Nickold Starweather

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To the point here, using Blessed One as an example. Certain feats in this archetype list "Blessed One Dedication" as a prerequisite, while others (such as Accelerating Touch) only list "devotion spell (lay on hands)."

A possible read, then, is that a Champion (who has lay on hands as a devotion spell) could take Accelerating touch without taking the Blessed One Dedication.

Is this correct, or have I missed language somewhere (which I looked for) that says something like "feats with the X archetype trait can only be taken after you've taken that archetype's dedication feat."?

There is the language in the archetypes section that reads "Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites," but such a sentence seems lacking a certain comprehensiveness.

If the answer is that yes, you must take a dedication feat to take any further feats in the archetype, why do *some* archetype feats list the dedication feat as a prerequisite at all?

Thanks for any help fam


Greetings. I've got a specific question that might seem obvious to some - in fact, I'm hoping it *is* obvious to some so that you can lend me your knowledge. :)

After poring over the OGL and Community Use guidelines with a trained eye (not a lawyer just yet but I do have the JD) I'm still not entirely comfortable I have a solid answer to the following example question.

Q: If I am writing a third-party supplement (adventure, campaign setting, etc.) and I have created an alternate Ancestry that is similar in concept to an Elf, can I literally lift the Ancestral Longevity Ancestry Feat, using the same title and description word-for-word?

I do believe the feat falls under the "mechanic" descriptor, which means that I can indeed do so, but I just want to confirm. If not, I'll need to add a brand new feat that has a different name and a slightly differing wording, which seems nonsensical.

Thank you for any help!


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Greetings. Recently, my friends and I started streaming a Fallout d20 campaign called Irradiated Saddles using Starfinder as a base system with *notable* conversions. The co-GM and I have put easily a dozen hours into creating these conversions based on what we desired a Fallout d20 system to be, which includes a high "difficulty" setting and wasteland survival mechanisms.

Commenters on Reddit expressed interest in the modifications we'd created, and while at first I wanted to polish them up I've decided just so share them as-is. In case someone here might benefit from the documents, here they are. This is the google docs link to the "Player's Guide" I handed out to the players, minus any campaign- or party-specific information:

https://docs.google.com/document/d/1kXiXCQ2rug5pxh0LzmU9HFJhUrYtx-wxMq_p3fJ 02ic/edit?usp=sharing

Find here the link to the Equipment document, which we've purposefully kept secret because one of the elements of Fallout we wanted to keep was the discovery of equipment and not knowing what it does until you acquire it. For this reason (with the agreement of our players) they don't know equipment stats until they use it.

https://docs.google.com/document/d/1YlvR4TFkrCFq73rFXBd9Z9DlVo_PJKaNmSv4xVQ gQqw/edit?usp=sharing

Some of the most glaring changes we made to the Starfinder system:

- Our group felt Fallout would be represented better with lower static modifiers and more variation. Some of you will hate this idea, and I understand; if you want to rip any of our mechanics, feel free to ignore the tables showing how we made the max BAB and Saves *much* lower than they are in Starfinder/Pathfinder. If you ignore this aspect, however, you'll want to go over all bonuses and penalties and adjust them accordingly.

- We got rid of classes, except for the idea of having a Defensive- or Offensive-themed character. Accordingly, all desired class features and abilities were rolled into a Perk system.

- We went with two alternate game rules that have been around since D&D 3.5 Unearthed Arcana: armor as Damage Reduction, and "players roll everything." The latter means we use Defense rolls instead of rolling attack rolls for monsters and GM-controlled characters. These rules are essentially straight rips from Pathfinder alternate rules.

- Minor subsystems like System Shock, Called Shots (represented in VATS), and changing Shields to use actions and absorb direct HP damage.

- Cinematic Combat changes: We wanted both more cinematic, dynamic movement (everyone gets Spring Attack and Shot on the Run for free) *and* representation of old western shootouts (the Cover system is expanded).

Anyway, feel free to rip this bad boy apart and use any, all, or none of it for your own games and theorycrafts. Enjoy!


I have a session coming up (as DM) wherein the players will be dragged through an underwater current into a magically-murky lake of death (yes, THE Lake of Death for other Dragonlance nerds).

The only rule I'm having trouble ironing out is this one: once they're dumped out of the current about 30 feet down into a lake which only allows them to see 10 feet without total concealment affecting their vision, how do they realize which way is UP?

