Dinosaur

Dire Mosasaur's page

Organized Play Member. 73 posts (348 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters.


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Some possible ideas:

Norns/Followers of Fate
Norns are fey, and they allow holy or unholy (can you be a Grandeur champion of a deity that allows unholy?) sanctification. Maybe they decided to send your knight on a quest?

Shumunue
Elemental lord of wood, allows holy sanctification. Other benevolent elemental lords like Ranginori could work, too.

Aminara
One of the Green Man deities, the only one I found that allows holy sanctification. Edicts and anathema seem like they could be good fits for the character you've described, too.

Ketephys
Elven deity of hunting, has nature focused edicts and anathema.

Honourable mention goes to Gwendolyn, Lady of the Fangwood, who is a fey living on Golarion who is known to sponsor knights. Unfortunately, she doesn't seem to allow holy sanctification.

I hope you find one that works! Your character sounds pretty cool.


Kishmo wrote:
Sudo Spell (p 31) is about a spell effect repeating the next round; this could more accurately be called Echo Spell, or for more techie jargon, Loop Spell, FOR Loop Spell, DO Loop Spell, or BREAKIF1=0 Spell.

I really like Echo Spell! It works from a computer perspective (the echo command repeats whatever you put into it) and also gives a good idea of what it does even if you're not familiar with the computer terminology.

Kishmo wrote:
Root Access (p 31) also isn't too bad, but as Dire Mosasaur points out, it's not not a bit of a stretch. This would be better place to use God Mode, if we freed it from above.

I think Root Access is probably fine. If you think of 10th level spells as being able to alter the fabric of reality in ways that lower level spells can't, then it makes sense. The reason I got confused is because 'sudo' is typically used to run a command as root, so I was looking for a connection between Sudo Spell and Root Access that didn't exist. I probably could have phrased it better in my initial post, sorry.


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These are really cool, especially the technomancer! Although something that's bugging me is the level 18 technomancer feat, Sudo Spell.

Sudo is short for "substitute user do"; it's a command you use to run other commands at a different privilege level (typically root). It has nothing to do with precision or duplication.

It kinda reminds me of those crime dramas with the terrible/hilarious hacking scenes, but it's also pretty confusing when there are existing class features and feats that have to do with root access. I spent more time than I'd like to admit trying to figure out the relation between this feat and 10th level spells :P


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I hope Runesmith gets an elven rune that allows for some sort of Sanctuary effect. And a magic dagger that gives some sort of advantage, like allowing them to treat the hand holding it as free for engraving or something...

Nethack spoilers:

Just the first thing that comes to mind whenever I read about the class. I'm looking forward to seeing the final version!


Berselius wrote:
Is that a baby liquid vile demigod (aka the liquid satan from that one movie)? o_o

That was my first thought too! Prince of Darkness, part of John Carpenter's Apocalypse Trilogy.

It already has stats, even:

2e stats

One of the first edition bestiaries had it as well, and the art was spot on.


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Tomppa wrote:

I can't answer these for 100% certain, but:

Quote:
can I still use the Career Change boon to quickly retrain feats and such without having to switch to the remaster chassis and lose the School benefits?

Remaster rules

"Such characters retain their school lore unless and until rebuilt under Remaster rules." and "Legacy characters who are rebuilt under Remaster rules must remove any bonus lore and feat earned from Pathfinder Training."
-> If you aren't using the remaster rebuild (but are instead using some other rebuild or retraining) you retain the old school benefits.

Quote:
will we get a refund

Traditionally, the answer has been that No, there's not a refund - your acp got you the option to play the ancestry/heritage early. However, other ancestries and heritages that were changed to common/always available got an updated text in the boon, giving them a free resurrection, so you probably get a free resurrection too.

(Free feat seems unlikely, but then again, the only one that lost anything was ganzi - previously, they gained that random resistance instead of LLV->DV upgrade like other planar scions, now they get the vision upgrade like everybody else and need to spend a feat for the resistance. Aphorite previously got the same Low Light Vision, so your Nephilim "aphorite" lost nothing compared to your old Aphorite and doesn't need a free feat to be exactly identical to the old version. If you check how tiefling/aasimar was handled when nephilim got reprinted, the character options state that nephilims get to choose either aasimar or tiefling, and they count all old aasimar OR tiefling feats as having the nephilim trait, or vice versa. I expect the same to happen with aphorite and ganzi, meaning that your nephilim can still select aphorite feats as you previously could.)

