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107 posts. Alias of The Thing from Beyond the Edge.


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I looked at the d20pfsrd site for serpenstone as I don't have the module.
The description under special materials didn't exactly say it is major image.
Instead the description says-
"serpentstone can be set to radiate heat or cold, or produce illusory smoke, roiling forth thin streams of scented, incense-like fumes designed to delight, enlighten, or otherwise inform serpentfolk in the vicinity. All of these effects function as major image (caster level 18th"
IOW, it gives those effects and they are treated like major image, caster level 18th.
.
Although there is no exact pricing in the description, the parameters (3rd level spell, caster level 18, at will?), can be used with the making magic items guidelines to determine a price for adding that to a weapon.
.
Note 1. From ultimate combat-
"Weapons Light and one-handed bludgeoning weapons, spears, axes, daggers and arrowheads can all be made of stone. Weapons made of stone have half the hardness of their base weapons, and have the fragile quality."
.
Note 2. Magic enhancements increase the hardness of weapons and there may be other methods of removing the fragile quality.
.
Note 3. Masterwork versions don't have the fragile quality unless the material does. So, in this case, they still would.
,
Note 4. The Reinforce armaments spell (1st level) removes the fragile quality, so it would be a matter of including that in the price of the weapon as an add-on like the spell-effect.


Regarding deific children
1. Off the top of my head, Desna and Cayden Cailean are the parents of Kurgess.
2. One of the Wrath of the Righteous campaign traits is Touched by Divinity. I believe that in the third (?) module any characters with that trait find out the deity they are close to is the parent of the character. In this particular case, the character was not mythic before gaining power at the end of module one like the others.


What knowledge skill would psychic powers and abilities fall under?
.
Where is this found?
.
Perhaps this has been asked and answered but my search fu is just bad. I think I remember this being answered or actually reading it in the book but I'm at a loss.
.
Note: I've just been playing around with the downtime rules and was seeing what it would take to make a "monastery" building into a "psychic monastery".


I have a question here that reaches back a bit, both fictionally and in real life.
The Divinity (spaceship) carried a complement of scientists and crew. Roughly what level range would the officers and chief scientists have been in PF (as opposed to SF) terms?
The scope of their mission makes me want to say in the teens, but in all honesty, I haven't a clue.

TIA


dot


Are we doing background skills?


Michael Johnson 66 wrote:
FYI, I have set up the starting scenes for both tables in Gameplay. Take a look, but no posting until I open Gameplay to player posts on or a little before April 1st, please! :-)

I have a couple of questions.

1. How would you handle a cavalier's mount?

2. What is your stance on things like the "daring general" archetype
Edit note: Ignore question 2. It is in ultimate intrigue but not the PRD.

My general idea is a cavalier (order of the star) but have been toying around with some things.


dotting with intention of making an alchemist or investigator that uses a pistol.
Otto Otto von Kielson- a half-orc descended from a pre-WWI German human rifted inn from earth
Would a pistol be OK?


dotting


Hmmm. I'm thinking arbitrator, psyker, or cleric. Let's see...

1. 2d10 ⇒ (5, 4) = 9
.
2. 2d10 ⇒ (2, 1) = 3
.
3. 2d10 ⇒ (1, 8) = 9
.
4. 2d10 ⇒ (3, 10) = 13
.
5. 2d10 ⇒ (9, 3) = 12
.
6. 2d10 ⇒ (9, 1) = 10
.
7. 2d10 ⇒ (9, 10) = 19
.
8. 2d10 ⇒ (4, 2) = 6
.
9. 2d10 ⇒ (5, 6) = 11


DM Vayelan wrote:

Answers About Starting A Business

1. Yes, to bring along teams/workers along, it would cost 150% of the price. However, if the team or organization is part of your character's backstory, I will allow you to use the Earned Cost rather than the Purchased Cost - for example, it would cost 300gp to recruit and bring along a team of craftspeople rather than 600gp. This ruling assumes your character has previously spent time earning the relevant capital. If this organization is not part of your character's backstory, then you would have to pay 150% of the Purchased Cost since you are starting from scratch.

2. No, you would not get to chose these details. Ensuring that you have workers willing to make this journey turns this into a "beggars can't be choosers" situation.

