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BretI's page

Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber. ******* Venture-Lieutenant, Minnesota—Minneapolis 3,941 posts (24,770 including aliases). 8 reviews. 4 lists. No wishlists. 55 Organized Play characters. 22 aliases.


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Just as an example, the scenario Flooded King’s Court is not repeatable but Lost on the Spirit Road is.

Just below where they list the author(s) they have the Scenario tags. Not all scenarios have tags.

You can never have two chronicles for the same adventure on a character.


@VoidCL,

The slideshow called PbP Lodges and Guides has information on the lodges.

If you just want to GM a PbP here on the Paizo forums, all you really have to do is create an event for your games, create a campaign, and then post to Recruitment here for Pathfinder 2nd edition or one of the other places listed in the slideshow for Starfinder or first edition.


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A quick Google of Homophones three words turns up this site that lists several.

It also includes Septuplets:

raise, rays, rase, raze, rehs, réis, res


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The petrified example is for the Eidolon becoming petrified.

As you pointed out, the Summoner is always in control. If the Summoner has no actions, they can’t relinquish actions for the Eidolon to act.

EIDOLON SoM pg 52 wrote:
You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.

If you can’t act, that would seem to indicate you can’t give actions to the Eidolon.


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It is obviously pronounced ‘My Gish’. I don’t know where the rest of you are coming up with all these other pronunciations. :)

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

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Created a thread in Rules Discussion for if the Eidolon can act when the Summoner has no actions.

Let’s keep this discussion to more general Summoner tips.


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Assume that the Summoner is unconscious because your character needs to sleep sometime. It appears that the Eidolon does not unmanifest just because you are unconscious.

Manifest Eidolon wrote:
Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again.

There is a section of the rules covering lost or altered actions, but I’m finding that there is some disagreement.

Lost or Altered Actions, SoM pg 54 wrote:


If you or your eidolon becomes slowed, stunned, quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were slowed 1, you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon slowed 2, you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became immobilized or petrified, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.

You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the confused or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting.

It makes it clear how to resolve it when the Eidolon has no actions. It also makes it clear (in the last paragraph) how something like Controlled or Confused would work.

My reading of the section is that the Summoner has to give their actions to the Eidolon. If the Summoner has no actions (because they are asleep) then the Eidolon can’t act. Others disagree.

Figured it was time to take the question here and see if some consensus can be reached.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

Read a little further.

Secrets of Magic pg 54, last paragraph of Lost and Altered Actions wrote:
This means that if the eidolon comes under an effect that would take its actions out of your control, such as the confused or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting.

The summoner has to give actions to the Eidolon. If the Summoner can’t act, they can’t give actions to the Eidolon.


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They could have something where if you have the matching trait, you either are immune or highly resistant to the damage. Weaknesses would still exist.

Then the Divine Lance could do d4+modifier damage and inherit traits from your deity.

Iomedea could give Honor and Holy, Pharasma could give Positive, Lamashtu could give Unholy and Positive.

You would generally want opposing traits (Holy/Unholy or Profane, Positive/Negative, Honor / Deceit, etc) but it means that Divine Lance could now work for any deity.

The Holy Warrrior of Iomedea might have Resist 10 Holy so that they wouldn’t generally take damage from a Divine Lance with the Holy trait.

I suspect that edicts will be required of Clerics and Champions but available to other classes. Confirming to the edicts would give you the resistance to damage with the corresponding trait.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

Tomppa wrote:
Also, unlike Bretl claimed, the eidolon Does Not disappear when the summoner sleeps - it used to do this in 1e, but in 2e, it only unmanifests if it is forced beyond 100ft, or if you're reduced to 0 hp. I *assume* it needs to sleep, too, but this isn't usually relevant in PFS where nightly ambushes are pretty rare.

It appears you may be right. In a quick search I couldn’t find it. I don’t have time right now to reread the whole Summoner class but I could have easily carried it over from 1st edition. Right now I’m not sure.

Assuming that you are correct, it does bring up another weird case. Assuming the Eidolon was manifested while you were asleep (unconscious) it could not act. Unconscious prevents the character from acting and if the character can’t act it prevents the Eidolon from acting.

So assuming a threat came into the room, would the Eidolon be able to wake you via the shared link? I will need to think and look over the rules, really not sure how it should work.

