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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.


$100 US Backer here with no shipments. Decided to cancel all my Starfinder subscriptions until this mess is sorted out. I have lost confidence that Paizo is championing this product line without a clear sign of support to the backers and their customer base.


Please cancel all active subscriptions:

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber


I'm extremely disappointed how this all turned out. I don't know why Paizo lent their name to this project. Lack of oversight and substance to the few assurances we have received has lost my confidence in all parties involved.

What is the contingency if Ninja Division fails to deliver? Is Paizo going to support their fans who backed this new product line and bought into this kickstarter due to the starfinder/Paizo brand?


What if you have an Ace Pilot theme to know makes and models of ships and weapons, does that only really apply if the Ace Pilot is a science officer?


Just received my hardcover Alien Archive, the pages are fine until page 40, which appears on the left, the right page is Page 57 and continues through page 159 to the end of the book. The binding doesn't look like it's torn or pages fell out.

I have a picture but not sure if I can link it here.


VampByDay wrote:

One thing I wanted to do was add some music while waiting in line for The Star sugar heartlove album. I figured they would be pumping strawberry machine cake to those waiting in line. Can you help me come up with some suggestions? Only one I can think of is SUGAR RUSH by AKB48 (from wreck-it-Ralph).

I used: Link 1

Link 2

and other instrumental k-pop


Katina Davis wrote:

Hi Fooma,

Thanks for letting us know! I've canceled your Pathfinder Adventure Path, and you should be receiving a confirmation email for that in just a moment.

As mentioned in this post, Starfinder Adventure Path #1 is currently on backorder, but we can add that book to your account retroactively if you wish. Please just let us know if you decide to do that, and we'll be glad to get that taken care of for you.

Otherwise, don't hesitate to ask if there are any further questions or concerns that you may have.

Thanks!
-Katina

I would appreciate if you can add it retroactively just to download if possible.


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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.


My attempt at a race track:

Link to Junk Track

Track is 3000ft. Vehicles move at their full speed. Average full speed is 500 feet. Failed check is half speed or 250 feet. That's 6-12 checks to complete this section.

Race track starts at the edge of one of the 6 colors. Successful check the racer moves into the next color, failed check they move to the end of the current color (this means there's 12 positions on the track).

Those with markers-and-maps, just pick 6 color dry-erase markers (or mix two colors/different hashes per section if limited), and just follow the color-position rules above. Good chance to draw some elaborate loops and turns, draw outside those squares!


(See subject title)

I've added the Starfinder AP subscription and need to cancel the PF AP subscription.


A wand that is secretly a Rod of Wonder always fun to give out. Have it only worth 1 copper resale (no one is crazy enough to have one laying around in their shop!). After they figure out what it is, the party will be inclined to use it when fun, in a pinch, or when nothing else works.

Be careful though, one result is that it can spit out 10-40 gems that value 1 gp each. Being that the world revolves in gold instead of "gp" this is open to your interpretation. I prefer they can be exchange 1:1 for Gummy Penguins, Goblin Porridge, Granite Pebbles, or whatever the current market can bear. (Intent is to have the rod be something that can be exciting and fun to use, and not a source of income for the party).


Trophy Hunter Ranger using a Battleaxe and a one-handed pistol. Live that dream to hunt the wild beasts. Beneficial Bandoleer to reload.


Devastation Bob wrote:

I have the first four books, but haven't read them quite cover to cover yet.

** spoiler omitted **

In a sense, nothing in the book.

Spoiler:
I ruled it that because Lowels wouldn't want to bother with management of his manor or Thrusmoor, he has spent town tax money on Geas to compel his PC assistants to be in his service. Maybe it's a premium paid to Weirelai to secure the acquisition of only the most willing servants so that he doesn't have to take his attention away from his studies and delegate as many administrative tasks to his new servants.

This allows some PCs to remain non-evil but also suffer physically, mentally and emotionally during their time obligated to Lowels in the acts they had to do on his behalf upon pain of a wasting death. Maybe there were more PC servants but everyone who left this service-without-chains would soon be found withered husks due to this enchantment. The current PCs are the ones who made the choice to live rather than die in this strange and extraordinary way. I've seeded the adventure with the question of "Is it better to live as a monster than die a good man".

This keeps the option for if your PCs begin to stray from being motivated to find Lowels, say to reunite with their family, somehow they are still compelled to seek out and return to the company of Lowels. If they start to stray from that goal they begin to waste away.


