't have cause to notice.
Once it's complete, we'll also be releasing the full soundtrack as a separate product on the Paizo store (including all tracks, multiple file formats, and looping alternate versions).
Sorry for the delay, but glad to hear you're excited about it!
Paizo is not the folk in charge of the modules. The modules are done by Metamorphic Studios, any dates for them is on the module developers not the Paizo staff.
This is true, but Metamorphic relies on Paizo to provide us the source materials in a timely fashion, which was the underlying problem this month. The Paizo staff is nothing but helpful and accommodating, so I'm sure there were unavoidable issues on their side. It was an unfortunate month for the module.
Yep. We always strive to get our materials over to Metamorphic for conversion as early as possible, but due to the breakneck development pace for some of this content (especially Organized Play stuff), we sometimes don't have the final versions ready until just a day or two before they're scheduled to release, which in this case didn't leave enough dev time to do a proper conversion in time for day-and-date release. It's not a common occurrence, but this was unfortunately one of those times, and we apologize for any inconvenience. Rest assured that we're looking into ways we can streamline our internal processes to make it less of an issue in the future!
Yes, what about APs that have already been published?
We're doing Abomination Vaults and Curse of the Crimson Throne right now.
Without going into specifics (yet), I can assure you that our back catalogues are being combed for inspiration as well as current and upcoming releases.
So, despite what we call them in the webstore, our Foundry VTT offerings aren't really bundles in the usual sense. When you buy an Adventure Path module from us, you're paying us (Paizo) the PDF sticker price for the actual adventure content it contains, and then an additional $15 so we can fairly compensate the Foundry dev team for their awesome work converting it. We offer a discount for owning the PDF not because the PDF is or should be considered a separate item from the FVTT module, but because if you own the PDF, you've already paid us for the adventure content part. That's also why we throw in the PDF when you purchase the module at full price.
Offering a PDF discount is particularly important because we know a lot of VTT GMs like to check out the PDFs to see whether the adventure appeals to them before they decide to spring for the Foundry module. Which makes complete sense, so it doesn't seem super cool to charge you $20 just so you can make an informed decision on whether you want to spend an additional $35 on top of that.
Is there a way to contact the dev team for the FoundryVTT modules to report a possible bug or get assistance with troubleshooting?
Thanks!
Sorry to hear you're having difficulties! It depends on the module in question. If you're having trouble with Abomination Vaults, Kingmaker, the Harrow Deck, the Beginner Box, or the Bestiary Tokens Pack, you can contact the Foundry dev team here. Otherwise, your best bet will be to submit a bug report through our partner Metamorphic Digital's service portal, located here. Good luck!
Right forgot to check, will these music be uploadable to roll20? :O Or are they meant to be purely used in foundry or in live games? Syringescape things kinda bummered me out on how hard those would have been to set up
We'll be providing each soundtrack as a collection of downloadable files in multiple formats, so you can use it on any platform you want, including live games. We might be looking at special integrations for our Foundry modules, though.
One thing I've been curious about for a while now and figured I'd ask - for those of us who use Foundry VTT and have purchased the Betiary token pack - will that module be updated to reflect the new Monster Core monsters or will you be releasing a new module to cover the new Remastered content?
We're still working out the details, but the most likely scenario is that a Monster Core token pack would be a separate release that maps to the actors that will be included in the upcoming Monster Core compendium, while the tokens in the current Bestiary token pack will continue to map to the actors in the three existing Bestiary compendiums.
It's possible (but not guaranteed) that we might be able to enable some crossover so that, say, if you had the Bestiary pack but not the Monster Core pack, you would see tokens mapped to Monster Core actors representing Bestiary monsters that didn't get new art (and vice versa). But for the most part they'll be treated as different collections of monsters, since, well, they are.
