Yes, they seem to have moved away from null "-" stats.
For intelligence, previously mindless creatures seem to have been given a score of 0 (or a -5 modifier)
For constitution, they seem to have gone with the theory that if something was so completely divorced from physical health and well-being that it didn't have a Con score, then having Hit Points as all doesn't make sense, and so they must have some (spooky) equivalent to a living creature's constitution.
While most places constitution is talked about in the Core Rulebook it seems to be assuming a living creature, the appendix entry on page 630 says that constitution is a "measure of your toughness and durability", which is more biologically agnostic.
Table 10-8, page 508 of the core rulebook has the information you need, but the most relevant information given your concerns;
I just wanted to note with these two spells that "until your next daily preparation" is even better than you're implying.
Core Rulebook 305 wrote:
If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don’t need to keep a spell slot open for these spells.
So you only need to keep one spell slot in reserve, rather than not preparing any new spells at all.
I would like to give a small warning about this, not that I'm saying you shouldn't do it, just to consider some of the consequences before you pull the trigger.
What you are describing is, as far as I can tell, GM created divine intervention. Correct me if I've misunderstood. This is an extremely classic version of Deus ex Machina.
You need to be careful about Deus ex Machina for a couple of reasons.
First, This is you reaching out of the game and fixing things for the characters, not the players making choices that have impact on their characters. Your players might feel grateful that you got them out of a sticky situation, or they might feel cheated, that their decisions don't matter because if things don't go according to plan a hand will come out of the sky and put things back in place.
Secondly, if you directly intervene once, then your player's may expect you to directly intervene again. If the player's think that they have an ace in the hole that will save them from any real consequence of their actions that might make them feel like they are more free to have fun doing whatever they want. On the other hand, they might feel that with no consequences their actions have no weight or meaning, so what's the point of making them.
Even worse, if you save them once and then don't save them again they might feel that you cheated them out of something.
In conclusion, be careful with this. I would talk to your player's about this idea and see what they think about it.
Something as simple as the hero point system from the Advanced Player's Guide would allow the player's a similar amount of wiggle room but put the ball back into their court as far as choice and self-determination goes(and theirs nothing to say hero points aren't a divine blessing in your campaign).
edit: I guess this was a not so small warning. Oops.
I've been running Pathfinder for ten ears now, and have played with about 13 individuals during that time, in multiple groups and campaigns.
Of those 13 players, only two of them have actually cracked the Core Rulebook open for anything other than character generation. That big honking tome is just too much for some (perhaps many) people. The fact that the PF2 rulebook will be even bigger won't improve those odds.
I feel that huge rulebooks are one of the major stumbling blocks between people playing and not playing a game like Pathfinder. That fact that only one person has to actually read and understand the whole thing is a saving grace. If I could only play with other people who have read the whole CRB I would still be waiting for my first session.
As for the comparison between reading the rules here and the rules in battleship, the two games are only tangentially similar. As a game format, RPGs (especially crunchy ones like Pathfinder) share a lot more in common with videogames than boardgames.
In most videogames these days, you don't sit down and read an instruction manual before playing, you just start it up and trust that the game itself will teach you as you go. In the same way, many players are perfectly happy to sit down and trust the GM to explain and tutorialize things as they go.
Alright, I'm going to try and work my way through at least some of these, and of course this is just one guy’s thoughts and opinions on the matter so... do with these answers what you will.
1) DC’s, To Scale or Not to Scale
2) Why Won’t My Spells Land
3) Tiny Spells
4)Maneuvers Sitting on the Bench
5) We Come Running!
6) Withdraw the Withdraw Action
Alright. That’s my longest response I’ve ever written on these boards.
Other than explicitly mental abilities like QuidEst mentions, Starfinder is much more agnostic about it's magic.
The idea is that in the future, with magic being practiced and studied on an industrial scale the barriers have really come down between the different sources of magic.
There's no longer arcane, divine, or psychic casting classes. Now you are, say, a technomancer who draws power from study and practice of formulas, or one who taps into a greater outside force to receive revelations about the underpinnings of the universe, or uses the sheer power of their mind to rewrite reality.
At least that's my understanding of it.
Yeah, it's really hard to find that sort of straightforward explanation of what something actually is in the CRB. However the best I could find is from the section where it is explaining how to calculate AC;
Pathfincer Core Rulebook p179 wrote:
Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides.
Which seems to indicate that the enhancement is affecting the armor to increase it's value, not adding a new type of bonus to you like a ring of protection or amulet of natural armor.
I think in one of the later books it goes into more detail on that, but I don't have the time right now to track down which book that piece of information is hidden in.
Well, if those bonuses and spells function anything like their PF1 counterparts then the magic armor won't stack with mundane armor.
Which all simply backs up what everyone else has said.
Do they also make an opposed perception check at any point or just a Will save?
As per the normal disguise rules anyone who pays attention to you gets to make a perception check to realize the disguise is fake. On top of that, if someone directly interacts with the illusion they get to make the will save as well.
As to what constitutes interaction, that's a bit of a debated issue, but touching the disguise would definitely count.
Edit: Here are a couple of threads that go into more detail on the interaction issue;
My bad as well, I thought this was for Pathfinder.
So, bad news, no align weapon spell.
Good news, holy fusions wont give you a negative level.
