Oppian Nevilindor

Archpaladin Zousha's page

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 4,760 posts (20,063 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 30 aliases.



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Radiant Oath

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Something I've noticed over the years is I seem to have a strong aversion to playing classes that get by on their wits and steel alone, like Fighters and Rogues. I've always struggled to find them interesting, especially since they don't really interact with the mystical or spiritual sides of the world played in. By the time a campaign reaches the end-game, a wizard and cleric will be discussing the complex magical doohickeys they need to realign to stop the BBEG, and the fighter's just standing around with a bored or confused look on their face.

I've always found more martial classes interesting if they've got some kind of "gimmick" like the Champion's god-given powers or the Magus' spells, and the recently released Thaumaturge is heavenly to me, where by contrast, Fighter and Rogue are classes I've only ever taken as supplements to other more magical classes so they're able to use swords and or to qualify for things like prestige classes in the olden days, and even then I've tried to avoid them in favor of more "gimmicky" classes that just seem inherently more interesting.

This, I feel, is a really bad habit to have for my roleplaying. The best roleplayers are the ones who can take any class and make an interesting character out of it, but I just feel like I'm going to spend any time out of combat or if there aren't any traps to disable standing around waiting while the interesting people are talking...how do I get over this?

Radiant Oath

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How would multiclassing into Thaumaturge from Oracle shake out? How about Oracle from Thaumaturge?

I'm still interested in the Oracle, one of my favorite classes from 1e, but I've learned the hard way that the days of the Oradin are long over, and that as a class in 2e, Oracle doesn't play that well with multiclassing...

Radiant Oath

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I'm doing some shopping for one of my PCs here, and I was wondering about picking up some spell gems. I've got around 2,051 credits to spend (the rest of the total on the sheet is earmarked for some other items).

What holes in my character's repertoire should I get spell gems to fill?

Radiant Oath

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If I'm playing a PC with a pistol, but only multiclassing into Gunslinger from another class, what KIND of pistol will serve me best if I can only have one? The dueling pistol? Double-barrell? Dragon?

Radiant Oath

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Pyronite is essentially dynamite by a different name, right?

Radiant Oath

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Just looking to confirm from my own research, the closest weapon in-game to approximate the haladie is the orc knuckle dagger?

Radiant Oath

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With the recent arrival of the latest round of books (especially Knights of Lastwall, which I'm still over the moon about!), I've found myself in a familiar, kind of frustrating situation: A while back I'd had some discussion with you fine folks here about making effective characters that branched off into a a discussion of meta-knowledge about APs for character creation, and honestly this feels like kind of the opposite issue. I'm getting a BUNCH of cool ideas for characters, but the APs that we currently have (for 2e) don't feel like good fits for them. And when recruitments for other, non-AP, games happen, I'm feeling like it's better to start from scratch with something tailored to the GM's proposal, rather than try to shoehorn something that might not fit thematically. So where does that leave me?

Radiant Oath

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I really gotta say, not only is the Book of the Dead great for the options it presents players and GMs alike, I absolutely adore how much it fleshes out (pun intended) Geb's personality beyond just his rivalry with Nex!

The moments where it's clear his personal biases are showing are perhaps some of the best in the book, whether it's his insistence that undeath is a natural and ideal state of being (and rationalizing it when it clearly wasn't his intention to end up that way, given his shock at becoming a ghost rather than expecting it), or his snide contempt for anyone who might have a conscience, whether that's living undead hunters or fellow undead who don't share his viewpoints like Walkena or Ordellia Whilwren.

There's something I find compelling about villains who stubbornly insist other people are just as bad or selfish as they are as a rationalization for their own selfishness. Even if it's a common villainous trait, I'm glad this is articulated in text now, as for the longest time Geb just kind of seemed like "Tar-Baphon-lite" because the only personality traits we knew for sure he had was he hated Nex so bad he came back as a ghost just to make sure Nex was dead, and that he was quite vindictive given his actions with Arazni, the Knights of Ozem and the Field of Maidens.

I'm excited for the Blood Lords AP now, as it almost feels like the tables have flipped, with Geb as the more interesting personality than The Whispering Tyrant! Great job to the writers who brought this character to unlife!

