Fruit of nirvana's page

No posts. Organized Play character for Arutema.



Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

The Hampton Roads chapter is working hard to bring organized play to BurgQuest, held September 25-27th in Williamsburg, VA. GMs and players can sign up on Warhorn. GM 3 slots for a con badge!

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

2 people marked this as a favorite.

Noticed a couple issues with my Legacy Admittance: Dwarf boon, which may apply to other boons in that category:

* The logo used is the Pathfinder rather than Starfinder society logo.
* The boon contains a copy of the OGL license rather than referencing the ORC license.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Official announcement on MyMiniFactory

Looks like we're getting the Player Core iconics from PF, the Murder in Metal City pregens from SF (same as the SF player core iconics?), akashic dragon, and a selection of troops for Battlecry to start with.

If the supply of files keeps up, I'm going to have one busy printer.

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

"Players and GMs who register at least one Starfinder Society (second edition) game on or before September 5, 2025 may create one Pathfinder Society (second edition) character using the skittermander ancestry (Starfinder Player Core 70)."

Grand Lodge

12 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I see nothing but positive changes.

And I was not prepared for Chk-Chk in those sunglasses.

Grand Lodge

3 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Playtest doc wrote:


HANDS
Multi-Armed Characters: Characters that have more than two hands,
like kasathas, can hold more items and weapons than typically
expected. Performing actions with multiple pairs of arms concurrently
is a challenge and can’t be done without intensive training. You must
designate a pair of hands as your active hands. You can change this
designation from one pair of hands to another by taking the Switch
Active Hands action, which is an Interact action. You can only attack
with weapons wielded in your active hands.

Can you designate any 2 two hands you have as active with this action? Or must you choose top/bottom pair for a Kasatha or top/middle/bottom pair for a Skittermander?

Is this really meant to be a interact (therefore manipulate) action that provokes AoOs?

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

Usually, I'd check the adventure's product page to look for a sanctioning doc, but this year's Starfinder adventure doesn't seem to have one yet.

Will this adventure be sanctioned for SFS play by Free RPG Day?

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

Looking for some Starfinder Society players for a a regular game at Blade Gaming in Roanoke, VA. If anyone's willing to volunteer to GM PF2e, we can put that on the schedule as well.

Signups on Warhorn

Grand Lodge

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Excited to see continued support for PF 1e.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Humble Bundle is running a bundle which includes Pathfinder: Wrath of the Righteous plus Neverwinter Nights, Baldur's Gate, their DLCs, and Planescape: Torment.

Proceeds are split between publishers, humble, and Word Central Kitchen charity.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Based on the rules and FAQ on power armor, it looks like if I am a Vesk (or another race with 1.5x specialization on unarmed strikes):

I can either make my usual unarmed strike at 1d3 + (Str mod) + (1.5x level specialization) damage.

Or I can make the power armor's unarmed strike at (listed damage dice) + (Str mod + 1x level specialization) damage. (Unless I am somehow not specialized in basic melee weapons.)

In both cases, the Str mod will be that of the armor rather than my own.

If I have Improved Unarmed Strike feat, I can apply its damage dice instead of my own, or the armor's.

In a large or bigger power armor, my arms would be dedicated to operating the armor and not free for an unarmed strike, but I could still make a headbutt or tail slap.

Is this all correct?

Grand Lodge

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Currently GMing Iron Gods, nearing end of book 1.

Need a way to give a certain Technic League agent and possibly a hired goon or two the ability to breathe water. Potions of water breathing being kinda boring and not fitting the adventure's themes.

Not finding what I need in Technology Guide without a load of other environmental protections making the item/armor too expensive to give out as low level loot.

So has a 3PP published tech that's basically scuba gear or wetsuit + scuba gear?

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

2 people marked this as a favorite.

In honor of Race for the Runecarved Key running this weekend at Con Drain, I present my take on the Runecarved Key in STL format, based partially on Jarryd Semmens' Sihedron design.

