Weapon Crystal

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33 posts. Organized Play character for AtlasSniperman.




"An ancient, crashed starship on a new Pact Worlds colony in the Vast draws the attention of the sinister Azlanti Star Empire, who invade and annex the colony, remove an experimental starship drive from the crash site, and kidnap one of the colonists."

So says "Against the Aeon Throne", an official Paizo adventure path for the Starfinder Roleplaying game. This campaign however, offers the Aeon Throne as a starting point for a much longer and darker story. Moving through "Signal of Screams" and then into a third, entirely custom adventure path. In all, the campaign intends to take PCs from level 1 to level 18 or even 20!

This is a long term campaign! Elements of each of the three adventure paths are woven together for a more cohesive story, designed for a full party of adventurers willing to see what the universe truly has to offer. You will travel into the darkness in more ways than one, and must decide for yourself whether you will emerge back into the light.

There are two groups for this game;
5PM EST Sunday's and
5PM EST Monday's

$20 USD/session

let me know if you're interested!


Hey folks! I miss playing/running Starfinder, so I'm here to present a One Shot I'm looking to fill.

Looking for 3-5 players(I already have one so it makes 4-6) for a game to be run via discord and roll20 on Tuesday 12th @ 8am(GMT +10)

"A mysterious message from the god of travel leads to the discovery of a pocket of space hidden frightfully close to the homes of thousands. Signs point to it being linked to an ancient enemy only defeated by the cooperation of two civilizations. What's it doing there? Has it been there this whole time? and What secrets have been left within from the war long forgotten?

A sci-fi mystery action session perfect for learning the mechanics of Starfinder or just flexing a character you haven't gotten to use for a while! Has light horror themes but nothing that can't be toned down on request."

Character Creation rules: SFS rules are fine. Level 1 character for this one(though I'm open to running it again for any level if you and your friends want to play high level SFS characters with nothing in tier for them).

Message me if you're interested :)
Thanks for reading


If you're one of my players, and I know you know who I am, don't read this please.

Hey folks! I'm looking to start preparing a post game adventure for after my gestalt Ruins of Azlant campaign! The players know and are excited for a postgame, it has been on the table since book 1 afterall. A way for them to play up to level 20 and still face challenges and something interesting xD

my original ideas have petered out as being too tied to specific PCs. I have an idea I want to look into but may need help achieving it;

Some time around the end of the campaign, elsewhere in the ruins of old azlant, some explorers unearthed and reactivated an ancient elfgate. As a result, the surviving Azlanti empire on New Thespera has turned its attention back to Golarion.

I like the instigation, and want to show the progression of Azlant tech over 10,000 years, and the disparity between it and modern Golarion.
Of course, I'm not sure exactly what to do here xD I feel like a militaristic invasion makes sense, but I have no idea where to start statting these new devices or even what to draw inspiration from. Any ideas are greatly appreciated.


Just looking for a somewhat qualified ruling on a question I have;
How does Retraining Rogue to Unchained Rogue work in society? I am aware that there was a free retrain period but I clearly long-missed that boat.

Is it:
1) Unchained Rogue is an archetype of Rogue?
2) Separate classes, but Rogue can be retrained directly to Unchained Rogue(provided all levels are done in one block)?
3) Separate classes, but due to the multiclassing restriction a buffer class is required(retrain Rogue X -> bard X-1, Rogue 1 -> URogue 1, bard X-1 -> URogue X-1)

I haven't been able to find official rulings and am quite curious.


Hi everybody,
I'm running a gestalt campaign of Ruins of Azlant. But, sadly, everyone I know IRL who would be of use to talk about the GM secrets of the game(I have to talk about stuff) is part of the campaign. So I am making this thread to just kind of throw my little notes at. Somewhere for me to talk about what's happening. So if you are one of my players, and you'll know who you are by now. Please don't read this.

Not so much a play-by-play, more just a place to shout at the void. If the void shouts back, so be it.