EvilMinion wrote:


Also, pay attention to its Fly skill (+7) ... that is not an automatic success at any flying maneuver. To hover, it'd need to roll an 8+. If it takes any damage, it needs needs to roll a 3+ or descend 10' (which would put it at ground level), etc.

I believe in the GM thread for SA Book 1, it was calculated that an average 100lb character would put its move speed at 15' flying straight upwards, giving a decent shot for ranged attacks for the maintain-move round.


Vanulf Wulfson wrote:
As an example of what I'm dealing with here I once asked them for backgrounds for their characters only one of them did and what I got was a re-telling of Superboy's origin from Young Justice, only substituting a Wizard for Superman.

Strange Aeons. First book is effectively one large-dungeon, and the players start with no backstory or memories. The personalities are those that develop at the table and not some origin story. Your new roleplayer can start with a clean slate and determine for himself what kind of personality he wants his character to develop as the sessions go on without the baggage of pre-existing character development.


Leitner wrote:


I explicitly asked if it was two at one point when it seemed like we were getting grappled in multiple spots on the courtyard. He said it was only one. Although near as we can tell the mist itself was also tripping us. Generally whoever was closest to escaping would get tripped on a separate initiative from the boss itself.

It could have been his understanding that moving more than half speed while blinded prompts an acrobatics check or fall prone, and was just playing around that. There's always some liberty with the rules the GM uses against the players to set a certain tone for an encounter, but it does seem some rules mastery issues may have stopped him from understanding how much +CR he was adding to the fight. If the fog wasn't obscuring mist, and maybe only obscuring the top 30', there would have been a much better shot at handling this encounter and surviving with the appropriate terror involved. You can always ask for a do-over.


Leitner wrote:


Okay.. so looking at the creature stats I am even more confused as far as this encounter went. Can someone clarify/confirm the following points?

I've GM'ed this book before so maybe I can give a bit of insight on where your GM may have gotten confused.

Leitner wrote:


1. can someone explain the fog mechanics.

The fog comes from the environment, though the disorienting fog OUTSIDE of the Asylum is there to keep PCs from leaving the Asylum. When outside it's supposed to be as another poster said in that everything should be suggested that the PCs should return and not stay in the fog, as it's thick and disorienting. This is to discourage leaving through the front doors, windows, or any collapsed walls. The interior courtyards are not like this, just the fog covering the sky. Different weather effects come into play to enhance the creepiness factor but even with a GM-introduced full obscuring mist in effect, nothing should disorient players on its own.

HOWEVER, if the creature was picking up PCs and dropping them within the courtyard, I can see that a PC wouldn't really know what they were seeing landmark wise or where to go so that could be fair. The GM discretion which turned this into a much higher CR encounter was ruling the courtyard fog was obscuring mist.

Leitner wrote:


2. The creature does not appear to have any reach or the previous mentioned flyby attack.

Reach and flyby aren't available attacks. It's rough enough as is even if you could all see it. This dramatically increased CR as it gave the monster increased action economy and safety from readied actions.

Leitner wrote:


3. On the opening round of combat the nightgaunt swooped down on us, grapple two of us and then proceeded to fly what I am pretty sure is more than it's initial movespeed in the first place. Only way this would be possible is with some effect like mythic haste, right?

It could only grapple one of you and not take the grappled condition itself unless it took a -20 on its grab attack, which is unlikely. this is a mechanics issue that many experienced GMs seem to forget. It would also run into encumbrance issues as over 100lbs or so it would become encumbered lowering its fly speed. I doubt it could hold two medium humanoids and still maintain decent fly checks though someone else can do the math for me on that one.

GM discretion in adding reach, maintain full speed, and not requiring -20 to grapple increased the CR well over what any party could handle at this stage.

Leitner wrote:


4. Relatedly if it does attack twice, it can't take any movement in excess of a 5-foot-shift?

Correct, even flyby attack doesn't allow that. Again another CR increase.

Leitner wrote:


5. With the grab ability I'm pretty sure it should have had to hit us before making a grapple check. GM was only rolling 1-die per grapple check(could have been rolling for both I guess) And in 0 instances did it actually miss/fail to grapple us. Entire party that was in fog had 16-20 AC.

It still has to hit first unless it was using the grapple standard action. GM was ruling it was similar to obscuring mist so it likely would have been coming in on a stealth roll and hitting flat-footed.

Leitner wrote:


6. I see the standard tactics are apparently to drop people from a large height, it does have the clutches ability to fly at full speed while grappling, however, should have still moved slower carrying us with typical weight of about 200 lbs?

