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BretI's page

Pathfinder Starfinder Roleplaying Game Subscriber. ****** Venture-Agent, Minnesota—St. Louis Park 3,454 posts (14,068 including aliases). 7 reviews. 4 lists. No wishlists. 34 Organized Play characters. 17 aliases.


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Yossarian wrote:
I particularly resented buying the physical books then having to buy them again as digital editions to access them on dndbeyond, at full price.

HeroLab also charges a fee for additional content, but it isn’t full price of the additional book. I have only used HeroLab, not HeroOnline so I am not familiar with their pricing scheme.

If the tool is including something from the rulebooks, they need to pay a licensing fee in order to be able to include any content that isn’t OGL. My understanding is that Community Use doesn’t cover for profit.


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BigNorseWolf wrote:
Hmm wrote:

Being great with medicine has made her able to keep the party alive.

For non magical healing, the bang for your buck ratio with healing feats is terrible and gets worse as you level. A bucket of healing potions can usually do the same thing.

A good medicine score is good.. usually to examine bodies that were absolutely like that when you got here.

Medicine skill can also help with treating poison, drugging, or disease. Giving someone a +4 to the save can be very worthwhile. There are multiple SFS scenarios where having a good Medicine skill is useful for one of the skill challenges.

With COM, there is a Medic archetype that expands the capabilities or allows you to do certain takes much faster. I don’t think it will make a big difference in most games though.


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None of the new classes have Pilot as a class skill.

Biohacker got Computers and Engineering, so at least they can fill the Engineering or Science Officer post.

Vanguard should really have Physical Science as a class skill since that includes Physics and one of their Aspects (Reaction) gives an insight bonus to the skill. I guess none of them study the entropy that they utilize.

Witchwarper could really use more skill ranks per level, especially since it is Charisma based.

The new ship roles are nice aids to the other roles, but they are no substitute for Pilot, Gunner or Engineer. I do think they are interesting, but you better have a group of five or more before you use them,


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Corvo Spiritwind wrote:


It's kind of interesting and concerning how much fuss is made over this when the biggest difference between Expert unarmored/medium and trained heavy is at most +2AC.

A difference of 2 AC also changes how often you are Crit hit.

In the big fights, you are already getting hit more than 50% of the time. Increasing their Crit range will cause you to take much more damage and potentially some Crit specials.


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Styrix wrote:
BretI wrote:

The rules are clear. You need more than just the proficiency feats in order to go beyond Trained proficiency with weapons and armor that are not part of your class or archetype.

Personally, I wish this wasn’t true. Perhaps in the future it will not be.

What are some of reasons you wish it wasn't true?

It limits viable character concepts.

I tend to play a variety of characters of different races. In home games, I will often let others pick what classes they are playing and then create a character that either has good synergy with at least one of the other characters or fills in a perceived hole in the group capabilities.

I like going outside the normal bounds of a character, and want options for doing so. Class archetypes (and in the future other archetypes) provide some of that, but even if it gives the correct mechanical effect not all archetypes fit all character concepts. Having more than one way to achieve a particular mechanical effect allows you to choose the method that best fits the character concept.

4/5 Venture-Agent, Minnesota—St. Louis Park aka BretI

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Dracomicron wrote:
I don't see Paizo just throwing up their arms and abandoning their careful character allowances. Either they won't allow alternate race bonuses at all, or they'll stick them behind boons. Just my educated guess.

It isn’t Paizo making the determination, it is the Organized Play Foundation. It is good to keep in mind that the people making the rulebooks are serving a wider audience than OPF.


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thenobledrake wrote:

I am flaberghasted, to be honest.

In PF1 this "did work" because the wizard takes the feat and uses the spear... with their 1/2 BAB bonus and no spare ability score increases to boost Strength with or spare feats to pick up attack bonuses with so by level 12 their easily 8-10 points behind other more-dedicated classes in attack modifier.

And in PF 2 this wizard is made to "suffer" because their spear use is a whopping 2 points behind someone else.

It did work because their melee bonus with spear was the same as staff. I would assume their spell selection would reflect their focus on the spear — Greater Heroism, Greater Magic Weapon and other spells used to fill in the gap. Sorcerers did it.