There are certainly some weird corner cases with this class.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

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Yeah, as it turned out in the game last night it wasn’t even a question.

Each of us gets our own room? We spend time checking for traps. No traps? Great we lock the doors and go to sleep.

It was very clear they were each sleeping in their own rooms and crashing for the night immediately.


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CaptainRelyk wrote:

I still think they should give us some information on the dragon

I want to know if I can befriend it or if I have to fight it

I feel the same way about humans. Unfortunately I have to actually interact with them to find out what sort of people they are. Generalizations are not reliable.

I suspect we are going to see a wider spectrum of creature morality going forward than we have in the past. Not every creature is going to behave the same and judging them purely by creature type will be problematic.

Honestly, I like that.


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Merciful Fusion is a level 2 fusion. Put it on at least one weapon, now that weapon makes music and can do non-lethal damage.

I frequently find myself keeping weapons that are a few levels below my character just because they aren’t generally worth selling. Move the good fusions on your current weapon and move the merciful fusion on one of the older weapons. Worshippers of Shelyn might put it on their best weapons.

Please do not think too hard about a weapon with the Wound critical effect and a merciful fusion. Taking someone’s appendage off doesn’t sound very merciful to me…

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

So how do you determine if anyone stayed awake while others were sleeping?

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

So how are people handling the preparation for the dream sequence SWEET DREAMS?

Specifically:

Quote:
This interrogation causes a fitful sleep, and any afflicted PC may be woken up by a conscious comrade, instantly ending Suhko's attack.

So how do people frame it as far as crashing for the night without telegraphing that someone should stay up on watch that night when they are in the middle of an urban area?

I want the characters to have a chance without overly telegraphing what is going to happen during the night.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

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There is no official Myers-Briggs test for character alignment. Alignment is a gross simplification of a character’s morals. Morals are very complicated. As others have said, it is seldom that alignment even comes up in Org Play. The obvious exception is alignment damage.

A GM should not be telling players they need to disagree on something — quite the opposite in most cases. Even the most chaotic of characters is still a Pathfinder / Starfinder who has agreed to cooperate with the group in completing a mission.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

Yeah, I probably should have given more details there.

For damaging effects it is like being under a constant misfortune effect in that you save twice, take the worse result. Your chances of success are way lower and chances of crit failure are way higher.

You can eventually take a 10th level feat (Protective Bond, a reaction) where you take the lesser of the damage, but that is a pretty heavy opportunity cost and uses up a reaction. I don’t expect to take it on my current summoner.

Building the Summoner can be a little tricky. I don’t think many summoners will take archetypes just because their class feats make a huge difference in the build. There is the idea of an empty or null class — what would the class look like if you didn’t take any class feats. In my opinion, the summoner would look very bad in that case.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

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As a player, I declare Act Together and Tandom Movement when I use them. As has been noted, Tandom Movement costs a feat.

As a player, I tend to summon the Eidolon at the beginning of the session and have it out all the time.

You can use Act Together for a single action activity and I have done so.

I find the interaction between Haste and this class a little weird. Haste gives you an extra action for movement or a strike. That hasted action is always something you have to watch on any class. I do not allow people to use the extra action from Haste with Act Together nor Tandom Movement because my understanding is that the strike or move would be a sub action of the Tandom action. If this is wrong, please correct me.

In my opinion, Haste is less useful to the Summoner than the Magus.

Remember that the Eidolon goes away when the Summoner is asleep or forced unconscious. Since it takes three actions to summon the eidolon, going unconscious is bad. It also means the Eidolon can’t be on watch while the Summoner is sleeping.

Remember that the Summoner and Eidolon each have their own exploration activities. They can share senses, but that takes an action and one of them can no longer sense with their own body when doing it.

The shared hit point pool can be advantageous at times. It means healing can be targeted at either of them. It is usually a big disadvantage — Summoners really hate when both they and their Eidolon are caught in AoEs — but smart players can and should be allowed to take advantage of it in the few cases where it is to their advantage.

Conditions that do not modify the number of actions should be tracked separately between the Summoner and the Eidolon. Just because the Eidolon has Doomed 2 doesn’t mean the Summoner also has the condition.