Encumbrance should be an issue as stated above putting it under medium or heavy weight as appropriate which affects skill checks (fly) and move speed.

Leitner wrote:


EDIT: 7. As for the wall thing, I have no idea. Although that specifically doesn't seem to unreasonable to me conceptually. I've no idea what DCs or rolls GM was using to determine amount of damage, distance thrown, etc. And looking at the map it is possible we were actually hitting trees. I didn't know about the trees in the courtyard when I made my initial post.

I think this comes down to a fundamental misuse of the creature. The monster feeds on fear, even has a special tickling tail to make the flight even more uncomfortable for its passenger. Why drop a player until it has had its fill? Either way this is a GM call, adding momentum and fall damage to releasing players at an angle I can see happening, but it should be so the player survives, slowly and slowly coming to know the futility of escape, the fear and dread of the coming swoop and capture making the emotions more delicious. It shouldn't be first motivated to kill. This should be an exercise in terror and caution, not a hawk vs. 4 field mice.

If it wanted to kill it could just fly up 200ft and drop.

Although if you knew you were hitting a tree, you should have clutched that tree as it tried to pull you away, leading to a chance to delay its departure and for other players to find you or it leave for easier prey.

Leitner wrote:


8. Doesn't really seem to be much point addressing the bhole. PFSRD won't let me see the stats right now, but at CR 17 they are likely irrelevant. Although, I do suspect it probably couldn't have reached up the narrow staircase depicted on the map and swallowed our fighter.

Bhole is sleeping at the bottom of a crack in the isle leading up into that shack. It's unlikely players could even see that far down the hole, but if they were so curious, it should be there to show the risk of exploring the unknown and the danger of accidentally waking up such a beast. It's a metaphor of the Cthulhu-mythos type game. The PC should have seen a dark a foreboding deep hole with strange otherwordly sounds, not a slam to the face. The shack should actually have been a possible safe spot, for what it's worth. Safety in silence and in fear, unable to know what's worse, the unseen terror outside, the horrors in the hallway, or the great beast just below them; no where is safe and they have to get out of this asylum.

On the other hand, please note Call of Cthulhu is a game where you aren't expected to survive long term, you are a fish in very big sea and it's only a matter of time whether your mind or body is broken, the fun part is to see which one comes first. The players should know this going into the game if this was the type GM was trying to run, the difficulty you describe is not representative of this AP. This sounds like it may have been a bit of a mechanics misunderstanding which is correctable.

Please note that doing things like sanctifying bodies in a pyre in the middle of an insane asylum is a dangerous and wonderful thing that may happen in any other dungeon, but it shows the players may not have respected the danger they were really in being here. The GM is fair to introduce something to shock the players so they know it's never safe to take a casual minute outside the chapel. There shouldn't be an opportunity to have a solemn rite to mourn the dead. Sanity and safety is a convenience they don't have. The PCs should be left alive, however, so they can learn that lesson.


For Nemira Lowels, she has the Eldritch creature template from "Advanced Besitary". That's not a listed source in the front of the book. I'm not sure what the "Advanced Bestiary" is. I know there's one published by Green Ronin Publishing, is that where this template is? Is the template available elsewhere on the official prd? I'm trying to load it into Hero Lab and don't know the source.


gustavo iglesias wrote:
So the 1d4 items each player keeps, is only in the dream, right? In the cell, they only have their clothes, isn't it?

Bonus points is if you have too many players, have some wake up in the furnace. Preferably crammed in an uncomfortable position and having to escape in the dark while the battle is going on outside.

Maybe a little haunt that makes the ignition fire light if they don't get the hint.


I've been running it that she's loosing connection to Pharasma through doubt and fear. The strange mist surround her, the living rise from slumber as ghouls and she can't trust strangers lest they be shapechangers. She's trapped in a chapel servicing patients. She prays to Pharasma but feels a loss of the divine connection. Her doubts blind her, the chapel just may be her tomb... everyone's tomb. She holds tight to that last spark of the divine favor of Pharasma and she doesn't want to loose it needlessly, every channel precious, every spell may be her last.

Effect: What she's got is all she gets. Winter's spells and channels don't replenish over the course of the book. Adds to the limited resourcing the players get.


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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.


Finlanderboy wrote:
There is an oracle curse that lets you trade mystery spells for an extra tail.

In the source book it specifically says that is is only available to Kitsune Oracles, so this doesn't change anything with the current ruling.


