EmpireErik's page

Organized Play Member. 17 posts. No reviews. No lists. No wishlists.


RSS


I would also like to see the cessation of Druids using scimitars. While a very minor point, yes I know, its not historically accurate and seems purely made up by TSR and continued on to this day without anyone asking why. The scimitar is a Persian sword and Druids are from Ireland/Scotland.

I would like to see a full rebuild of Druids for the new game and also the separation from a Nature Cleric. In fact, it would be nice to see a total rebuild of a lot of the classes rather then merely continuing them from prior editions. just my opinion.


2 people marked this as a favorite.

Ship construction rules for freighter, meaning expansion bays converted to cargo holds has to be off.

I have to assume that for the game, bulk freighter and heavy freighters, etc., still are relatively small ships. Otherwise the cargo hull 25 ton capacity limit is way to low. On page 295 of the CRB, a bulk freighter has 10 expansion bays. A heavy freighter has 8 expansion bays. Accordingly to page 299, a cargo hold "can contain approximately 25 tons of goods." Size limits (volume) are based on merging cargo holds, not capacity. So an unmodified, basic designed, bulk freighter, and heavy freighter can only carry 250 or 200 tons of cargo, respectively. This has to be incorrect or the size of the ship is very small.

Why? A "Handysize" ocean bulk carrier ship (in real world) can transport 10,000 to 35,000 metric tons of deadweight. Ignoring metric tons vs. US tons (a difference of only 240 pounds), this means that the smallest ocean going freight carrier, a "Handysize", has 400 to 1,400 cargo holds on it.

I think a zero-G bulk freighter should have massive cargo capacities. Unless these are considered small ships and atmosphere capable, I cannot see such restrictions. Also there has to be considerably more massive cargo haulers not yet disclosed. Ok, I get this.

Also, if you convert the expansion bays to crew quarters, we are only looking at a max of 60 passengers per expansion bay. As we know, this is extremely small. Also, just to play with this, a 2017 Dodge Ram truck has a max towing capacity of about 5 tons.

While the rules say "these size restrictions can be overridden at the GMs discretion," I propose the following:

My proposition:

A 20-foot cargo container seen in modern day can carry 21 tons of goods. A 40-foot cargo container can carry 25 tons. They are build for different purposes.

So I modify one cargo hold from weight to volume and make the single cargo bay size equivalent to eight 20-foot containers stacked 2x2x4, so that 8 containers can fit I a single cargo hold. This also allows 4 40-foot containers in the same bay at 2x2x1 (height, width, and then length). This preserves volume and modifies weight capacity. This also converts the cargo weight capacity to about 1600 tons/cargo hold. Much more acceptable, but still low.

Thus, a heavy freighter can "safely" transport and enter a planet's atmosphere carrying 16,000 tons, and a heavy freighter's lift capacity would be about 12,800 tons.

Also keeping this volume, we preserve the size of the cargo bay for conversion of labs, quarters, large and gargantuan size objects, etc.

Comments, criticisms? Anyone see anything wrong with this idea?


1 person marked this as a favorite.

STRANGE AEONS: I think a Strange Aeons conversion for SF would be pretty great for the game. I am thinking of doing it myself.


Good morning:

With the new game, I have decided to enter into organized play for the remaining months that I will be in New York (leaving November) and hopefully handing the reigns over to one of the players. I have tried to reach out to the Venture Captains and they seem to be busy. So I might as well jump into the pilot seat and see what this thing can do...

So, if you don't mind I would like to ask a few questions so I can get started hosting StarFinder society Games.

First, I am hosting StarFinder Society games at The Brothers Grimm Games store in Selden NY. I have been trying to contact Legendary Realms in Plainview, but the store hours make this difficult. But hopefully I can host games there also. My goal is two games a week.

Here are a few questions, any help is appreciated:
1. Where can I get/print the iconic characters for StarFinder?
2. How do I go about reporting the games, players, etc, to the organized games department of Paizo so players get the credit?
3. Any helpful hints? Advise? warnings? would be appreciated.

Basically, my work keeps me too busy for homebrew and I would like to get more involved in GMing this game. So I figured SFS would be better suited for my schedule and a lot of fun to try out.

Since it is a new game, I hope I am not stepping on any Venture Captain's toes and invading their territory, but I would love to get involved and run.

Last, if your ever in New York's Long Island area, let me know and I would love to invite you to a game.

Singing off,

Erik


Thanks


The StarFinder Society article came out recently. So how can I get involved?

I will be moving to Santa Monica CA around September through November and would love to get involved in GMing. I will be new to the Pathfinder rules but as StarFinder is new I think I can handle it. I have played RPGs for years.

Hope this is not too premature.