It would be cool if nephilim had the option to take a free lineage...

Thank you! I really appreciate the detailed answer :)


If I have a legacy character using a premaster chassis, who I have not used the Remaster Rebuild for, can I still use the Career Change boon to quickly retrain feats and such without having to switch to the remaster chassis and lose the School benefits?


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Berselius wrote:
The Raven Black wrote:
dharkus wrote:

Hey - so the very recent blog, and the lists on this thread list 7 mythic monsters, and that's what i've heard elsewhere too - but...

the top of this page says wrote:
8 terrifying new mythic monsters and rules for creating mythic threats of your own!
so was there an 8th taken out due to page space or something, or has everyone been counting wrong, or there's an 8th that is hidden elsewhere than the rest?

The 8th Mythic monster is the pdf itself.

A la Necronomicon.

Does the Necronomicon actually exist in Pathfinder Cannon? Or would that just be the Book of the Damned?

It exists!

Necronomicon

There's also the Book of the Dead:
Book of the Dead


chadius wrote:

I have a couple of adventures.

2-23: An Agent's Obligation - Travel to a scum of hive an villainy in Chileax to discover the whereabouts of a group of missing Pathfinders. This is for level 3-6 players.

4-05 & 4-10: Arclord Who Never Was & Arclord's Abode - 2 scenarios feature you in Nex, helping a talking skull remember who she was and her connections to overwhelming arcane power. These scenarios are linked, so I hope you are available to play both. We'll start with 4-05. This is for level 1-4 players.

>CLICK HERE< to sign up.

I applied with a new character, but I won't be able to upload Landon's stats until tonight when I have access to a computer, sorry. I hope that's alright!


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Invictus Fatum wrote:
Calliope5431 wrote:
So what's the capstone feat (L20) for archfiend like? Curious how the mythic archetype capstones stack up to normal class ones.

Fiend Eternal: You become a true Archfiend and stop aging. You're realm is fully created and within Hell, the Outer Rifts, The Netherlands, or some other demiplane with fiendish tendencies you wish with you ruling it. You can transport there at will and if you ever hit 0 HP you become unconscious, but are transported to your Seat of Power in your realm and wake up an hour later. You also get a small group of fiendish followers who live in your realm.

Flavor is awesome and one of my favorites. Mechanically it is very good as well. I also love that our Witch iconic is the one pictured in the art as becoming the Archfiend.

Now I want to play as a demon who lives in a windmill surrounded by tulips :P


Tomppa wrote:
Yes - You can't change the actual ancestry, heritage, or background, but otherwise you're good to go.

Thanks for confirming!


Hi, I was wondering if it is possible to use the Career Change boon to change ancestry feats.

For reference, here is the boon text:

Career Change:
[ ] Career Change (Limited-Use, Service): Your existing abilities have helped you achieve success in the field, but you’re overdue for a drastic change if you’re to continue succeeding in the adventures to come. Between adventures, you can check the box that precedes this boon to completely rebuild your character. Remove everything your character has purchased with gp, as well as their class, feats, skill proficiencies, and related features. You may not alter the character's ancestry, heritage or background, but you may change the ability score boosts you selected at character creation. Your character’s wealth is set to 85% of the total gold you’ve earned—this reduction represents a small amount lost from consumable use as well as items sold back for a particularly favorable rate. This rebuilding process does not change the amount of Fame, Reputation, or gp the character has earned, nor does it change the resources your character has expended on services such as spellcasting.

You can also refund any faction boons for the Fame price at which you purchased them, though you cannot sell back Limited-Use boons that you have expended or Faction Champion boons that you have used to earn Reputation for a faction.

All changes to the character must be applied by the time the character next plays an adventure; once the adventure begins, no further changes can be made with this boon.

It's very clear that you cannot change your Ancestry (i.e., Human/Elf/etc.), but I'm not sure about changing ancestry feats. I'm assuming this is allowed, as it is explicitly allowed for regular downtime retraining, but I want to make sure I don't break any rules by accident.

Thanks!


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Kittyburger wrote:
Howell Talbot III wrote:

More trouble in Sandpoint, AGAIN?

Are we sure it's not Velmarius? He's always up to something.....