Looking at this for dip options:

Hierophant Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.

Would this work with Life Oracle or Life Shaman Life Link, healing the linked target 7 hp to your 5 taken?


Lab_Rat wrote:
Do you really need to be tiny? I am working on a vexing dodger using a small character. Wouldn't being small and climbing on an enemy get you into the same square and thus kick in mouser?

Vexing Dodger doesn't say that you enter the enemy's square. It also doesn't say that you move with the enemy if it moves as well. As written, climbing onto the enemy doesn't give anything mechanically other than as expressly stated. It's a poorly worded archetype and will be subject to too much table variation.


Ambrus wrote:
For the build I posted two posts up, which class would it be best to continue advancing after: Urban Barbarian or Monk Master of Many Styles / Kata Master?

Between the dozens of Unchained Monk threads, I believe it was determined that Master of Many Styles monk was compatible with Unchained. I am not sure about Kata Master. Note that if this was to be played in PFS, the PFS blog announcing Unchained says that no archetypes will work with Unchained Monk within PFS, although that restriction is not listed on the additional resource page.


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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.


tonyz wrote:


Charging needs an open lane. Enemy guards can move to block that lane.

That's an interesting thought. Can you ready an action to include a 5 foot step? If so enemies can position so that there is an open lane to a weak back line target, but ready an action for a charge. Upon the charge they 5 foot step and ready the brace action against the charge inside the charge lane.


Interested as well, look forward to testing this out!


I want to give credit to the developers in implementing Pathfinder Unchained. The community, especially the PFS posters here, seem positive on adopting these changes. I hope this gives support to future books with a similar scope of Unchained, such as revamping some of the other classes in the same style, like Ranger, Bard, or Gunslinger. Not necessarily to nerf, just give more alternatives to implementing the core of the class as a whole. More options are a great thing!


fumblemuffin wrote:

I did read the thread, which is how I came to the conclusion that the two claws from slayer didn't work. However, I wanted to try the suggestion I saw on this thread that replaced paladin and slayer with urban barbarian and the unarmed war priest. With this adjustment to the build I could gain claws while raging, after the polymorph had taken place, which is why i wanted to know how they would perform. From what I can tell they would be hitting off strength but since the OP had them listed at the same attack bonus as the bite, I was wondering if I missed something. Also, as far as I could tell, the slayer claws were the only flaw in the initial build.

I would recommend the Lesser Fiend Totem and grow horns for a piercing gore attack instead. You lose on one attack from claws, but the horns are piercing so it works with swashbuckler finesse right out of the box, and you won't run into a table issue of "Where is the bird growing claws from?" when talons and wings aren't really valid choices.

On a related note, would Helmet of the Mammoth Lord work while under the effects of fox or bird shape to add another gore attack, since constant effect magic items continue their effect while shapeshifted?


Kiqjaq wrote:
Any good sources for flying in the Kitsune/fox build? My GM says if it's not on the d20pf site it doesn't exist, so the Ring of Seven Lovely Colors seems to be out of my reach.

Combat Trained Giant Bat Mount. A flying fox on a Flying Fox.


Some concerns which may have been addressed earlier in this thread:

Swashbuckler Finesse only works for piercing. If Feral Totem claws from barbarian are used, they wouldn't get the benefit of weapon finesse unless you obtained that feat elsewhere. This would suggest Fiendish totem to grow horns may be the better choice. You save on a feat selection although it nets one less full round attack compared to claws.

If you picked up weapon finesse and claws, where is the songbird growing claws from? I thought feet weren't a valid choice for growing claws, leaving only wings, which may not be a valid choice. Another potential plus for Fiendish totem.


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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.
    Spoiler:
    The Ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Ranger’s next turn gains a +2 circumstance bonus on that attack roll.

  • 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.
    Spoiler:
    The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.

  • Catfall (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the Ranger takes no damage from the fall, he does not fall prone.

  • Chameleon Step (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can move up to twice his speed as a move action. The Ranger does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

  • 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).
    Spoiler:
    As a standard action, the Ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Ranger suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.

  • Defensive Bow Stance (Ex): Animal Companion can use and gains the benefit of this trick (Camel/Giant Slug spits).
    Spoiler:
    The Ranger can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

  • Deft Stand (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can spend a move action to stand up without provoking attacks of opportunity.