I have not played with Mounts on any character yet. I would need the player to walk me through it.


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A cross between tanuki and parrots? Panuki.

Lionapes might work.

How about a cuddly bearaconstrictor?

Should probably have one with a fluffy tail. Pandafox?

Regardless of if they find a way to bring back the Owlbear annd other such creatures, I hope they will look at others that are a bit whimsical and fun.


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You might want to look at the plots of the media they enjoy. Study them for their methods of conflict resolution and see what elements you can use.

I enjoyed Call of the Wild and White Fang. There most things were hero vs environment. In a fantasy version you could even resolve the animal attacks in other ways. The plot isn’t based around defeating sentient opponents.

I also enjoyed several mystery series including Hardy Boys, Nancy Drew, The Three Investigators and other similar stories. Here you would get sentient opponents and could even have combat. The thing was the intent was to capture the villains rather than kill them. This sort of adventure would allow for a mixture of combat, social encounters and skill challenges.

Unfortunately I don’t know of any prepackaged adventures that use these sort of plots. There are a few that come close and others that can likely be adapted. Based on the comments above it sounds like Strength of Thousands is one that could be adapted.

Good luck and I hope you are able to find things that work for you.


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Unleashed or unfettered soldier?

The main concept is that they gain power by releasing some control. Would work just as well if it was releasing ki, Magic or anger.

I could also see it being presented in a potentially more favorable way if you instead make it they channel their power in a specific way.

Regardless, the concept would be that they enter an altered state that gives them advantages in damage potential but has drawbacks.


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Alchemist could work with the concept but give a very different feel — especially if you went for Mutagenist as the research field.

You were the guy that mixed up all those chemicals for the boss. Provided various elixirs and mutagens that they would then use. The ‘bodyguard’ aspect would be via defensive elixirs rather than stepping in the way of an oncoming attack.


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Caller would fit in world. We already have the Sarkoris god callers. It is a different relationship, but useful one for concepts.

Sarkoris God Callers are summoners.

Summoner would be confusing just because of the class by that name.

I think they intentionally left the terms of the contract vague because there are all sorts of potential contracts. My preference would be one that is mutually beneficial, but I don’t play many characters that are neutral.


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I still play Starfinder, Pathfinder 2e, Pathfinder 1e, a home brew FATE, and would welcome trying the new edition of TORG. I like RPGs.

That said, there are a few RPGs that I don’t have an interest in playing.

I personally think that Starfinder would benefit from a new edition that was more like 2e only still allowed early access to flight and other staples of the setting and genre. The skill system in 2e is a lot better than Starfinder. I would still want the power level much higher than 2e allows.


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Thanks, that is what I was looking for.


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As others alluded to, skill increases are relatively rare. Up until 11th level you generally will only have two skills you can choose for skill increases. Pick them wisely and be sure to look ahead for what skill feats you will be wanting.

There are some archetypes that give skill increases, but we can ignore that for now.

Trained skills are much more accessible. I do recommend everyone take Acrobatics and Athletics skills just because they come up so much. It is alright if you don’t use any skill increases on them, but not having them trained can really be an issue.

Occult spelllist gives you access to some really good spells. Might want to think about which ones you are looking to take. At 1st level the most powerful spell is generally considered Magic Weapon assuming you cast it on the group’s martial character.

Good luck with your character!


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HammerJack wrote:
Yes. They would have to say that they don't, rather than needing to say that they do.

Could you please point to something in the rules indicating this?

I am not disagreeing with you, I just would honestly like to know where in the rules it says that.


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Padaddy wrote:
They should have halted all releases immediately when they knew they were going to change the rules.

Companies have gone out of business doing that sort of thing. Regardless of how much people like to ignore it, there is a lot of time and effort required to do this project. People like to get paid for doing their jobs, so stopping all new publishing for eleven months does not sound like a good business decision.


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Dark_Mistress wrote:
BretI wrote:
I am somewhat concerned that Paizo might be giving up a bit more than they should with respect to removing the OGL. I do hope they don’t remove things like Pegasus or the Elven Cloaks. They need to do their own game stats for such things but most of that was already done in the 2e conversion. A lot of the D&D material comes from lore that predates the game.