Licensed under Paizo's community use policy:

This STL file uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy (paizo.com/communityuse). We are expressly prohibited from charging you to use or access this content. This STL file is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit paizo.com.

Grand Lodge

2 people marked this as FAQ candidate.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
COM wrote:


Weapon Prototype Proficiency (Ex) 1st Level
You gain proficiency in advanced melee weapons, heavy
weapons, or longarms. Once this choice is made, it can’t be
changed. Your weapon prototype must be a weapon of this type.

Does a mechanic who takes this class option gain specialization with the selected weapon type at 3rd level?

Grand Lodge

2 people marked this as a favorite.

Join the heroes of Team Qoolaid and Houston Starfinder Society as they confront the might of the Azlanti Star Empire and raise funds for Texas Children's Hospitals.

This Saturday, from 10 AM central time till late.

Check out the Qoolaid gaming site for info on our bad of misfits, or head straight to the stream at Twitch.


Absalom Station Infosphere is updated with support for alternate ability scores and alternate racial features from Character Operations Manual in our character creation tools. Core races have them all, and legacy races are in the works.

While you're there, be sure to check out our browser-based, cross-platform character and starship sheets as well.

In other news, we are in need of a volunteer or two with knowledge of the JSON format to help clear out the backlog on adding races and themes. Send a private message if interested.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It's not you, it's the post office. They're routinely failing to deliver properly. As such, I've decided to pick up my APs at local retailers instead.


It's time for another update to the free Starfinder resources at Absalom Station Infosphere.

* Main page redesigned to put the most useful links front and center.
* Races of Lost Golarion now indicates which races now have official conversions and where.
* Updated the Character Operations Manual classes in the Starfinder creation utility to their final HP/SP/skill values.
* We're now looking for supporters on Patreon to help offset hosting costs, and eventually commission artists to fill in race art gaps and improve the site's look.

Grand Lodge 4/5 *

Owlcon 20/20 will be held on leap day weekend this coming 2020. Organized play plans include plenty of seeker-tier play for PFS1, Starfinder season 2, and the Owlcon debut of Pathfinder Second Edition.

We've also got not one, but two specials on Saturday. In the morning, we conclude The Solstice Scar, and in the evening brave Starfinders discover the Fate of the Scoured God. And if you're not interested in one of these, we'll have extra-length scenarios of another system running in room 103 during them.

GM recruitment is open. PM me for the google drive link to sign up!

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

How well do Passing the Torch parts 1 and 2 fit in standard 4 hour con slots? Does one part benefit from an extra-length slot? Or should I try to schedule both parts in extra-long slots?


2 people marked this as a favorite.

After a long development lull, the HTML5 character and starship sheets at Absalom Station Infosphere have new updates.

* Both sheets now have the option to use them online rather than downloading and unzipping. Useful for mobile OSes with poor support for zipped downloads.
* Character sheet has some formatting fixes, and room for more spells, in case you want to keep track of your undercast spells.
* Starship sheet now has fields to fill in enemy ship tier and countermeasures, in order to calculate DCs of Taunt and science officer actions.
* Starship sheet now comes preloaded with the Starfinder Society pregen ships.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

After much practice, I think I've found the perfect technique for turning old tee shirts into dice bags.

Sample 1, Sample 2, Sample 3

You can buy this one or this one on my Etsy shop.

If you have a shirt you'd like converted, PM me and we can discuss commission rates.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Please cancel my Starfinder Maps subscription, but continue my Starfinder AP subscription.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Somebody ignored the "do not bend" label and crumpled the envelope and AP within into a too-small mailbox.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Absalom Station Infosphere has at last gotten a substantial update.

Character builder:
* Themes from Against the Aeon Throne and Signal of Screams added.
* Shimreen (Empire of Bones) plus all races from Signal of Screams and Alien Archive 2 added.
* Removed SFS boon warning from legacy races pursuant to the latest SFS guild guide.