  • 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).
    Spoiler:
    The Ranger can use this trick as a free action before he makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

  • 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.
    Spoiler:
    The Ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The Ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

  • 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.
    Spoiler:
    The Ranger can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Ranger. The animal companion must be able to see and hear the Ranger to take this movement.

  • 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).
    Spoiler:
    The Ranger can use this trick as a free action when he hits with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.

  • Quick Climb (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can climb at his full speed as a move action without penalty.

  • Quick Healing (Ex): Animal Companion can use this trick, but the Animal Companion must have Intelligence of 3 to use Heal.
    Spoiler:
    As a swift action, the Ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Ranger can administer a potion to an unconscious character as a move action.

  • Quick Swim (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can swim at his full speed as a move action without penalty.

  • 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.
    Spoiler:
    As a swift action, the Ranger can grant all allies within 30 feet that are within line of sight and can hear him a +2 bonus on skill checks with a single skill of his choice. The Ranger must have at least one rank in the chosen skill. This bonus lasts for 1 round.

  • 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.
    Spoiler:
    The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

  • Second Chance Strike (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    When he misses with a melee attack, the Ranger may reroll his attack at a –5 penalty. Using this ability is an immediate action.

  • 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.
    Spoiler:
    The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.

  • Skill Sage (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.

  • Stag’s Leap (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    As a free action, the Ranger can attempt a running jump without moving 10 feet before the jump.

  • Surprise Shift (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    The Ranger can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

  • 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.
    Spoiler:
    The Ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

  • Trick Shot (Ex): Animal Companion can use and gains the benefit of this trick (Camel/Giant Slug spits).
    Spoiler:
    As a standard action, the Ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

  • Uncanny Senses (Ex): Animal Companion can use and gains the benefit of this trick.
    Spoiler:
    As an immediate action, the Ranger gains a +10 insight bonus on Perception checks for 1 round.

  • 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.
    Spoiler:
    The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

  • Vengeance Strike (Ex): Animal Companion performs this single melee attack.
    Spoiler:
    The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

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.


I playtested this class over the weekend, post is here.

After reading the rest of this thread it appears I constructed the character wrong in assuming I had all resonant powers from an implement group and all implements available. I read this class a few times but I suppose I never picked up that when I select an implement, it's the specific item receiving the focus itself, not the implement group. I had though selecting an implement was selecting the implement group like selecting a spell school in that you get all benefits from that spellschool upon selection. I'm not sure how I feel knowing that I have a more narrow range of choices than I originally thought. Thankfully for PFS integrity, I didn't really make any use out of any of the necromancy implements other than a familiar for RP.

I may personally refer to implements as "implement foci" from now on to keep this straight in my head.

I did have some questions in that playtest that may be best answered here, as follows:

Unresolved Questions
Necromancy Group:
Is the Occultist's ability to animate the dead considered an evil act? It's not per the Animate Dead spell and it doesn't contain the evil descriptor. The playtest had them as PFS legal so it would suggest not, but it may be there for testing purposes.

If you destroy an enemy skeleton or zombie, can you animate it yourself under your command? As written, the ability refers to the bestiary entries, but what if the enemy skeleton has a template or use of other weapons? Can I give the animated skeletons a spare weapon or armor? A long spear would allow it to threaten 5' (claw natural weapon) and 10' (spear). A bow may also be very useful. This may have been solved in discussions regarding the Animate Dead spell which I am unaware.

Do I need to have 1 point in Necromantic Focus to be able to animate dead? If so I would not be able to ever spend that 1 point contained in that implement to animate dead. Example: I would be draining the excess focus from the implement, but eventually be left with one last point that I could only then use on the fear effect. If I spend it to animate dead I no longer gain the resonant power to control undead, potentially animating an aggressive NPC!

If the Soulbound Puppet dies, can you still draw focus from it?

If I got hit and the the Spirit Shroud temporary HP's is consumed, does the focus stay in the shroud to be drawn out to fuel a power at a later time? Can I re-imbue the stored focus into the shroud to regain the resonant power (temporary HP) at will or is it limited to only once, the hour to initially prepare the implement?

Transmutation Group:
Does Psychic Weapon stack with the Magic Weapon spell, to allow a minute-long enhancement bonus (shocking, flaming, etc)?


Lv1 Human Transmutation / Necromancy Occultist

Concept:
Graverobber who has been partially swayed by the will of a long-dead necromancer. After a string of successful plunders of Tengu burial mounds, he unwittingly stumbled into a burial mound of an ancient tengu necromancer (which thankfully had been previously defeated by adventurers years prior). The contact with the dormant magic of the necromancer's bones and tools were a catalyst for the graverobber's psychic abilities which unfortunately made him more in tune to receive the suggestions of the necromancer's remnant will, to carry on where the necromancer could not.