TBH, after some thoughts, I would have preferred an heavier usage of more traditional Asian instruments, but it kinda works, aand there's hint of it. If the role of that track is to be an "intro cutscene" or "Title screen" track, then I wouldn'T be surprised if it hinted at multiple different other tracks, and that part where there's more "eerie japanese horror" tones might hint at at least one track that I migth like very much.
I can confirm that the role of that track is very much to serve as a "title screen" or "overture" track, and that it incorporates a lot of recurring motifs from some of the more focused tracks appearing elsewhere on the album.
No spoilers (although I'm gonna spoiler-tag anyway), but here are the titles of a few more of those tracks:
02 - The Summer That Never Was
03 - Relight the Eternal Lantern
04 - Town of Willowshore
05 - The Mysterious Merchant
06 - The Hinterlands
07 - The Wall of Ghosts
08 - Horror from Beyond
Is that... a tortoise person?? Maybe... an awakened tortoise? I'm interested. :P
She's an awakened tortoise the size of a two-story building, and also the proud owner of the Verduran Forest's largest floppy purple hat.
Also, hooray! I can finally talk about this thing, which I wrote! Super excited to see other people excited about it as well, and I hope you enjoy it! :)
Just to clear up some confusion: Yes! Rusthenge will be getting an official premium Foundry module. We obviously won't be releasing it on the same day as the print and PDF versions, because that day is now in the past, but development has begun and you can absolutely look forward to getting your hands on it Soon (tm).
With the price increases will there be more support for Foundry? I bought the Season 5 bundle which makes it a breeze to run on Foundry but there are no bundles for Seasons 1-4.
Is Paizo going to consider offering seasons 1-4 bundles? The same question goes for SFS as I'm hesitant to buy Seasons 1-5 and then have to manually add everything myself.
These price increases won't affect the cost of the Foundry modules at all. As far as support goes, we're still offering all of Pathfinder Society Season 5 and Starfinder Society Season 6 as both asset packs and deluxe editions, and if they continue to perform well, we're hoping to do the same with future seasons as well.
We don't currently have any plans to go back and convert any of the earlier seasons to Foundry modules, but we certainly wouldn't rule it out if we had reason to believe there was a large enough market for them.
In general, we always aim to make the Foundry modules go live at 11am Pacific on the same day the PDF releases. In practice, we're occasionally a few hours late due to some unforeseen minor issue, so if 11am rolls around tomorrow and the page (http://paizo.com/products/btq02etk?Pathfinder-Adventure-Path-196-The-Summer -That-Never-Was-BUNDLE) isn't live yet, just give us another hour or two.
Will this be accompanied by a Foundry module at launch, like all the other recent APs?
Yup!
Nullpunkt wrote:
If so, which PDF will give the discount? I assume you might not have an answer just yet, but it would be nice to know well in advance to avoid buying twice.
We're not sure yet whether there will actually be a "hardcover edition" version of the PDF, but regardless, the PDF discount for the Foundry module will be based off the price of the standard edition.
Worth noting also: like the print version, the Foundry module of Seven Dooms for Sandpoint will be released as a single mega-adventure rather then as two separate volumes. We just might be adding some cool surprise bonus goodies this time around to celebrate Big 200, too...
Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)
Gender
Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival |
Size
Small
Age
30
Alignment
CG
Deity
Sarenrae
Location
Absalom
Languages
Common (Taldane), Goblin
Occupation
Being Very Smart
Strength
0
Dexterity
4
Constitution
4
Intelligence
0
Wisdom
2
Charisma
5
About Nubnonk
Background:
Most goblins alive today don't personally remember the Goblinblood Wars. For them, it's ancient history. But Nubnonk remembers. He fought in them as a young goblin, over 20 years ago. But unlike many goblins, he survived. He convinced the then tribe leader Velkik that he was not violent like the old tribesgoblins had been. And when Velkik decided to move the Crookedtoes tribe away from their ancestral home in Isger, Nubnonk went with them. Someone had to protect the youngobs!
