Fooma's page
Organized Play Member. 39 posts. No reviews. No lists. No wishlists. 14 Organized Play characters.
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I've only purchased pre-painted plastic miniatures in the past. I backed this knowing they were unpainted and was going to just use them in a game since options were so limited when starting starfinder. I figured I may just give some to a table-mates who may want to paint their favorites. Now I have to assemble small pieces together as well? two years later that interest has passed. What's being offered now is well beyond me, I have no idea where to begin on assembling these types of things. I had also thought that this would likely resolve with some sort of store credit, was going to use that to re-establish my subscriptions. Now I'll have a few dozen sheets of pewter or whatever it is now which does me no good.
I don't want to have Paizo go through long negotiations on this issue and have the new fulfillment company produce something that just won't be of use to me as the end user. If I could pass this pledge on to someone who actually has an interest into what this has turned out to be, it wouldn't be a total loss to everyone and not be a pointless effort.
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If Star Shamans are immune to the harmful effects of outer space and vacuum, does that include immunity to latent solar radiation (or lack thereof) drastically causing shifts in temperature while in space?
If they are immune to latent solar radiation, are Star Shamans able to ever get a sun tan? This is important.
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I want to be sure I'm handling these Haunts correctly. What are the official rules to handle Haunt destruction in this AP? Is it Knowledge (Religion) DC15+CR? Most of these have very specific conditions and it doesn't seem that anything less than implementing the research rules can give a clue, but I suppose that applies to any Haunt.
Either way I was thinking of using Dreams to hold clues to Haunt destruction. I know that after the first night outside the safe area my players are going to make sure they rest in safety in the future, but that also means they don't get clues to destroy or suppress some of these Haunts.
Seems thematic, that they must risk sanity (and security) for knowledge.
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Haven't seen much talk about the list in the first post. Can you give a bit more insight on:
Ravingdork wrote:
- How to adjudicate interacting with illusions.
- What the Bluff skill can and cannot get a target to do.
- What happens when someone tells an implausible truth.
- How to handle the Bluff skill in a group setting (such as when the rest of the party is present, but aren't themselves good liars).
- How to better adjudicate Perception/Stealth skill interactions.
- How to properly get a "hunch" using the Sense Motive skill.
Some of these things are coming up for me on the weekend game and would really like some clarity on what the current stance on these things.
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It doesn't stay that it acts as a Wall of Force, only treat it as a Wall of Force if the bridge is attacked. If the bridge or wall goes up, just attack what's on the other side instead of the bridge.

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Here are my suggestions for each of these tricks, assuming the following conditions:
The Hunter must successfully perform an Handle Animal check prior to the trick functioning; and,
The Animal Companion can use these tricks at 1/2 its HD + wisdom modifier
- Aiding Attack (Ex): One of the Animal Companion's attacks allow this added effect. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod). However, the circumstance bonus will not stack so this is only useful if the first attack misses.
- Bolster Companion (Ex): Animal Companion cannot use this trick. However, this is the type of trick the designer may have been intending to be used for the Hunter class feature, so a ruling may be that the Hunter may use this trick as an immediate action, as the Animal Companion is the one actually benefiting from the trick's function.
- Catfall (Ex): Animal Companion can use and gains the benefit of this trick.
- Chameleon Step (Ex): Animal Companion can use and gains the benefit of this trick.
- Cunning Pantomime (Ex): Animal Companion can use and gains the benefit of this trick (speech is not necessary as it is a pantomine. I'm considering "Timmy is stuck in the well?" situations).
- Defensive Bow Stance (Ex): Animal Companion can use and gains the benefit of this trick (Camel/Giant Slug spits).
- Deft Stand (Ex): Animal Companion can use and gains the benefit of this trick.
- Distracting Attack (Ex): One of the Animal Companion's attacks allow this added effect. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod).
- Hateful Attack (Ex): Restricted. Animal Companions cannot currently gain the Favored Enemy class feature, or gain any benefit from its master possessing this class feature.
- Heel (Ex): Animal Companion cannot use this trick. However, this is the type of trick the designer may have been intending to be used for the Hunter class feature, so a ruling may be that the Hunter may use this trick as an immediate action, as the Animal Companion is the one actually benefiting from the trick's function.
- Hobbling Attack (Ex): One of the Animal Companion's attacks allow this added effect. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod).
- Quick Climb (Ex): Animal Companion can use and gains the benefit of this trick.
- Quick Healing (Ex): Animal Companion can use this trick, but the Animal Companion must have Intelligence of 3 to use Heal.
- Quick Swim (Ex): Animal Companion can use and gains the benefit of this trick.
- Ranger’s Counsel (Ex): Animal Companion can use this trick, but the Animal Companion must be the one to have a point in the skill to be improved. I would suggest Intelligence mod skills and UMD be restricted.
- Rattling Strike (Ex): One of the Animal Companion's attacks allow this added effect. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod). However, the Shaken effect does not stack so this is only useful if the first attack misses.
- Second Chance Strike (Ex): Animal Companion can use and gains the benefit of this trick.
- Sic 'Em (Ex): Animal Companion cannot use this trick. However, this is the type of trick the designer may have been intending to be used for the Hunter class feature, so a ruling may be that the Hunter may use this trick as a swift action during the Hunter's turn, as the Animal Companion is the one actually performing the trick's function.
- Skill Sage (Ex): Animal Companion can use and gains the benefit of this trick.
- Stag’s Leap (Ex): Animal Companion can use and gains the benefit of this trick.
- Surprise Shift (Ex): Animal Companion can use and gains the benefit of this trick.
- Tangling Attack (Ex): One of the Animal Companion's attacks allow this free combat maneuver. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod). However, the Entangled effect does not stack so this is only useful if the first attack misses.
- Trick Shot (Ex): Animal Companion can use and gains the benefit of this trick (Camel/Giant Slug spits).
- Uncanny Senses (Ex): Animal Companion can use and gains the benefit of this trick.
- Upending Strike (Ex): One of the Animal Companion's attacks allow this free combat maneuver. Can be used on multiple attacks in one attack round if the Animal Companion has sufficient trick uses left (1/2HD + mod). However, the Trip condition does not stack so this is only useful if the first attack misses.
- Vengeance Strike (Ex): Animal Companion performs this single melee attack.
It's also still unresolved the DC for teaching these tricks to an Animal Companion using the Handle Animal skill, which is completely without anything to base it on other than DC20 being the standard for complex tricks, which I would suggest as a reasonable table ruling.
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