Blast Shadow

Bartholomew Reaver's page

Goblin Squad Member. Organized Play Member. 2 posts (458 including aliases). No reviews. 1 list. 1 wishlist. 3 Organized Play characters. 1 alias.


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A couple problems with this. First, unarmed attacks are not simple weapons, or any kind of weapon. The blanket die increase does not work for them. Luckily, the feat has a specific clause which allows it to work with unarmed attacks, but that brings us to our second problem.

"If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6."

Since the only normal die smaller than a d6 is a d4, that greatly limits the number of unarmed attacks that can benefit from this, as Squiggit alludes to.


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Hello there, could I please have my Pathfinder Rulebook subscription canceled?
Thank you.


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No on the "You are still alive" as the only metric for a successful encounter. Each encounter should have a purpose and a goal. If the party succeeds at their goal for the encounter then they receive XP.

Sneaking past a sleeping dragon get the heroes closer to the next level? Yes, they passed through a dangerous situation and got closer to their goal, congratulations!

Drugging the crime boss with a knock out pill and avoiding a series of encounters as a result? Again, yes, they moved closer to their goals and should be rewarded.

If they sneak past the dragon to steal from his horde, but that leaves the enraged dragon to burn the village they were supposed to protect? No, you get rewarded with cash, but you failed at your actual story goals.

Drugging the crime boss with a knock out pill, but then you forgot to actually get the information you needed from him in the first place? No, you got too distracted with eliminating a threat and failed the actual important goal of the encounter.

Experience is an award. It's a way to tell your players "Good job, you're moving onward and upward." That's why I keep it in my games and don't do milestone XP.


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All right, I had a look at the zombies which appear in Bestiary 1, and they all follow pretty similar patterns.

Here's a link to a spreadsheet with the relative rating of their abilities based on the Gamemastery Guide.

Based on that information, here are the key features of zombies.

Pretty terrible perception (though they do have darkvision)

Decent athletics, which improves to excellent as they grow in size.

Absolutely trash AC and Ref saves, bad Will saves, respectable Fort saves.

A huge number of HP. We're talking about something like double the normal maximum for that level. This is balanced out by having two different weaknesses which are also much higher than usual for their level.

The stronger level 6 Hulk tones this down a bit, it has only 30% more health than usual, but also only has a slightly above average weakness.

They also generally only have one or two special attacks, which are pretty straight forward. Zombies are not known for their guile and trickery.


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Rituals are very much in the realm of story shaping abilities. Rituals are also essentially all uncommon, so GM permission was needed to obtain them in the first place.

The combination of those two things leads me to believe that if you want to pull off rituals well you should talk to your GM to make it happen. Support from a mages guild, circle of adherents, assistance from the clergy, or whatever can all make rituals work really well.

Rituals aren't designed to be a thing that a player just decides to use and cast at will, like common spells. They require buy-in from other people and integration into the narrative to make them work.


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Question for whoever might have read the adventure, what's up with;

Minor adventure spoiler:

Granny's Hedge Trimmer? It's treated like a big reward, is rare with the magical and evocation traits, but is just a d4 simple weapon?

I'm definitely going to customize it myself, but does anyone have any ideas for what it should be?


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It's a lore reason for how and why the 4 schools of magic have similarities and differences. Also provides a guideline for anyone making new spells for what makes sense or fits naturally in a school and what doesn't.


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Nefreet wrote:

If you look at the Primal Trait (or any of the Tradition Traits), you'll notice they don't contain spells. Likewise, no spells have these Traits.

Have you found creatures with Resistance or Weakness to Magic Traditions?

More specifically, spells don't have a Tradition trait until they are cast, at which point they do.

From the "Magical Traditions" pop-out on page 299 of the core rulebook wrote:
When you cast a spell, add your tradition’s trait to the spell.

So to answer your question, yes when a druid casts Acidic Burst it gains the Primal tag.


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1. When using Handwraps of Might Blows do you gain their item bonus to any maneuvers?

No (most of the time). Only specific weapon traits allow you to add a weapon's item bonus to skill based maneuvers, and most unarmed attacks do not have those traits. If you do happen to gain an unarmed attack with the Disarm, Grapple, etc. trait then you would apply the bonus.