Radiant Oath

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I've got a Vesk character I've named "Kamlesh-Raydan." Just wondering how people should generally address him. This name together would be his given name, right? So someone just calling him "Mr. Raydan" wouldn't be correct because it's not actually his family name?

Radiant Oath

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Lately I've been trying to come up with ideas for things to play in 2e and each time I ask how to build it in the Advice board, I've gotten similar responses: that the character concept I'm thinking of isn't doable with 2e's options unless I do something completely different and "reflavor" it, usually because it's either too MAD or requires too much multiclassing or because of how casters and martials are balanced in this edition, and it's making me very frustrated.

You can multiclass into a caster class as a martial, but your casting will be a joke. You can multiclass into a martial as a caster, but then you'll be so useless with your weapon it might as well be for show. If you want to melee as a Druid, you HAVE to Wild Shape, even if you have a cool sword you want to use instead. You can play a gunslinging mage, but forget being able to use those cool gunblades, the action economy allows air repeaters and bayonets only! The only way to be EFFECTIVE means to play your class in the most straightforward way possible, the same boring ways everyone else has already played them, or else have to ask your GM if you can "reflavor," and that just feels like cheating to me. Like my concept is "too good for the rules everyone else is using," sneer sneer, and if I was treating the rules SERIOUSLY I'd stick to concepts that are actually workable within them.

I want to like this edition, but every time I come up with a new concept I run into this problem: whatever I want to play is something the rules aren't balanced to support, unless I want to water down the concept to its most generic form, or be satisfied with the cognitive dissonance of playing with a square peg in a square hole and insisting it's round in spite of all observable rules. It's making it hard to enjoy the process of character creation at all, which in turn prevents me from, you know ACTUALLY PLAYING THE GAME. What do I do?

Radiant Oath

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With Outlaws of Alkenstar upon us, I'm looking for advice on how best to play a Wizard With A Gun, using the Inexplicably Expelled background.

My instinct is to start with Way of the Spellshot Gunslinger, and then take either the Wizard or Magus multiclass archetype as soon as I'm able. I know it'll be a slow starter because Spellshot is as much an archetype as a Way, so I have to take 2 of its feats before I can take another dedication. I'm just wondering which would be the better multiclass: Wizard or Magus?

Radiant Oath

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I'm in the process of building a Venomthought Vesk Witchwarper with the Magic Academy Student archetype, specifically for The Threefold Conspiracy AP, and I need some advice on how to build her.

Her backstory was that she comes from a line of venomthoughts who had distinguished themselves in the Veskarium's military as Spell Sergeants and expected her to carry on that tradition, sending her to Karchizara Combat College to develop her magical potential. The potential was there...but the control was very much NOT. She was a mediocre student at best, but her actual spellcasting was disastrous, producing radically unexpected results that often did more harm than good (think Orko from He-Man, especially the new Revelations show from Netflix, or Schmendrick from The Last Unicorn), and attempting to make her control even stronger and more rigid often made things worse. The professional assessment from her instructors was that on the battlefield, her lack of control (or maybe more accurately, her magic's refusal to be controlled?) would be a liability, which translated to her family that she was an embarrassment. Faced with this, she decided to drop out and make her way to the Pact Worlds...where the AP proper begins! *cue X-Files theme*

So...what Theme fits best for this? What skills should I look into? I'm a little concerned because the number of ranks is kind of low, and given so many skills are required to be a face (Bluff, Culture, Diplomacy, Intimidate and Sense Motive), that doesn't leave much room for OTHER skills that may be needed to be a competent character (Athletics, Perception, Mysticism, etc.). What spells should I look into, especially with the release of Galactic Magic. Thank you in advance for the advice!

Radiant Oath

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I've had a character concept for the Age of Ashes AP stuck in my brain for at least a year now that I want to get out somehow, but I'm not sure HOW best to do it. Since 2e now allows half-elves whose other halfs can be ancestries BESIDES humans, I immediately glommed on to the idea of the child of a dwarf daddy and elf mommy who loved each other very much, especially since Age of Ashes' narrative explores both elven and dwarven cultures and histories, making the idea of a character between these two worlds getting in touch with both his heritages INCREDIBLY tempting!