The party at the moment(though they are constantly afraid of dying xD) are:
Tyrael, an Angelblooded Aasimar Paladin|Mesmerist
Narissa, a Merfolk Bard|Oracle. Through agreement with the player, the oracle's deity is Elion, which will slowly be revealed to her.
Kildris, a Tiefling Unchained Monk|Arcanist
Zolon, an Aquatic Elf Unchained Rogue|Magus

Some caveats and side notes:
This is gestalt, I have to adjust the CR of encounters to make up for the power of the PCs, and the players are aware of this and accept that sometimes I am going to make mistakes in difficulty.
Spoilers for the entire Ruins of Azlant adventure path. This is about my personal additions and tweaks, but in some cases they are heavily intertwined with the story of the game.
We're using group XP, so everyone levels up at the same time.
Zolon's player can only make it every two weeks, so has given me permission to run his character in the off times. This causes Zolon to leave the party to do his own thing apparently at random. This point may come up at later points.

So, first thing to put in:
THE BOAR

Introduction:
Since session #2, the PC's have been finding signs of a great beast on the island of Ancorato. Starting with Kildris finding glass hoofprints on the beach, leading inland. The group started to suspect something bad when, when hunting boars and dire boars for food, they found the creatures were already beaten and bruised and in some cases heavily scarred with burnt flesh. They have also found a strip of burnt plantlife circling the entirity of the Talmandor's Bounty colony at a range of 400ft.

Status:
To the relief of Kildris' player, the creature in question has been revealed to not be a nalfeshness but instead a "Giant Hellfire Titanboar" which is subjugating all the wild boars and daeodon on Ancorato. Tyrael and Zolon were captured by the creature, Tyrael awoke to find himself crucified. Zolon tucked away an empty flask after Tyrael came too and informed him that he was forced to do this or be killed himself. When Zolon was moved away from Tyrael's sight by the boar, the Aasimar freed himself and fled. In freeing himself, he heard "the boar" talking to an intimidating force of some discription that threatened to call down 'its allies' on it if the boar didn't obey as agreed. This is also the first namedrop of 'Ochymua'

Plans:
The Giant Hellfire Titanboar considered itself a 'big fish' in the azlant islands and is now very threatened by several growing forces, and is attempting to assemble an army to protect itself. I hope for the boar to simply be a sideplot arching villain until the party are able to take it on face-to-face. At which point I can give the group a nice epic landscape for a fight against a typical big brute enemy with lots of little ones, without it seeming like something I just threw in as a random encounter.

Acavna's Soulgate

Introduction:
In exploring the temple to Acavna and chatting to the celedons, Tyrael succeeded at a "Gatefinding" skill unlock attempt and found a LG soulgate at the centre of the temple. The Celedon's claim it leads to the home of their mistress and was the portal through which she brought them to the material plane.

Status:
Tyrael is very interested in this notion, as the soulgate is LG and yet Acavna was CN

Plans:
Starting as an error on my part, I had to figure out how this soulgate became LG in case the group ends up going through eventually. The idea I came up with is as follows; according to lore, when Acavna died, her herald 'Olhondias' wandered the Maelstrom collecting pieces of acavna's former realm that were raided following her death. Eventually he settled down in the Maelstrom city of 'Basrakal' and has been actively attempting to ensure Acavna does not return. With that in mind the goddess Myr recruited the assistance of a Lillend Azata to guard one of the remaining temples from acavna's domain. This temple is the one linked to the material plane, and through the eons of upholding its agreement, the lillend has become LG(not unusual for Basrakal inhabitants to be 'wrong' alignments) and her change has infected the soulgate.

The Choker

Introduction:
When initially clearing Talmandor's Bounty, the players located a crevice in the well near the levin farm. After signs pointed to this being a bad idea to explore just yet, they continued cleaning the village and eventually retrieved the Peregrine and the remaining settlers. Once the town was filled, the very first decision by the party was to explore the well. Zolon was missing somewhere in the woods, so only three went down and were quickly swarmed and almost TPK'd by a group of choker children! Eventually they returned as a full group, with proper tactics. Sealing one passage and having Kildris buff his AC to all hell(ha), they were able to bottleneck and eventually wipe out most of the choker children. After readying themselves, the group moved through the complex a little further and got in a fight with the remaining children and the choker 'parents'. When only one adult(the father) and one child remained, the choker father literally begged to be allowed to leave in peace. Tyrael, Narissa, and Zolon agreed and did not attack as the two fled on their turn.