Even though her name is written in the style of a man's name in Latin, Belimarius appears to in fact be a woman (she/her pronouns are used throughout).

Velmarius was Jason Bulmahn's character in the Paizo office game called Shadow Under Sandpoint. Sir Talbot kept a journal of the campaign, and it's a really entertaining read! I don't know if it would spoil Seven Dooms to read through it, but here's the link in case anyone's interested:

Possible spoilers for Seven Dooms of Sandpoint:

Edit: Ninja'd! I'll leave the post up though to link to the campaign journal.


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I think the Runelords not considering divination a true school of magic was a sort of meta callback to ADnD, when divination was in a bit of a weird place. It was split into "lesser divination" (spell levels up to 4th) and "greater divination" (5th level and above). Any wizard could learn and cast lesser divination spells, even if Divination was one of their restricted spells.

Also, the restricted schools for 1e Thassilonian specialists matched up with the restricted schools for ADnD specialists (unlike PF1e, ADnD didn't let you choose your restricted schools), which is what makes me think the Runelords discounting divination was an intentional callback.

Obviously that doesn't impact the in-world lore, but I think it's a fun Easter egg!


Alex Speidel wrote:
Dire Mosasaur wrote:

A couple questions about the rebuild:

1) Does it allow changing ability boosts (such as the ones you get at level 5)?

2) "Remaster rebuild" should be noted on the most recent chronicle sheet. Is this the most recent chronicle for a scenario, or would other chronicles count for being more recent (such as ACP chronicles)?

Thanks!

1) It allows changing literally everything, including ability boosts.

2) Ideally adventure, but it doesn't matter that much.

Thanks!


A couple questions about the rebuild:

1) Does it allow changing ability boosts (such as the ones you get at level 5)?

2) "Remaster rebuild" should be noted on the most recent chronicle sheet. Is this the most recent chronicle for a scenario, or would other chronicles count for being more recent (such as ACP chronicles)?

Thanks!


elisaelli wrote:
Dire Mosasaur wrote:

Hi, I have a question about this scenario.

** spoiler omitted **...

They have no control over it, so similar to if they were confused or dominated, it really doesn't make sense to punish the players.

Thanks for the input. It's actually my character that this happened to. I'm trying to decide if I should get an atonement (not strictly needed, as my character isn't a cleric or paladin, but I feel like the character would still care).


Hi, I have a question about this scenario.

spoiler:

In Webhekiz's Vaults, there is a hazard called Blood Haze:
Blood Haze wrote:

A contingent of canine-featured Bhopanese guards has wandered into the passage ahead, into a sanguine haze. The guards tear at each other in confusion, unable to tell friend from foe.

If the PCs fail to overcome the hazard, this is the listed outcome:

Failure wrote:

The PCs succumb to the blood haze themselves, blacking out and taking 2d6+5 damage (2d10+13 damage in Tier 5-6). When they come to, the PCs discover blood on their weapons and all the guards dead. The lingering mental fog leaves the PCs stupefied 1 for 10 minutes (until after the encounter in area A).

The main penalty for failure seems to be some damage and the stupefied condition, but it is implied that the PCs kill the guards while under the confusion effect of the blood haze.

It seems that this action (killing the guards) could trigger the anathema of certain deities. For example, Apsu has this anathema:

Apsu's anathema wrote:

Attack a creature without certainty of wrongdoing

A strict reading of the scenario text, along with the anathema, certainly makes it seem as though a PC failing the hazard would run afoul of the anathema.

On the other hand, the Guide to Organized Play states:

Guide to Organized Play wrote:

To allow a wide variety of characters in Society play, the rules around edicts and anathema are slightly relaxed. It is generally assumed that all characters can participate in Pathfinder Society adventures without running afoul of their deity’s edicts and anathema—attempting to perform the primary objective of an official Pathfinder Society mission by itself will not cause a character to fall out of favor with their deity.

In order to complete the scenario, the PCs must attempt to pass through the Blood Haze hazard, and can fail simply due to bad luck.

So my question is, does failing the Blood Haze hazard trigger relevant anathemas?

Thanks!


Thanks so much!


In general, is it possible to purchase the same ACP boon multiple times?

Specifically, I'm wondering about condition removal boons, such as Second Chance, Pathfinder Condition Removal, and Penitent Pathfinder.

Thanks!