The idea I had for a concept uses the Haunting Vision campaign background, drawing inspiration from the song I See Fire from The Hobbit: The Desolation of Smaug's credits: this lad, the eldest son of a rare and loving union between a dwarf and an elf, started having horrible nightmares of fire and destruction growing up. He turned to his family's traditions of forging and magic, ways fire could be controlled and used for good, and eventually came to a syncretic view of Torag, the Father of Dwarves, and Yuelral, the elven goddess of gems, nature and magic, viewing them as two sides of the same coin. More recently his nightmares have gotten worse, and he's seen a specific place in them: the town of Breachill. Fearing for his family, his brothers and the people of this town, he's gone there to investigate and hopefully stop whatever conflagration is about to be unleashed!

The question is...I'm not sure what class to use for him that fits this narrative. Conceptually I had imagined something similar to 5e D&D's Forge Domain Cleric, combining fire-based divine magic with melee combat, but less "formally trained" per se, to accommodate the idea of worshiping a personalized Pantheon that includes Torag and Yuelral since I believe Clerics (and Champions) still need to select a singular deity. My immediate instinct was Flame Oracle, as well as the Crystal Keeper archetype that becomes available later in the AP, but I've been advised against that to a certain extent both because Flame Oracle is more of a blaster-caster when I'm looking for something more of the Gish persuasion, and because, as the title of the AP suggests, there's a LOT of fire-resistant enemies to deal with. Other ideas I've toyed with include Druid, specifically looking at Flame Order and Stone Order using the Order Explorer feat, as well as the Warrior Muse Bard, maybe doing things like using songs to time hammer rhythms while forging and "tuning" a forged sword to ring perfectly when it strikes an enemy, but then that's starting to get away from the fire-based theme.

I am very new to 2e, to say the least. My only character is a Champion (Paladin), who recently got converted from 1e and shortly died and got reincarnated after that, and there's a lot of rules I'm still learning as I go, and I'm also regularly watching Narrative Declaration's Rotgrind campaign, so I'd appreciate any advice on how to make this concept work. Thank you, in advance, for your suggestions and for reading through this long, rambly post. :)

Radiant Oath

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Does "Moraine" sound like a good name for a dwarf clan?

Radiant Oath

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Which is the better crit effect?

Radiant Oath

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If you have proficiency with heavy weapons but not grenades, do you need to take the Grenade Proficiency feat to properly operate heavy weapons like grenade launchers?

I know most characters who have proficiency in heavy weapons will have grenade proficiency by default due to their class, but there's an odd corner case where megalonyxas get automatic proficiency with heavy weapons regardless of class, but if they play a class like a Mystic or Technomancer they wouldn't by RAW be proficient with grenades unless they take the requisite feat.

Radiant Oath

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Having seen a picture of the gathol species introduced in The Liberation of Locus-1, and reading its description, along with those of the megalonyxa species from The Threefold Conspiracy I gotta ask: are they BOTH meant to be based on prehistoric ground sloths?

If that's the case, was that intentional or a case of different writers coming up with a similar idea?

Radiant Oath

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I've been struggling a bit with my Dawn of Flame PC whose character sheet can be seen here.

I created her specifically with junksword as her weapon of choice to save credits on buying weapons and fusions and because it worked better for her comparatively low base attack bonus compared with the other members of her party.

But now I'm feeling like this isn't sustainable, as we're needing to take ten-minute rests between fewer and fewer encounters, meaning my junksword wears off and I have to cast it again at each encounter, and it's burning through my spell slots quickly, meaning I can't also cast the defensive spells I need like displacement and mirror image. I can't really think of any way to maintain this; in Starfinder spell gems take the place of things like scrolls and magic staves that a caster would use to have spells they needed to cast regularly on hand, but having enough spell gems to have my at-level junksword handy throughout the day seems like it would be prohibitively expensive, and if I just buy a dueling sword I'm losing out on damage and the ability to hit due to my relatively middling strength. The Junk Arsenal magic hack from Tech Revolution can make junksword last for an hour, but I'm uncertain if I can use it on myself, given the way it's worded and it requires an RP to use each time.

So...what do?

Radiant Oath

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Soldier is the most obvious choice to play a grenade-launcher or minigun toting character, but what if you think that's TOO obvious and wanna play something else?

I'm just unsure because I feel like the caster classes have more important things they can be using their action economy on than shooting an unwieldy gun, and the same goes for classes like Envoy and Biohacker, while the other combat-oriented classes like Solarians and Vanguards get more out of lighter weapons due to their abilities that let them full attack better, and then Operative have sniper rifles, so a heavy weapon seems too unsuited.