Wisdom check? Survival check? And either way, what is the DC? At this point, these 9th-level characters have been through the current for enough time that they are about to have to start making Con checks to hold their breaths, so I want this to be stressful and claustrophobia-inducing without wiping the party.

If you've ever taken a big dive (especially one in which you tumble around) into murky water, you know what I mean when you get that nearly overwhelming sense of panic and as you have to ascertain which way to swim and live.

Thanks for any advice!


**DARIUSH I KNOW YOU FREQUENT THESE BOARDS, DO NOT GO FURTHER OR IT WILL RUIN YOUR FUN**

Okay with that out of the way, hopefully my players will stay out of the thread. We're going to revisit the DragonLance adventure path Key of Destiny, and we stopped at an interesting point: at 18th level, just before the finale of the entire thing! (I know it's odd, we had some stuff in real life go down that caused a ruckus.)

So I have finalized updating it to Pathfinder, but I seek some help for the final encounter.

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First of all, here are the CR breakdowns. I was planning for six 19th-20th level PCs. The cavalier PC will have a dragon mount as his cohort from Leadership, which I understand does not affect the challenge rating. Assisting the PCs are NPCS as follows: one CR 23, one CR 20, a second CR 20, and an undetermined CR which I haven't finished statting yet.

Facing them are the following enemies: one CR 29, one CR 21, and one CR 20. There are other factors involved that probably increase the overall CR by 2.

Now with all that said, it seems my sister will be moving back to town which means we will have a SEVENTH PC at level 19-20. I am going to need to add another enemy to the combat, but I need help in deciding how tough that enemy should be.

So...what should be the CR of the NPC on the heroes' side, and what should be the CR of the additional enemy? The math is blowing my mind.

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Second, if I were to post the Pathfinderized stat-block of the CR 29 big boss, would anyone be willing to go over it to A) make sure it's been converted correctly and B) help me make sure it's fully optimized? This fight needs to be epic, and if it ends in a TPK that's perfectly fine (although I hope to have it go either way).

Thanks for any help!


I made a post a bit ago regarding wanting to make a Rogue that used firearms in an efficient way, while still being a high-skills character that could politick and find traps. Not too easy to do, but here's what I ended with. Any advice or critique is welcome - I have thick skin. :)

NOTES: There are two House Rules important to know.
First, Rogues automatically get Improved Feint at 5th level and then the ability to Feint as a free action at 10th level. In addition, Feint applies to ranged attacks as well as melee attacks.

Second, I'm using an sub-archetype of Pistolero that my DM and I whipped up which uses Int in place of Wis for all things Gunslinger. Yes, it's powerful, but it's how we want to do it. :)

Third, our campaigns allow the use of the Ranged Flank feat.

Stats (At level 2, which is where we start):
Str 8
Dex 18
Con 12
Int 18
Wis 10
Cha 14

Weapons: Masterwork Pepperbox, Short Sword
Armor: Chain Shirt
Traits: Rich Parents, Reactionary

Feats:
1: Gunslinger 1 - Deeds, Grit, Gunsmith, Combat Expertise, Quick Draw
2: Rogue 1 - Sneak Attack +1d6, Trapfinding
3: Gunslinger 2 - Nimble +1, Precise Shot
4: Gunslinger 3 - Deeds
5: Gunslinger 4 - Deadly Aim, Rapid Shot
6: Gunslinger 5 - Gun Training 1
7: Rogue 2 - Evasion, Shadow Strike, Talent: Snap Shot
8: Rogue 3 - Sneak Attack +2d6, Trap Sense +1
9: Rogue 4 - Uncanny Dodge, Talent: Combat Trick (Vital Strike), FEAT
10: Rogue 5 - Sneak Attack +3d6
11: Rogue 6 - Talent: Underhanded, Trap Sense +2, FEAT
12: Rogue 7 - Sneak Attack +4d6
13: Rogue 8 - Improved Uncanny Dodge, Ranged Flank, TALENT
14: Rogue 9 - Sneak Attack +5d6, Trap Sense +3
15: Rogue 10 - Advanced Talents, Improved Vital Strike, Talent: Dispelling Attack
16: Rogue 11 - Sneak Attack +6d6
17: Rogue 12 - Clustered Shots, Talent: Improved Evasion, Trap Sense +4
18: Rogue 13 - Sneak Attack +7d6
19: Rogue 14 - Leadership, Talent: Feat (Greater Vital Strike)
20: Rogue 15 - Sneak Attack +8d6, Trap Sense +5

Overall, it's okay but feels a little...spread out and unfocused, but maybe that's how this build is meant to be? I also have two open feats and one open talent, all in caps. Help please?