Kildris did not agree. He followed the chokers a short distance, and after killing the child, he turned to the adult and stated. "Now you may leave"


Status:
Since that point, the Choker has appeared in the background several times. Most notably, he was present outside the boar 'grove' and gave a signal to Tyrael on when best to extridite himself from the crucifix. When Tyrael, moments before escaping, asked why. The choker responded "I will have my revenge." At this point the party is convinced that the Choker will be returning for a 1-on-1 duel with Kildris, and the entire party agrees that no-one will interfere with this fight.

Plans:
This is the prime opportunity to trick the players even a little bit.

The choker has no interest in fighting Kildris or any member of the party! In fact, he does not blame them for what happened. Instead, his reasoning is a little more complicated; The party cleared the well cave not because they were bloodthirsty, but because the creatures down there were a threat to the colony. They only thought to consider the things down there a threat, because the colony had been cleared out once already. Basically, the creatures to blame are the ones that cleared out Talmandor's Bounty initially, not the PC's which were a consequence of those actions. The Choker wants revenge on the Faceless Stalkers that will be attacking the colony in book 2. I intend to boost the power of the final boss of that adventure a little more than I should and give the choker class levels, so the choker feels like a necessary/useful component of the battle.


Hey folks,

So I have an interesting situation I plan to have fun with. Firstly; I'm running Ruins of Azlant. Second; one of my players is running an Oracle without a deity. He and I agreed before the game began that his character will be recruited, over the course of play, by "Elion".

Elion is/was the Azlanti god of "Colonization, Discovery, and Exploration". After Earthfall, he grew tired of Golarion and left to wander the universe. So we like the idea that he starts coming back to this situation when a colony returns to Azlant and the history of that civilization is discovered and clashed with.

So I was hoping to get some input/ideas/feedback on how to expand this god into the campaign both flavour, lore, and mechanics-wise.

E.g. My current thought is that Elion left because he had been pushing people to explore and colonise, and when they were finally forced to, he felt they no longer needed him and left. But now people have returned to his soil, acting under his domain and so he returns to help and guide them.

Flavour-wise I'd love to know how you folks think he should interact with this first disciple(Currently thinking of having him interact with her in her dreams, as she's looking to go into lucid dreaming and that kind of stuff). How his return would influence Talmandor's Bounty(the colony) etc.

Mechanically I'd love ideas on things like alternate spell list options, Deific Obedience, stuff like that.

Clearly I have a lot of time and can do this slowly. But I would enjoy an open discussion about this god of exploration and colonisation, and how to bring him into the campaign and the world. Thanks :)


Hey, I know this is probably really obvious somewhere but rather than make any assumptions either way, I figured I'd ask the more experienced members of the society.

I want to apply a race boon(Or Rescued starfinder, the question holds the same weight there) to a new character. I get this race boon from a sheet from an adventure and it states:

"A copy of this Chronicle sheet must be the first Chronicle sheet for the given character." Which is fair enough, I'll just get a second copy of the chronicle and use it as Chronicle 1 for this character.

But my question comes from the rest f the sheet. The sheet has other boons and purchasable items. Does the character get those as well, or do I cross them off of the copied sheet? I realize it's probably obvious but I figured I'd ask.


Due to the wording of the archaic ability(mostly "Archaic weapons are made of primitive materials such as wood or common steel." ), does that mean that if a normally archaic weapon(kish axe, club, etc) is made from a special material, most likely a starmetal, that it would no longer be archaic?

Asking mainly for society use, but it'd be good to know regardless.


I know this is a really simple observation, and I understand to some extent why it's the case but; Why don't more alien species speak planar languages on first contact?

That sounds strange, let me back up.

Back in Golarion, the planes had a grand old time romping across the world. Angels and devils and demons showed up constantly. Spellcasters could easily call on various elementals to perform tasks for them, etc. From these interactions, it made sense that the languages these creatures spoke(Celestial, Infernal, Abyssal, Auran, Aquan, Ignan, and Terran) became known across the planet.

In Starfinder, there is still the spellcasting capacity to contact these creatures. In fact, with the addition of Planar Scions, we know for certain it happens. So it's very strange that when you encounter a new alien civilization that has at least Pathfinder level tech, no-one thinks "Hey, what about the alignment or elemental languages?"