I dunno, it just seems like when a character's description includes "has a big gun," that kind of supercedes all other attributes and skills, so if they have psychic powers or leet skills, a big gun just crowds the narrative too much.

Radiant Oath

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If I wanted to multiclass between Mystic and Instinctual Biohacker, what would be the best "split" in terms of levels?

Radiant Oath

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Do Locus crystals and the gear they empower (from The Liberation of Locus-1) function outside the star system they originate in, meaning PCs in the Pact Worlds could theoretically purchase them?

Radiant Oath

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Looking at this archetype for my next character, and it looks attractive from a mechanical standpoint, but is it appropriate if the character's backstory says they're a dropout?

The text of the abilities suggests you're continuing your studies on the side during your adventuring career, presumably writing papers and completing assignments during your Drift jumps or something, but I wanna play a character who TRIED to get through magic school and just couldn't cut it, who CAN cast spells but sucks at it because their spells always have weird and unpredictable outcomes (Witchwarper class).

Radiant Oath

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The Large character with a big gun ("I am Heavy Weapons Guy, and THIS is my weapon.")

OR

The Small character with a big gun (a.k.a. the Rocket Raccoon archetype)

Radiant Oath

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I've been looking around and apparently the banners and trappings in your kingdom will be different colors depending on your alignment. Is there a place I can see which ones are which? I'm gearing up to try and play the game, and I want my character's outfit colors to match the banners around his kingdom.

Radiant Oath

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I'm returning to creating that ferran solarian whose backstory I was ironing out in this thread and now I'm trying to figure out a build for her.

Like I said in the previous thread, I'm planning to use this character in Horizons of the Vast so I have her ready to go if someone does a recruitment thread for that, but I'm struggling to decide what her build should look like as it progresses. I have the basics.

Species: Ferran
Class: Solarian
Theme: Death-Touched

But I'm not entirely sure where to go from there because a lot of the guides for Solarians are a couple of years old, and don't take into account the new Solarian stuff from books like Galaxy Exploration Manual and Tech Revolution.

I feel that, given she'll already have boosts to CON from her species and theme, a tanky build is the way to go, but I worry if I lean too heavily into that, she's not going to be smart enough to contribute to non-combat-related scenarios and colony building, as while Solarians get a lot of class skills the actual number of skill RANKS they have to spread among them is small. The most common route is to play into Solarians' high CHA and act as the party face, but even with the Ferran boost to INT I won't be able to cover ALL the essential face skills (Bluff, Culture, Diplomacy, Intimidate and Sense Motive) while at the same time putting ranks in the all-important Perception. And even if I do act as the face, that means I'm not smart enough to understand WHAT I'm talking about, especially in regards to things like Mysticism and Physics that a solarian SHOULD know, or things like urban planning, economics and bureaucratic management that's essential to a colony.

So...yeah, I'm at a loss as to how to make this character effective without having her be incredibly lopsided towards one aspect of the game or another. Where should I start?

Radiant Oath

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Sea Otter Awareness Week begins today according to the Montery Bay Aquarium! So take some time to celebrate your favorite brenneri PCs and NPCs!

Radiant Oath

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There's no explicit alignment rules for Vanguards in the COM, yet I feel like nonlawful alignments are implicit in their flavor text, given their core themes are change, entropy and decay, concepts generally associated with deities and planes that are some type of Chaotic.

IS there a way you can roleplay a Vanguard with a Lawful alignment? Or one who adheres to valu3s decidedly non-entropic in nature, like justice or peace, given that I imagine the default entropic perspective would be "those things can't last forever, peace will inevitably be broken by new conflicts and justice will eventually decay into arbitrary chaos?"

Radiant Oath

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So, following an untimely character death, my Human Champion Wymond Dwerryhouse has been brought back via the reincarnate ritual as a Dwarf. I've obviously got quite a bit of revising to do with the change in ancestry, and I want to make sure I'm not missing anything. To wit I believe I need to:

Remove 2 feats, specifically Natural Skill and one General Feat and replace it with 1 Dwarf ancestral feat.

Select a dwarf heritage.

Remove training from two skills as I no longer have Natural Skill as a feat.

