Dr Lucky

Asmodeus's Dad's page

Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Shadow Lodge

I have been looking to preorder this but the online store I normally purchase from has indicated that they haven’t received solicitation for it yet. Does anyone have an idea how long in advance of release that solicitation goes out to stores?

Shadow Lodge

Anybody know when the final design pictures of the Core book special editions were posted? Like how far in advance of their release dates.

Shadow Lodge

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Jason Keeley wrote:
Asmodeus's Dad wrote:

Player's Guide - Good! Though with the much smaller page count of the Starfinder AP books, these should really be free pdf's like the Pathfinder counterparts. Not taking up page count in the book itself and much more readily available to the players as that is the target audience.

The Player's Guide in this AP is a bit of experiment to see how well it is received within the volume itself. It contains information that would have normally gone at the beginning of the adventure, giving the adventure a bit of room to breath but also a couple of new themes and pieces of equipment, so it should hopefully be worth the price of admission!

Jason, Starfinder players are already paying a premium for their respective Adventure Paths. The Pathfinder equivalents are 96 pages at $24.99 - that's 3.84 pages per dollar. Starfinder AP books are 64 pages at $22.99 - that's only 2.78 pages per dollar. I think having a Player's Guide for these APs is marvelous however I also believe it should be presented as a free pdf just as it is for Pathfinder. The Player's Guide itself would be better received if it were a separate document.

Shadow Lodge

1 person marked this as a favorite.

Player's Guide - Good! Though with the much smaller page count of the Starfinder AP books, these should really be free pdf's like the Pathfinder counterparts. Not taking up page count in the book itself and much more readily available to the players as that is the target audience.

Oh and can we maybe get a survey asking us if we would like a high level Starfinder campaign? I would think if there's enough demand, that would be something that the company would like to sell us.

Full Name

Kehlysch

Race

Human

Classes/Levels

Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

Gender

Male

Size

Medium (5' 9", 145 lbs.)

Age

19

Alignment

Neutral Good

Languages

Common, Druidic, and (1 more)

Strength 14
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 18
Charisma 10

About Kehlysch

AC: 12 (touch 12, flat-footed 10

HP: 27/27 (8 base, 10 levels 6 con, 3 favored class)

Perception: +11

Initiative: +2
Speed: 30 ft.

BAB: +2 ATTK: +4 Melee or +3 Ranged
CMB: +4
CMD: 15

Fort: +5
Ref: +2
Will: +7

Racial Characteristics:

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Description: Kehlsych is a young man of fairly non-descript appearance.

Background:

Traits:

Know the Land (religion): Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.

Feats:

Endurance:

Diehard:

Fast Learner:

Skills:

(4 + 1 int + 1 Favored Class +1 Race + 2 *Background*/level)

Heal (wis): +10 (3 rank, 3 class, 4 wis)

Knowledge, Arcana (int): +7 (3 rank, 3 class, 1 int)

Knowledge, Geography (int): +8 (3 rank, 3 class, 1 int, 1 archetype)

Knowledge, Nature (int): +8 (3 rank, 3 class, 1 int, 1 trait)

Perception (wis): +11 (3 rank, 3 class, 4 wis, 1 archetype)

Spellcraft (int): +7 (3 rank, 3 class, 1 int)

Survival (wis): +12 (3 rank, 3 class, 4 wis, 1 archetype, 1 trait)

Background Skills:

Craft, Alchemy (int):

Profession, Herbalist (wis):

Spells per Day: 0-level: 4 1st level: 3 + 1 domain 2nd level: 2 + 1 domain

Spells Prepared:

0-level (DC 14):
create water
detect magic
light
purify food and drink

1st level (DC 15):
cure light wounds
hydraulic push
produce flame

Domain Spell: entangle

2nd level (DC 16):
aggressive thundercloud
restoration, lesser

Domain Spell: barkskin

Class Abilities:

Domain (Plants)

Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Desert Native (Ex): At 2nd level, a desert druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride.

Sandwalker (Ex): At 3rd level, a desert druid suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain. This ability replaces trackless step.

Desert Endurance (Ex): At 4th level, a desert druid ignores the effects of a hot climate as if using endure elements. She also has a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required). This ability replaces resist nature’s lure.

Wild Shape (Su): A desert druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. A desert druid cannot use wild shape to adopt a plant form. At 10th level she can assume the form of a Small or Medium vermin, at 12th level a Tiny or Large vermin, and at 14th level a Diminutive or Huge vermin. This effect functions as beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers).

Shaded Vision (Ex): At 9th level, a desert druid becomes immune to blinding and dazzling effects and gains a +2 bonus on saving throws against gaze attacks and illusions of the figment and pattern subschools. This ability replaces venom immunity.

Dunemeld (Ex): At 13th level, a desert druid can assume the form of a swirling mass of sand at will. This is equivalent to gaseous form, but the druid gains a land and burrow speed of 10 feet rather than a fly speed. While in this form, the druid gains a circumstance bonus on Stealth checks made in desert terrain equal to her druid level. This ability replaces a thousand faces.

Armor:

Weapons:

Equipment:

Remaining coin(s): 0 gp, 0 sp, 0 cp

Weight carried: 37.0 lbs. (light: < or 43 lbs., medium: 44-86 lbs., heavy: 87-130 lbs.