In PF2, even if they are equally selfish using their Magic only to aid their own melee they will not be doing as well.

The rules are clear. You need more than just the proficiency feats in order to go beyond Trained proficiency with weapons and armor that are not part of your class or archetype.

Personally, I wish this wasn’t true. Perhaps in the future it will not be.


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Dracomicron wrote:
Well, technically, Mika could still get it by grabbing a couple levels in Soldier (often a good idea for fighty mechanics anyway, but it then delays the build until character level 8.

It isn’t that big a deal. I had looked at it because I had intended to take Power Armor Proficiency on the character anyways. The character isn’t set up to Multiclass, so she will not be taking the archetype.

I think it is a good archetype, but Power Armor should be a central part of the character concept.


Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, there is currently no way for a pure Technomancer, Envoy or Witchwarper to qualify. You must multiclass.

As Hammerjack pointed out, there is a way to do it in Mechanic or Mystic. With Mechanic you must take Experimental Prototype alternate class and choose Experimental Armor. With Mystic, you must choose the Warmonger Connection, but it doesn’t require an alternate class.

I have a character in play for which I was planning to take Power Armor proficiency. It is a Mechanic with a Combat drone, so Multiclassing would cost the drone 20 hit points, 1.5 BAB, about 2 AC, 1 mod and probably a feat.

For that character, it just isn’t worth it.

If your concept already included Multiclassing it will work alright. Otherwise it probably isn’t worth looking at.


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Xenocrat wrote:
Hmm wrote:
So... if you are partial BAB, you have to take a level of soldier/solarian/vanguard to do this archetype?

You have to take two levels of a full BAB class plus four levels of a 3/4 BAB class to have BAB +5 at level 6. But you don't have a feat at level 6 to take Powered Armor proficiency, so that doesn't work, either.

There is no way to get +5 BAB at level 5 with any mix of 3/4 BAB levels and full BAB levels, so I think there's no way for a 3/4 BAB class to qualify for Powered Armor Jockey unless you have a special class feature (which the mechanical apparently has in COM) granting Powered Armor proficiency without using a general feat.

Incorrect.

Multiclassing and archetypes work different in Starfinder. The archetype is only against the single class, so as long as you don’t take the 6th level in a partial BAB class until you have Power Armor Proficiency you can still qualify.

So any partial BAB class for 5 levels gives BAB +3. You now need to take two levels of a full BAB class or three of a Partial BAB class. Somewhere in those levels you will get a feat, so that isn’t a problem.

You are now at least level 7, the same level that a pure mechanic could qualify for Power Armor proficiency.

At 8th level you could take the Power Armor Jockey. You could adjust when you get Power Armor proficiency, but you still need to take the 6th level in the Partial BAB class to gain the archetype.


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One of the new archetypes in Character Operations Manual is the Powered Armor Jockey.

COM pg. 106 wrote:
Most powered armor jockeys are soldiers or vanguards. Powered armor jockeys of other classed exist, such as mechanics who appreciate powered armor's technical sophistication.

The problem is that the archetype starts at 6th level and requires Powered Armor Proficiency. The Powered Armor Proficiency feat requires a BAB of +5, which Mechanics and other 3/4 BAB classes do not get until 7th level -- the level after they are supposed to start with the archetype.

There is one Mechanic Alternate Class Feature in COM -- Experimental Prototype with Armor -- that does give proficiency, but any existing Mechanics have no way to switch to that.

I don't see a way to gain access to this archetype with a partial BAB class without multiclassing.

Am I missing an option somewhere?

4/5 Venture-Agent, Minnesota—St. Louis Park aka BretI

Linda Zayas-Palmer wrote:
The link expired. Try this one instead: Convention GM Slack

I could not get this link to work.

Slack gave a message:

Quote:

Error verifying Invite

Your invitation has been revoked. Please contact your workspace owner and ask them to resend it,

——

VampByDay wrote:
So: assuming that’s all correct, I have a question: So on page 7, it says “Each time the scenario calls for the Tokens, they can give one of these tokens to a nearby table.” (And later says 2 if one of them is heroic). But I can only ever find one instance of when Aid tokens are to be distributed (as soon as people roll for heroic aid, at mustering). Is that right? Are there other times to distribute aid tokens?