And then shuffle around my stats to match the dwarf advances and penalties?

I'm not sure if I'm missing anything there, especially since Wymond is effectively my first 2e character so I was already worried I'd made mistakes on his sheet since he was originally converted over from 1e Pathfinder.

Thank you in advance for your advice.

Radiant Oath

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Is the Mechanic's action economy (especially with an exocortex) at the point where they can get more mileage out of full-attacking and an unwieldly weapon is a bad choice, or are they more like classes like the envoy where it isn't as big a deal?

Radiant Oath

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I'm struggling with a backstory I'm writing for a Horizons of the Vast game if one ever starts recruiting, and I've hit a block that I'm struggling to imagine writing through to connect the first half of the backstory to the second.

Short version: Rokayla Vonarx started out as your typical ferran living and learning with her parents on the Ratheren moon base, but after [INSPIRATION.EXE NOT FOUND], she diverged from the rest of her family down a more spiritual path by becoming a Solarian, with a solar weapon as dark as the black hole Ratheren orbits. Frustrated with what she sees as her people's inaction in the face of oblivion, she's decided to strike out on her own and save them herself by establishing a ferran exclave in a new colony, and so when she got wind of Project: Horizon, she practically ran to get in on the ground floor.

So...how exactly did Rokayla become a solarian? They're a very spiritual class and Ratheren's culture is a lot more about rationalism and science since out-of-control spiritual fervor was what destroyed Ferrantus-4, so I imagine there'd be very little literature on the philosophy of the Cycle.

I'm already playing a solarian whose training began when he was picked up by an adventuring solarian that Qui-Gon Jinn'ed him back to Absalom Station, where the Cosmonastery of the Empty Orbit, so I wanted to avoid repeating that backstory and having said mentor pass through Ratheren instead of Akiton. I'd briefly toyed with the idea of her having less formalized, one-on-one training with someone like a shakalta Star-Guardian or maybe even a hulsa, but those types of beings are much more about light and active stars than about gravity and dead ones, so they don't really fit the way I was picturing her. I know the Cycle isn't the Force and gravitons aren't "the Dark Side" or something, so Rokayla'd have photon powers of her own, but her mote and weapon are what most people will see of her.

Is there any indication of ways to become a solarian OUTSIDE formal education in a school someplace like a cosmonastery or on the Idari, or mystical instruction from a star-related being like a hulsa or an equinoxian? I feel like if I just overcome this one connective issue, the rest of Rokayla's backstory will come together...now that I think of it, MOST of the characters I play have an education at some formal institution to get their class as the turning point between their youth and the start of their adventuring career. Is there a way I can break Rokayla out of that rut? To those of you who've played Solarians before, how did your backstories turn out? How did your Solarians become Solarians?

Radiant Oath

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Are there weapons in Starfinder that could accurately be described as "charged particle" weapons like Star Trek's phasers or the LZ Answerer in Resident Evil VIllage?

You can imitate the LOOK of these things with standard lasers and plasma weapons, but they're technically not the same things, and the only things with a label resembling "particle weapon" I can see on AoN are all starship weapons.

Radiant Oath

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Something I've been struggling with while playing Starfinder is it seems difficult to roleplay a PC having a crisis of conscience or a "come to Deity" moment over the course of play without playing a character whose spirituality isn't intrinsically tied to their class features.

Mystics are obviously the first example, but Operatives with the Disciple specialization and any class who takes the Divine Champion archetype also seems to essentially need their spiritual convictions, both in terms of alignment and deity, locked into place within the first three levels of play. If you want to roleplay the events of the campaign causing your character to reflect on their beliefs and possibly change alignment or a non-spiritual character becoming more spiritual over the course of their adventures, they effectively have to ignore some of their class features until they reach a narrative point to "unlock" them, which may be well past the point they recieved those features, hampering the group.

The game seems to favor the "Kaiden Alenko" approach, where the majority of the PC's introspection and/or character development happened in their backstory and they've got their past squared away when the plot actually gets going. How do I approach this if I want to actually roleplay through that character development in the actual game?