Obviously these cultures should have the same means available to contact the other planes, there should be some measure of spread of planar languages through their civilization. Yes I know Comprehend Languages and Share Languages are a thing, but spellcasters have a tendency to be greedy with their slots. If you know the same language as someone, you don't need to cast comprehend languages or share languages constantly. You can use those spells for things potentially more important to your daily life.

As I said, I understand some of the design decisions why it's not used(but it was used in at least one adventure that I'm aware of... Hello dwarves who speak 'Terran'). It just irks me slightly. Forgive my complaining


Is there an extant adventure path( or do you know of a DnD published campaign) focused on hopping among planes? I'd love to play a game that focuses on visiting a variety of unique and energetic magical locales

I hope someone knows of one. Thanks for listening.


Reading the Star Watcher archetype(Ultimate Wilderness) for Investigator, and I'm wondering if they can use Knowledge(Geography) for day job checks?

The archetype is built around horoscopes, and replaces Alchemy with Astrology. They don't get the standard competence bonus on Craft(alchemy) but instead on Knowledge(Geography).

So I was wondering if it's clarified anywhere that they can use Knowledge(Geography) for day job checks as that's the archetype's replacement for Craft(Alchemy)[Which the Organized Play guide specifically says Investigators can use for Day Job checks]


Hey Folks!
The group I run for isn't overly interested in playing Starfinder, so I have decided to scratch the GM itch by writing an adventure for Starfinder in my off time!

I'm currently working under the community use policy and am simply looking for some one(s) who might be interested in giving what I have a read and offering some feedback on structure, DC's, etc. It's not a big adventure(7 pages w/o art) and it's only my first try.

PM me if you'd be interested in potentially helping me out. I don't want to release a mangled piece of junk to the Homebrew community after all.


3 people marked this as a favorite.

I enjoy looking at the funky way some skills work, and what can be done with the skill system. Sometimes, by taking a novel perspective on a skill, you find something really interesting.

Automatic and Passive actions.
The taking of 1 and 0
We all know about taking 10 and taking 20.

Take 10:
Quote:

When you are not in immediate danger or distracted, the GM might allow you to take 10 on a skill check. When you take 10, you don’t roll a d20, but rather assume that you rolled a 10 on that die, then add the relevant skill modifiers. For many routine tasks, or for tasks you are particularly skilled at, taking 10 ensures success. If you still fail when taking 10, you might require more time and energy to succeed at that task (see Take 20 below).

Unless you have an ability that states otherwise, you cannot take 10 during a combat encounter. Also, you can’t take 10 when the GM rules that a situation is too hectic or that you are distracted, and taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure's story.

Take 20:
Quote:

When you have plenty of time to devote to a skill’s task and that task has no adverse effect upon failure, the GM might rule that you can take 20 on that skill check. This is similar to taking 10, but instead of assuming your roll was a 10, you assume it’s a 20.

Taking 20 means you are making multiple attempts at the task until you get it right. It also assumes that you are failing many times before you succeed. Taking 20 typically takes 20 times as long as attempting a single check would take (usually 2 minutes for a skill that takes a standard action to perform).

So what are "Take 1" and "Take 0". Pseudoconcepts, they aren't official rules, but it is a way to frame a level of effort.
'Take 20' Is taking an extended period of time and fully applying oneself to the task. 'Take 10' is an everyday task with everyday levels of effort involved. 'Take 1' then, is the result of applying the minimal amount of effort given one's skill level, it can be considered as actions that can be performed "automatically" when attempted. 'Take 0' similarly, is when you apply no effort to a task. No mental strain, just do it.

So, with those defined, what funny things can we see by looking at the skills with the concept of "take 1"(Automatic actions) and "Take 0"(Passive actions) in mind?