I want tyou take this class in a whole new direction. Mix it with magic and you get to use all those unused low spells in a whole new way; Magic hand lobbing grenades, unseenservant sapper, and finally the mend spell will be really really useful. Even light spell will have a use when the power shuts off

I was playing with the idea of a magic savant disguised and trained as a mechanic trying to hide from something using the crew and ship as refuge.

Cannot wait to see what they let magic users do. Normally I do not play spell casters


2 people marked this as a favorite.

Civilian Pawn Box needed:

I hope that they are looking to add a civilian support pawn box.

I would like to see a myriad of civilians, mechanics, guards, officials, merchants, police, coast guard, station personnel, politicians, and innocents/civilians added to the playing environment.

It's a an easy box to produce and sell. Every GM could use support and background figures, hostages, etc.,

Also they can add a slew of non-conspicuous aliens civilians etc.

This could add a lot to the game. I can even see a super box for release of "these are the people in your neighborhood."

If Paizo is paying attention, would you please contact me, I will send a personal photo for a space lawyer NPC (big smile!)


Hello: Please advise as to what you think of my concept.

I want to test my Strange Aeons game concept. So I am looking for your input. Please do not attack me if you disagree, just disagree. It is more of an experiment and I am searching for feedback before it goes into operation.

While I am a massive fan of Pathfinder, I hardly get to play it. I do, however, run the APs through DND Next because its what my LGS plays. So, the characters are going to be DnD characters. If I could play Pathfinder I would.

This was also posted in a Facebook page, and I am still doing my research.

The Strange Aeons AP #109 begins with your characters waking up in an asylum with no memory of how they got their or who they are. As noted, they are in a fugue state, which could mean total loss of self identity; a natural challenge to player/character agency.

My concept:
To experience the amnesia/fugue state in full, the players are NOT going to know what character class they are playing. I will have my players build two (2) characters, using the same stats, sex, race, and same background, etc. Accordingly, the game starts with them playing blank character sheets.

As they play through AP #109, they start to relearn who they are and what character they are playing. As memories comeback or are regained, they regain more information about who they are and their capabilities, forgotten spells, religion, etc. The idea is that a person in a fugue state will not know they are a cleric, fighter or Rogue, Warlock, etc, but will have to reremember it.

Because the players build two characters, they do retain some agency, but without more, they really can experience the AP's loss of memory idea. I read the SA's Players Guide and this concept meshes.

AND YES I am going to talk this over with my players and not shanghai them into this forced idea.

Please offer your suggestions...


5 people marked this as a favorite.

Oriental Adventures!

I would like to see an Oriental Adventures sourcebook. The game has steeped it toe into the eastern Asian gaming waters, but a full sourcebook would be great. Not just Japanese, but also Korean, Chinese, Indian, Polynesian, etc.

There is a whole part of Golarion that remains undetailed.


I have the NPC codex box, but a pure civilian box would really be perfect.

I would love to display farmers' hands with hay and pitchforks, misc., store patrons and owners of different races and nationalities, merchants of every shape and size ( especially those on the road) for travel encounters.

This is really an easy product for Paizo to do well on. Plus there would be a tremendous cross sell to the DnD crowd and all the other fantasy crowds.

Here is hoping they take a notice and at least consider it.


I have a lot of Pawns and figures, most of what I can use, some of what I need, none of which are "necessary", but none of which are an absolute must.

What I really need, and may rightfully assume a lot of other GMs could really use, and none of which are available, are civilians.

I need a tavern owner, business owner, servers, town watch, general civilians, towns people, farmers, ranchers, blacksmiths, etc.

I would propose a 300+ figure box, containing enough for each of the nations in the game.

This would really help flush out a town/city adventure, NPC interaction, down time roll playing, mid-adventure role playing, etc.

Can this idea get additional support so that Paizo would consider it?


As the year ends I wish you each the best for next year. It's been a great year of gaming.

Thank you to the game designers and AP authors! You have all made this year enjoyable.

I wish each player the best and hope you all roll 20s when you need them!

GMs and DMs, I wish you the best and well, if not for you and your time this hobbie would not exists. Best wishes and may your creativity never dry out!

Until next year, may your pathfinder always point north!


Gark the Goblin wrote:
I was trying to figure out the origin of Itombu's name in Google Translate, and fiddling with the last letter gave me the Malagasy words for "seven" (itomba) and "accident" (itombe, itombo, itombi). An interesting tidbit, perhaps.

nice work. Interesting.


Also for a new GM, it's easy to loose sight of the NPCs and they are a huge part of the adventure.

For 5e I kept most of the stats the same, kept it simple and ignored a lot of stuff. Made DMing easier.


I am doing it. I find the APs are superior adventures. The main concern you have is going to be party size. I found the APs are written for 4-6 players, mostly 4. So add enemies accordingly. For Smugglers Shiv use weather and disease more to slow the players and weaken them to a minor effect.