Attack of the Swarm! SPOILERS:
Specifically I had an idea for an AotS! PC who isn't a spiritual or even Good person at the start of the campaign slowly learning more about Hylax as the AP progresses, culminating in them shifting to Lawful Good and converting to worship Hylax around the climax of book 4, after the PCs are put through a series of educational trials by monks of Hylax. Since this takes place in the 4th book of the AP, such a character would be around 7th level before such an event, well after the time PCs with spiritual class features are required to pick those features. If the character was already spiritual before hand, it diminishes the "come to Hylax" moment in this adventure, like if Luke Skywalker had already known about and believed in the Force before Obi-Wan even informed him about it.

So...what do you folks think? Is this a blind spot in the system? How would you as a GM or player handle it?

Radiant Oath

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I wonder how ghorans feel about bees? Can bees draw nectar and pollen from their faces? Could a ghoran druid have a giant bee companion that licks their face like a flying, six-legged puppy? That sounds freakin' adorable!

Radiant Oath

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I know vesk take the cooking of meat VERY seriously, making sure to learn and master the finest meat dishes of every world they conquer, but are they obligate carnivores meaning eating grains and vegetables would make them sick, or are they omnivorous?

Would a vesk be able to enjoy a delicious brisket sandwich?

Radiant Oath

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I have a hang-up when it comes to playing multiclassed characters, especially ones where the multiclass is a dip for something like weapon proficiencies. Unless I'm in a game that has Prestige Classes, where multiclassing is the price of entry (both to take the class and often to meet its prerequisites as well), multiclassing feels "wrong" somehow. It isn't so bad if you're dividing the multiclass relatively evenly between a pair of classes, but most multiclassing I see seems to consist of dipping, just taking 1 level of the most combat-oriented class, either as your first or second level, and then moving as if that isn't a huge narrative whiplash, like "I labored and studied in a dank tower for decades to learn how to cast the magic missile I've been using. Now after a few weeks of fighting goblins I'm suddenly as trained and proficient as our warrior in swords and armor, and now I'm just going to go back to casting magic like nothing's happened."

Plus, it feels like a lot more games these days are written to encourage you NOT to multiclass, with abilities that scale as time goes by and shiny capstone abilities at 20th level. I get that the average campaign rarely, if ever, reaches that level of play and when they do, the capstone rarely sees much use beyond maybe the last few battles of the campaign and perhaps a nod in the roleplaying epilogue if it had some narrative value like "your character stops aging" or whatnot. But for classes that get those kinds of benefits, it feels really jarring, like you're giving up ultimate enlightenment, ostensibly the goal your character was striving for, oart of the reaso why they ARE that class in the first place, for some extra fighting "oomph" early on.

Most players and GMs just sort of accept this and gloss over those implications, but of late they've been really really bothering me, prompting me to come up with complicated builds and strategies JUST so the character doesn't have to multiclass, and I feel like something's wrong with ME that I can't just dip like a normal player. How do I get over this hang-up and stop feeling guilty for doing something that rationally is no big deal?

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Are there any rules for shovels or entrenching tools in Starfinder?

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So I just got my hands on the Galaxy Exploration Manual and it has DELIGHTED me!

But something on Page 131 caught my eye:

SPOILERS!:
In that splash page of alien passengers entering the turnstiles, there is a gray in plain view right next to the dwarf.

Does that mean there are grays that live openly and in public? The Threefold Conspiracy AP and what other material there was on grays suggested that they hid from all outside observation pursuing their mysterious goals, and that the only time you'd ever SEE a gray is when they WANTED you to see them (and then easily mind-wipe the encounter from your memory to cover their tracks).

If this picture's indicative of how grays really function, with only SOME grays being all "X-Files-ey" and many of them just living their best gray lives among the rest if the galaxy, it raises a LOT of fascinating possibilities for gray PCs!

"So what are these abductions and mind-wipes for?"

"How should *I* know, I'm a line-cook at a noodle restaurant?! That's like asking a vesk who lives on Absalom Station what the Veskarium's up to, or a shirren what The Swarm's up to!"


So what do you folks think?

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Has the information on Moon Splinters ever been errata'd? It appears that the stats for the Full and New Moon models are identical, in addition to the fact that they change the damage type from Cold and Bludgeoning to Electricity for no clear reason.

I find them to be interesting weapons, but the dissonance between the first two and latter two models is so stark that I can only think it was an error of some sort.

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So the dramatic collapse of Gauntlight is an awesome way to end the AP but...what happens to any NPCs the PCs might have spared or bypassed, given they're frightened and possibly paralyzed during the collapse? Do they all just die when the Abomination Vaults collapse in?