I'd like to make a sort of politician-that-is-more-dangerous-than-he-looks for my friend's homebrew campaign. He's going to be soft-spoken and articulate, but very underhanded and power-hungry. As the campaign is steam-punk...ish, guns are a vital part. We've been told we'll be able to have advanced firearms by 5th level or so, and we're starting at 2nd.

Should I just go straight gunslinger, or can I possibly make a rogue that wields a gun effectively?


I don't mean literally transforms, but the idea one of my players has is to be a 12-year-old innocent girl who is possessed, and when in danger her eyes glow and she rips people apart. We've looked at Possessed Oracle, but it doesn't exactly fit what we want, since we were thinking the PC has no armor or weapon and just rips people apart naturally.

Any suggestions would be helpful!


I had a 12th level Battle Sorcerer/Fighter/Eldritch Knight in our 3.5 game, and my DM wants me to bring him into our Pathfinder Eberron Campaign. I'm looking at Magus of course, but Paladin/Sorcerer/EK is tempting as well. Here are the key things to recapture with this character, so any help or advice would be great:

- He was an Aasimar with the chain of feats that allowed him to have wings. (This is the most important flavor, I think)
- He made consistent use of immediate action spells to protect himself, such as Wings of Flurry (I think it was called that) and Permeable Form.
- He also used two Spell Compendium spells for his two gear pieces: the Dragon Armor spell that summoned glowing battle armor, and the Thunderlance spell to give him the awesome shaft of light weapon.
- He was a cocky ass, and considered himself invincible (since he was rather difficult to defeat), so I want to follow that vein. I don't normally optimize my characters, but it fits him to be so.

Any help at all would be appreciated as to how I can best recreate these effects. Thanks!


I'd like to build something using the Falcata that's maybe Rogue-based or some other non-fighter class, and capitalizes on critical hits. Is this possible? Thanks for any advice, even if it's "don't try it, it's a lost cause."


My friend is running a short, hardcore campaign in which he expects us to die toward the end. It will be a fun exercise of the rules at somewhat higher levels than we’ve been playing, so I made a Draconic Heritage Sorcerer-Paladin for the game. However, I made a 10th level character, and he told us today we need to make 11th level characters instead. So:

1.I tried to make a resilient character, with amazing saves and okay armor. Should I be going a different route than the Ray one, or something different entirely?
2.What should I do for my 11th level? With the extra feat and level, should I rework the class makeup entirely?

Thanks for any help!

Aurgun the Drake
Male Human Sorcerer (Draconic) 8/Paladin 2
LG Medium Humanoid
Init +10; Senses Perception +14
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DEFENSE
--------------------
AC 27, touch 16, flat-footed 23
hp 80 (8d6+2d10+20)
Fort +17, Ref +17, Will +20
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +7/+2 (1d3+1/x2)
Sorcerer Spells Known (CL 8, +7 melee touch, +10 ranged touch):
4 (4/day) Enervation, Detonate
3 (7/day) Fly, Haste, Ray of Exhaustion (DC 20)
2 (8/day) Invisibility, Mirror Image, Resist Energy, Scorching Ray
1 (8/day) Feather Fall, Mage Armor, Magic Missile, Mount, Obscuring Mist, Ray of Enfeeblement (DC 18)
0 (at will) Blahblah
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 14, Int 14, Wis 13, Cha 24
Base Atk +6/+1; CMB +7; CMD 21
Feats: Improved Initiative, Eschew Materials, Keen Scent, Empower Spell, Weapon Focus (Ray), Spell Penetration, Greater Spell Penetration, Lightning Reflexes
Traits: Magical Knack, Reactionary
Skills: Fly +17, Intimidate +13, Perception +14, Ride +12, Sense Motive +12, Spellcraft +13, Use Magic Device +18
SQ: Claws, Dragon Resistances, +1 dmg/die with Fire Spells, Darkvision 60 ft, Orc Ferocity
--------------------
GEAR
--------------------
+1 Composite Longbow (+1 Str), Headband of Charisma +4, Amulet of Natural Armor +2, Belt of Dexterity +2, Ring of Protection +2, Ring of Sustenance, Wand of False Life, Wand of Mage Armor, Wand of Shield, Wand of CLW x2, Rod (Lesser, Extend), CMW Potion x3


When I first heard of the Kingmaker Path I was ecstatic, and even put aside a very fun Star Wars campaign to DM it. While it's been extremely fun so far and we've all had a blast with the kingdom-building rules in Rivers Run Red, I am starting to have trouble with the Path.