Pegasus and many of the monsters come from real world myth's so they won't go away. Maybe a few tweaks and some of the ones who's names are IP's they have already said they will be replacing them with similar monsters that fill a similar role.

Things like Elven cloak might get renamed maybe, to shadow cloak and it helps you hide(assuming they still do that in PF2e didn't look).

Elves are not a creation of the folks of WotC or even JRR Tolkien.

Do they need to change the name of a Cloak of Elvenkind?

This is the sort of question that I am hoping they are asking themselves. What they do sets a precedent and capitulating completely on things where they don’t need to is bad.

They have talked about how costly a legal battle can be, but I’m hoping they are also keeping in mind how costly conceding rights can also be.

We already know they don’t intend to carry Otyugh into the remastered content.

My understanding is that you can’t copyright names, that is Trademark or Servicemark. The 1st edition Monster Manual doesn’t list a Trademark on Otyugh. I think TSR (who WotC bought) only have copyright for their description of the monster. To my knowledge, the Otyugh is a monster that was original to D & D but there are still limits on what about that copyright can protect.

I am not advocating that Paizo set themselves up for a complicated and costly legal battle. I would like some assurance that they also aren’t abandoning things where there is a weak to non-existent IP claim on WotC’s part. If the claim is so weak that a judge would dismiss it immediately should they cede it?


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Jacob Jett wrote:
Beyond that, my take on why the sorcerer (and the Barb) are in PC2 has to do with the Bestiary (or I think it's actually Monster) Core coming out between PC1 and PC2. Since both sorcerers and barbarians have have sub-classes that interact rather directly with chromatic/metallic dragons and those dragons are more or less going away in the move from OGL to ORC, it makes sense for sorcerers and barbarians to get their revision after folks can see what the new ORC dragons are like, named, and do. (Note: I'm not the first person who had this take on why sorcerers and barbs are in PC2. But I agree, this is the most sensible reason such popular classes are getting revised later.)

Exactly this.

I do hope they keep in mind the origin of some of those dragons. It isn’t like WotC have exclusive rights to the concept of Puff the Magic Dragon.

——

I do hope that they take advantage of the reorganization to reduce some of the duplication of text.

It would be so much better if the Wizard Feat FAMILIAR just gave access to the familiar feats and the only familiar feats requiring class specific feats were those not available to every class. Between the Wizard, Sorcerer and Witch, I think you would save at least a couple of pages of text with this one change and make it easier for a player to understand.


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bugleyman wrote:
Amazing how all edition wars start to look the same, right down to the inevitable "no one is coming to your house to steal your books" straw man.

With WotC hiring Pinkertons to retrieve MTG cards, I’m not sure we can call that a straw man anymore…

On the other hand, I would like to remind everyone complaining about having already purchased the books that this means they can play the game now rather than waiting until November or later.

I am concerned that this announcement will stifle sales of the current material, even things like the Lost Omens books that are not getting any changes. I wouldn’t want to wait six months but I suppose it might be worth it to others.

I am somewhat concerned that Paizo might be giving up a bit more than they should with respect to removing the OGL. I do hope they don’t remove things like Pegasus or the Elven Cloaks. They need to do their own game stats for such things but most of that was already done in the 2e conversion. A lot of the D&D material comes from lore that predates the game.


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Alexander Augunas wrote:
CorvusMask wrote:
...B-but I like alignment :(
I don't like alignment personally, but I don't think its a matter of your preference versus my preference. Chances are that alignment is considered a mechanic that might be indefensible in the court if Wizards decided to sue Paizo over using their brand identity. The concept of, "a mechanic that measures your goodness" is definitely a game mechanic that probably couldn't be sued over, but using that rule and calling it alignment could be argued as D&D product identity, and it's probably easier to trash it as a result.

Strange, since my recollection is that the original D&D got a lot of their alignment stuff from Elric of Melniboné and other similar book series. The first book of that series was published in 1972. Now those books were about Law vs Chaos, but still it seems that their claim would be weak.

Honestly, I was in favor of dumping alignment in the PF2 playtest. Look forward to seeing what they do with Divine Lance cantrip since that is likely to demonstrate a lot of the changes for this.


So maybe a cloistered cleric with high charisma?


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Talking to HMM, she is pretty busy right now with her writing. She says hit her up again in about four months.