2. Would you need both hands free to use the Fighter feat Combat Grab if using unarmed strikes?

No. The feat only requires you to have one hand free. According to the Unarmed weapon trait (and the Free-Hand trait assuming you are using a claw or other hand based attack), your hand you are using to attack with is still counted as free unless you actually use it to pick up and hold something. Of course if you succeed at your Combat Grab and your only free hand was the one you used to attack and then grab, you now no longer have a free hand.

3. Can you combine Combat Grab and Flurry of Blows?

No. Both of those are special actions that contain Strike actions. Actions can only be nested inside each other when specifically called out as such.


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Yup, I agree with Squiggit.

Ki Strike is a special action (a spell) that contains the simple Strike action, and Tiger Slash is a special action that contains the Strike action. They don't contain each other.

And yes as well, everything is doubled on a crit other than "Benefits you gain specifically from a critical hit, like the flaming weapon rune’s persistent fire damage or the extra damage die from the fatal weapon trait, aren’t doubled." according to page 451 of the Core Rulebook.


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CRB 578 wrote:
Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item.

So it is assumed that higher quality magic items do require higher quality materials, it's just that the price of high quality steel or w/e is negligible compared to the price of the high quality enchantment.


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I wanted to chime in and thank you for sharing this work.

I started to convert this campaign for my own group, but life has gotten busy and I just didn't have enough time to do all the normal prep and the conversion as well.

These documents make the difference between keeping the campaign going and giving up to run something simpler.


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Ezekieru wrote:
Salamileg wrote:
Lanathar wrote:
For ABP why does item bonus to AC remain? I am not sure I fully understand
It's because the bonus to AC that nonmagical armor gives is still an item bonus.
A follow-up to this, since it was mentioned in a Discord server I was in, how can the Alchemist work at all within the ABP rules? All of the alchemical items grant item bonuses, so if all item bonuses aside from armor AC are gone... there's next to nothing the Alchemist can do.

Looking at the ABP rules, it seems to always be specifying magic items, and never mentions alchemical items.

"This variant removes the item bonus to rolls and DCs usually provided by magic items..."

The reference in the second paragraph under "Adjusting Items and Treasure" is a bit more vague, but still seems to be focusing on magic items.


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As an additional resource, by checking the damage of greatsword wielding creatures in the bestiary we find 5 creatures.

ghaele azata(level 13, 2d12, medium), fire giant (Level 10, 2d12, Large), storm giant (Level 13, 2d12, Huge), Rune Giant (Level 16, 3d12 Gargantuan), Grave knight (Level 10, 2d12, Medium)

So all creatures level 10-13, sizes medium to huge have 2d12 greatswords. Our outlier is the level 16 gargantuan rune giant.

Since creatures of the same level but different sizes share number of damage die, I'm willing to bet that the reason the rune giant has a larger number of damage die is because of it's higher level, not it's greater size.


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According to table 6-7 in the Pathfinder 2e core rulebook, a greatsword deals 1d12 damage. Nowhere does it specify that only certain kinds or sizes of greatswords deal 1d12 damage (excepting more specific special abilities, magic runes, etc).

The only part of the weapons chart that is called out as variable based on size is the Bulk column, which specifies that the relevant information is on page 295.

Page 295 gives us information on how larger or smaller items have different bulk and potentially a different price than small/medium items, but that is all.

No houserules needed, all relevant information is presented.


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The meta definition, a creature is anything either defined by class levels or creature levels.

Random NPCs on the street aren't creatures, they're set dressing until they spontaneously generate stats when the party decides to interact with them.


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Whether you are using lore, crafting, perform, or some other skill, they would all use the same DC for earn income. I would advise you do have the player roll the normal earn income checks and either flavor it as them spending time trying to find buyers or otherwise working on or finishing the sketches they made while on the road.

I don't advise you treat each sketch as in individually priced art object. Art objects, gems, jewelry, precious metals and the like aren't really meant to be things that PCs produce and sell. They mostly exist to make treasure more interesting than "you find a pile of 40 gold coins".