Acrobatics:
Balance- Balance DC's are measured primarily by the width of the surface. Take 1 here would simply refer to how narrow one can place their feet and walk with natural pace and stride. Take 0 however, could be seen as the natural foot placement. A character with +10 acrobatics might walk with the width from the average of their path, to the edge of their foot being less than 6.5 inches(half the width of the maximum that falls into the DC bracket for 10)
Escape, Fly & Tumble don't have much interesting. If you find something, please let me know
Athletics:
Climb- Before starting, it should be noted that by the rules, unless there is a hazardous modifier to the DC, a creature with a climb speed can automatically climb a perfectly smooth surface( DC - ). A Character with +5 Athletics(Climb) feels no significant difference between any angle they attempt to walk up.
Jump- "The Majestic Stride". Let's define taking 1 as actually pushing off a surface with both feet(for a creature with two feet). The take 1 jump is just (the modifier+1)/2 feet. But Taking 0 is where it get's funny. What would it look like to jump with no effort? Well that's pushing off with one foot and landing with the other; a step in other words. Given the distance traveled and that a jump is more slightly more push than a step, chaining these together could look like an amusing prancing run(or headlong sprint, depending on posture). Each 'jump' in this run would be it's own action. You land from jump A and kick off for jump B. So, no running start. Your sprinting stride could thereby be classified as half your Athletics(Jump) modifier. Which gets hilarious when you consider that anyone with a speed over 35 gains a +4 to jump(effectively +2ft to the stride).
Swim doesn't have much interesting. If you find something, please let me know.
Bluff:
Pass secret message- Anyone with a +19 Bluff modifier can Communicate with someone through pure bodylanguage or facial expressiveness.
Computers is all scaling DC's. However, a master hacker with a computers modifier of +36 almost instinctively gains root control of a tier 1 computer system.
Culture:
Decipher Writing- This skill usage specifically calls out taking a minute to decipher 250 words. But of interest is that someone with +20 can choose to read slower than normal and understand basic information written in an unfamiliar language. Such a person is a linguistic master who can simply take 10 to decode any code or crack any language, even dead ones.
Diplomacy: A character with +10 Diplomacy might not know a thing, but if it's common knowledge, he can ask almost anyone on the street and get the answer as easily as some people get the time.
Disguise is opposed. I'm not sure how it fits here.
Engineering:
Arm Explosives: A character with +9 Engineering can connect the wires or dial to arm an explosive while cinematically doing something else. Like tying a shoe or reloading a firearm.
Access Stability: While it takes a minute, it's easy to imagine that a character with +20 Engineering simply knows the level of stability of a complex structure like a starship hull. When properly examining a hull, said character can find simple design flaws that could be catestrophic. Or when actively mulling the problem over, such a character can determine how difficult it would be to sabotage said hull, to create the aforementioned slight flaw.
Disable Device: If a character has a modifier one less than the DC of the lock, they could logically simply stick something in and rake(proper term) a tumbler based lock open with one fluid movement. For electronic locks they likely have a small battery they customized such that it short circuits any system it's properly applied to in passing.
Intimidate is opposed. But the Take 0 could show how easily someone is to simply be scared of you based on their HD
Life Science is a knowledge skill. A high enough modifier may simply indicate an encyclopaedic knowledge of increasingly more obscure creatures. Or the ability to extrapolate information on a creature based on looks alone.
Medicine:
Treat Disease: The minimum DC in the core book is 12, the maximum in the core book is 18. A character with +18 in Medicine can likely identify any core rulebook disease simply at a glance of the symptoms, and knows the exact treatment without requiring any consideration.
Treat Poison: This is where Medicine gets funny. There are two Inhaled poisons in the core book, so a character with a +15 Medicine knows the exact maneuver to force the body to expel as much of them as possible. A character with a Medicine of +20 knows how exactly to apply the proper use of spit polish to clear away most of a contact poison to help someone fight it off, Perhaps the medic is cruel and simply spits on the wound and tells the person they'll be fine? A character with +17 Medicine can; punch a friend in the gut and then stick some fingers down their throat to make them throw up even the worst ingested poison in the core book. I can't think of a funny way to portray being good enough to deal with Injury poisons, but the highest modifier required there is +21 for Dominion Bile.
Mysticism: A character with +15 Mysticism knows all Cantrips and 1st level spells by instinct upon witnessing their being cast.
Perception:
Search for Traps- Here I want to mention taking 20. The official wording of Taking 10 states it can't be done while "in immediate danger or distracted". While take 20 states only that the "task has no adverse effect upon failure". Perception to search for Traps, and the Traps section, does not include any mention that if you fail by a particular margin you trigger the trap if present. As such, it can be argued that if the searcher has 1 minute to spare, there is no reason not to take 20 searching a door for traps. Take 20 can technically be done while in immediate danger or distracted, only take 10 cannot. And the only consequence for failure of the perception is not finding the trap, and you're allowed to try again.
Search- A character with +20 Perception is passively aware of any secret compartments on an object they are interacting with.
Piloting: A high enough modifier assures success in starship combat actions. A character with +25 Piloting is constantly aware of their position in the material universe in relation to their home base, provided they can see the nights sky.
Profession is simply an algorithym of modifier in, result out.
Sense Motive:
Intercept Secret Message- A character with +20 Sense Motive automatically recognises when people are trying to communicate secretly, and can most of the time understand the message being conveyed.
Sleight of Hand and Stealth are typically opposed skills.
Survival:
Endure severe weather- A character with +15 Survival might effectively have a passive +2 bonus to Fortitude saves to endure severe weather
Predict Weather- A character with +15 survival is passively aware of the expected weather conditions for the next 24 hours at his current location at all times.
Orienteering- A character with +15 survival is passively aware of all natural hazards whilst travelling overland.

