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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 49 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Exocist wrote:

When I asked about this on the discord server, people were thinking it’s meant to let you make progress towards reloading a weapon that isn’t empty.

E.g. Our Flamethrower Soldier has 4
petrol left in their gun. Without Ready Reload they could

Area Fire + Primary target (->2 ammo), Reload (changing the clip -> 0 ammo)

Then next turn

Reload (->8 ammo), Area Fire + Primary target (“wasting” 2 ammo)

With it they could use Ready Reload to reduce the action cost of reloading it in the future by 1, then reload on their second turn to not “waste” ammo, which seems like an extremely marginal benefit to me. I suppose if you have a spare action with nothing to do at some point it might be worth it.

I'm doing math and I'm not seeing where "waste" comes in

Also am I understanding the ready reload cost a action to reduce reload by one.... But wouldint that take two actions In the end 1 to trigger and 1 to reload I'm not seeing the advantage.... Math explain


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Here's my thought on operative what's a class that is not in pathfinder 2e right now but was in 1e

The ninja and the operative can fill that roll of being a sabator while having "ability's" that fit I mean look at what the operative can already do and it's not to far a reach to make it feel differnt enough from a rouge or ranger.

I feel that would be a safe move and give some closure to a 1e class not yet moved over. I don't even think 2e has anything close to it yet

I feel it be a good move


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Perpdepog wrote:

If they stick with a similar book structure as 1E I could see the mechanic slotting in alongside a future playtest for the nanocyte in a tech-focused book, with mechanic being the nano's "big iron" foil to the nano's minitech.

THIS IS SO FAR AWAY THOU and would make me extra sad if true .......which lets be real probably is.


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I don't know if this was brought up

But I'm curious about the amount of classes and what will be coming. The field test says 1 of 6 classes to be in the play test

Looking back at the presentation we have the Solider, Mystic, Envoy, and Solarian.

Alright that's 4 classes im sure that will be fully fleshed out for play testing.

But this is Starfinder the core had 7 classes
The above mentioned 4 plus Technomancer, Mechanic and Operative.

So if 6 are coming what's not?

My running theory As it seems from cover art on the Page portal and what we seen so far and some logic on my own part. PLEASE BE AWARE THERE IS ASSUMING HERE!

That the classes will be the 4 mentioned then Technomancer and Operative. leaving mechanic lovers as my self to the way side.

Any other input here?


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speaking of turns i got a responce yesterday and seems to have gotten it straightned out

So Redshift is gonna be on its way soon now after sooooo long

FIngers crossed for you Opsylum


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Easyer said then done to pick up and Just Email the CEO

the sad thing is the main AP sub just sent me the new one to Drift Crashers SO its like ....ok one half works wheres the other half of this


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Redshift Rally

any one get thier order yet from the subscription yet ? i started mine back on July 10

aug 18 just got the new AP for the drift crashers but nothing about redshift

Not even the PDF it just keeps saying pending

I sent plenty of responces to CS but nothing back even once i understand short handed but has any one heard why the delays?


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So I ordered this part of. Subscription and have yet to receive even the pdf or it being shipped out as I paid for shipping

As of now it says pending I messaged customer service back on the 5th of the month and have had no response can any one tell me what's happening at all? I also have sub for the other aps and been charged for it to ship and shipping


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some one explain to me please how the cybernetic golem can ....actviate its hate circit and full attack because as far as i knew you can not full attack if you used a swift action .....and haste the spell is not giving you extra swifts....just movement.... or is there a rule some place im missing

other wise the whole during combat thing it just falls apart its opener


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My hopes is more rules ...For NPC's on the varriante class options we have now such as a machanic weapon, Armor, Or vechical now

we get new books with more class stuff COOOLCOOL i love it love it every step but ....with no new AA on the horizon the work to make them into NPC to fight agianst seems daunting or i could be lazy or a mix of both

Also cant stress this enough MORE AA i love thinking of varriants of things and with what we have now i know i can put togather more but i see the socicity books and just saw a Rabbit folk like species. and im like ....when do we get that when can i Physicaly Work with them

So thats about it ITs been wild already have the back bones of a ghost buster campgian and with Glatic magic around the corner i feel that will allow me to make a ritual's and other Magic stuff

More more AA

and more playable races

Maybe a cherry on top would be a book on Gods even thou thats more fantsy then scfi


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Noven wrote:
Maybe a Starfinder Unchained would address this like ABP did for Pathfinder 1E.