3. I will allow the money from Rich Parents to be used for capital costs. Thematically, it makes sense that a character may have inherited a business or received other related resources.

(snip)

Sorry for all the questions. :)

1. 200 gp is the price to outright buy 1 craftspeople team. The cost to earn the units is 100 gp. The price for relocating a team is 1/2 the price of recruiting it.
Shouldn't obtaining a team by "earning" it (cost 50%) and moving it (cost 50%) add up to the original cost of buying it outright?

2. OK

3. Definition-Capital costs are fixed, one-time expenses incurred on the purchase of land, buildings, construction, and equipment used in the production of goods or in the rendering of services. In other words, it is the total cost needed to bring a project to a commercially operable status.
So, RAW, that would exclude "teams". Are you going to allow "teams" to be purchased that way?


@ DM Vayelan

Questions about starting a business

Spoiler:

I had a character idea involving the starting of a business.

1. Would it be required to spend 150% of the price to bring along workers of various types?
From the PRD (easier to copy paste than type in from the UC):
Moving an Organization
You can move an organization to a different settlement by paying half the price of recruiting it. This price accounts for paying relocation expenses for your teams, hiring replacements for people unwilling to move, and so on. Arranging the movement of an organization usually takes 1d6 days per team in the organization; the time needed to actually move the teams is the amount of time it takes to travel from the old settlement to the new one. The organization provides only half its benefits during the time you are arranging the move, and none of its benefits while traveling to the new settlement.
2. Would I get to choose the type of individuals recruited with respect to race and class? IOW, could an "apprentice" be an investigator if I so chose?
3. The rich parents trait explicitly refers to starting money. However, I was wondering if there would be a way to use that to gain gps that could only be used to "purchase" business components (rooms/teams) to take at the start start?
If no, no problem and end of discussion.
If yes, how much?


Here is the gist of Earl Flynn/Mack the Knife

background:

Earl doesn't remember too much about his parents as he was young when they died. They were wealthy tradespeople in Oppara and were killed over some business transaction or other. He knew that his "father" was not his birth father and it was evident in how he treated Earl. He remembered that his mother was crazy. Earl heard his father's friends say it had something to do with some incident on the trail. He also heard it had something to do with him. Putting two and two together was easy...
Earl lost most of his family's possessions to an unscrupulous banker put in charge of his family's estate. Some schooling was paid for. About the only other thing he was able to keep was some family jewelry and an odd contraption his mother had bought for him to play with, a broken pistol.
Earl both ran the streets and decided to make something of himself. At night, he was a Mack the Knife, a half-orc who ran the streets, acting as a scout for thieves gangs, illegal fight clubs, or whoever would pay. In the day, he became Earl Flynn, a studious and hard working human who occasionally admitted to some orcish ancestry. When he finally figured out how to make his pistol work, he had an idea. He would make military equipment for Taldor and return it to being an international power...aqnd he would become wealthy while he did it.

most of the crunch:

Earl Flynn/Mack the Knife is mostly done. I just need to figure out just how I am going to spend all his money and put his stats in a usable configuration.

Earl/Flynn/Mack the Knife

Half-orc gunmaster vigilante

12 S: 12
18 D: 16 +2
10 C: 10
14 I: 14
10 W: 10
13 Ch: 13

Saves

Combat

Racial
type humanoid (orc, human)
size Medium
base speed 30
languages common, half-orc
intimidating- replace by Overlooked Mastermind
orc ferocity- replace by Overlooked Mastermind
weapon familiarity- replace by Overlooked Mastermind
Overlooked Mastermind: Some half-orcs use half-orcs’ brutish stereotypes to their advantage, causing others to underestimate their intelligence and scheming. Such half-orcs gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus. This racial trait replaces intimidating, orc ferocity, and weapon familiarity.
darkvision 60'
orc blood