Presumably the PCs are high enough level that they can just teleport back to Otari fresh from their victory, but what about all those drow?

Radiant Oath

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Let me start by saying, I like half-elves. They've got an elfy sort of perspective that's human-like enough that I can wrap my head around (I have a really hard time roleplaying an elf's long-lived perspective) and they can grow beards where usually elves can't! That said...I worry that sometimes I gravitate to them TOO often when thinking of characters, wanting to play characters that are "cool" and "handsome" and have a kind of "protagonist energy." Like, you don't really SEE fantasy media that treats other non-human types like dwarves and gnomes as anything but sidekicks. Most of them don't get much personality beyond "They're a dwarf," or "They're a gnome." Half-orcs have similar issues, since the average one has the fact that they ARE a half-orc dominating their roleplay. So...am I a boring roleplayer because most of my characters fall into the special-snowflake half-elf category?

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hi all! I need some advice on items to purchase for my 6th level Technomancer (Star Knight), here. The Dawn of Flame campaign she's in is heating up in a very literal way, and so I'm trying to think of some sensible things she can buy with about 3,946 credits before going through a long stretch of campaign where shopping will be inaccessible.

I'm not sure if I should purchase a second Personal Upgrade for my INT or upgrade my STR one to +4, or if there's other stuff that may be more useful. I really don't have to worry about weaponry because I rely primarily on the junksword spell for a weapon. Any suggestions for a more melee-oriented technomancer would be greatly appreciated. Thank you!

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

What are the best ways for a dhampir PC to survive in a party of non-dhampir without one of them being a Cleric with a deity that allows Harming Font? Otherwise the other players will be forced to babysit such a character as normal healing will kill them!

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Had a character idea I'm trying to flesh out, so I thought I'd get some other people's opinions.

Basically, the character is a half-elf, but with a dwarf parent instead of human (since now with a GM's permission you can use the half-elf versatile ancestry on non-humans). So which pairing of parents would be cuter or funnier when the inevitable "meet my embarrassing parents" moment comes? :P

An elf dad and a dwarf mom? A dwarf dad and an elf mom?

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If I'm angling to get limited telepathy after character creation, is the new Limited Telepathy Graft from the Species Grafts section of AA4 a good investment, or should I save my credits and invest in a Mindlink Circlet instead because there are better augmentations to stick in my character's brain?

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hi, I'm Archpaladin Zousha and I play way too many characters whose names start with the letter "A."

How do I break this bad habit and begin developing an appreciation for names that start with other letters? They just feel so...unattractive...

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I got a ridiculous idea for a character, and as fun as it sounds I'm not sure if it'd necessarily be PLAYABLE? Basically, a contemplative capable of wearing powered armor like this handsome hunk of gray matter. Given the penalty to Strength and general weakness of contemplatives in general I'm not sure they'd function well in a class that gets powered armor out of the box, and the classes that contemplatives excel in don't really work well in powered armor. So...can this joke character be made viable, or should it just remain a joke idea?

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I got another idea for an awesome character stymied by my indecisiveness: the base concept is she's a living elebrian who believes that Eox is stagnating as a culture because the undead don't evolve and are so resistant to change, so she decides to start studying to create gene therapies to help other elebrians like her and establish a more stable living population on other worlds so they don't eventually end up extinct except for the necrovites and other undead, an evolutionary dead-end.

Problem is, there's two ways that both seem equally cool to go about that: the biohacker, or a mystic with the geneturge connection. On first glance, Studious Biohacker seems the obvious choice, as elebrians have a bonus to INT and a penalty to WIS, but I also like geneturge's cool powers and feel like what's the point of having that big brain if you don't get limited telepathy with it?

What do you folks think would be cooler/more interesting. She's going to be a CG follower of Oras either way.

Radiant Oath

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How much benefit does the Powered Armor Jockey archetype provide a Mystic who has enough Strength and the feats to use powered armor? Would it be better to take the new Spell Sergeant archetype from Book 6 of The Threefold Conspiracy, which can get you the feats for free, but doesn't provide any direct benefits to the powered armor itself?

Radiant Oath

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So, how many people got inspired to make an astrazoan character based on the imposters from Among Us what with its recent popularity spike? :P

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