Doug Hahn wrote:

I don't think your PC needs to spend downtime as they are not the one who's doing the work.

Thanks!

That is what I thought too, but I was unsure if that was an intended benefit of the specialist since it wasn't stated explicitly.


Hello, I had a few questions about transferring runes. Here are the relevant rules that I was able to find:

Core Rulebook pg. 580 wrote:

You can transfer runes between two items. This uses the Craft activity, and you must be able to craft magical items. You can either move one rune from one item to another or swap a rune on one item with a rune on the other item (which can be a runestone). To swap, the runes must both be fundamental runes or both be property runes.

If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can’t accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your Crafting check. If you transfer a potency rune, you might end up with property runes on an item that can’t benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.

The DC of the Crafting check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune’s Price, unless transferring from a runestone, which is free. If you’re swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft.

Organized Play Guide wrote:
The Society has a specialist at the Grand Lodge who can apply or swap out runes for agents of the Pathfinder Society in good standing. This service is free, and requires no check, but is only available before the briefing or once the adventure is complete unless stated in the adventure. Only the service of transferring the rune is free however. Characters must still pay the 10% materials cost and provide any required runestones.
Guide to Organized Play wrote:
Downtime is spent in Downtime Units of up to 8 days at a time. If a character earns 8 days or fewer of downtime, it is spent in a single unit. If they earn more than 8 days, the character spends units of 8 days, one at a time, until 8 or fewer days remain, then spends the remaining days as a single unit. Multiple different activities can occur in a single downtime unit, but you can only ever roll once for a given activity in any given unit.

Do you need to spend downtime days for runes to be transferred by a specialist?

If so, would the rule about only being able to roll once for a given activity in a given downtime unit prevent more than a single rune from being transferred during a single downtime unit?

Thanks!


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Concordance of Rivals:

Pale Horse is a psychopomp usher who used to be a daemonic harbinger


Ly'ualdre wrote:
Dire Mosasaur wrote:
Ly'ualdre wrote:

Of course. I'd be surprised if we didn't see a few new traits for both weapons and armor.

Wand Rifle you say? I mean, with things like Starguns (which I believe they said this book will have a few of), I don't think a Wand Rifle sounds to crazy too include. I'd love to see it. I'd likely give it to a Witch named Alicia.

I've never heard of starguns, they sound cool! Do you happen to know which book they are in? I wasn't able to find them on PathfinderWiki or Archives of Nethys.
Search for "star gun" instead of "stargun". They included exactly one in Guns & Gears, called the Rowan Rifle.

Thank you!


Ly'ualdre wrote:

Of course. I'd be surprised if we didn't see a few new traits for both weapons and armor.

Wand Rifle you say? I mean, with things like Starguns (which I believe they said this book will have a few of), I don't think a Wand Rifle sounds to crazy too include. I'd love to see it. I'd likely give it to a Witch named Alicia.

I've never heard of starguns, they sound cool! Do you happen to know which book they are in? I wasn't able to find them on PathfinderWiki or Archives of Nethys.


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When Golarion was first being created (as a published setting), there were a few ideas that didn't quite stick, and were not mentioned again. One of these was the wand rifle. It makes sense why it was dropped; the setting was new and it didn't fit the tone the authors had in mind for it at the time.

The setting has evolved a lot since then, and I think now that it has things like automatons, beast guns, modular weapons, etc., it might be cool to reintroduce the wand rifle. I don't think it will clash with the tone of the setting as much now as when it was first published (since the overall tone of the setting is much more firmly established now than a decade or so ago).

It's a long shot, but I'd love to see it reappear in some way.


For the Pathfinder Society Guide, should the Calligraphy Wyrm have the dragon trait instead of the beast trait? They had the dragon type in 1e, and Faerie Dragons in the Advanced Player's Guide have the dragon trait.


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Dante Majiko wrote:

So I'm playing a Hellknight Armiger (Order of the Pyre) and I plan to have art commissioned of my character once they become a full Hellknight. I can see several amazing art pieces of Hellknights, but other than scowling faces, spikes, etc, I can't really get a good impression of it's appearance. Full plate mentions it comes with gauntlets, but it doesn't mention a helm. Does Hellknight Armor come with a Helm?