I am currently preparing this and found the answer the above question. I don’t know if this is a result of a change to the scenario text or if it was in the original version.

Siege of Gallowspire, pg. 7 wrote:
At the end of Part 1, as well as each time the table completes an encounter, the table can give one of these tokens to a nearby table.


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As others said, you are not missing anything.

You may find Gisher's Guide to Proficiency Bonuses useful.

That said, in the Playtest there was an archetype (Grey Maiden) that allowed you to gain Legendary proficiency with shields and Grey Maiden plate. I would not rule out the possibility of there someday being an archetype that allowed better weapon proficiency with a very limited set of weapons.


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I agree, very nice work.

It makes an excellent way to show the differences in the class proficiencies.


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I think more nations would be willing to deal with Oprak than Cheliax.


Pathfinder Starfinder Roleplaying Game Subscriber

If you are talking about the Rogue Minor Magic feat, it does not give the Cast a Spell activity. Since it does not give that, I do not believe it allows the rogue to use a scroll, wand or staff.

The Trick Magic Item feat along with the appropriate knowledge should make it possible to use those items based on a skill check. It is the closest thing I can find in this edition to the Use Magic Device skill from first edition.

The Multiclass Dedications give the Cast a Spell activity and therefore should allow activation of a scroll, wand or staff. Strangely enough, as best I can determine only the staff has the limitation of being able to cast a spell of the level in order to activate it. It appears to me the Dedication feat is enough that (assuming you have the correct tradition) you can use a wand or scroll without fail.


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It looks like they may have changed the rules somewhere along the way for bracers.

Armor Alternatives, 2E CRB, pg. 556 wrote:
Bracers of armor give a +1 item bonus to AC with no Dex modifier cap, and also grant a bonus to saves. This item can be found on page 607.
Item description for Bracers of Armor, pg. 607 wrote:
These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. You can affix talismans to bracers of armor as though they were light armor.

If Bracers really are supposed to have a Dex Cap that means anyone who maximizes Dex is going to have to either give up entirely on armor and item save bonuses or give up on being able to take full advantage of their main attribute helping with AC. This seems very strange to me.

Looking at the Mage Armor spell, it now has a Dex Cap. I am guessing that the Armor Alternatives sidebar is in error and Explorer’s clothing becomes the armor of choice for high Dex characters.


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As the subject line says, is there any way to improve the Dex Cap on armor?

It used to be that Mithral Armor would have a higher Dex Cap. I am not seeing that in the rules for special materials. I also didn't find anything in the runes that made me think it ever increased. Given the attribute boosts, a +4 Dex Cap on Leather Armor will quickly be exceeded by certain types of characters.

Two types of armor that used to be excellent for high Dex characters no longer seem worthwhile. Neither Celestial Armor nor Elven Chain override the normal Dex Cap for their armor types.

Am I missing a rule someplace? I was really expecting to be able to get armor with a higher Dex Cap. It really looks like a high Dex character is better off with Leather or Explorer's Clothes to start and Bracers of Armor at the high level.


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I would think other races trying to communicate in Lumos would use a display pad to display different color and blink patterns. It would be pretty reasonable to translate various syllables into light patterns.

Text to blink translation!

I look forward to getting my copy of the book soon.

4/5 Venture-Agent, Minnesota—St. Louis Park aka BretI

pauljathome wrote:
Assuming fair dice rolled correctly, dice "luck" is a myth and is just a matter of perception

I am so relieved that I don’t have bad dice luck!

4/5 Venture-Agent, Minnesota—St. Louis Park aka BretI

Blake's Tiger wrote:
Bret Indrelee wrote:

I’m still trying to grok downtime, especially for Quests.

I think that I figured out how to do earned income. Find the DC for (level -2 min 0) on table 10-5. Have them roll against that DC. Look up results on table 4-2 by character level and proficiency level. They earn that for each day of downtime,

Note results and how many days of downtime (if any) are remaining in the task.

We are always going to need to see the previous chronicle sheet to determine results from Downtime, since each roll for Earn Income is 8 days.

Task level is character level - 2 as well.

Really?