The Crookedtoes tribe traveled over hill and dale and river, trying to talk more than fight (even when they ran into scary horses or dogs or nasty longshanks). But they eventually settled in another forest (hooray) calleld the Fangwood. Seeing that Nubnonk was actually fairly good with people (now that he was no longer trying to chew on their legs), Velkik appointed him to serve as the chief diplomat of the Crookedtoes tribe to the longshanks outside of the forest. It was through this work that he met two longshanks and a shortshanks--Slick, Dramiil, and Billy--who had fought something called a Runelord.
Unfortunately, trying to lie low in Nirmathas was dangerous. Not long after they had escaped from the Runelords, the nastiest longshanks of all time--the Whispering Tyrant--destroyed Lastwall and sent zombies into Nirmathas. The village was no longer safe! Nubnonk encouraged his new friends to join together with a group of Lastwall knights and flee once again--this time to Absalom.
It was here in Absalom that Nubnonk experienced his greatest change. Goblins had had a long cultural fear of reading and writing, often said to stem from a belief that the mere act of writing words steals them from one's head. But Nubnonk was not afraid of books. Nubnonk was a smart goblin who knew lots of things. Like the best way to sort through garbage to find something tasty instead of rotten. Or how to set a fire without burning yourself up in it. Or that iron nails from a dwarf's scrap heap were really good at getting a nasty fey to leave you alone.
Besides, Velkik had declared that books were not evil thought-stealing things. They were still viewed with suspicion and nervousness, but a goblin could now learn to read!
One day Nubnonk found a book in the trash. But the book was empty. He took it with the idea that it was be good for burning--a good sacrifice for Sarenrae!--but then the weirdest thing happened: words started to appear on the pages--about burning itself! Nubnonk screamed--the book was stealing his thoughts! The elders had been right! He should run! But these ideas about burning were things he didn't know! (Imagine: something about fire unknown to a goblin!) Maybe--just maybe--the book was stealing thoughts from someone else's mind. As long as the book didn't steal Nubnonk's thoughts, he wouldn't burn it.
Life hasn't been easy since Nubnonk found the magic book, but he's learned a lot of useful stuff. Sometimes he forgets it after a day or two, but the book always gives it back if he asks nicely. And he's got a collection of stuff like you wouldn't believe! He's stolen some of it, or bargained for it, or won it in games of gambling. There's lots of ways to get the things you need to survive in Absalom, especially when so many longshanks still think you're dumb. But Nubnonk isn't dumb. Nubnonk is gonna show the longshanks and the gods and everyone that goblins are the best!
Nubnonk Thaumaturge 12
CG Small Goblin Unbreakable Goblin Humanoid
Perception +20; Darkvision
Languages Common, Goblin
Any time someone rolls a critical failure to Treat your Wounds, they get a failure instead.
Skills
Acrobatics +19 (+2 [circumstance] to tumble through) [T],
Arcana +14 (+1 [circumstance] to Recall Knowledge) [T],
Athletics +12 (+1 [item] to Force Open) [U],
Crafting +12 [U],
Deception +26 [M],
Diplomacy +27 [M],
Intimidation +27 [M],
Lore: Esoteric +23 (+1 [circumstance] to Recall Knowledge; +2 item to Recall Knowledge about dead individuals) [M],
Lore: Goblin +14 (+1 [circumstance] to Recall Knowledge) [T],
Lore: Loremaster +14 (+1 [circumstance] to Recall Knowledge) [T],
Lore: Pathfinder +14 (+1 [circumstance] to Recall Knowledge) [T],
Lore: Urban +14 (+1 [circumstance] to Recall Knowledge) [T],
Medicine +14 [U],
Nature +16 (+1 [circumstance] to Recall Knowledge) [T],
Occultism +14 (+1 [circumstance] to Recall Knowledge) [T],
Performance +17 [U],
Religion +18 (+1 [circumstance] to Recall Knowledge) [E],
Society +12 (+1 [circumstance] to Recall Knowledge; +2 item to Recall Knowledge about dead individuals) [U],
Stealth +19 [T],
Survival +14 [U],
Thievery +18 (+1 [item] to pick locks/disable devices) [T]
Str +0, Dex +4, Con +4, Int +0, Wis +2, Cha +5
Items +1 Resilient Leather, Mask of the Banshee, Messenger's Ring, Cloak of Elvenkind, Boots of Elvenkind, Vaultbreaker's Harness, Ventriloquist's Ring, Disguise Kit, The Empty Throne; 5 gp, 7 sp
AC 32; Fort +21, Ref +21, Will +21; Resolve HP 166
Roll with It ⟳ Prerequisites unbreakable goblin heritage, Bouncy Goblin Trigger A foe hits you with a melee weapon or unarmed attack. When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall prone and are stunned 1. Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don’t take double damage from the critical hit.