Other than being black and intimidating, I haven't been able to find anything in writing about what it looks like. My question is: what does Hellknight Armor actually look like? Or at the very least, what does it look like in YOUR Golarion? Do your Hellknights wear a helm?

Your messageboard avatar is actually a Hellknight (Order of the Nail)! So that's one example of a Hellknight helm.

There are quite a few illustrations of Hellknights around. The armor tends to look a bit different depending on the order. For example, Order of the Torrent armor often has fin like designs.

Here is a good place to look for examples: PathfinderWiki (scroll down a bit to reach the pictures)

Edit: I just realized you did mention your character is in the Order of the Pyre. Here is an image specifically of a Pyre Hellknight: link. Technically that's a Signifier (Hellknight caster), but the armor should look similar, save for the helm (since Signifiers have special masks). Here is a non-signifier Pyre Hellknight.

Finally, from the PathfinderWiki page Rysky linked, Pyre armor is described as "Bladed armor, horned helm with four eye slots".

Hope that helps!


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Perpdepog wrote:
Claxon wrote:
Perpdepog wrote:
The Raven Black wrote:

According to Pathfinderwiki, James Jacobs gave the following explanation :

"These creatures possess "un-souls" made of negative energy that constantly drive them toward death. While an urdefhan's "un-soul" allows it to be healed by negative energy in a similar fashion to how mortal creatures are healed by positive energy, it also allows the urdefhan to effectively detonate its volatile soul, killing it and releasing its energy in a wide-ranging, destructive burst."

So Perpdepog was exactly right.

Them being able to detonate their souls also fits with the daemonic belief that all of existence is a zero sum game, and the only way to win is to be the last thing standing to appreciate everyone else being dead before also disappearing. No souls means nobody goes to the Boneyard to be judged, or eventually becomes quintessence to help perpetuate the outer planes.
It is true that eventually the current multiverse with Pharasma as it's inceptor and perpetuator will end (she knows her creation is flawed, she was from a previous iteration of multiverse) but she also has a successor appointed and another iteration will take place. So the demon isn't exactly wrong, existence is more of less meaningless but also not quite right because while this existence will cease, there will be another.

True, though I don't think that will stop them from trying to end everything anyway, and they likely wouldn't listen if someone tried to explain things to them. It's the daemonic raison d'etre, after all.

Though it would be neat to write a daemon who realizes the fact that existence will keep on existing, and discovers the futility of futility to begin redeeming themself. I don't think we've ever had a redeemed daemon.

There is! The Pale Horse is a Psychopomp Usher who used to be a daemon.


Peg'giz wrote:

Hi,

as starships are a big part of the setting I wonder if there are any official or homebrew prefix (like HMS or USS) for ships of a specific faction?

The few I can imagine are:

SSE - Starfinder Society Explorer (Exploration)
SSN - Starfinder Society Navy (Combat)

HNS - Hellknight, Order of the Nails Ship
HPS - Hellknight, Order of the Pike Ship

SDF - Suskillon Defense Force (Attack of the Swarm AP)

KCS - Knights of Golarion Combat Ship
KTS - Knights of Golarion Trading Ship
AC - Abadar Corp
VA - Veskarium Armada
ASE - Atzlanti Star Empire

I'm currently looking for other factions like the Stewards (I'm from Germany, so the obivous is a absolut NO GO), Civilian Ships etc.

The Stewards' fleet is called Overwatch, so maybe something along the lines of SO?

Starfinder Wiki wrote:
The Stewards are divided into three branches: Overwatch, the starship fleet

link to source


Camoflauge membrane might be worth looking at.


Please disregard my previous post. I will buy Near Space through the online store.

Hopefully the subscription will work out better for the next product, but in the meantime don't worry about it.

Thanks again for your help so far, especially with current events and the backlog of emails.


Sorry to bother you again, but the order that was spawned for Near Space (Order 19201743) is now showing as complete in my order history, but shows up as being for zero items and doesn't show any other information. I haven't received a shipping email or been charged.

This order had shown up as Near Space with a status of Pending, which seems to be gone now. Additionally, under My Subscriptions, it now shows Starship Operations Manual as being the next shipment in the queue.

If you could look into this, I'd greatly appreciate it.


Rysky the Dark Solarion wrote:
Using math to predict the future.

Cool, thanks!


Those all sound really cool! Any chance you could give a one or two sentence summary of what algorithmic clairvoyance is?