IM down for alternet rules if this was to come out of it


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I have come back to this time and time again this wording on the manafold makes it so strange SURE I choose gear and now im out of gear thats 4 levels lower then me ...UNLESS i chose a cybernetic but like ........for what reason now would i need that as a one off .......I want to use 2 gear arrays how does that work together now

or i want cloud as my main and gear as second now what do i pick out ....i agree this need more clarification on just how this ability works out


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Yea it pretty much brakes down i was looking thru the tech book

Im looking at the mechanic and im like ...they can build a vehicle ....ANY ONE can build their very own dream bike, car, What ever and trick it out with gear ....and it made me think ...WHY cant i do this with a weapon? Why cant i go to a store buy a bumper or clip to fire faster to turn a rifle automatic firing? Trick out my weapon to be what i want it to be from the ground up. Mods changing the amount of ammo consumed, to charges used. Energy used or projectiles. the companys having exlusive mods that you can buy for marked up prices but give better things . Like Vladolf barrel, but a Tedior clip to reload faster

If the sky is truly the limit why does it feel rough to just put fusions on guns and then have to pay Large amounts to keep upgrading fusions

Its the thoughts i had and coming back to it. IT has been said before but it really feels like

Looking at the system

Pathfinder 1st ..then starfinder is 1.5 and pathfinder 2nd is the final product It makes me excited for the future of starfinder. and paizo as a company as a whole to bring to Table top RPG


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Leon Aquilla wrote:
What's wrong with doing Mechanic Experimental Weapon Prototype and calling it an heirloom, though?

Oh nothing at all it fits for them but thats one of the few times it does

But wouldint it be cool to get more mods to up grade it like with ...for example pathfinder 2 has striking runes so that gun now has a bigger barrel to push larger ammo thru and the like and you could even go as far to say the experimental mechanic gets discounts on the mods to up grade it like they do for the new. Vehicle upgrades they get for the new class in tech resolution


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Im seeing a lot of good stuff here and talking about how to flavor it but im really talking about here is

Your weapon of choice lets say was a family heirloom You cant just now go around and upgrade that weapon .. sure you go to the shop and pay to .."UPGRADE IT" to the next tier sword or gun and as it has been pointed out

there are low, mid and high tiers of weapons But thats the thing Why should a player wait to get the 5 plus levels to get that next upgraded weapon to keep the them of it

The Soldier who invested gear boosts into a weapon fighting style and all you got dropping ice weapons instead of the acid fighting style you are going with (THIS ONE IS more of a example of a new GM not paying attention to the party they are running I was bad at this starting off that i feel pathfinder 2nd got rid of easily with the rune system)

The sky is the limit i know and as Leon Said

Leon Aquilla wrote:
More directly though, it would be nice to see an adaptation of the Pathfinder 2e artifact rules for Starfinder. Knowing Jason Tondro, I'm sure he's said multiple times in the writers room "Han Solo NEVER stopped using his Blastech DL-44.".

it makes it that much better to realize hey that gun or Sword or what ever i picked up early on stayed with me thru out my Adventure


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So I have been loving Starfinder ever since its release August 2017

And I feel I have a bit of experience in the system for running games and enjoying all the new little things that come out

But one thing that has always bugged me

the weapons ..DONT GET ME WRONG .. I love all the options I really due and yes. IT is a huge pain to only get 10% for selling them ....but then i look over at the pathfinder 2nd.

Being able to use the same sword as I level up the ability to MOD it to what i want the weapon to become and makes me wish

Wish that starfinder had a similar options.

Its kind of like you watch all the Sci fi movies and think wow they are still using the same gear fighting the ending ....Han solo really didn't change his pistole all the much from movie to movie.

Now like i said i love the system but always grabbing gear off the dead to eaither stay current ... or sell just to get the Few scraps of cash you need seems so ...wrong i feel for a system all about exploration. running jobs for big contract payoffs or stealing from a abadar bank

What do you all think i love to hear it

At the end it has made me think about making my own Mod system for guns that players could buy simlar to a rune system that pathfinder 2nd has


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Hikuen wrote:

How does Manifold Array interact with Nanocyte Knacks? Do the Knacks associated with certain arrays get reduced in effectiveness based on those arrays active array levels?

For example: If I am a level 7 Nanocyte and I create a Cloud Array as my primary array, and a Sheath Array as my secondary array, does that reduce the damage and effects of my Swarm Strike knack, since it is used off of a sheath array?

Or does Manifold Array ONLY AFFECT the base effects of the Arrays (# of clouds for Cloud, amount of insight bonus for Sheath, and amount of items I can create with Gear?

Option #2 seems too good to be true, but I'm really hoping maybe Swarm Strike doesn't lock you in to Sheath as your only primary array option.

This is the exact thing i asked about with Cloud array being 1st and gear array being 2nd and how they interact as well


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MANIFOLD ARRAY (EX) 7th LVL

WITH YOUR IMPROVED COMMAND OF YOUR NANITES, YOU SPLIT THEM INTO MULTIPLE ARRAYS: A MORE POTENT PRIMARY ARRAY AND A WEAKER SECONDARY ARRAY. YOUR PRIMARY ARRAY CALCULATES ITS EFFECTS UING YOUR FULL NANOCYTE LEVEL, WHEREAS YOUR SECONDARY ARRAY CALCULATES ITS EFFECTS USING YOUR NANOCTE LEVEL - 4 YOU CAN CREATE AND SUSTAIN MULTIPLE CLOUDS OR PIECES OF GEAR SIMULTANEOUSLY.

Looking at this i understand the math from it but i pose the question

i have my first form being cloud array and want it to be full Class level

Then i choose Gear array for my second

and im a level 7 Character so i take a -4 to level making me 3

Is the weapon i make treated as level 3 for the BAB or how dose this work

Also since this includes major forms of weapons and cybernetics how would that apply here for the math and, what its treated as ?