What did I miss? The example in the CRB for Earn Income made me think it was against character level, but with things split between multiple places it is easy to miss something.

4/5 Venture-Agent, Minnesota—St. Louis Park aka BretI

I’m still trying to grok downtime, especially for Quests.

I think that I figured out how to do earned income. Find the DC for (level -2 min 0) on table 10-5. Have them roll against that DC. Look up results on table 4-2 by character level and proficiency level. They earn that for each day of downtime,

Note results and how many days of downtime (if any) are remaining in the task.

We are always going to need to see the previous chronicle sheet to determine results from Downtime, since each roll for Earn Income is 8 days.


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The Unarmed Attack proficiencies not improving are likely an oversight,

Rogue has this:

CRB, pg. 182 wrote:

Weapon Specialization 7th

You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you're a master, and 4 damage if you're legendary.

If the proficiency never increases, there is no reason to list an increase in damage with unarmed attacks based on increased proficiency.


i still don’t have the rulebook yet, but looking through the forums it seems my Playtest character concept should still work, I will likely make some minor adjustments and need to figure out a new background.

Male Half-Elven Chaotic Good Rogue 1

Ancestry:
Half-Elf (Low light, Elven Speed)
Background:
TBD, want Int boost. Was Pathfinder Hopeful with lore (Demons)
Finesse Rogue Class:
Trap Finder
Skill feat Recognize Spell

Trained in at least Arcane and one other magical tradition. Plans to grab Wizard multiclass at second level.

Pathfinder training: 2 points with Spells, need to look closer at what I spend the other point on.

I haven’t seen the costs for the boons from PTP. Depending on cost, likely to get a Wayfinder and will be tempted to skip first level.


Pathfinder Starfinder Roleplaying Game Subscriber

How does Downtime work for earning money? It was a bit complicated in Playtest and I am hoping it is more straightforward now.

Have they made the character creation Backgrounds more flexible / less specific? Is there a good one for an investigator?


Pathfinder Starfinder Roleplaying Game Subscriber

Hilary mentioned this game to me and said that Adrian would allow me in but that would make it a seven player game.

Is everyone good with it being a seven player game?

If they are, I would likely remake the half-Elf rogue with Wizard multiclass dedication that I did in Playtest. Have training in all four fields of Magic, plus a few skill feats using that. Exact race would depend on just how much ancestry’s have changed.

I will save my Goblin Arson Investigator for a different game.


Given we have a technomancer in the group and this will involve a medical clinic, sounds like Dr. Mech Coy is the better choice.

I will get them leveled and a profile together for them soon.


I have two possible characters for this mission, so before filling out the form I thought I would get some input from the rest of the group as to which to bring.

Dr. Mech Coy is my 3rd level SRO Spacefarer Envoy with Medicine as an expertise skill. They also have Profession (Doctor). It is a little bit different than many Envoy builds and you should put them in Engineering or Gunnery instead of the Captain’s chair for starship combat. This is not a super face-skills Envoy. They are part of the Manifold Host sub-faction.

Febe is my 3rd level Android Ace Pilot Mystic (Star Shaman). Their main skills are Piloting and Mysticism. Wayfinder faction all the way!

Unfortunately I haven’t played either of these in PbP yet, so I don’t have complete profiles built yet.

If you have questions, just ask!


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GM Hmm wrote:

So approximately a month ago three players asked if I could run a game of 1-30 Survivor's Salvation. I probably need a few days to get a start, but I also want to make certain that those players still have their characters free and still want to do the scenario.

Anxa, Debug Amp and Farol... Do you still want this scenario? Are your characters available, or do they need to finish another campaign? I am not opening this one up until I hear from you, since you three requested the scenario.

Hmm

If you still have a seat, I would like to join the table.

I have two different characters I could bring, a mystic or an envoy — both are level 3 now.


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Congratulations numbat1 and Lady Ladile!

I’m sure you will do an excellent job.


Is there a way to get rid of a nemesis?


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Arcaian wrote:
Deadmanwalking wrote:
All there needs to be to provide the information you're asking for is some guidelines in the text near the table. I'd be shocked if we don't get some of those, and even if we don't, coming up with such guidelines will be casually easy given how transparent PF2's math is.