HTML5 character sheet:
* Numerous small bug and layout fixes.
* Removed the melee/thrown/ranged attack bonus section to expand the weapons section with a cleaner layout.


3 people marked this as a favorite.

The character sheet and character builder on Absalom Station Infosphere have been updated with support for the playtest classes.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Can Kingmaker be played with an Xbox controller? Or is keyboard+mouse the only way to go?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Split from Class feedback on the paladin.

If a shield has the broken condition, can a shield boss or spikes attached to it still be sued to make attacks if the boss/spikes are not themselves broken?

Grand Lodge

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Character Creation

I set out to create a Gnome Fey bloodline Sorcerer … and a few hours in, realize I need to make something simpler than a caster for my first time in a new system.

My second attempt is a gnome paladin of Shelyn, inspired by a PFS core campaign character that never quite got off the ground.

The character sheet. The layout of the official character sheet is not very intuitive. I take a few hours out to make a playtest character sheet that looks more like the portrait-layout sheets PF1 players are used to.

Gnome gives +Con and Cha, the floating ability boost cancels out the -Str. Entertainer background seems most appropriate for a Shelynite, and adds +Str and +Cha. Free boosts go Str, Dex, Con, Cha, and to top it off class boost bumps Str up to 16. Starting with Str 16 on a gnome’s not bad, but the lack of an option to boost Cha instead limits ancestry and background choice somewhat. (A moment to pity the poor Dwarf paladins.)

Starting class features. Not having to wait for level 2 for lay on hands is nice. Retributive strike seems very situational and doesn't excite me, but let's see how it works in play.

d4s are tiny, hospice knight it is for class feat. In retrospect, this felt like a trap at level 1. You need to buy a 50sp healers kit to use medicine, and the die increase doesn't matter as much till you're rolling more dice.

Paladins get no ability to reduce crossbow reload time. Glad I don’t worship Abadar.

Initial equipment

Why are one-handed and two-handed weapons jumbled together in a single table? What was wrong with separate tables as in PF1 and SF? Still not clear if I can ever use lay on hands with a glaive. (Clarification hit the site midway through game).

Starting gear ended up:

Scale mail
Heavy wooden shield w/ shield boss
Shortbow
20 arrows
Ordinary clothing
Grappling Hook
Silk Rope
Wooden Holy Symbol
Healer's Tools
4 SP to spare

Main bit of feedback here: basic tool kits (Healer's, Thieves', Snare, Repair) necessary to just use skills are grossly overpriced compared to starting character wealth.

This, plus unclearness on LoH needing a free hand leaves me with sheild boss as my only melee weapon, which would prove to be a major mistake.

Gameplay
HWalsh on Discord rounds up players for an demo game, and I jump in with my freshly minted paladin and her familiar. Other party members are a ranger and his companion, a bard, and a monk.

After introducing characters, we go into exploration mode, gathering information to locate our employer. With a bard and a paladin trained in diplomacy, it's not hard to make the gather information checks.

It's late in the day, so we rest and start the next day fresh.

We start the day with open stage performance. We earn some silver between the bard and myself being trained in performance.

The bard and ranger take some time to help a herbalist with her studies, while I and the monk arrange a bounty contract.

We meet back up to collect a bounty on some "rats", and go into combat mode.

I open the door to the "rat"-infested property, lose initiative and take two bites from a goblin dog before I have a chance to raise my shield. At least I make my fort saves. The monk crits and kills it when his action comes around.

It seems NPCs in the playtest suffer the same inflated to-hit numbers as Starfinder NPCs. Is this really necessary?

I lay on hands and chug a healing potion provided by our employer to get back from 3 HP. Tracking spell points and resonance as I do so.

Even with hospitalier knight, 1d6+3, 3 times a day doesn't feel like much with increases in HP.

We press forward, finding more goblin dogs and more combat. I head up to one, whiff with the shield boss attack, and raise shield as my final action. This saves me from a couple hits as it attacks back twice.