Vigilante
Dual Identity- Earl Flynn (neutral good)/ Mack the Knife (neutral)
Seamless Guise
Social Talent- Social Grace (diplomacy +4)
Gunmaster replaces vigilante specialization

traits
1. campaign- young reformer or Taldan patriot
2. race- (half-orc) Pass for Human
3. social- rich parents
drawback- paranoid

feats
1. weapon finesse
gunmaster- gunsmithing

skills
1. perception
2. stealth
3. bluff
4. sense motive
5. diplomacy
6. disable device
7. disguise
8. knowledge local
9. knowledge nobility
background 1. knowledge engineering
background 2. craft alchemy

gear- plenty left to spend...
0044 lbs 0900.00 gp equipment
0015 lbs 0010.00 gp leather armor
0004.00 unique battered pistol
0001 lbs 0002.00 gp dagger
0001 lbs 0001.00 gp brass knuckles
0002 lbs 0002.00 gp backpack
0004 lbs 0000.00 gp outfit, artisan's*
0006 lbs 0030.00 gp outfit, courtier's
0000 lbs 0050.00 gp jewelry (necklace, ring)
0000 lbs 0001.00 gp flint & steel
0002 lbs 0015.00 gp gunsmith's kit
0002 lbs 0001.00 gp grooming kit
0001 lbs 0030.00 gp thieves' tools, common
0038 lbs 0142.00 gp subtotal


dotting


That gives me the following... 16, 9, 12, 14, 12, 16


Hmmm. 1 week. I'm thinking...Amago Hidekki, half-orc Samurai Magus (bladebound? &/or kensai?)

3d6 ⇒ (3, 6, 4) = 13
.
3d6 ⇒ (2, 1, 1) = 4
.
3d6 ⇒ (1, 2, 4) = 7
.
3d6 ⇒ (2, 1, 6) = 9
.
3d6 ⇒ (3, 1, 3) = 7
.
3d6 ⇒ (5, 4, 5) = 14


DM Quoth wrote:


(snip)
= = = = = = =

Nickodemus wrote:

Nickodemus will probably be a steelhound archetype. He woke up fairly recently and doesn't remember anything except his name. He will have some technological capabilities. I don't know if he will start with the technologist feat or remember it later.

The site said I had backtracked too much and I lost everything I typed into his profile. :(

Anyway, for your amusement

** spoiler omitted **

Keep in mind that several of those skills can probably be folded into Craft (mechanism). As for Profession (meteorologist) ... Eh. That could probably fold into Survival.

= = = = = = =

That skill was metrologist, not meteorologist.

So, he was going to be a professional in metrology.
Metrology- the scientific study of measurement.
Basically, something instrinsic to the advancement of science.

Anyway, I will work around on the skills.
The idea was to have a ratfolk character who puts together an enterprise that makes gadgets and scientific equipment, on up the line in technology, as well as having a ratfolk "organization" that was part thieves guild and part manufacturing center and part smuggling center.


I think I will go with a ratfolk investigator (steel hound?)


Dotting!!! Me likey.


Ha. I just saw this thread tonight and it closed this morning. c'est la vie


I've got a few ideas (vigilante cabalist, shaman speaker of past, possessed ancestor oracle, among others)

2d6 + 7 ⇒ (4, 1) + 7 = 12

2d6 + 7 ⇒ (6, 2) + 7 = 15

2d6 + 7 ⇒ (6, 1) + 7 = 14

2d6 + 7 ⇒ (3, 3) + 7 = 13

2d6 + 7 ⇒ (2, 4) + 7 = 13

2d6 + 7 ⇒ (4, 4) + 7 = 15


Thurston Hillman wrote:
Sobak "Future Snake, Elf-Bane" wrote:
So I know it’s still a few days out, but what is the general timeline for sanctioning new content? I’m very interested in purchasing a pair of Trampling Boots from pg 79 of Alien Archive and Grim Trophies from pg 53 of Temple of the Twelve.
I'll be working on final sanctioning reviews for both products this week. I can't give an ETA on when the final additional resources post will go live, but I did want to let you know that it's something I've already been working on, and am aiming to wrap-up this week.

The emphasis above was added by me...

The sentence states the "final additional resources post will go live". This sounds as if there is another post or sets of posts on additional resources. Is/are there such material already out or was that just a way of saying that the additional resources document is almost done and will soon go live but that there isn't a starter document or thread now?