The only concern wit this is the potential for the maths to vary between levels - at level 1, a specialist may only be 2 above the DC, but at level 10 a specialist with the same amount of focus may be 5 above the DC. Should still be fairly easy to write some guidelines though - especially given the way PF2 works those increases are likely to occur at very obvious points (no increase till level 2 with Expert giving +2, then when you get Master it'll likely be the +5 (+4 above trained, +1 misc), and Legendary likely closer to the +10 (+6 above trained, can expect some item bonuses at this point, misc).

In fact, it probably wouldn't be that inaccurate to just say that the +2 represents the difference between an Expert and trained, +5 the difference between a Master and trained, and +10 between a Legendary skilled individual and trained, to give a ballpark for what those increases mean.

Given what little we know of the new system and what we saw in the Playtest, it really should be as easy as a flat addition/subtraction to set the difficulty. The information we will need is what level of training the table assumes.

If it assumes Legendary at the top levels, you are going to need to subtract more. The specialist is going to have the items that give a full bonus and better attributes than someone at that level that is merely Trained.

Knowing the assumed training will allow you to figure out what at high level is difficult but possible for someone Trained that hasn’t highly optimized. Having that and comparing it to someone Legendary is a great way to allow a PC that has specialized to shine.


Pathfinder Starfinder Roleplaying Game Subscriber

Stated another way, the concealment allows for stealth.

You still need to provide a distraction, get full concealment, or something else in order to go into stealth. If they got one of those, that would allow them to do a stealth check. The check is opposed. If they did that and succeeded at the opposed check, they could get sneak attack.


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Captain Morgan wrote:
BretI wrote:
I’m asking that if you gain a weapon proficiency, it automatically track at the same proficiency that the weapons granted by your class does.

This already happens in the vast majority of cases. The Fighter Exotic Weapon Training feat and all of the weapon familiarity ancestry feats don't just make you trained in their respective weapons; they make you treat said weapons as one step down the complexity ladder. Martial weapons are treated as simple, Exotic are treated as martial. As of right now there is only one exotic weapon that isn't already paired with an ancestry, so they are all pretty much accessible this way. And every ancestry weapon familiarity also packs a follow up feat at 13th to get you to expert. And with adopted ancestry you really have access to a huge selection of weapons for this.

The only case where this doesn't quite work is the Weapon Proficiency general feat, but frankly that seems like an oversight. They acknowledged they screwed up the wording on the Fighter's Exotic Weapon Training and it didn't work as intended until they updated it. Something similar probably happened here and there's a pretty good chance it is fixed.

Rogue who takes the Rogue feat Bludgeoner never gets better with the club or mace unless they go outside the class to do so.

It remains to be seen if the Brute Attack rogue advances with their weapons. There was nothing to indicate they would in Playtest update document.

Hopefully all of these are cleared up in the final rules.


Sirettis wrote:
Did we get Outpost Boon instructions?

Yes, they came in early this morning.

—— PFS: Roll an additional 1d4. ——

1 - Inheritor of Ghol-Gan (earn a grippli over the course of 12 games.)

2 - Contemplative Traveler (earn your choice of some interesting benefits associated either either with planar travel or the boneyard.)

3 - Season Explorer - Gain benefits based on how many games from Season 6 and 7 that you’ve earned credit for.

4 - Debt to Society - You can use a small amount of prestige to raise a dead ally, and pay the society back later.


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Captain Morgan wrote:


What you're asking for is basically the return of weapon focus as a feat option, and I reeeeally don't want that.

Actually, I’m not really.

Weapon Focus was a way to get ahead of your normal class proficiency. Although I think that should be part of the martial class multiclass options, I don’t really care about numerical bonuses except as they differ from the assumed proficiency.

I’m asking that if you gain a weapon proficiency, it automatically track at the same proficiency that the weapons granted by your class does.

I’m asking that those classes with less that optimal proficiency have a way to get full proficiency. Requiring use of the Multiclass options would be suitable in my opinion.

I’m asking that feats like Iron Will, Lightning Reflex, etc do something for the people not at the top of the proficiency scale.

Even with armor proficiencies, it would be possible to make the other armor types worthwhile. The easiest would be making heavier armors give DR.