Are the cybernetics not avliable to me if they are above lvl 3 ? or how would this effect me?

Any clarification on this is greatly appreciated


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TRDG wrote:


One thing I have some concern about is what is everyone doing on the hex's that have nothing in them? Are you adding random or environmental Hazzards chance per hex or using GEM and their charts or doing something else?

Tom

i would run with GEM and some random encounters or events To spice it up ...thats when i run it


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Garretmander wrote:
TRDG wrote:
No luck on the link , a little help please on what I missed before time expires to edit? :)

You missed the closing bracket on the first bit.

As far as money goes. I tend to figure the PCs getting paid by their sponsors over looting to win and give them a significant chunk of their wealth by level at every few level ups or so in one big payment (or found resources/loot). It lets them go on a shopping trip/crafting spree every 3 levels or so and typically means their new gear is a significant upgrade and not just 'woo, d8s instead of d6s, yay.'

So, I add more than written to pre-written paths based on how much of the found loot they are actually using.

good idea it makes sense most books are 3 level based or up 2 each level but yea .......if you do it at the end Pay off makes sense


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Question im reading and trying to re read this thing but first thing i notice right away ...How do PC's Earn Cash or UPBS sure some ....weird things happen to give pc's items but like ......What is it that can be done to get Cash Into the PC's Hands easier am i overlooking something?


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Hmm wrote:

Have you seen haunts in Pathfinder, Silver Scarab? I suspect that this one works in a similar manner.

★ --- ★ --- ★ --- ★

Box Text wrote:
The temperature drops simultaneously with a rise of agonized cries, accompanied by whispering voices filled with despair.

In Pathfinder, the dropping of temperature often indicated the onset of a haunt -- a psychic hazard where there had been a scar upon a landscape, and that might offer information but also traumatizes you in the process.

1) The trigger is the players coming to the area.

2) Tell your players about the temperature drop and the psychic wails, and ask for a mysticism check.

3) A good enough mysticism will identify it as a haunt. Another good Mysticism check might suppress it to help other players get out of the area. Or you could expend a spell to suppress it.

3) If the players don't either suppress it in the surprise round where it manifests (or run by the time the haunt acts) they suffer the effects of it. Haunts always manifest on round 10 of the surprise round. Interestingly, Pathfinder haunts were perceived with perception. This one is perceived with mysticism, making it harder to detect.

4) After they suffer the effects, they learn something. The same is true if they managed to run out of the area of effect, but still stayed close enough to see the ghostly vision. The bigger question is... do they get the vision even if they disable the haunt? I usually offer the vision anyway, as a reward for ending the haunt, but there are GMs who disagree with me about this.

★ --- ★ --- ★ --- ★

RADIATING PAIN HAUNT CR 4 XP 1,200
Type magical; Perception Mysticism DC 26; Disable remove affliction (DC 21) or remove radioactivity (DC 17) to destroy

Trigger location; Reset 10 minutes; Bypass Mysticism DC 21 to suppress for 1 round; lesser remove condition suppresses for 1 round/level; remove...

radiation a poison and sinces its sever are we to expect the PC's to Make the DC 30 fort check to avoid this for 1 min obivoiusly they are needing to get out but are nausiated for starters, suffer the effects of raidation sickness and slowly slide down the track till death ? i mean this can be a party wipe if ran wrong and would like more clarfications here

i get the trigger and asking for a mystisum roll but if not passed they all have to make a dc 30 check is what im understanding take the posion damage that ....well lets be real its not alot but its stright to HP one of the few times and from what im understanding thats for 1 soild min.

Unless they leave the area at that point they mostlikly are radiation sickness and the dc to save from that is a dc30 .... Or am i just you know overthinking this


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So i was thinking about this .....

We have rat folk
Dog folk
Cat folk
Bear Folk
Camel folk

and yes i know they are not the correct names but it is painting a picture here

Otters
walres

HECK even turtles

You know what we dont have ...Rabbit folk

Like i dont ever remember rabbit folk in any form of Table top that i have played

and i dont know some rabbit folk ...and not a timid version i think something more savage rabbit folk maybe str and int based with cha suffering to show off the savagery with maybe claws on feet for natural attacks but that's the idea i think they would be a great addition


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Sooooooo question looking thru the book that I'm trying to run for my group there is no real rest option to recover 8 hours ... I'm trying to re read it slower but I'm still seeing nothing

its a race against the clock i know but is this supposed to be this difficult or did i miss something

any feed back as well to maybe seed something in would be helpful if this really is the thing i might just seed in a drug with the ability to offer a one time night rest but only enough for one for each party member not sure


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So was reading the changes and was looking at androids vision..

Noticed something Very strange

EXCEPTIONAL VISION
Androids have low-light vision and Darkvision.
See pages 263–264 for more information.