TIA


Stars of Inequity by Fantasy Flight Games for Rogue Trader (40K universe) has a pretty good (though somewhat tedious) rules section for creating star systems that should be usable for any system. It also has a system for starting colonies.


Bloodrealm wrote:
It starts at the level listed, obviously. They have them placed at the levels they do because that's when you would otherwise gain that feature or increase.

I don't think that is so obvious...

The phrenic archetype tells when something is gained. The mystic paragraphs in the archetype section tells what happens if a mystic takes an archetype with replacements at certain levels.

p 126 SFCRB
When you first gain an archetype, read through all the altered or replaced class features that will affect your character, and note these down; for some classes (especially mystics and technomancers) these changes affect features from levels before or after the levels at which you gain archetype features.


p262 SFCRB

Just as for spells, a spell-like ability’s caster level determines the ability’s power (see Caster Level on page 331). If no caster level is specified in the ability’s description, the caster level is equal to the creature’s character level or CR. The DC of a spell-like ability is typically equal to 10 + the spell’s level + the Charisma modifier of the creature using it. If a class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character could cast at the class level the ability is granted.

I believe "typically" would mean unless stated otherwise. As I read it, unless something else is pointed out, it would be charisma.


from page 8 of the SFCRB

Attack Roll
An attack roll is a d20 roll that represents your character’s attempt to strike another creature in combat.

Check
A check is a d20 roll that may or may not be modified by your character’s statistics or another value. The most common types are skill checks and ability checks (which determine whether you successfully perform a task), and initiative checks (which determine when you act in combat).

I believe this distinguishes an attack roll as different than a check. They are defined one after the other without saying one is the other. Attack rolls are more common than initiative rolls, or at least just as common and are not mentioned as among the most common. Also, nowhere have I seen an AC listed as the DC of an attack roll or attack check. Also, within the strength and dexterity descriptions they mention attack rolls and skill checks separately.

Whether or not there is an explicit listing, I haven't found out yet.


I am reading the material and I am interpreting it in a particular manner, but I am unsure of the validity of my interpretations.
I used the search option and didn't quite seem to find what I was looking for, so...

The phrenic archetype brings in changes at the following levels- 2, 4, 6, 9, 12, 18

The rules for mystics with archetypes state- For any level at which an archetype provides an alternate class feature, a mystic who takes the archetype alters or replaces the listed class features.

I am interpreting this to mean it does so from the beginning- 1st level, even if it is a result of a 6th or 18th level change. Does it do so from the beginning or when the change takes place?

Example 1: the phrenic archetype introduces phrenic awakening at level 2
The Mystic change for an archetype that introduces something at level 2 is- For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1... The rule goes on to describe how this effects levels 2, 3, and 4.
Question: Does this apply at level 1 also?

Example 2: the phrenic archetype introduces phrenic senses at level 6
The Mystic change for an archetype that introduces something at level 6 is-You don’t gain access to the highest-level connection power you would normally have access to.
Question: Does this start at level 6 when you would normally gain a 6th level connection power or does it start at level 1? IOW, do you gain the level 1 and level 3 powers normally and then gain a delayed progression starting at 6 or are you delayed from the beginning and don't gain the level 1 connection power until level 3? The same can be asked of the level 18 replacement change- is your access to the second highest level power delayed until level 18 or do you not gain your level 1 power until level 6?

Similar questions can be asked regarding access to connection spells...


bookrat wrote:

Umm.. isn't every AP like that? Half the book is adventure, the other half is a chapter on fluff and a bunch of new monsters and NPCs.

Also, how long are your sessions? My first session didn't even last us through all of Part 1, and we played for four hours.

I believe yo missed the point he was trying to make.

Only 1/2 the AP is adventure- check
This AP is 68 pages and the others are roughly 100, therefore 1/2 of it being an adventure is a significant reduction in material.
I'm not complaining, but rather pointing out that there is a genuine concern that isn't being addressed with the above response.


IonutRO wrote:
gigyas6 wrote:

It's Science Fantasy.

It works both ways because a wizard did it - literally.

Real world physics are relatable and down to earth. That's why all of the playable races are humanoids and not the much more logical creatures beyond explanation or in completely different states as compared to humans, with entirely different biological systems. But humanoid characters help players connect with the story, in the same way that real world physics do.