Feats: Point-Blank Shot; Precise Shot
Dex 18, Int 16
Skills: Disable device, Diplomacy, then the Knowledges and UMD
Primary Weapon: Short Bow; Imbued with Shocking (Bow of a Tengu holy warrior)

I had 7 mental focus to spread around, so I put 3 into the Short Bow for Shocking, then spread the others as follows: 2 into necromantic focus (the necromancer's skull); 1 into spirit shroud (necromancer's robe); and, 1 into soul puppet (wishbone of the necromancer's dead raven familiar).

This allowed me to have a means to do energy damage (shocking), a familiar, more HP for a level 1, and the ability to summon 3 (or 4?) skeletons during the course of a scenario. I could also cause fear in a pinch. I selected Magic Weapon and Inflict Light Wounds as my level 1 spells.

I planned to have my party members and my skeletons be my meat shields and bone walls, respectively.

Party composition: Occultist 1 (me), Earth Kineticist, Fighter, Pre-gen Cleric

HERE BE SPOILERS

Spoiler:
In the Intro, there wasn't much I could contribute other than assisting on diplomacy. The extra int-mod languages provided me with the ability to speak goblin, which allowed me to negotiate with the town's goblins on the party's behalf.

Inside the dungeon, I animated the necromancer's familiar into a fleshy, skeletal talking raven. I had imbued it earlier in my prep but felt it worked better to describe the effect to not animate until I called upon it. I didn't want a talking skeleton raven in town. A living one is bad enough. Plus it's more fun describing it animating and introducing the familiar to the party inside the session. Since I could give out the implement, I commanded it to assist our Earth Kineticist as he was our eyes in the dungeon, giving him the bonuses. The raven didn't like that so it would occasionally politely ask the Kineticist to die a horrible death and other little fun vignettes. It also attempted to devour one of our defeated foes, only to have the meaty bits fall through its abdomen back onto the floor over and over. There is a lot of RP opportunity here with a resurrected familiar, or animated toy or doll, especially with the ability to give it out to others.

The first encounter was melee oriented and the creatures died before I could do anything with a back-up club. The second encounter the Short Bow worked out nicely. The extra 1d6 made up for the lack of access to a d8 longbow and high strength mod. I hit 3/5 shots. I was able to keep a 18AC (5 hide armor+3 dex) which allowed me to avoid damage in this encounter. Encounter ended and 2 goblins escaped.

We went downstairs and a failed perception check from our Earth Kineticist which led him to fail the pit trap. An inactive skeleton at the bottom of the pit got me curious on how I could get its bones up top so I could animate it and take it with us, but the party didn't want to bring up each bone one by one with two goblins who could return to ambush us, so we moved on.

The next encounter with the skeletons by the pool was interesting. The Earth Kineticist took the Kinetic Cover infusion which allowed him to provide cover as we advanced through the room. My bow hit 2/3 times with blunt arrows and took down two of the skeletons. After the encounter was over, I was eagerly anticipating raising my new army for the rest of the dungeon. I planned to raise 2 skeletons (1HD each), equip them out with my spare longspear and a goblin's shortbow. Before the GM could rule if any of that was possible, we determined that the pregen cleric had spent all of her healing and that we would likely not survive much further into the dungeon.

It took us 3 and a half hours to get to this point and it was a good stopping point to end the session (we only got partial xp and partial PP). Everyone made it out alive though!

General impressions

Transmutation Implement: I used by class abilities to improve my damage for session-long 1d6 shocking damage. I had the choice to cancel that buff to to give out a +1 enhancement bonus to others. If I or my other party members somehow had a +1 weapon already, I could have used this to grant effect bonuses like ghost touch, fire/ice/cold, etc to myself or others as well, and the ability grows stronger as a I level. I wish I had the spare focus to do this at least once while I still had my shocking weapon, but then again I was only level 1.

Necromancy Implement: The temporary HP didn't come into play for me.

I wasn't able to make use of the ability to animate undead as it only works on humans. Because I wasn't able to use it on a humanoid (goblin) I wasn't able to raise a skeleton within the scope of this session. This ability seems like it could be powerful in the first couple of levels and its restrictions seem fair. However I'm curious how this scales beyond the first few levels.