At this point, the ship has sailed. In general optional rules replacing the base system do not catch on. This is especially true in Pathfinder Society. Whatever they have in the book at this time is what we get at GenCon.


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You probably sold fake plans based on the real ones with that roll....to people in Bluerise Towers.


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It wasn’t just the basic math though. It was also the restrictions that prevented someone from gaining full proficiency in something.

Feats like Iron Will set you at a fixed proficiency for Will saves. If your class already gave you that or better, it did nothing for you. It was the same for most classes weapon and proficiencies proficiencies. You could learn a new type of weapon, but your proficiency with it would not grow because it wasn’t granted by your class. Rogue even had a class feat that expanded their weapon proficiencies but then the way that it was done that proficiency level never increased.

I am really hoping they will go more towards allowing you choices on weapon and armor proficiencies. Allow the fighter to become legendary with light armor if they want, allow other classes the choice between expanding their options or getting better (higher proficiency) with what they know.

They had everything use the same scaling, but then failed to give players options to better control what they would specialize in. The class mostly defined everything.

4/5 Venture-Agent, Minnesota—St. Louis Park aka BretI

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Is one of the things being done in the tech is allow normal players to make recommendations on their GMs? If you allowed the people to do this and allowed VOs to see those in their region it would help them know who is seen as a good GM already and who may need some mentoring.

One question in my mind is what is the metric for “exceeds expectations” since you are requiring a GM to have at least one area where they do this?


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Necro of topic since I was searching for information that would help me run this.

I would say that the Star Savior defeated an evil water dragon (Black is likely, others are possible) that had made it’s lair in the area. No one can agree on exact size and given the nature of rumors they likely can’t agree on type of dragon.

It was because of that anyone could survive inhabiting the area. The original inhabitants scattered or became dragon chow.


Magical Mu is having a busy day and if she gets a chance to update it will be late tonight.


GM HMM is having a busy day and if she gets a chance to update it will be late tonight.


GM HMM is having a busy day and if she gets a chance to update it will be late tonight.


I am sorry your life is so complicated. Regardless of anything else, I do hope that gets better for you.

Would you mind if we transferred the campaign to one of us? That would allow us to mark people no longer active or NPC. We could also update campaign to link to the starting box text for each scenario.

Take care and let us know when your life is calmer again, Rob.

Best wishes!


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Looking down in the profile, I think this is what you are talking about.

Ally: Professionnal ally boon (tier 2. Dip,inti, bluff) Maggie

If I am right, you are saying you have:
Professional Hireling Access (Ally Boon)
Pg. 33 of the Guide, with the skills: Set 2: Bluff, Diplomacy, Intimidate
They would all be at +10.

It was really confusing for me figuring out what you were doing because I wasn’t sure who Maggie was. Now that we know the game mechanics of what you are doing (assuming the above is correct), it shouldn’t be quite as confusing.


Pathfinder Starfinder Roleplaying Game Subscriber

If you look, I was saying rules for putting out the fire.

Rules for running it are also good, but if you’ve got a huge bonfire burning in a 15’ x 15’ area, what are the methods for putting it out? Do Cold or Water spells help, and if so how much?

We have rules for destroying objects, but not for something like putting out a fire.


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Yes, I had meant an area on fire not the character.

It could be a tent rigged with oil to catch fire and destroy evidence, a fire trap that causes the whole warehouse to catch fire, a crop of herbs that catches fire, or a temple catching fire.

All of the above are examples from PFS scenarios.

Scenario names:
Sun Orchid Scheme
Gods Market Gamble
Tide of Twilight
Hall of Drunken Heroes

I'm sure there are other examples, these are just some that I remembered off the top of my head.


I hope you have a fun and safe trip!


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Having something catch fire is a common hazard adventurers often encounter. I've seen it in a number of PFS scenarios and each time the way to put the fire out was slightly different, especially when it came to using magic. Most of the time the mundane method was using Survival skill.

It would be nice if we could have a fairly consistent set of rules for putting out fires. It should include what effect cold or water spells have on the fire. The information should be in the same section that talks about fires, choking on smoke, etc.


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Now sanctioned for Organized Play!

Yay!

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