The other elements, such as the planes and magic and cities built into the actual sun, are the fantastical elements, to give the setting flavor and to extend upon the pre-existing universe.

It's a tool to facilitate storytelling.

You can have all those elements without the underlining physics of the game universe contradicting each other. One one hand the lore talks about the sub-atomic that make up the universe, which were created by natural processes following the big bang, then on the other hand it talks about how the universe was created from fire, earth, water, and air merging with positive energy.

These are explained by various attempts at a "combined aspect theory", analogous to the IRL unified field theory. IOW, they just appear to contradict and not be simultaneously possible when in fact they don't. We know they are possible because they both are "real".

No one as of yet having succeeded in writing an accepted combined aspect theory is not reason for assertion that the two ideas are mutually exclusive.

Note: I haven't seen any mention anywhere of a "combined aspect theory" but am rather pointing out the dubiousness of asserting contradiction in physics/magic as a problem in this sci-fantasy game system/setting.


The All-Seeing Orb wrote:
As questions are winding down a bit, is there anyone with a burning question from earlier in the thread that may have been glanced over?

I hope I'm not too late...

1. Do technomancers and mystics choose spells from the same spell list?

2. Can a technomancer function ably as the mechanic for a party?

TIA


Is there an actual star map in the SF CRB?
Something showing the whole galaxy?


I think Azlanti accomplished their stuff with great magical power not since reproduced on that scale.

I haven't seen anything to lead me to believe any nations from the inner sea or the dragon empires could accomplish such a feat. Perhaps some individuals have traveled outside the solar system prior to the drift drive introduction, but not a national colony.

Outside of the magical scope mentioned above, drift technology is not supposed to have existed before the new tri-part deity gave it to mortals roughly 300 years ago.
Note: my understanding is that the gifting was shortly after the end of the gap.

I guess that it is theoretically possible to have happened, but I have seen no indications or hints that it has.

But, I'm not fully versed on everything starfinder. So, maybe I missed something.


Mashallah wrote:

1. No.

2. As far as I heard, 300 years or so.
3. The drift was granted almost immediately after the Gap ended.
4. Guns scale based on level. The highest level shown gun so far dealt 10d10 damage per shot. A power hammer dealing 14d10 per smack was also confirmed.

Thanks.

Regarding 4., that doesn't exactly answer my question, it is the point of my question. Since the systems are different are we supposed to assume that the 14d10 power hammer in SF is far more powerful than the 3d6 chainsaw from PF's technology guide or is the difference due to the systems being different? IOW, is the technology supposed to be inferior, comparable, or superior to that of Androffa?


In both PF and SF, souls do exist and there is belief in some sort of an afterlife. I have a feeling that bit right there would influence a lot of people to follow a particular deity rather than simply embrace atheism and/or technology and/or solely arcane magic.


I have been searching for some general timeline info but haven't found it and was hoping that I could be filled in or pointed in the right direction if it has been released.

1. Has any type of basic timeline for events been released?

2. Do we have any idea how long it has been since the drift drive was gifted to the races by Triune?

3. As I understand it, drift technology was granted before the war against the Veskarium Empire and that war lasted centuries until the swarm arrived. Is that correct and do we have any idea how long the swarm war lasted and how long ago it ended? It did end, correct?

4. Since the two game systems are different, have we been told whether or not the technology in Starfinder (weapons and armor and others) is similar in power level to that produced by Androffa?

TIA


2d10 ⇒ (2, 10) = 12
.
2d4 ⇒ (3, 1) = 4


3d20 ⇒ (3, 12, 14) = 29


6d6 ⇒ (6, 3, 2, 3, 6, 5) = 25
.
6d6 ⇒ (2, 6, 4, 1, 6, 5) = 24
.
6d6 ⇒ (3, 4, 2, 3, 4, 3) = 19
.
6d6 ⇒ (2, 4, 6, 2, 4, 1) = 19
.
6d6 ⇒ (5, 1, 3, 4, 1, 1) = 15
.
6d6 ⇒ (3, 2, 5, 1, 1, 2) = 14
.
6d6 ⇒ (6, 5, 2, 4, 2, 1) = 20
.
6d6 ⇒ (5, 4, 5, 3, 5, 6) = 28


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GeraintElberion wrote:

Earth is part of the Golarion universe.