....now i went to the page listed ...it does not list a range there ..i'm like OK that's strange did they remove limits go to the Ysoki

DARKVISION
Ysoki can see up to 60 feet in the dark. See
page 263 for more information.

ok sure i understand that right away

But ummmm am i wrong here as written now ....are androids just better at seeing everything im pretty sure they are missing the 60 feet bit
other wise they can SEE EVERYTHING in normal darkness all the way down a 120 foot hallway

Just my 2 cents i noticed other wise yea


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yes i agree here and we talked about this before this seems like such a major oversight not to look at ...

a 6th lvl knack for the ability is way to high

also hello again.


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After reading thru alot of the knacks here

Level 6 knacks stand out to me as some of the lack luster knacks ....... to use a Example

Heavy Armor Edge (Ex) You nanites allow you to move comfortably while wearing thick gear. You gain proficiency with heavy armor, and you treat the bulk of heavy armor you wear as 1 lower.

And

Heavy Weapon Edge (Ex) You know how to deal damage with big weapons. You gain proficiency with heavy weapons, and you gain weapon specialization in heavy weapons just as if your class granted proficiency. When you gain this knack, you can replace one of your major forms known with that of a heavy weapon. You add your Constitution modifier to your Strength score for the purpose of wielding heavy weapons formed from your gear array without penalty.

Taking into account that this is level 6....both of the knacks seem a bit to high for the price im paying for them

the first one armor edge gives a free feat but could have easily been done at level 2.....not 6 i feel its just to steep a price for what im getting

then the Heavy Weapons Edge

this alone feels like it should be level 4 .....by level 6 it seems to late for it ....you have a stat boost by 5 and already have 3 feats under your belt .....4 if your human ...the cost of both of the knacks seem very lack luster for some one of level 6 ..and there is more like this but ill end with what i have for now

thank you for reading


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Based off the wording

Rapid Reshape (Ex)
ever 1d4 rounds you can use a nanite surge to form a nanite array as a swift action.

Ok ....thats well and good but for a nanite surge i can already do this

as the nanite array (ex) states i can use a nanite surge and change it allready as a swift action..

do they mean as a free action then every 1d4 rounds i can change as a free?

other wise what am i missing?


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Pantshandshake wrote:
I'd guess that the answer is 'They're kind of both alive and dead, ask your GM.'

it was more of a ...do you think they should count as life or not ...i have asked the GM ...this is more of a community thought in what other's would think Yay or Nay on it. yay they have life and should be or nay they are dead and should be left that way

but thank you very much


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So ....as the title says ...would blind sight life work on a borais its pretty interesting thought but im trying to just put this one to rest and part of me says .... NO of course not because first part of there type is UNDEAD but then you read the rest of them and its like .....Maybe?...

So yay or nay on the blindsight life would it work on a borais or not


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Midboss57 wrote:

I'd love to see more weapons with multiple modes of fire.

Or even special ammunition. Incendiary rounds, emp rounds, explode before hitting target rounds, High Penetration rounds, White Phosphorous... sort of like the Deathwatch weaponry.

THIS OMG THIS more tasty caliber bullets to give the standered projectile weapons some love that be amazing

That KAC Bullet feels good when you know that they have to save vs will or be stuned vs contstruct emp rounds


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welcome to the land of tomorrow and also ...this was informative even for me did not know about roll20starfinder stuff ill have to check it out


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im trying to make encounters for a one shot im creating

but how many encounters should i plan for

im thinking either a level 3 party of 4

or level 5 party of 4

but a good base line that people could get it done in one sitting for this is what im looking for any advice ?


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As the name suggests i am trying to put together a one shot story for a small party most likely either a level 1 survival or may be make em level 3 to get a bit more flexibility with monsters ill be creating the idea should be for a party of 2 to 4 team

the idea is a Ghost buster theme with costume weapons

the weapon idea is that they would be custom to deal full damage to ghosts with out the seals so more thought is a heavy weapon for it

the damage would be full for incorporeal but either 1/4th or half damage vs Corporeal

the thing is i was hoping to get a little feed back or some help in creating some weapon templates

you can view the story here My story

I got some feed back on more description so this is already going to be in the work but like i said a idea for level to kinda of go with as well as if any one got a idea for weapons to kind of put in im all ears


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on page 57 of this path i found the creature jubsnuth and was looking at its swallow whole abilty ...to understand its abilty i pulled up the alien archive page 156 to 157

its eac and kac are listed
EAC 20 KAC 22 ...while outside the body

once inside its
EAC 22 KAC 20 hp i get being 36

now on the alien archive it says

"The interior of a creature with swllow whole has the same EAC as its exterior and a KAC equal to that of its exterior - 4" im ..confused as to what happen.

is the creatures eac and kac higher then the book shows and im just not seeing it?