As a DM I do not like to run APs of any sort directly out of the book (and any experienced DM will likely agree with me) because it is not catered to the individual PCs' backstories and goals. This sort of thing has been a bit difficult for me due to the sandbox nature of the AP.

At this point my players are already becoming a little weary of the kingdom-building. I admit, I am as well. The process is fun at first, and the system is very well-built, but at a certain point it just isn't what my group is looking to spend a lot of time in. We already play every other week as it is, so our gametime is limited.

Now that the foundations for the kingdom are built, I'm thinking of not running any more Kingdom-building stuff as we start the next module. I feel like I'm betraying the reason that I was excited about the module in the first place, but I just can't justify running the material when it takes so much time and micro-managing.

Has anyone else dealt with this? I'm thinking of just going with a regular storyline that I direct for the next modules, but with the mass combat tossed in where applicable.

Specifically, I think I'm going to write a storyline of my own for the next four modules, using the skeletal framework of the AP as my backbone. All of the exploration stuff and hex encounters will be there, but just not part of the main plot and most of it will unfortunately be missed by my PCs because they will be going with the story itself.


2 people marked this as FAQ candidate.

There are two issues that came up during our last Kingmaker game that I wasn't sure how to rule on, since game balance isn't my strong point. I've brought them here for your advice, and I truly appreciate any comments.

1. There is a Feat in the APG called Gang Up which considers you Flanking an opponent if you have "two or more allies" threatening your opponent. My resident rogue read it wrong and thought that the two more allies clause included himself as one of the allies. Would it be too powerful to allow the feat to work as he thought it did?

Secondly, if you say that it IS too powerful, what do you think about a subsequent feat that allows what he wanted and also gives a +2 extra to attacks against opponents if he DOES have two allies besides himself threatening the opponent?

2. My resident Sorcerer really loves the theme of the Summon Swarm spell for his character, but feels the spell is too weak for its level. Do you think it is too powerful to make it a Standard Casting time instead of a Full-Round, or to make it so that he can direct the swarm instead of the spell's current statement (which says he cannot.)? How about both?


In the Kingmaker campaign that I am currently running, our ruler has become inflicted with Lycanthropy by a Werewolf that had been plaguing the streets of their capitol city.

After reading the full descriptions of Lycanthropy, I realize that it is a debilitating disease that makes a character nearly unplayable in a society in which they are ruling a NG kingdom.

The players of my group have had the wonderful idea of getting their Baroness a Periapt of Health, which as we understand it will nullify the effects of the disease while she is wearing it.

Here's the fun part: she doesn't know yet that she is pregnant, as she has a thing going with Akiros, a fallen Paladin from earlier in the story. Here are my questions that require your help and input. :)

1. The Periapt of Health will stop the pregnancy in its tracks, but not cause a miscarriage, I would imagine. How would you handle this? Let's say she wears the Periapt for 15 years and then loses it; does her term continue from where it was frozen?

2. If so, in the meantime, if she takes serious damage and/or physical trauma should we worry about a miscarriage? Or does the Periapt remove any and all elements of the pregnancy while equipped, as if it were not there at all?

3. A different issue: if/when the child is born, how does Lycanthropy work with him/her?


In Rivers Run Red, I just want to make sure I understand this monster correctly. If she does her dance ability and a party of 5th-level PCs see her, the HIGHEST save is generally going to be a +8/+9, which means that person has a 50% chance of succeeding. Thus, if all members of the party fail the save, they stand there dazed while she eats them alive? No more encounter or campaign after that?


Two of my players and very good friends of mine, whose opinions I value greatly and would never call "munchkiners," have recently come to the conclusion that they'd like to see a group house rule that Sorcerers (and Orcales, subsequently) get spell progression at the same rate as Wizards. We're not talking about changing spells known or per day necessarily - just ensuring that spontaneous casters get 3rd level spells at 5th level, instead of 6th.

I'd like to state that I'm entirely objective in this matter. I play spontaneous casters far more than other casters, but I'm also currently GMing our Kingmaker campaign which has two sorcerers in it. I'm simply consulting you wonderful people to see what your knowledgeable opinions are, as my ultimate goal here is allowing my friends to have fun playing while keeping the game relatively balanced.