Any balanced attempt to house rule a system for PCs to work on items to sell is just going to be a more complicated version of the existing downtime rules.


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I'm just saying their is precedence for a feat that gives immunity to fall damage. Now that I think of it the 2nd level monk feat Dancing Leaf can also negate an arbitrarily high amount of falling damage as long as their is a horizontal surface to fall next to.

That gives us Skill, Ancestry, and Class feats that can negate falling damage, with differing levels of investment and limitation required.

Also, Goblins are the joke ancestry with weird and wacky abilities. That's one of the major reasons many people didn't like them being added in as a core ancestry, they have a reputation as being evil and zany. Which one of those two qualities is a bigger problem is up to personal interpretation.

Edit: Also, none of those three feats call out a need to be conscious. Which does bring up some questions with Cat Fall's "always land on your feet" aspect. Just do a triple flip and stick the landing with your eyes closed and snoring.


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At the cost of a 1st level skill feat slot and a few investments in Acrobatics, any character can have the same bonus from Cat Fall at level 15.


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No, it just means that the action itself to shapechange has the concentrate tag.

Looking at the barghest for example, it is one action for them to Change Shape which includes a bunch of tags, notably concentrate. That means if a barghest tries to change shape while within reach of a fighter in Disruptive Stance the fighter can use an attack of opportunity and potentially disrupt that action.

I think I've heard that 5e has a concentrate mechanic similar to what you're talking about, but Pf2 doesn't. The Sustain a Spell action is a little similar but less restrictive.


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So, 5 monsters, 1 background, 6 feats, 3 ancestries, and 1 page of rules include the word jungle according to AoN.

Monsters: All 5 use jungle in the flavor text or simply in the name of the monster, no rules text involvement.

Backgrounds: The background introduces "Jungle Lore". Since by design lore skills are meant to be more specific than general, this seems fine. Similar to having "Lore Vampire" rather than "Lore Undead". Notably it does translate jungle to forest when the Terrain Expertise feat comes into play.

Feats: Of the six feats none of them refer to only jungles in a rules sense. Either the word jungle is used in the flavor text (as in wildborn adept), or they refer to "forests and/or jungles" (such as Wandering Heart or Woodcraft). The repetitive use of "forest or jungle" tied together leads me to believe they are just covering for people who might read forest and think it only applies to temperate forests.

Ancestries: The references to jungle in the ancestries were ancestry feats already covered by the last section, moving on.

Rules: Flavor text.

In conclusion I can't find a problem. From looking at every use of the word jungle in rules text it's either actually flavor text, or it's serving as a reminder that the more exotic jungle environment is included in the more mundane sounding forest environment.


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mrspaghetti wrote:
hyphz wrote:

Is it intended that Wall Of Stone has no duration, so presumably once created the wall is mundane and can't be dispelled?

Why wouldn't you be able to dispel it? Can you not dispel a Continual Flame?

Wall of Stone and Continual Flame have two different durations that interact in different ways.

Wall of Stone has no duration, so it's an instant spell, the magic is in raising and shaping the stone, but the stone is mundane after that and has to be dealt with like a normal wall of rock.

Continual Flame has a duration of unlimited, which means the spell is still continuing to feed the flame forever. If that magical fuel source is removed the flame will go out just like any fire without fuel.


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As a GM I do houserule out some creature's darkvision. When I was running Legacy of Fire and my players asked "Why do gnolls have darkvision?" my answer was "because hyena's have darkvision". Oh wait, no, hyenas only have low-light vision.

Why do creatures who are conceptually a mix of hyena and human have better senses than either of their parent species?

And I've been houseruling out unnecessary darkvision ever since that revelation.


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To clarify, Golarion time and Earth time are considered to move forward at a 1:1 ratio, so the events of books that were printed 5 years ago happened 5 years ago in-universe, no time skips.


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Because Aeon's whole deal was that they were the enforcers of weird cosmic laws, and law enforcement is generally considered, well, lawful.


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My trusty wet-erase megamat has been my go to for the past ten years now.


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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.