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Great point thou Tacticslion


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Demon Knight1434 wrote:
but eox are evil the acts that they did are evil and thus it is justifiable that a church that would keep em in check would be a small price i feel
Tacticslion wrote:


It's possible.
But picture this: 15 years ago, a dude is a complete monster. He kills, murders, does the whole song and dance of super evil, gains great power as a wizard over time, unlocks vast secrets, and then, ten years later, he repents (has a helmet of opposite alignment put on his head, or someone finally super-succeeds at a Diplomacy check, or his long-lost family's prayers are finally answered and he has a change of heart, or something). He turns around and uses his newfound righteousness plus super-power to begin to destroy much of the evil he once did. So yadda-yadda evil castle razed to the ground, wicked experiments undone, captives freed and healed, corrupted earth purified, evil fiends re-contained (and then destroyed-cum-turned into clean energy), mindless undead tamed and turned into infinite labor-cum-computer system-or-something, and so on. Turns the world (or at least his part of it) into a veritable living utopia of goodness and holy what'sits. He then sets about doing the same for everyone else in the universe. Does he deserve to die because he used to be evil, and would his death be justified, considering he has a much longer potential life doing good to the universe at large?

Let's look at another picture: 50,000 years ago (or whatever), a dude is a complete monster. Not necessarily by choice, but when your planet is about to blow up, and you only know one way to save the lives (sort of) of every man, woman, and child on it, you do what you can. Survival sucks, bad things happen, etc. But then one day he has an epiphany, and turns his existence around, and begins changing, much like the dude above. What's changed?

I'm not saying that the Eoxians are all sunshine and rainbows, and I'm certainly not saying their good. But civilization kind of needs them to live right now and not devolve into eternal warfare of forever doom. It's an interesting situation..

This is the point here The first part is the guy is still evil he is undead if he really wanted to atone he could remove being undead its in his grasp why still be undead when he is doing good in the world. he should go back to being mortal.

Also slavry of mindless undead i would still count as evil. you dont desecrate a body like that even if the soul does not need it back

point number 2 the 50000 year thing

you could still say that the same undead who have been living there are the same from before that started the whole thing. if you truly want to atone remove your undeath the act of being one no mater how much good you do is still cheating and not completing the cycle.

in the end if your going to turn your self undead the act of doing so is never a pretty process. BE It a ghost who was murdered and never got rest.

the ghost didit do anything wrong no but at the same time a ghost kinda i would say fighting agist the natral order you should help it move on as soon as poissable and

2nd turning your self into a lich, and turning into a vampire or ghoul can be evil

the state of undeath is evil and thats the point behind it..

you have a planet that is full of undead people who if they really wanted to could stop being undead i mean its in there reach im pretty sure some bone sages on there got the power to do so. but being undead has all kinds of perks and theres the problem. its selfish and shouldint be used no mater what kind of problem to use as a escape


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also a note on the ghost bit. the act of doing so is evil you are cheating death at that point.

something pharasma's teachings are a sin

now as people state there are many interpretations of the RAW here.

the way i took it and played toon's was "you live, you breed, you die" kinda stright forward. will people get brought back; Yes. it happens its part of the spider web of choice's

you dont go to pharasma and are told to go to the abyass you made choices that got you there but when you dont even show up there's a problem.

Urgathoa is a prime example
she gets judge rejects it come's back as selfish means

undead at its core is a selfish act to escape the natural order of life.

BUT NO not all undead are evil many cases here state this above

but eox are evil the acts that they did are evil and thus it is justifiable that a church that would keep em in check would be a small price i feel


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Tacticslion wrote:
Actually, several people have willingly turned themselves into undead (notably ghosts) without being evil...

oh im not saying that its not always evil you can be a lich and be a good guy but the quesiton is why is eox a undead planet have a pharasma place of worship there.

the eox them self are evil. not all undead are evil just the eox in the post in quesiton should be counted as evil .... they fired a weapon as a show of strangth and it back fired on them and to save there own skin in a magical bunker. they turned into lich's and id say its safe to say the same bonesages of today are the same from when that happend to destory their planet.


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Redelia wrote:
It's the killing of the innocent that is defined to be an evil act. And undead or evil outsiders are not innocent. An argument could even be made (though I'm not sure I believe it) than any creature of evil alignment is not innocent, so can be killed without it being an evil act.

to bring light on this one.

I would say yes undead are by nature evil. YOU do not willingly turn your self into a undead with out doing something evil. like the bone sages of eox they turned into lich's to save their own skin the act of said turning. is a evil act.

Undead are by nature evil (EXP vampire- drinks blood of people to survive) the actions of such things are evil but flipping it on its head here and this is why i play a pharasmin and love my GM for creating such deli ma's

A ghost who was a warrior by nature trying to solve a crisis before passing is not necessarily evil the ghost is evil and should be killed by difination it has lived its life it should move on. ONE COULD SAY yes kill it and force it or you could help it move along.

there are exceptions to every situation.

its our job to look into it and i dont think just looking at the undead and killing them would be right. Of corse we are talking about EOX

if i remember correctly THEY Destoryed there own planet in a sence that it now rains acid and forced them to take this turn on there own.

are all undead evil.....BY difination yes. will i as a player go smacking the vampire that needs my help to save some one else then willing die after. No i wont its doing something greater and has stated a case here.

it is perspective here .....Eox is evil and needs a church of pharamia there as a token of good faith they will stay in line. pharasma there is not going to attack due to the fact it would properly cause a war.

and i want to see all of this unfold in future books on how it came to be the most :D


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

i personaly love the idea of the pharasmmins just sitting on eox in a world wound fassion hahaha it brings joyful memorys. i had a warpriest of phrasma and loved the RP aspect of a Zealot who hated undead vary vary much.