That's the fun stuff I can find for if your modifier is high enough. This is purely faffing around. I do not mean to imply that any of these should be passive buffs when your modifier is high enough, simply that such a character would not need to roll should they choose to attempt to do such a thing. I jsut find some of these funny, or fun, or good jumping off points for describing a character who is exceptionally good at a particular skill. Hope you folks enjoy too!


Not trying to bait, I have my preference, I'm just looking to see what everyone else thinks.

Starfinder(and Pathfinder) have four main forms of 'variant movement'; Fly, Climb, Swim, and Burrow.

It was my opinion in Pathfinder that in order from most to least useful were:
Fly, Climb, Swim, Burrow.
But my opinion has changed in Starfinder to:
Climb, Swim, Fly, Burrow. Poor Burrow :(

The reason for the change is very simple; Gravity and Atmosphere rules. Gravity and Atmosphere effect your ability to fly depending on what style of fly speed you have. Jetpacks are pretty much unaffected by lack of atmosphere, but wings and buoyancy are useless(in most cases). Climb continues to be useful regardless of atmosphere and gravity, though you still need to roll(or take 10) with a climb speed in high gravity.

[Side note; The crb climb entry reads like you can climb a perfectly smooth surface, DC -, with a climb speed provided it's not a situation that causes an adverse modifier to the dc, such as High grav's +5. Am I wrong in reading it like that?]

Climb is useful on a planet, in space, on foreign ships, in water(provided you're near an object).
Swim is useful in a liquid. Technically while air moves like a liquid, swim doesn't count it as such, reasonably. bodies of liquids can be found on planets, in asteroids, on moons, probably loads more cooler settings too.
Fly is useful where it's listed as useful; jetpacks are good in ships, space, and on planets. Wings/buoyancy is useful in atmosphere of any kind. Space wings are only useful in space.
Burrow is only useful with sand or rock surfaces(unless specifically stated otherwise) which is basically planets and asteroids.

I'm interested in seeing other people's opinions and their reasonings(if any).


the Force soles in Armory say:

armory pg.92 wrote:
Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have mk 2 force soles, you must end your movement on the ground or you fall.

By full land speed does it mean it allows double moves and run actions?

If not, it only calls out being on solid ground to end the movement. So can you jump to midair and walk to the opposite side of whatever gap you're crossing?

What about in zero-g, do you move in the direction you were, or just kind of hang in the air at the end of your movement?

I am very curious about these devices :P


I figured I'd make a new thread before I accidentally take over the boon trading thread.

Quote:

Rising Star (Slotless Boon)

Your work in rebuilding the Starfinder Society is known throughout the galaxy.
Prerequisites: Second Seeker (Luwazi Elsebo) Tier 4
Cost: 4 Fame
Benefit: When you select this boon, it does not apply to your current character. Instead, select one of your Starfinder Society characters with 0 XP. That character begins play with 5 Fame to spend on purchases and no longer pays additional Fame for purchases in Near Space, and pays only 3 additional Fame for purchases made in the Vast (instead of 5). That character gains an additional 5 Fame once they reach 20 Reputation with any one faction.
In addition to the benefits of this boon, once you purchase this capstone boon, you are encouraged to send an e-mail to organizedplay@paizo.com with a subject line of “Second Seekers Rising Star.” Include your character’s race, class, name, character number, and a description of 75 words or less in the body of the e-mail. That character is entered into a drawing to become a future in-world Venture-Captain, member of the Forum, or even the First Seeker.