Joan H. wrote:

Hi Dire Mosasaur,

It looks like Near Space was stuck in your sidecart but I've gone ahead and pushed it through manually. You should see a confirmation email for your book now. Let me know if you have any questions about your subscription or order!

Thanks a lot! I got the confirmation email. I also sent an email to customer service since I wasn't sure the best way to contact you. There's no need to respond to it. Sorry about that.


I subscribed to the Starfinder rulebook line in February (Order 8643504). I was expecting to have a pending order for March (Near Space), but I currently have no pending orders showing. This is my first subscription, so I apologize if I am misunderstanding something.

Thanks!


Sara Marie wrote:
Just got the notification that the report has finished running. If you do not have a pending order in your order history and you were expecting one for March, please let us know.

I subscribed to the Starfinder rulebook subscription on February 26 to start with Near Space (in March), but I have no pending orders. I'm not sure if this is just because I subscribed in late February or not, do you think I should send an email to customer service? Thanks.


Thanks for the answers! I really enjoyed tonight's stream.


I have a few questions for tonight's stream, if anyone sees them in time (but please only answer them if there's time and the question interests you):

1) Alien Archive lists Aeons as neutral like they were in Pathfinder 1E. In PF 2E they have changed to be lawful neutral. Are there any plans to explain why they are neutral again (or retcon them to be lawful neutral in Starfinder)? I realize the reason for the discrepancy is that Alien Archive was around before PF 2E, but I'm curious if/how this will be addressed from a lore perspective.

2) Is there any trivia you can share about how the Pathfinder era deities or their worshippers have adapted to modern (320ish AG) times and ubiquitous technology? For example, we know Abadar has a megacorp and Iomadae has cathedral ships and an order of star knights. What kinds of similar things have the other deities been up to?

2b) Same as 2, but for major outsider groups? Things similar to how there are now hacker devils and angels who oppose them.

3) Are there any new pieces of lore related to Near Space you wanted to share?


I'm ambivalent towards mechs in general (I personally think they would be extremely impractical, but no moreso than countless other aspects of science fantasy). If they are added then I hope they are added into an existing system (tactical rules or starship rules) rather than making a new subsystem.

I would also be concerned about the impacts on the setting. For example, Daimalko is a perfect setting for mechs, but for the Pact Worlds there has been no mention (that I am aware of) of mechs at all so far. I'm not saying there couldn't be specialized mech units in the various militaries of the Pact Worlds, just that it would be jarring if they suddenly became a major part of the setting.

Some people seem to want mechs to be both available at all levels and simultaneously more powerful than existing options. I think this would be a detriment to the game, since (as others have mentioned) it would sideline anyone not using a mech, and the setting really doesn't seem suited to wide availability of mechs.

Anyways, those are my thoughts. I'm not saying mechs shouldn't be added or anything (giant robots are pretty rad, after all), just that I am concerned that it would be very difficult to add them in a way that both satisfies mech enthusiasts and doesn't disrupt the existing setting.

I do think it would be cool to have suits of power armor capable of acting as predefined ships in starship combat, though.


They don't have SF stats, but wyrwoods sound fill a similar niche in Pathfinder. It probably wouldn't be too difficult to make a homebrew conversion, if they are along the lines of what you are looking for.


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I don't have the beginner box, so I might be off here, but the iconic characters (the pre-made characters in the beginner box) have been statted up for Starfinder Society. That may be a good place to start.

Give me a few minutes, I'll try to find a link.

Edit: Here are the pregens:

pregens

Double edit: fixed the link. I always get them backwards.


GM Wolffauer wrote:

We need at least one more player for S1-07. Come join us!

GM Wolffauer wrote:

Historia-7 is recruiting a team for an undercover mission to the Arch Energy Consortium headquarters. There they must suborn the hedonist son of the CEO to gain access to the confidential files Historia-7 needs.

Do you have what it takes?

#1-07: The Solar Sortie (Tier 1-4)
Tags: Faction (Dataphiles), Starship
Signup Link

I'm in!


I'm still hoping for psychopomps!


The All-Seeing Orb wrote:
Dire Mosasaur wrote:
Are there any outsider subtype grafts?
Two (unless the Orb is missing one). One of them is a new type of outsider, the other is from Pathfinder.

Thanks! I'm really looking forward to this book!


Are there any outsider subtype grafts?

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