TO put it simply he would have started a war if he was still alive after the gap on eox just saying im putting in a war torn area in my game for the church on eox


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
haremlord wrote:
Demon Knight1434 wrote:
Bigguyinblack wrote:
I won't argue "should" but per raw the only way trick attack grants extra damage is if you succeed at the skill check. I could see a GM agreeing that a bluff check auto succeeds on an unconscious target. But you would still have to choose between the extra damage or a coup de grace.

yes yes i could see it now

gm: make your bluff check
player: but he is nocked out ?

I DONT CARE BLUFF THE person LOL

I use Stealth! <rolls> dang, I only rolled a 19! So the unconscious guy...saw me....?

YES ...yes he did he saw all of you while being unconscious

the point being that as silly notion as it is i mean one could say yes it will always work and at my table i ill be allowing a HELPLESS only person get that options i mean it really does not make much senses to force a player to do that if there already flat footed to start with. But as for the full action its still a full action regardless of the situation i feel


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Bigguyinblack wrote:
I won't argue "should" but per raw the only way trick attack grants extra damage is if you succeed at the skill check. I could see a GM agreeing that a bluff check auto succeeds on an unconscious target. But you would still have to choose between the extra damage or a coup de grace.

yes yes i could see it now

gm: make your bluff check
player: but he is nocked out ?

I DONT CARE BLUFF THE person LOL


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

i have been looking at *trick attack for the operative and i have a question

It says on page 93 "you can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed.

whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm.

just before making your attack, attempt a bluff, intimidate, or stealth check (or check associated with your specialization; see page 94) with a dc equal to 20 + your target's CR.

IF you succeed at the check, you deal 1d4 additional damage and the target is flat-footed this damage increases to 1d8 at 3rd and ect ect."

Ok ok the long text out the way i because i want to run the Adventure path. i was watching some people "Lets Play" it and saw a operative use a Grapple as part of the action and also got the trick attack damage....

i found it odd due to the fact that grapple is a standard action and this ability super seeds it by being a full action that allows only one attack and that attack being with the weapon.

I ASSUME to do damage am i wrong in thinking it was just a miss play on the players part for it being a new game or am i over thinking it here and you can trade the attack ..... with the attack of a grapple and still get the trick?

any and all feed back please so i can nip it now before i sit down to play it with players


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

a Shirren priest mystic of pharama based on the iconic a little .... was inspiration from the war priest i had in iron gods for a pharasma


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thank you Clear and cut


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

SO im looking at the spell chill touch its cast time is Standard does it sit there till i cast it or do i need to touch right away

so i guess it brakes down like this

1.) if im next to you and cast this spell do i take AOO
2.) is casting this spell the touch part of the cast?
3.) if i cast this spell dose it sit there till i get in close to touch with it.

This clarification will help me with future builds


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So we are playing thru S&S and stumbled what I believe to be the most op spell and i just wanted clarification on it

Confusion

-Magic
-Arcane
-Attack
-Divine
-Mental
-Basic

Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.

After playing this card, if you do not have the arcane or divine skill, banish it; otherwise, you may succeed at an arcane or divine 8 check to recharge this card instead of discarding it.

at first glance im thinking ok it allows me to escape if im at my location and if im with some one cool it lets me let them fight it.

Im just a support toon i dont really want to fight if i dont have to.

But after looking more into i noticed a few key words missing. ..."Your Location" is missing for the first power. was this meaning that the power alows you to use it for say the lonely gunslinger who dose not have the magic pistol for the ghost.

But make the magus who dose at my location have to fight it.

Or dose that mean i can if the player wishes to allow them to evade a monster but not allow that monster to come over and fight me it seems vary unclear about this first power part.

I could easily overview the fact that a monster would be swimming hundreds of yards in sea water just to fight some one else be a little silly but i don't worry about that if the card says it ....should it?

Just a little clarification on this card be nice


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Character Name: Enora
Role Card: Eldritch Savant
Skill Feats: Strength+1, Dexterity+1, Intelligence+3, Wisdom+1 Charisma+1
Power Feats: +1 hand size, When you attempt a check to acquire a spell(* or an item) you may use your knowledge skill in place of any listed; Discard a spell to reduce cold or fire (*or acid, electricity, or force damage dealt to you to 0; When you play a spell that has the cold or fire traits, you may replace any one of those traits with another of those traits.
Card Feats: spell +2, item +1, ally+1
Weapons:
Spells: Brilliance, Scorching Ray, Lightning Touch, Steal Soul, Force Missile, Ice Strike
Armors:
Items: Black Robe, Ring of Force Fangs, Sages Journal, Silver Raven Figurine .
Allies: Quadnys Orlun, Chuffy Lickwound, Scribe
Blessings: Blessing of the starsong, Blessing of Ascension, Blessing of Deskari x2
Mythic Path: Mythic Archmage