Guiding StarActivate ⟳ envision Frequency once per 10 minutes; Trigger You successfully Strike a creature with a thrown Strike with guiding star; Effect Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming. The piercing damage increases to 6 with a greater striking rune and 8 with a major striking rune.
Chaotic Destiny ◇ (fortune) Trigger You fail a saving throw during a combat; Frequency once per day; Effect Chaos intervenes on your behalf at the last instant as you fail a saving throw. Draw a harrow card and reroll the saving throw you failed. You must take the result of the reroll, but if you drew a card from the suit of Crowns, improve the result by one degree of success.
Exploit Vulnerability ◆ (Esoterica, Manipulate, Thaumaturge) Frequency once per round Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.
Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.
Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.
Intensify Vulnerability ◆ (Concentrate, Divination, Esoterica, Magic) Prerequisites Exploit Vulnerability Frequency once per round Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round. You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.
Trick Magic Item ◆ (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
Share Weakness ◆ (Esoterica, Manipulate, Thaumaturge) Prerequisites Exploit Vulnerability, mortal weakness Requirements You are Exploiting a creature's Vulnerability using mortal weakness. You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again.
Item Actions:
Mask of the Banshee ◆◆ (Auditory, Invested, Magical, Necromancy, Negative) Activate envision, Interact; Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save). Craft Requirements Supply a casting of wail of the banshee.
Cloak of Elvenkind ◆◆ (Illusion, Invested, Magical) Activate Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day.
Boots of Elvenkind ◇ (Invested, Magical, Transmutation) Activate envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.
Vaultbreaker's Harness ◆ (Invested, Magical, Transmutation) Activate Interact; Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute.
Ventriloquist's Ring ◆◆ (Illusion, Invested, Magical) Activate Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19)
Messenger's Ring Activate 1 minute (envision); Frequency once per day; Effect The ring casts animal messenger to your specification. The animal is a magical creature that springs from the ring, and its appearance suits the iconography or heraldry of the lord or organization represented by the ring.
The Empty Throne Activate ◆ envision; Frequency once per day; Effect You overwhelm a target you can see within 60 feet with feelings of helplessness and loss. The creature must attempt a Will DC equal to your class DC.
Critical Success The target is unaffected.
Success The target can't benefit from circumstance or status bonuses for 1 round.
Failure The target can't benefit from circumstance or status bonuses for 1 day, and the target's allies are unable to benefit from circumstance or status bonuses while within 15 feet of the target.
Critical Failure As failure, except the duration is 1 week.
Enveloping LightActivate ◆◆ command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 4th-level light spell. At the end of each of your turns during this time, you regain 2d8 Hit Points.
Spells:
Occult Innate Spells DC 29, attack +19; 3rdSecret Page; 2ndComprehend Language; 1stMindlink; CantripsMessage, Guidance, Sigil Focus Spells (1 points) Loremaster's Etude ◇ Range 30 feet; Targets you or the triggering ally You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering Recall Knowledge skill check twice and use the better result.