The Soul Puppet implement is interesting. Notwithstanding the RP opportunities, it would essentially allow for a disposable familiar of any type you wanted (to enhance your selected skills or needs for that session). You can finally let the familiar out of the bag and scout, and at later levels deliver touch spells. If it died, it doesn't have any debilitating effects to the Occultist such as storing spells or a high replacement cost.

Unresolved Questions
Is the Occultist's ability to animate the dead considered an evil act? It's not per the Animate Dead spell and it doesn't contain the evil descriptor. The playtest had them as PFS legal so it would suggest not, but it may be there for testing purposes.

If you destroy an enemy skeleton or zombie, can you animate it yourself under your command? As written, the ability refers to the bestiary entries, but what if the enemy skeleton has a template or use of other weapons? Can I give the animated skeletons a spare weapon or armor? A long spear would allow it to threaten 5' (claw natural weapon) and 10' (spear). A bow may also be very useful. This may have been solved in discussions regarding the Animate Dead spell which I am unaware.

Do I need to have 1 point in Necromantic Focus to be able to animate dead? If so I would not be able to ever spend that 1 point contained in that implement to animate dead. Example: I would be draining the focus from the spirit shroud and familiar first, then any excess in the Necromantic Focus. I'd have that one last point that I could only then use on the fear effect.

If the Soulbound Puppet dies, can you still draw focus from it?

If I got hit and the the Spirit Shroud temporary HP's is consumed, does the focus stay in the shroud to be drawn out to fuel a power at a later time?

Does Psychic Weapon stack with the Magic Weapon spell, to allow a minute-long enhancement bonus?


Fooma wrote:

With regard to the Water type Wild Talent: Slick. When it says it can use the slick for any of the effects of Grease, what is the area of the slick? Is it a 5 foot area, or is it a 10 foot area like Grease?

Also, what is it's range? It's not a "Blast" Wild Talent so I don't see that it's tied to a blast range or extended range.

I apologize for quoting my own post, but was this answered previously in the thread? My main concern is the area of the effect (10' like Grease?) and the spell range (25+5/2lv)?


With regard to the Water type Wild Talent: Slick. When it says it can use the slick for any of the effects of Grease, what is the area of the slick? Is it a 5 foot area, or is it a 10 foot area like Grease?

Also, what is it's range? It's not a "Blast" Wild Talent so I don't see that it's tied to a blast range or extended range.

Classes/Levels

Labels:
Danger +3, Freak +3, Savior -2, Superior +2, Mundane -2. Potential 1/5
Afraid, Hopeless

Gender

Doom Track: ▣▣▣❑❑ Burn: 0

Influence:
Have: Derby, Dervish, Tumbler, Ashley Mills

About Arcanum.

Doomed: Wesley "Arcanum" Andrews.

Look: Male, white, haunted eyes, adaptive clothing, adaptive costume.

Abilities: Telekinesis, Body transmutation, Psychic constructs

Current Doomsigns:
▣ Infinite Powers: Mark your doom track to use an
ability from any playbook, one time.

▣ Portal: Mark your doom track to appear in a scene with anyone you want

▣ Bolstered: Mark your doom track to use an Adult
Move one time.

Nemesis: The Curator -- Professor Algernon Braithwaite, Ph.D.

Sanctuary: The Lamp
--Advantages: Art, music, and food; a library of ancient tomes; a scattering of ancient relics
--Disadvantages: Tied intricately to you Doom; attracts dangerous attention.
When you call upon the resources of your sanctuary to solve a problem, say what you want to do.
The GM will give you one to four conditions you must fulfill to complete your solution:
❑❑ First, you must _______________________
❑❑ You’ll need help from ___________________
❑❑ You and your team will risk danger from ______
❑❑ The best you can do is a lesser version,
unreliable and limited
❑❑ You’ll need to mark one box on your doom track
❑❑ You’ll have to obtain ___________________

Relationships
You told Darling Derby all about your doom and the danger you’re in.
-- The way I figure it, she was going to figure it out anyway.

You'd like to kiss Tumbler Locke before your Doom comes.

Give Influence to 2 teammates: Crimson Tide and Dervish.

Advancements
1st Advancement: Burn and three flares.
Shielding: You call up a fast protective field to stop a danger. Spend 1 burn to defend someone else from an immediate threat, rolling + Freak instead of + Savior.
Moat: Spend 1 burn to create a barrier that will hold back threats as long as you keep your attention on it. The GM may call for you to spend another burn if the barrier is threatened by particularly powerful enemies.
Overcharge: You channel the full capacity of your incredible powers to overcome an obstacle, reshape your environment, or extend your senses. Spend 2 burn to take a 10+ when you unleash your powers.