Character Name: Adowyn
Role Card: Pack Leader
Skill Feats: Strength +1, Dexterity +2, Intelligence +1, Wisdom +2, Charisma +1
Power Feats: Hand size+1, At the start of your turn, you may search your deck or your discard pile for a cohort(* or a card that has the animal trait) and put it into your hand, then recharge a card; you may recharge a card to evade a summoned bane(* or Discard a card to allow another character to do so; you may reveal a card that has the animal trait to add 1d4 to your combat check.
Card Feats: Weapon+2, spell +1, ally +1
Weapons: Corrosive dagger +1, Marksmen's Bow, Demonbane Light crossbow+1, Force Shortbow +1, Skirmishing Spear
Spells: Weapon of Awe, Cure x2
Armors: Barding of pleated Light
Items: Fortune's Arrow, Scared Prism.
Allies: Mastiff, Thylacine, Bat, Wolf.
Blessings: Blessing of Abadar, Blessing of Shelyn, Blessing of Ascension, Blessing of Nethys.
Mythic Path: Mythic Champion

Character Name: Arueshalae
Role Card: Redeemed
Skill Feats: Strength+1, Dexterity+4, Intelligence+1, Charisma+2
Power Feats: Electricity, Fire, and Poison damage dealt to you is reduced by 3(*5); You may evade your encounter(*Then if it is your turn, you may move);Instead of your first exploration on your turn, you may reveal a card that has the Desna trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard the card you revealed.
Card Feats: Weapon+1, Spell +1, Item+1, Blessing+1
Weapons: Starbow, Heavy Crossbow x2, Skirmishing Spear, Force Shortbow +1
Spells: Cure
Armors: Elven Chain Shirt
Items: Spherewalker Staff, Swallowtail Bracers, Potion of Healing, Trap Smith Gloves.
Allies: Interrogator, Mendevian Crusader.
Blessings: Blessing of Sarenrae, Blessing of the Starsong, Blessing of Iomedae, Blessing of Ascension x2, Blessing of Abadar
Mythic Path: Mythic Trickster

Character Name: Imrijka
Role Card: Cold Iron Warden
Skill Feats: Strength +3, Dexterity +1, Intelligence +1, Wisdom +2, Charisma +1 ,(Got The Tome of Mental Superiority)
Power Feats:You gain the skill perception: Wisdom +2; You may Recharge (* Or reveal( a card that has the divine or ranged trait to add 1d4 and the divine and magic traits to your check against a monster.; When you defeat a monster on your turn,(* you may examine the top card of your location deck, and if it is not a monster, put it on the bottom of the location deck, then) you may roll d6; on a (*3) 4,5, or 6 explore your location.
Card Feats: Weapon+1, Spell +2, Armor+1
Weapons: Marksmen's bow, Flaming Spear +1, Composite Bow, Rod of the Viper, Fiend Splitter, Soulshear
Spells: Bloodscent, Cure, Flames of the Faithful.
Armors: Stalking Armor, Snipers Studded Leather.
Items: Archer's Bracers, Banner of Valor
Allies: Caravan Guard
Blessings: Blessing of Torag, Blessing of Shax, Blessing of Ascension, blessing of Iomedae, Blessing of Shelyn
Mythic Path: Mythic Guardian

Character Name: Balazar
Role Card: Eidolomancer
Skill Feats: Strength +1, Dexterity +1, Intelligence +1, Wisdom +1, Charisma +3
Power Feats: Hand size +1; When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to draw a card (* or add 1d4 to any check to defeat a barrier)(* or to any check to acquire a weapon, an armor, or an item); When a character plays a blessing on your Strength Check, you may add 1d12 instead of the normal die.
Card Feats: Spells +3, Blessing +1
Weapons:
Spells: Fire Shield, Brilliance, Glibness, Refuge, Sagacity, Enchanted Fang x2, Agility.
Armors: Sweet Dragon Costume.
Items: Arcane Robes, Swarm Lords Jar.
Allies: Kamilo Dann, Mendevian Crusader, Druid of the Storm.
Blessings: Blessing of Iomedae x2, Blessing of Shax, Blessing of Ascension x2
Mythic Path: Mythic Hierophant

Redeemed Cards, Black Robes, Soulshear

We had alot of Character Deaths .. Harsk died early on and Enora died 3 times in the first few play thru's

Full Name

Gribbl Marshwan

Race

grippli sorcerer/3 | | -13 * | image

Classes/Levels

skills:
acro 2, heal 6, Climb +7, Heal +6, Know (arcana) +6, Know (religion) +4, Perception +11, Profession (librarian) +10, Spellcraft +7, Stealth +8 (+12 in marshes and forested areas.), Survival +5

Gender

hp 17/17; ac 13 t 13 ff 11; f 3 r 4 w 8; bab 1 melee 1 range 4; cmb -1 cmd 11; move 30, climb 20; init +6; 7/7 hvnly fire, wih 48, wmm 48, wand ma, wbh (lvl 3) 4, wbh (lvl 5) 6 |

Size

S 1'11" 28 lbs.

