Dinosaur

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Organized Play Member. 61 posts (265 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.




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!


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!


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!


Hi all! I've been thinking about trying my hand at some homebrew for Starfinder for a while now, and thought I'd start with this mystic connection that's been floating around my head. The basic idea is that it's an attempt to port some of the wizard flavour to SF with as few new rules elements as possible. It's still in a very rough state, and is probably pretty unbalanced.

Mystic Connection Wizardry

Associated Deities Eloritu, Ibra, Nyarlathotep

Associated Skills Culture, Mysticism

Spells Special (see Arcane School, below)

Arcane School (Ex) - 1st Level
Choose a school of magic (SF Core Rulebook, page 333) to specialize in. Each day when you recover your spell slots, you also choose a spell of each level you can cast from the Mystic or Technomancer spell lists. The chosen spells must all belong to the school of magic that you specialized in. Until the next time you recover your spell slots, you treat these spells as your connection spells. This process of choosing connection spells each day is known as preparation.

Lesser Metamagic (Ex) - 3rd Level
Select one of the Technomancer spell hacks from the following list: Harmful Spells or Selective Targeting. You gain the chosen magic hack and treat your Mystic level as your effective Technomancer level for the purposes of using this hack. If the magic hack allows a saving throw, the DC is equal to 10 + half your mystic level + your Wisdom modifier.

Basic Metamagic (Ex) - 6th Level
Basic Metamagic functions in all ways as Lesser Metamagic, except the list of available Technomancer magic hacks to select from is expanded to include the following: Distant Spell and Extended Spell. You may not select a magic hack that you already have unless specifically allowed by the magic hack in question.

Improved Metamagic (Ex) - 9th Level
Improved Metamagic functions in all ways as Basic Metamagic, except the list of available magic hacks is further expanded to include Widened Spell.

Familiar (Ex) - 12th Level
You gain Squox Companion (Alien Archive 2, page 119) as a bonus feat. You also gain a trained squox companion as a familiar, except that it may take the form of any tiny animal (although the familiar always uses the stats for a trained squox). If your familiar dies, you can replace it for the cost of a trained squox. As long as your familiar is within 30 feet of you, you gain a +1 bonus to the DC of saving throws for spells you cast belonging the school of magic chosen for Arcane School.

Greater Metamagic (Ex) - 15th Level
Greater Metamagic functions in all ways as Improved Metamagic, except the list of available magic hacks is further expanded to include Quickened Spell.

Expanded Preparation (Ex) - 18th Level
You gain an additional spell slot of each spell level you can cast. This slot can only be used to cast spells from the school of magic chosen for Arcane School. Additionally, you may now apply up to two of the magic hacks from your connections to the same spell, provided it belongs to the school of magic chosen for Arcane School.

Thanks for reading! Feel free to leave feedback.


Does a character require multiple natural weapons to qualify for Eldritch Claws, or is one enough? Specifically, I'm wondering about a half orc with the razortusk feat.

PRD wrote:


Eldritch Claws (Combat)

Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.

Prerequisites: Str 15, natural weapons, base attack bonus +6.

Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Thanks


Hey guys, I have a quick question about the relationship between drow and the demon lords.

So far as I can tell, there are roughly 30 or so demon lords in the pathfinder campaign setting, and maybe 11 or 12 of them are mentioned as having followers in the form of drow noble houses. Would it be reasonable to assume that the other demon lords might have drow houses devoted to them?

Also, out of curiosity, what are the chances that a drow house would exist that follows a daemon entity, such as one of the horsemen?

Thanks for any answers.