That's established beyond any doubt in Reign of Winter.

Will Starfinder players be able to visit Future Earth?

Isn't earth accessible through dimension travel rather than interplanetary travel in the Adventure Path? Or, am I mistaken on that?

If it is accessible only through a particular portal on Golarion then Golarion disappearing might eliminate the possibility.

Of course, creator caveat- future earth is accessible because the Starfinder creators want it to be accessible- is always possible.


1d10 ⇒ 3
1d10 ⇒ 5
1d10 ⇒ 9
1d10 ⇒ 2
1d10 ⇒ 5
.
1d10 ⇒ 9
1d10 ⇒ 2
1d10 ⇒ 10
1d10 ⇒ 9
1d10 ⇒ 10


.
1d5 ⇒ 2
1d5 ⇒ 3
1d5 ⇒ 5
1d5 ⇒ 1
1d5 ⇒ 2
.
1d5 ⇒ 4
1d5 ⇒ 1
1d5 ⇒ 4
1d5 ⇒ 3
1d5 ⇒ 5


.
1d10 ⇒ 6
1d10 ⇒ 4
1d10 ⇒ 2
1d10 ⇒ 5
1d10 ⇒ 3
.
1d10 ⇒ 9
1d10 ⇒ 4
1d10 ⇒ 5
1d10 ⇒ 6
1d10 ⇒ 8


.
1d100 ⇒ 7
1d100 ⇒ 87
1d100 ⇒ 80
1d100 ⇒ 67
1d100 ⇒ 6
.
1d100 ⇒ 78
1d100 ⇒ 9
1d100 ⇒ 93
1d100 ⇒ 10
1d100 ⇒ 80


1d100 ⇒ 7
1d100 ⇒ 62
1d100 ⇒ 67
1d100 ⇒ 94
1d100 ⇒ 96
.
1d100 ⇒ 59
1d100 ⇒ 64
1d100 ⇒ 67
1d100 ⇒ 80
1d100 ⇒ 53


1d5 ⇒ 5
1d5 ⇒ 2
1d5 ⇒ 2
1d5 ⇒ 2
1d5 ⇒ 3
.
1d5 ⇒ 2
1d5 ⇒ 1
1d5 ⇒ 3
1d5 ⇒ 4
1d5 ⇒ 5


1d10 ⇒ 9
1d10 ⇒ 1
1d10 ⇒ 10
1d10 ⇒ 7
1d10 ⇒ 4
.
1d10 ⇒ 8
1d10 ⇒ 5
1d10 ⇒ 7
1d10 ⇒ 2
1d10 ⇒ 1
.
1d10 ⇒ 1
1d10 ⇒ 9
1d10 ⇒ 3
1d10 ⇒ 4
1d10 ⇒ 4
.
1d10 ⇒ 10
1d10 ⇒ 8
1d10 ⇒ 10
1d10 ⇒ 6
1d10 ⇒ 7
.


1d10 ⇒ 2
1d10 ⇒ 10
1d10 ⇒ 10
1d10 ⇒ 2
1d10 ⇒ 2


1d10 ⇒ 2
1d10 ⇒ 5
1d10 ⇒ 8
1d10 ⇒ 8
1d10 ⇒ 1
.
1d10 ⇒ 4
1d10 ⇒ 1
1d10 ⇒ 7
1d10 ⇒ 4


I have an odd question here.

If you were using the downtime rules and someone wanted to make some of their structures (perhaps many of them) underground, how would you handle that for price and time?

I am asking for some guidance/inspiration because it seems more to be a GM adjudicating decision rather than straight rules.

Thoughts?

Thanks in advance.


Malwing wrote:
I think the only new information that really stands out to me is that spells are insinuated to still be around but reduced in number compared to the core rulebook.

To me, that sounds a little like d20modern where classes had only up to 6th level spells, IIRC.

However, I like that it also gives the opportunity for something or someone to be unearthed with "amazing" ability who is unfamiliar with technology, such as a standard cleric or wizard from current Golarion's timeframe.

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