Age

14 years

Location

pfs # 52335-13

Languages

Common, Grippli, Draconic

Occupation

librarian

Strength 8
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 19
Charisma 10

About Gribbl

Gribbl
Male grippli sorcerer (wildblooded) 3 ( Pathfinder RPG Bestiary 2 149, Pathfinder RPG Ultimate Magic 70)
N Small humanoid (grippli)
Init +6; Senses darkvision 60 ft.; Perception +11
—————
Defense
—————
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 17 (3d6+3)
Fort +3, Ref +4, Will +8
Resist acid 5, cold 5
—————
Offense
—————
Speed 30 ft., climb 20 ft.
Melee dagger +1 (1d3-1/19-20) or
net +1 (entangle) or
quarterstaff +1 (1d4-1)
Sorcerer Spell-Like Abilities (CL 3rd; concentration +7)
7/day—heavenly fire (1d4+1 divine energy)
Sorcerer (Wildblooded) Spells Known (CL 3rd; concentration +7)
1st (6/day)— adhesive spittle ACG (DC 15), bless, color spray (DC 15), snowballUW
0 (at will)— acid splash , detect magic , mending, message, prestidigitation
Bloodline Empyreal
—————
Statistics
—————
Str 8, Dex 15, Con 12, Int 12, Wis 19, Cha 10
Base Atk +1; CMB -1; CMD 11
Feats Combat Casting, Eschew Materials, Improved Initiative
Traits - custom trait -, wisdom in the flesh
Skills Climb +7, Heal +6, Knowledge (arcana) +6, Knowledge (religion) +4, Perception +11, Profession (librarian) +10, Spellcraft +7, Stealth +8 (+12 in marshes and forested areas.), Survival +5
Languages Common, Draconic
SQ camouflage, gliderARG
Combat Gear wand of burning hands (CL 5th, 6 charges) , wand of infernal healing (44 charges) , wand of
magic missile (49 charges) , alchemist's fire (5); Other Gear dagger, net, quarterstaff, cloak of resistance
+1, handy haversack , canteen UE, flint and steel, silk rope (50 ft.), speed sheath UW, speed sheath UW, spell
component pouch, tindertwig (5), trail rations (5), waist pouch UW, 627 gp, 5 sp
—————
Special Abilities
—————
Camouflage +4 Stealth in marshes and forested areas.
Climb (20 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Empyreal Your heavenly power derives from insight rather than force of personality.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use
pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Glider Halve falling distance, may move horizontally during fall half of vertical distance fallen.
Heavenly Fire (1d4+1 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good.
Neutral unaffected.
Languages Common, Draconic, Grippli
SQ camouflage, glider
Combat Gear wand of burning hands (CL 5th, 6 charges) , wand of infernal healing (44 charges), wand of mage armor (50 charges), wand of magic missile (49 charges) , alchemist's fire (5); Other Gear dagger, net, quarterstaff, cloak of resistance
+1, handy haversack , canteen UE, flint and steel, silk rope (50 ft.), speed sheath UW, speed sheath UW, spell
component pouch, tindertwig (5), trail rations (5), waist pouch UW, 627 gp, 5 sp
—————
Special Abilities
—————
Camouflage +4 Stealth in marshes and forested areas.
Climb (20 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Empyreal Your heavenly power derives from insight rather than force of personality.
Associated Bloodline: Celestial.
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use
pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Glider Halve falling distance, may move horizontally during fall half of vertical distance fallen.
Heavenly Fire (1d4+1 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.

*******

racial features:

Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Gripplis are humanoids with the grippli subtype.
Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.
Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Glider Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
Weapon Familiarity: Gripplis are proficient with nets.
Darkvision: Gripplis can see perfectly in the dark up to 60 feet.

traits:

Veteran Jungle Guide You have traveled to the jungle on numerous occasions, and your prowess in traversing the jungle wilderness makes you a formidable guide and explorer. Benefit: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you (perc).

Wisdom in the Flesh Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Benefits: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you. - stealth

feats:

Eschew Materials You can cast many spells without needing to utilize minor material components. Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. (bonus feat)

Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.

Combat Casting You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Sorceror class abilities:

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Celestial Bloodline/Empyreal Bloodline:

Class Skill: Heal.

Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Arcana Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks. This ability replaces the Celestial Bloodline Arcana.

Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Sacred Cistern (Su): At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level –4. This bloodline power replaces wings of heaven.

spells:

concentration +5

0th lvl (know 5) dc 14: 5/day acid splash, detect magic, message, prestidigitation, mending

1st lvl (know 3+1) dc 15: 6/day color spray, adhesive spittle, windy escape, bless (bloodline spell)

2nd lvl (know ) dc 16:

equipment:

for use in this mod:

general gear:

flint & steel
5 days rations
waterskin
50' silk rope
dagger
belt pouch
2 alchemist fires
spring loaded wrist sheath x2
net
wand of infernal healing
cloak of resistance +1
wand of burning hands, cl 5, 6 charges
tindertwig (5)
wand of magic missiles
handy haversack

things to pay for on next chronicle:

net:

Net

A net is used to entangle enemies.

Benefit: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.