Stitch Steeltoe wrote:
Hi Bret, I believe after this scenario ends everyone will ding level 3.

Alright, aim for a third level character.

Currently going through my characters to see what I have. I know that I have a couple of 4th level characters and several GM blobs still at first.

Figuring it out so the group stays somewhat balanced as people rotate though as GM can be tricky. What sort of character do you think would help the group?


Hello!

Looks like you have a mixture of level 2 and level 3 characters. Thank you for keeping a list of what has been run already in the campaign information.

Since I do a fair amount of in person gaming, I could likely GM a character up to those levels pretty quickly. I don’t currently have any that are already level 2, but I do have a GM blob at 8 xp.

I probably missed it, do you have a plan for what the next few scenarios are going to be?

Also who are the active characters?


Just starting to read through the discussion.

Looks like I’ve got a fair amount to read.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

CaptainRelyk wrote:
But yeah, I should start playing SFS

I hope you have a good time and gain perspective on the campaign.


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The Solarian and Vanguard both have to spend feats to get something better for ranged combat than Small Arms proficiency. They are both full BAB martial characters and one of them is in the CRB.

I do not find the “well they didn’t train with weapons” argument very convincing.


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Link to Class Selection Guide


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Xenocrat wrote:
BretI wrote:


How about the damage difference between an Operative and a Solarian using small arms? The Solarian also lacks Longarms proficiency in the class.

My experience was that I was better off multiclassing with Operative than going straight Solarian if I was going with small arms.

A Solarian using small arms should be using Solar Flare. No class except Operative should be using actual small arms except as a joke or low damage backup gimmick that is secondary to something else they're doing.

So Dirty Harry was an operative?

As for my Solarian, I was trying an Armor Solarian. Yeah, they are still in the rulebook. I now recommend against them as anything other than a dip.

Really, this is exactly what people are saying. There is a problem when a whole category of weapons are almost useless for anyone not of a specific class. Especially when some classes only get small arms as ranged weapon attacks.

Now there is the Double Tap feat that partially fixes it in exchange for a feat. It was still a system design problem.


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FolkOccult wrote:
I'm on the edge of my seat trying to host a campaign featuring cosmic horror within the Greyhawk setting with 3.5 inspired homebrew mechanics (which PF 2E fully supports and still uses, flat footed, will, fort, and reflex saves, etc.); but I'm not even sure if I stream this campaign if I'm even allowed to write or utter names like "Greyhawk" anymore, if I can utter the God-Lich's name aloud from this day forth. I'm not sure if I can even use Gary Gygax's calendar and holidays for special setting locations. I truly want to know where the line is and what I can and cannot use.

All of Greyhawk was copyrighted or trademarked by TSR. I believe those rights are now held by WotC.

In terms of the OGL, I believe these would be considered Product Identify and the OGL does not give any distribution rights to those. See section (e) of the OGL where they spell out Product Identity.

These are my understanding as a layman.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

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Considering it doesn’t look like CaptainRelyk has even tried PFS or SFS, I really have trouble taking his complaints seriously. My data is his lack of society characters in his profile.

I have been able to motivate people to GM by pointing out the increased ACP. Alone that isn’t usually enough, but it certainly helps. I have also tried to recruit GMs to volunteer for conventions. It is my impression that it is a little harder to do this than it used to be in PF1 with the paper boons, but not all of that is a bad thing.

I think it is good that boons are no longer gated by location, event or GMing. The paper boon system of PF1 tended to do that. Overall the ACP system has advantages over the old system. I also believe there are still things that could be improved in the system.

I personally do not think that making tieflings (as an example) free would improve things.


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Gaulin wrote:
Try to be a little more civil everyone, please. To weigh in a little, I don't fully understand the problem that an operative does more damage with a gun than a caster? Guns aren't really a casters main shtick. I would be annoyed as a martial if casters were much better with regular guns/attacks.

How about the damage difference between an Operative and a Solarian using small arms? The Solarian also lacks Longarms proficiency in the class.

My experience was that I was better off multiclassing with Operative than going straight Solarian if I was going with small arms.


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Lyra Elwind wrote:


My GM is using Draw the Lightning as Written: If the Enemy is taller than my character, i can use It. And she is 1,69m so i think i'm Fine ? Idk but o don't think we Will be fighting halflings lol

I doubt the GM is going to do exact heights for every creature. More than likely they will have to be size Large for them to be taller than you.