Things go bad on the second round however, as the goblin dog rolls a nat 20, I block the crit with my shield, leaving me conscious, but with no shield or melee weapon due to gear choices.

The goblin dog turns to attack the monk next to me with its actions. I get in some unarmed retributive strikes, but I'm not impressed with the mechanic. Yes, it encourages enemies to attack the paladin instead of their allies... or just step out of the paladin's reach. And It'll do little good for bow paladins. As a signature class ability and especially a replacement for smite evil, it feels lackluster.

Speaking of bow paladins, I draw my shortbow and start plinking away the next round, having no melee weapons left. Low dex and low damage means I don't contribute much with in the 2 rounds I'm double- and triple-attacking with it.

Takeaways

Ancestries need to be more front-loaded. The familiar I took with my one ancestry feat never did much, gnome movement is a pure drawback, and the only remaining concession to gnomishness was having low-light vision.

Backgrounds are forgettable. Any chance of making them work more like Starfinder themes?

Lack of a general feat at 1st level is likely to make a lot of 1st-level characters samey.

Paladins need work. Retributive strike is underwhelming, smite evil is missing, as is any support for using a ranged weapon. (Abadarans and Erastilites take note of that last one.) Of the 3 class feats available at 1st level, 2 of them feel like taxes needed to make lay on hands work properly and effectively.

Shields break too easily if you try to actually block attacks with them.

With the clarification on Warded Touch which hit in the middle of gameplay, I will probably switch this build to warded touch + glaive for future test runs. Retributive strike seems to demand reach and shield are made of paper if you try to use them for their historical purpose.


2 people marked this as a favorite.

Following my work on a similar sheet for Starfinder, I present:

The HTML5 Playtest Character Sheet


  • Portrait layout designed to be familiar to anyone who has played PF1.
  • Plain white background.
  • Optional calculation for many values, use the + and = buttons.
  • Saves and loads characters in JSON format. The save link will appear once you start entering data.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If I'm reading this right Iroran clerics and Paladins can boost fist damage to 1d6 via the Deific Weapon class feature or Deadly Simplicity class feat.

But there's no mention of being able to deal lethal damage with fists or other nonlethal weapons in those abilities. The old Improved Unarmed Strike general feat which would have fixed that is gone.

This feels like an oversight. Any chance of clarification in the FAQ and the final rulebook?

Grand Lodge

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

If Paizo was to throw out the current playtest system entirely and start fresh for another attempt at Pathfinder 2e, which bits of the playtest would you want them to keep?

I think the 3 action+reaction system is a keeper, and easier to pick up than the old PF/3.5 action system or Starfinder action system.

Sorcerers getting different spell lists based on bloodline has promise, but not all spell lists are created equal.

There might be some sense in condensing half-elves and half-orcs (and later on, aasimar, tieflings, geniekin, dhampirs) into human heritages, but the current implementation is lacking.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I saw unarmored proficiency as a system concept and was immediately thrilled to recreate my unarmored swashbuckler from PF1 as a rogue, or possibly build a variant of Ostog from the card game.

Except a search of the PDF turned up no way to gain this proficiency except through monk class features. Am I reading this right?


2 people marked this as a favorite.

Looking for a form-fillable character sheet that isn't dependent on a specific PDF reader which may or may not be available on your operating system?

Leverage the power of modern browsers (sorry IE) with the HTML5 character sheet. Tested on Chrome and Firefox for Windows, Linux, and Android.

This is not a cloud-based or Google Docs sheet. All data is kept locally to your device and not dependent on an internet connection.

This 4-page sheet has an expanded inventory section for its 3rd page, as well as Starfinder Society fame, infamy, reputation, and item tracking sheet on page 4. (Or if you're not playing society, skip page 4.) If you're not a caster, you can select a replacement for the Spells sidebar on page 2 for fields more suited to your class. (The dropdown to select this is just above spells.)