Unassuming Local Guy wrote:
Skeletons of Scarwall is a very old module, from back when Pathfinder was just a campaign setting and not a separate game system from 3.5.
Well on page 45 of the Core Rulebook,
Starfinder Humans wrote:
Humans first arose on Golarion, yet even before the disappearance of their home world, they had begun to spread out onto the other planets of the solar system, particularly Akiton. In the wake of Golarion’s vanishing, however, this group of explorers became inadvertent emigrants. Today, Absalom Station is the undisputed center of human culture, yet humans can be found on nearly every planet in the system, either integrated into alien societies or creating colonies and homesteads on new worlds.
Starfinder Humans wrote:
Humans are the glue that holds the rest of the solar system together. Their seemingly endless desire to explore and settle any habitable environment has positioned them perfectly to act as traders and mediators between other races, and their lack of their own planet often makes integrating into other cultures attractive to them.
Those two quotes make it seem like Absalom station is more like the cultural capitol of humanity, rather than it's primary homeland.
Hey people, I recently purchased Adventurer's Armory 2 and like many others I fell in love with the poppet.
I've got an Investigator (Psychic Detective) who's about to hit level 7 and Craft Poppet is calling out to me. The only problem is that I have no idea what I would actually use one (or a dozen) for.
So that's my problem. What do you actually use a weak, dumb, but oh so cute little poppet for?
Definitely feels like a flavor line. A one sentence summary to catch the items general purpose.
Also, if "necromancer" was a crunch requirement, so would "serious". How could that even be adjudicated?
"No, your wizard hasn't been meeting his quota of undead abomination creation. The robe deactivates till he slaughters and resurrects at least a small hamlet."
The only line in the take 10 rules that even hints that you have to be personally rolling the dice is "Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10.".
The wording could be tightened up a little if we wanted to get super legalistic about it, but doing stuff like that would result in a CRB that's twice the length it already is.
Dave Justus wrote:
Whether or not things are silly has no bearing on a rules discussion. :)
But if it's entirely up to the GM how the skill is rolled, whats to stop them from rolling normally, or taking 10, or taking 20, or not rolling at all?
In a situation where there are no mind-control or similar shenanigans going around I don't see why you would take agency away from a player.
On top of what Scythia said, have a look at how tengu are used in the Shackles on Golarion.
They're crow people who are considered magnets for bad luck, but in the scapegoat take-it-on-themselves sort of way. Everyone wants one on their ship as a good luck charm.
What I'm trying to get at is, if both animal-race and far-east-race don't fit your setting you could always take out one or both of those.
Wizards can explain most abominations (owl-bear anyone?), and regional fluff is fluff, and can be shaved off and replaced as needed.
The ability in question (Summon Devil) only allows you to summon a very limited list of monsters based on your level.
Since you don't have the full list of summons available to you I don't think an ability to expand that normal list would work.
In other words, the ability only lets you summon three specific creatures from the normal list and all others are banned for that ability. Even if you expand that original list, the fact that you can't summon anything from the list other than the ones specifically called out doesn't change.
Previous undead barbarians have worked either because the author forgot it didn't work, or because they used their powers as a GM/Author to make it work despite the normal rules.
Now however, the unchained barbarian gains it's bonuses untyped rather than as morale allowing for as many barbarian gravekinights as you want with no need to fudge the rules.
The rank of Runelord was a position of nobility in the now destroyed Thassilonian empire. Becoming a Runelord would most likely require rebuilding said ancient empire.
Think of it like if a mummy came to life in modernish times and named itself Pharoh of Egypt. Just because you killed him and took his swag doesn't mean you're now the King of the Nile.
Yes, since that aspect of the bloodline isn't mentioned we assume it stays the same.
Yes, it's still the elemental bloodline, just with an archetype.
It looks better just at a glance. You trade flexibility for power, which I think is even or maybe slightly favoring Primal. You trade a blast (which you probably already have enough of) for an enhancement to your summons, making a strong choice even stronger.
Dreaming Psion wrote:
Thanks! Honestly I came up with them as if they were characters. I essentially came up with a bunch of character concepts as if i was making a PC but then deified them.
As for the role/character that's what I keep being unhappy with. I started with:
N The Weeping God, The Prince of Consolation
But his motivation was what was giving me grief. I think I'm going to make him a death god more of the classical psychopomp variety, replace "Weeping God" with "Mourning God" and have him be very empathetic to the mortal struggle while still ultimately a bystander, not actually interfering (thus the N alignment).
The thing is that technically the trick could be read to work exactly as you describe.
I just think that this is due more to imprecise language rather than authorial intent. Basically RAW yes, you could probably make it work. I just have reservations concerning RAI.
In the end it's something I would double check with my GM and wouldn't be surprised if they felt a bit squeamish about allowing it.
Right, but it's just a +1 to ac of a common bonus type in a slot that would normally hold the boost to your saves, if someone can sneak a weapon or velociraptor into the ballroom to attack your ac, you can probably sneak in a buckler or your bracers of armor. More likely someone just walked in with spells prepared and then you are going to be wishing for a save boost as opposed to an ac boost. Maybe on a paladin or other high save character it'd be a decent low level cloak.
Unless of course you have a gm that's pretty flexible about double enchanting items, and you can get a Shield Cloak of Resistance.