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Table 10-8, page 508 of the core rulebook has the information you need, but the most relevant information given your concerns;

--CREATURE--
Party Level -4 = 10xp
Party Level -3 = 15xp
Party Level -2 = 20xp
Party Level -1 = 30xp
Party Level = 40xp
Party Level +1 = 60xp
Party Level +2 = 80xp
Party Level +3 = 120xp
Party Level +4 = 160xp


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The staff also has a price of 0, that might be counted as a sort of weapon trait.


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Deadmanwalking wrote:
Looks like there's nothing for singing or oratory right now, but that's still a hefty list when examined.
CRB 613, Persona Mask wrote:
Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.


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The Maestro's Instrument, Dancing Scarf, and Persona Mask are all 3rd level magic items, depending on what type of performance you favor.


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Porridge wrote:


Charm Person
Now, Charm is weaker duration-wise in PF2, since it now lasts one hour instead of 1 hour/lvl. But the 4th level version of Charm lasts until you next perform your daily preparations. From p480, it looks like doing your daily prep is optional, so if you decline to do that it you could extend the duration of this Charm indefinitely... a great thing for a Wizard to do on some key figures before he retires!

Water Breathing: In PF2 this is now a second level spell, giving an hour of water breathing to up to 5 targets, making underwater adventures feasible at lower levels. And the third level version gives you all 8 hours of water breathing, while the fourth level version gives you all water breathing until your next daily preparation, which you could put off indefinitely...

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.


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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.


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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.


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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
So the whole point of having a scaling system is that you have the option to scale or not scale, as opposed to a fixed system where you're pretty much stuck at fixed. Now why would you want to have both and not just make everything match all nicely down the line?
First, evident progression. When everything scales, and scales at the same rate, it can feel like you aren't making any progress. When I have the chance now and again to do something that was once very difficult, and is now very easy for my character, I can really feel the difference.
Second, removal of systems. In a game that spans power levels like Starfinder does, the focus and scope of the game will naturally change as characters level. At early levels, the party might be barely scraping by, and they lack many of the resources that they will when they hit the later levels. Flat DCs allow things to be scarce and difficult (and therefore important) at lower levels but be phased out as something to worry about later. To use your own example of the medical bay, at early levels the sort of basic medical care provided at that facility is relatively costly, and gives the game a grittier feel. At higher levels, through the power of both magic and money healing becomes much easier as the game takes on a wider scope and becomes more about the clash of monumental forces than how to deal with a simple illness.

2) Why Won’t My Spells Land
I don’t have much for this one. I would go with your idea of making a graph of expected DCs vs Expected saves before I fiddled with anything. Just double check your math on the boards, It’s really easy to miss something if you are new to the system.

3) Tiny Spells
You probably won’t break anything too bad if you go with your solution of bumping DCs.
You are missing a few parts of the equation of spell levels, however.
First, DCs only matter for offensive spells. The classic tactic in both Starfinder and Pathfinder is to focus your offense in the upper few levels of your spells and use your lower level slots for utility, buff, area control spells, etc.
Second, even if you increase the DC of a spell that does nothing for it’s damage. It doesn’t matter how much you increase the DC of Overheat, 2d8 damage is just not going to cut it once you hit level 17.
Third, having DCs fall off limits the magical offensive output of spellcasters. The number of effective offensive spells a spellcaster has hits an equilibrium in the early-mid levels and doesn’t really increase again until the highest levels.
One of the design goals in Starfinder seems to be to limit spellcasting significantly as compared to Pathfinder. Prepared 9th level spellcasters are considered (by many) to be some of the absolute most powerful classes in Pathfinder. Many arguments have broken out over whether or not they are broken, and if they are, what should be done about it. The fact that the only spellcasters in Starfinder are 6th level, spontaneous casters is telling.

4)Maneuvers Sitting on the Bench
I agree that maneuvers could use some love. I don’t know if just decreasing the difficulty will be enough for them to become more popular, but try a few things out and let us know if something works well.