Watch travel time, as I failed to do and the island took on a huge size.

Overall players love it.


This is perfect! Finally pawns for horde style monsters where you need multiples. Also the selection of monsters is perfect for most games. I may even buy a second box!

Also as I am running Serpent's skull, I finally have snake people figures.

Full Name

Zordt Gnulm

Race

Half-Orc

Classes/Levels

Bard (Arrowsong Minstrel) 5 | HP: 41/41 | AC: 18, T: 15, FF: 13 | Fort: +4, Ref: +10, Will: +6 | CMB: +6, CMD: 21 | Init: +8, Perception: +11 | Spells: 1st (1/4), 2nd (0/2), IC (3/12)

Gender

Male

Size

Medium

Age

18

Alignment

CG

Languages

Common, Orc, Goblin, Dwarven, Elven, Old Common

Strength 16
Dexterity 20
Constitution 15
Intelligence 13
Wisdom 13
Charisma 15

About Zordt Gnulm

Requested Format:
Zordt Gnulm
Male Half-Orc Bard (Arrowsong Minstrel) 5
CG Medium Humanoid (Half-Orc)
Init +8; Senses Perception +11; darkvision 60 ft.
------------------------------
DEFENSE
------------------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 dex)
hp 41 (5 HD; 1d8+2)
Fort +4, Ref +10, Will +6
Shawl of Life Keeping Activates when HP reduced below 0
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Falchion +7 (2d4+4/18-20 x2)
Morningstar +6 (1d8+4/x2)
Dagger +6 (1d4+3/19-20 x2)

Ranged All ranged attacks within 30 feet +1 to hit/damage
Orc Hornbow +9 (2d6+3/x3)
Orc Hornbow +7/+7 (2d6+3/2d6+3/x3)

Bard Spells Known (CL 4th; concentration +7)
. . 0th (at will) - detect magic, light, mage hand, message, prestidigitation, read magic
. . 1st (4/day) - alarm, cure light wounds, gravity bow, saving finale
. . 2nd (2/day) - heroism, ricochet shot, invisibility
------------------------------
STATISTICS
------------------------------
Str 16, Dex 20, Con 15, Int 13, Wis 13, Cha 15
Base Atk +3; CMB +6; CMD 21
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Arcane Strike
Skills acrobatics +15, bluff +10, climb +9, diplomacy +12, intimidate +6, knowledge (arcana) +5, knowledge (local) +5, knowledge (nature) +5, knowledge (planes) +8, knowledge (religion) +5, perception +11, sense motive +5, spellcraft +5, stealth +13 ; Background Skills craft (bows) +5, knowledge (geography) +5, linguistics +7, perform (sing) +8
Traits Reactionary, Heirloom Weapon
Languages Common, Orc, Goblin, Dwarven, Elven, Old Common
SQ Bardic Performance (countersong; inspire courage +2)


.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Statistics:
Male Half-Orc Bard (Arrowsong Minstrel) 5
CG Medium Humanoid (Half-Orc)
Init +8; Senses Perception +11; darkvision 60 ft.
------------------------------
DEFENSE
------------------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 dex)
hp 41 (5 HD; 1d8+2)
Fort +4, Ref +10, Will +6
Shawl of Life Keeping Activates when HP reduced below 0
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Falchion +7 (2d4+4)
Morningstar +6 (1d8+4)
Dagger +6 (1d4+3)

Ranged All ranged attacks within 30 feet +1 to hit/damage
Orc Hornbow +9 (2d6+3)
Orc Hornbow +7/+7 (2d6+3/2d6+3)
------------------------------
STATISTICS
------------------------------
Str 16, Dex 20, Con 15, Int 13, Wis 13, Cha 15
Base Atk +3; CMB +6; CMD 21
Traits Reactionary, Heirloom Weapon
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Skills (45 points; 30 class, 5 Int, 10 background)
ACP -0
(5) Acrobatics* +15
(5) Bluff +10
(1) Climb* +9
(1) Craft (bows) +5
(5) Diplomacy +12
(1) Intimidate +6
(1) Knowledge (arcana) +5
(1) Knowledge (geography) +5
(1) Knowledge (local) +5
(1) Knowledge (nature) +5
(4) Knowledge (planes) +8
(1) Knowledge (religion) +5
(3) Linguistics +7
(5) Perception +11
(3) Perform (sing) +8
(1) Sense Motive +5
(1) Spellcraft +5
(5) Stealth* +13
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Diplomacy (race)
+2 Perception (race)
+2 Acrobatics/Climb (item)
Languages Common, Orc, Goblin, Dwarven, Elven, Old Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Burning Assurance Desert half-orcs lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks.

Bestial The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks.

Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision Half-orcs can see in the dark up to 60 feet.