2nd Advancement: Move from another playbook.
❑❑ Changed sides: When you mislead or trick an
enemy by pretending to be on their side, roll
+ Danger. On a hit, they buy your charade for
now. On a 7-9, choose 1. On a 10+, choose 2.
• You avoid having to provide concrete evidence
• You create an opportunity
• You expose a weakness or flaw
On a miss, someone else watching comes to the
worst possible conclusion and acts on it.

3rd Advancement: Rearrange labels and add 1.

4th Advancement: Move from another playbook.
Are you watching closely? When you mislead, distract, or trick someone, roll + Superior. On a hit, they are fooled, at least for a moment. On a 10+, choose three. On a 7-9, choose two.
- you get an opportunity
- you expose a weakness or flaw
- you confuse them for some time
- you avoid further entanglement
On a miss, you’re hopelessly embroiled in it and under pressure; mark a condition.

===============================

Wesley Andrews, aka Arcanum, the Doomed: Bookish, introverted teenager who liked to volunteer at the Bay City Museum of Antiquities and History. His 'mentor' of sorts, the museum's Curator, had him cataloging the various artifacts and generally being his research assistant. One project was to translate the symbols inscribed on an old, unremarkable lamp. Unbeknownst to Wesley, the lamp was the true genie's lamp of Aladdin's fame -- an empty vessel because the fabled hero had released the genie.

But the Curator suspected that if someone were to properly read the symbols, they would become bound to the lamp and eventually grow into an all-powerful genie as well. He tricked Wesley into doing so, but did not anticipate how slow and gradual the process would be, but once he comes into his full power, he will become forever subservient to whoever owns the lamp.

Wesley managed to escape with the lamp, but the Curator is the true owner of it. Therefore, Wesley cannot give the lamp to someone else -- and the Curator certainly wouldn't. The Curator (Wesley's nemesis) has numerous other artifacts and powerful relics, and doesn't hesitate to use them to force Wesley to continue to use his powers, for as he uses them, he will grow and hasten his inevitable transformation.

Abilities: telekinesis, body transmutation, psychic constructs.
Sanctuary: the lamp itself. Draws dangerous attention (it *looks* like Aladdin's lamp), tied intricately to my Doom
Doom: Losing free will and becoming a slave to the owner of the lamp -- whoever that may be. What brings it closer? Overexerting myself and talking about it openly (he has a tendency to grant vocalized wishes around him).

Phenomenal Cosmic Powers; Itty Bitty Living Space:

Wesley couldn't let go of the lamp as energy poured into him. He struggled with every fiber of his being, but he could feel those fibers becoming unraveled and restitched in ways he couldn't fathom. He vaguely remembered screaming.

After an unknown amount of time, the lamp finished its work with him. He felt like gasping for breath, but that mundane activity seemed beneath him. His head swam, as he clung to the concept of Wesley Andrews even though something told him that minor being was in his distant past. Professor Braithwaite was still there, staring in awe and delight at him.

"What just happened?!?" he asked, refusing to acknowledge the reality that was pressing upon him.

His mentor, Professor Braithwaite, simply smiled. "You should know this, my boy. Or should I say, 'my servant.'" The smile grew deeper, and more cruel.

"What?" He rubbed his eyes. It was a ludicrous concept, but somehow his soul responded to that statement. Like he couldn't deny its truth.

"You're the genie of the lamp now. And as I own it, so do I own you. The power you're feeling? Mine to command."

Wesley clutched his head. "No, this isn't right. I can't... I mean, I shouldn't be believing you."

Professor Braithwaite's smile becomes more condescending. "It'll take some time before you come into your full power. After all, being able to remake reality itself isn't a mere lark. I'll train you in your abilities as they grow. We'll start off small. Maybe I'll have you take on a more aesthetically pleasing form."

Wesley's fear rose. "Huh?" was all he could muster.

"I'd truly hoped Daniela would be able to complete the inscription. I'd much rather be waited upon hand and foot by a comely young female. But your gender will be easily remedied once I command you to become a girl. Then I'll simply make you forget you were ever Wesley, and you needn't worry about anything else except seeing all my wishes come true."

The truth again of the museum Curator's words struck home the reality of his situation -- and in the ensuing panic he did a very human thing: he grabbed the lamp and ran.