So. Does this make Wizards and Clerics inferior, or does their overall versatility still make you feel okay about this? Please elaborate and let me know.


Two of my players and very good friends of mine, whose opinions I value greatly and would never call "munchkiners," have recently come to the conclusion that they'd like to see a group house rule that Sorcerers (and Orcales, subsequently) get spell progression at the same rate as Wizards. We're not talking about changing spells known or per day necessarily - just ensuring that spontaneous casters get 3rd level spells at 5th level, instead of 6th.

I'd like to state that I'm entirely objective in this matter. I play spontaneous casters far more than other casters, but I'm also currently GMing our Kingmaker campaign which has two sorcerers in it. I'm simply consulting you wonderful people to see what your knowledgeable opinions are, as my ultimate goal here is allowing my friends to have fun playing while keeping the game relatively balanced.

So. Does this make Wizards and Clerics inferior, or does their overall versatility still make you feel okay about this? Please elaborate and let me know.


This is the scenario.

The party barbarian is reduced to 0 HP exactly by a full attack from a powered-up skeleton. His temporary HP bonus goes away and ironically, he is reduced to negative hit points that are literally one greater than his (negative) con score.

Here's the kicker - he's bleeding.

Immediately after the baddie goes, the barbarian's turn is up in initiative.

The question is, can he delay his turn, not taking the bleed point? Even MORE ironically, the party healer is immediately after him on the initiative chart.


In the first year of the kingdom building process I'm going to have a single "mini-quest" for each of the PCs that is directly related to their role taken. For instance:

- The Magister is going to hear about a beggar boy with raw sorcerous talent who has accidentally caused two fires recently. He lives on the slope of the Stag Lord's Fort (this is where the Capital City is). Conveniently, the PCs did not encounter the zombies in that area in Module 1, so the Magister will arrive in time to see the kid being attacked by the zombies.

- The Warden (Monk following Cayden Cailean) is going to be patrolling the streets when she is confronted by a man from her past: a cleric from her former religion of Irori who has come to tell her he loves her and wants to take her back to the Temple of Irori.

- The General will be returning to the barracks when he sees two commanders being attacked by four soldiers. Depending upon how he acts, he may find out that one of the Commanders raped one of the soldier's sisters. She was scared to tell the soldier which commander it was, however, so the four soldiers (family members as well) decided to just kill all three commanders. Whatever happens, the INNOCENT commanders insist that the soldiers should be punished for insubordination.

- The Treasurer (who also happens to be a Cleric of Cayden Cailean and the person who appointed a more inexperienced cleric as the High Priest) is helping out the High Priest by doing the church's numbers, and finds evidence that someone in the church is embezzling large amounts of gold. It's up to him to investigate, decide who to blame, and mete out justice.

- The Baroness is sitting with her court in session, hearing the pleas of the smallfolk. A situation is brought to her regarding a desperate man who has gambling debt with some unsavory people. The men took his daughter captive until he could pay his debt, and in a drunken anger the man tried to track them down and ended up killing a constable. Difficult decisions ensue.

So here's my plea for help: I don't know what to do for the Spymaster? The Kingdom is not very big yet, only 5 months in at the point I am going to do this. As you can see, I need a mini-quest that settles each Player into their role so that they are more invested in what they are individually responsible for, but I need the quests to be short (so as not to bore the non-playing people at that time) and not too difficult (I intend the players to not call the other PCs for help with these.)

Any ideas?


I'm sorry that I'm missing this, but my group is just a little confused. On page 56, it states "Resources include particularly valuable resources of lumber, metal, gems, food, or the like. A resource hex increases a kingdon's Economy by 1."

This implies that every Forest hex within a kingdom counts as a resource - I can't imagine a more valuable resource for lumber than a forest. Is this correct?


Can I cancel my sub AFTER the 6th Kingmaker module is sent out? I just wanted to subscribe for Kingmaker.

On a related topic, is there any possibility for future implementation of a mini-sub, where we only get the 6 releases in the adventure path we're actually interested in?


I just got the email saying that River Runs Red will be going out soon, and I actually haven't yet received The Stolen Lands, which I ordered on April 1st. :(

Is this still in transit or something?


Just my luck that I made this post and less than two hours later it shipped. Thank you, sorry for wasting your time. :)