Reactionary You gain a +2 trait bonus on initiative checks.

Heirloom Weapon You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). You gain proficiency with that weapon.

Bardic Performance (12/12) A bard can use this ability for a number of rounds per day equal to 4 + his Charisma modifier + 2 for each additional level after first. Starting a bardic performance is a standard action, but it can be maintained as a free action. Changing a bardic performance from one effect to another requires a standard action.

Countersong: A bard can counter magic effects that depend on sound. Each round of the countersong he makes a Perform check. Any allies within 30 feet that are affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of their saving throw if, after the saving throw is rolled, the Perform check result is higher.

Inspire Courage: A bard can use his performance to inspire courage in his allies. Affected allies receive a +2 morale bonus on saves vs charm/fear effects and a +2 competence bonus on attack and weapon damage rolls.

Diminished Spellcasting An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level.

Arcane Archery An Arrowsong minstrel selects a number of spells equal to her Charisma modifier and adds them to her bard spell list as bard spells of the same level. At 4th level she adds an additional spell. An Arrowsong minstrel can select spells from the following list: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and all sorcerer/wizard evocation spells. An Arrowsong minstrel must still select these spells as spells known before she can cast them.

For the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus. Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands.

Precise Minstrel An Arrowsong minstrel gains Precise Shot as a bonus feat. Any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.

Spells:

------------------------------
Spells
------------------------------
0th (at will)
Detect Magic
Light
Mage Hand
Message
Prestidigitation
Read Magic

1st (4/day)
Alarm
Cure Light Wounds
Gravity Bow
Saving Finale

2nd (2/day)
Heroism
Ricochet Shot
Invisibility

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 85 lb.

Money 20 GP 0 SP 0 CP
MWK Orc Hornbow (rating 3) (730gp) (7 lb.)
- Arrows x40 (2gp) (6 lb.)
- Blunt Arrows x20 (2gp) (3 lb.)
- Splintercloud Arrows x4 (100gp)
- Tangleshot Arrows x2 (40gp)
- Thistle Arrows x20 (20gp) (3 lb.)
- +1 Seeking Arrows x3 (480gp)
MWK Falchion (375gp) (8 lb.)
Morningstar (8gp) (6 lb.)
Dagger x2 (4gp) (2 lb.)
MWK Studded Leather (175gp) (20 lb.)
Shawl of Life Keeping (1000gp) (1 lb.)
Claws of the Ice Bear (1300gp) (1 lb.)
Cracked Dusty Rose Prism Ioun Stone (500gp)
Cold-Weather Outfit (8gp) (7 lb.)
Masterwork Backpack (50gp) (4 lb.)
Canteen (2gp) (4 lb. (when full))
Bedroll & Winter Blanket (1.5gp) (8 lb.)
Artisan's Tools for crafting bows & arrows (5gp) (5 lb.)
Potion of Lesser Restoration (party purchase)
Elixir of Vision (250gp)
Scroll of Feather Step (25gp)
Scroll of Floating Disk x2 (25gp)
Scroll of Identify x2 (25gp)
Scroll of Cure Light Wounds (25gp)
Scroll of Abundant Ammunition x2 (50gp)

Background:
Two decades ago a human woman came to the Sky Plateau, a sorceress named Ethiria. A stunning woman even by human standards. She took a great interest in Kjarl and wormed herself behind his throne. Her presence unnerved many of the tribe, as she seemed to be able to influence Kjarl's decisions. She became pregnant shortly after arriving, and her influence only seemed to grow. But as soon as the child was born, Ethiria vanished in the middle of the night, never to be seen again.

Zordt was the child born of Kjarl and Ethiria. Unlike his dozens of siblings, Kjarl and the tribe elders paid close attention to him as he grew up. He grew as strong as his orc brethren, but was much faster, and developed a sharp mind and force of personality that was reminiscent of his mother. Kjarl was both optimistic and cautious; this offspring showed incredible promise as a strong and capable asset to his rule, but he worried that Zordt may be too competent, and thus overthrow him. He kept Zordt directly under his wing, both to groom him and to control him.

Zordt was far from blind to the situation he was born into. He took cautious steps to be useful without seeming a threat, always playing a balancing act with his life. It was a stressful existence; he rarely slept, and could never relax. Training and learning and advancing publicly to show his potential, while privately pushing himself ever further should things take a turn for the worse. But his world was rocked to a halt when he came of age, and the spark of magic flew from his fingertips. He knew he could not hide it. It was either roll over and accept his fate, embrace his power and size the throne to ensure his own safety, or flee. Remembering the stress, the sleepless nights, and the constant looking over his shoulder that comes from all the politics, he knew his decision. Mirroring his own mother, he vanished in the dead of night, and never looked back.

Appearance and Personality:
Unfinished

Orc translator