I, personally(and I know other people won't feel the same), am not a fan of the fact that as it is right now only Second Seekers can become Venture Captains and forum members. First seekers I can partly understand. As far as I can tell, the only way to potentially advance in the society is to take the capstone boon for Second Seekers(luwazi elsebo). Other characters can give a single new recruit some kind of benefit(yes it can be more than one recruit but it's still limited to new recruits).

I think it's weird that the forum can only be second seekers. As if the first seeker is surrounding themself with yesmen, with no input from the other factions.

Other faction venture captains would be really interesting; Wayfinder and Exoguardian venture captains working together supervising the construction of the expanded society fleet. A wayfinder venture captain on an orbital platform in charge of watching a developing culture. A dataphile venture captain known for corporate espionage and another currently in charge of the uploading of information from an alien library. An acqusitives venture captain protecting a trade route or giving the missions to create trade deals(like in 'a night in nightarch') etc

It just feels a little strange to me.


Hi,
I know it'd seem strange but is there anything specifically stating we can't write a "campaign journal" style thread for SFS here on the forums? Provided each entry is spoiler'd and preceded by the mission number and name?

I have a character who flavourwise does write mission reports and I think that at this point in his arc those reports would have logically been released. This would hopefully be entertaining for those who have finished the missions and informative to DM/GM's about to run the mission, but I understand if Paizo themselves would disapprove because of the nature of spoilers and organized play.


I have a monster that's ended up being recurring in my campaign, that's ripped the hell out of my pc's every time he's shown up. He's suppose to be CR 3, but has been far more dangerous every time and I was wondering if anyone could advise on what his CR actually was now that he's finally dead;

CR1 guard(NPC statblock) with the Broken Soul template.

https://www.d20pfsrd.com/bestiary/monster-listings/templates/broken-soul-cr -2/
https://www.d20pfsrd.com/bestiary/npc-s/npc-1/guard-human-warrior-3/

//reposted since the other was posted to wrong location


I have a monster that's ended up being recurring in my campaign, that's ripped the hell out of my pc's every time he's shown up. He's suppose to be CR 3, but has been far more dangerous every time and I was wondering if anyone could advise on what his CR actually was now that he's finally dead;

CR1 guard(NPC statblock) with the Broken Soul template.


Probably a stupid question, but given the changes from Pathfinder I think I should just check for clarification. The Technomancer spells entry says:

"At each new Technomancer level, you learn one or more new spells, as indicated on " [Table]
and then
"Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level."

I assume because of the last line, you can't swap out a spell known when taking a non-technomancer level, even though the "Every time you gain a level" is the only reference to level in the Technomancer spell entry that does not explicitly state "Technomancer level"

Asking for Society.


Long, unhelpful title aside, I was wondering how you would rule characters starting at high levels(10-15) with a prestige class that requires a special condition( Such as the Mystery Cultist "Must have been spiritually awakened by the presence of a celestial being—either by being rescued from the brink of death by a willing good outsider of CR 5 or greater or by being the recipient of a beneficial spell or effect from a celestial being of CR 10 or greater.") where the special condition is written into backstory

I assume it'd be fine, but I'm curious what everyone elses stance on it would be.


I'm curious about the things one can potentially do with Miniaturized computers. There isn't much information for their use by 'adventurers', so I'm hoping its more of a case of an intended sourcebook in the wings than a simple oversight.

I haven't noticed anywhere in the rules anything about the following but I just wanted to raise a bunch of ideas for consideration or potential rulings or feats etc.
I, as an adventurer with a Miniaturized computer, would love to try the following:
1) Have my computer somehow assist me in hacking other devices(I know it can possibly control them when the hacking is done, but can they help hack it, and if so, what modifier?)
2) Have my computer with remote control over a complex device(such as a gun), fire it remotely under set conditions(What even would be the attack roll, would it be me? My Computers modifier? the Computer's Ranged attack modifier? the Computers Computers modifier? A roll I did when setting UP the gun placement?)
3) Remote pilot a vehicle
4) Imbue my computer with a starship module to gain the benefit of this module on any starship I link it to, while it's linked.

That's all for now, I realise the system is still in development, but these are just a couple things I've noticed that would be super fun to have some added information on how to do/use.