5) We Come Running!
I’ll agree that the run action doesn’t come up often, but it’s nice to have it when you really, really, need to be somewhere else. It also comes up more often when I play on a virtual tabletop that allows for arbitrarily large maps.
Ultimately, I don’t see the point in removing it. It’s one little corner case option that only takes up one little paragraph in the rulebook. If you don’t draw your player’s attention to it, I doubt they’ll even know it’s there.
Of course as a GM I tend to avoid banning things if at all possible. Even if someone is abusing some part of the rules I’d rather just talk to them about it than take the toy away from everybody.

6) Withdraw the Withdraw Action
It’s never been a problem for me or my group. The problem with your hypothetical scenario is that it requires someone to keep running around and not taking any other actions or attacking anyone. That’s a delaying tactic at best until they get cornered or someone with a ranged weapon just shoots them.
As for your frustrated melee user, the answer to a withdraw action is a charge action. Once the withdrawer finds that despite retreating they are still getting hit they should change their tactics.
The withdraw action is simply the option you take when you are in such a bad position you are willing to give up your entire turn to get out of it. Given that offense is so important in this game, taking a purely defensive action is a last resort.

Alright. That’s my longest response I’ve ever written on these boards.
My one last piece of advice is to be careful about fiddling with the core mechanics of the game. I’m not telling you not to mess with things, but make sure you get some play with the base rules before you decide to throw out half of them and rewrite everything from the ground up. Often things that look troublesome on paper aren’t actually so bad once you sit down at the table.


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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.


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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.


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Well, if your character is already on friendly terms with a gold dragon, you might be able to purchase shed scales from it.

I'm sure there are ways to get a hold of dragon based products without having to kill the dragon in question.


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MerlinCross wrote:
Deadmanwalking wrote:
MerlinCross wrote:
Have to balance against Magic Armor. Even with the new system, having that extra action/effect/buff/whatever that Magic armor will give is hard to argue against.
The effects of magic armor are also available as Bracers of Armor, which are all the magic without the armor. So all the Monk or other unarmored characters needs to do is compensate for the non-magical armor stuff.

Hypotheically, what's to stop my Armored Fighter from having Magic Armor and Magic Bracers(Which is an item I thought would be removed anyway as a Big 6)?

Mind you I might be thinking more of the Armlet than the Bracers. Still if I can stack 2 effects and an Unarmored can only get 1, I would expect something extra in the kit of an Unarmored to make up the difference.

Well, if those bonuses and spells function anything like their PF1 counterparts then the magic armor won't stack with mundane armor.


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No, that's definitely weird.

If I had to guess, probably either the Anacite Ion Cannon or the Tauon crystal was supposed to have the Electrocute critical effect but something got messed up in the editing.


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As a GM I enjoy rolling my dice just as much as my players enjoy rolling theirs.


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Here's the faq.

FAQ wrote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

Which all simply backs up what everyone else has said.


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Short answer, yes. If you have a close read through the "Crating Scrolls" section on page 552 of the Core Rulebook you won't find any such restrictions.

As long as you have the time, money, and ability to cast it, any spell can be turned into a scroll.


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Atalius wrote:
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;

Figments, illusions and interaction

Illusion Spells: What does "Interact" mean?.


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Diachronos wrote:
Name Violation wrote:
Holy weapons give a negative level in starfinder? I'm not seeing where it said that
It doesn't. I'm a derp and thought this was a Pathfinder thread.

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.


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Unassuming Local Guy wrote:
Nefreet wrote:
If your GM is allowing 3.5 items in their Pathfinder game (Celestial Plate is not a Pathfinder item) then it should work, pending their approval.

It claims its from a PF module Skeletons of Scarwall.

Not saying you are wrong, I'm curious as to what I'm reading, its quite possible I'm mistaken and I could learn something from this. Is it not a "PF legal" module or something? (I'm not goung to even ask if its PFS legal)

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.


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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.


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Remember, this is only the Core Rulebook. Compare the number of archetypes in SF Core to the number of archetypes in PF Core.


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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?


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Conan of Cheliax wrote:

Why get rid of Golarion why not just make it another world you can visit?

So that when they write for Pathfinder they don't get locked down by the future that is Starfinder. Same reason they have the Gap.

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