“Lyra Elwind” wrote:
I'm not THAT much worried about defense, i'm more asking If there is SOMETHING i could to improve It, some itens sugestions like the Cassissian helmet was a good one.

Alright, really wasn’t sure how much of a consideration it was. If you are just looking for good defensive equipment that is a little different.

If you have Stealth, might look at the Cloak of Elvenkind. It is an item bonus to Stealth plus once a day invisibility at 2nd level.

“Lyra Elwind” wrote:
Investigator Dedication give me Free action devise Strategem against Bosses we know we Will fight and eventually Will give me Master at perception. ...

If you are going for Devise a Stratagem then you will certainly want Known Weakness for the RK check.

How do you plan to utilize Devise a Stratagem? Are you only looking for the free one with a boss?

The other Investigator dedication feat that is good for a wide variety of builds is Skill Mastery.


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Since you are going with Expansive Spellstrike, you might want to look at Vampiric Maiden as a 3rd level spell. Get a little bit of healing and potentially immobilize the opponent.

You want to use Shooting Star to recharge your spellstrike the first time (usually the second round, but if you open with 4th level invisibility it may be the third round). Same action cost, does damage, and helps everyone against cover and concealment.

I’m not sure how your GM will rule it, but I would say that a creature would have to be at higher elevation or larger size than you for Draw the Lightning. You being medium sized means there are quite a few creatures that would not normally fulfill those conditions.

Psychic may be a nice damage increase, but since you are worried about defense wouldn’t Wizard dedication work better? Much greater synergy since both use Arcane spells and would use the same spellbook. Guess it really depends on how you view the character. Psychic would be using of two different forms of magic while Wizard would be concentrating on the Arcane more than a normal Magus.

Cantrip Expansion is worth looking at in order to be able to cover most damage types. You are likely to be at least trained in the various creature identification skills.

Are you getting enough from the Investigator dedication that it makes sense to do both dedications?

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

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Tim Emrick wrote:
She's been using mostly quests and bounties so far, partly because the shorter run time is good for introducing new players, and because play time is very limited at one of the two venues she's using.

Although it has gotten much better in our area, we also look to quests and bounties when run time is limited. None of the stores are open as late as they were before COVID. I also used then in one occasion where the weather was expected to be worse than normal but not bad enough to cancel the regular game day.

It is also good for Learn to Play sessions at conventions that aren’t focused on Roleplaying Games.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

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Would love to be able to run Grehunde's Gorget, Dragon Who Stole Evoking Day and some of the other quests. It can be really tough running the quests since you are often using them as intros. I really would rather not have to explain the intricacies of replaying just to do a quest or bounty.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
Nomadical wrote:
I've got a level 3 character with an extra 2 XP that I'd like to get rounded out, and level 3 bounties/quests aren't easy to find.

You might be better off slow tracking a regular scenario for that. Those are a lot easier to get than two bounties or quests at level 3.


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Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Honestly, if PF2 had allowed one additional ancestry feat at 1st level, most of the ancestries would have been alright.

Starfinder has jetpacks and I doubt they would change that. This means that flight would continue to be a level 5 ability for most which would allow for things like the Dragonkin having partial flight at level 1.

They really do need to allow certain things earier in Starfinder or it just will not have the same feeling at all.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

You are misusing a game term — quickened. Quickened is what you get when Haste is cast on you. There are other ways, that is the most common.

Darksol’s build doesn’t have merciless rend in it.

Also, you need to hit with both attacks in order to get the damage from it. Given that the eidolon doesn’t have the best proficiency in unarmed attacks, this isn’t going to work very often against significant enemies. The other problem being that the build presented would need to change their attack type on the secondary attack — it currently is either bludgeoning or fire depending on which attack they put energy heart on.

There is also the problem that the rend requires an action.

Act Together (Spell / secondary attack) is two actions,
Strike is one action.

Even if you hit with both secondary attacks, you don’t have the actions to rend.

Now if you are suggesting that your character is Hasted every battle, you should review how few spell slots a summoner gets. Also, the Haste would probably do more damage if cast on a Barbarian, flurry Ranger, or Fighter.

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