Auto-calculation is optional, hit the + and = buttons when you want math done.

Characters can be saved or loaded as JSON blobs, a save link will appear once you start entering data.

Licensed free under Paizo's community use policy.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Absalom Station Infosphere is updated! Thanks to the data entry skittermanders who worked allsix to make this possible.


  • Point Buy Calculator has been massively overhauled into the Starfinder Creation utility which will work out hit points, stamina, resolve, class skills, theme skill bonuses, race features, and theme features for any single classed character, and export it all to the HTML5 Character Sheet.
  • Starfinder Creation Utility: Races with art available under the community use policy will display preview art now.
  • Starfinder Creation Utility: Added races from Dead Suns volumes 2-5.
  • HTML5 Character Sheet: Insight bonus and armor check penalty get their own fields in skills. Total/spent skill point fields added to mesh with the above. SFS specific reputation and faction data has moved to page 4 to allow a larger abilities box on page 2.
  • HTML5 Starship Sheet: Shirren larvae have been removed and reunited with their parents. (Bug fix release only.)
  • General: HTTPS is now forced site-wide to avoid any security warnings in latest Chrome.

Grand Lodge

11 people marked this as FAQ candidate.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Core Rulebook wrote:


When you imbue a weapon with the rune of the eldritch knight, in addition to its normal benefits, the rune grants the weapon one of the following weapon fusions of your choice: ethereal, flaming, frost, merciful, or shock. The weapon can’t gain a fusion it already has, and this bonus fusion doesn’t count toward the maximum total level of fusions the weapon can have at once. The bonus fusion ends when the weapon ceases to be imbued with the rune of the eldritch knight. For more information on fusions, see page 191.

Just one problem; one of the listed fusions (Ethereal) doesn't exist. Should this read "Ghost Killer" instead?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Temple of the Twelve wrote:
Low-Light Vision: Ferrans can see twice as far as humans in conditions of dim light.

That is not how low-light vision typically works in Starfinder. Should this instead read:

Core Rulebook wrote:

Ferrans can see in dim light as if it were normal light.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Absalom Station Infosphere is now online.

It will be the new official home of my HTML5 Starfinder character sheet, plus many other tools and resources for Starfinder players and GMs.

The launch also sees a couple brand new resources:

Races of Lost Golarion - A work-in-progress conversion of all races from the Advanced Race Guide yet to appear in Starfinder.

The online point buy and ability score calculator - Work out your ability scores for a starting character, the plan your level-based increases and personal upgrades.

All content is forever free under the community use policy. Enjoy!

Grand Lodge

4 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So to contract the other thread, what Starfinder features do you want to see carried over in Pathfinder Second Edition.

* Bulk: Much faster than adding a lot of fractional weights together, then triple-checking a table for your carrying capacity.

* Trick Attack: Works so much better than sneak attack in practice.

* 4 skill point/level minimum: 2 skill points per level was never enough.

* Strong will saves on Soldiers/Fighters: Do I need to explain why?

Grand Lodge

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, with a new edition comes the chance to promote some classes to core, or demote some to archetypes or supplemental rulebooks.

With that said, what 4 classes do you most want to see in the core rulebook?

Bard - The classic does-a-bit-of-everything class and a potent force multiplier in 1e.
Kineticist - One of the most popular classes from OA, and an early chance to work out some of the class's quirks. Gather power could work in interesting ways with the new actions system that's been teased.
Oracle - Always liked the curse, mystery, and revelation system better than the boring old domain system.
Monk - Do not forget to put the number one option for unarmed, unarmored ass-kicking in the core book.

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

Inspired by the current direction of the "Rare sightings in PFS" thread, I'm interested to know what primary weapons everyone's SFS characters are rocking.

Here goes:

701 - Mighty Vesk fists
702 - Tactical Diasporan sniper rifle
703 - Solar blade

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So I've a 3rd-level Vesk mystic who fights unarmed with about 2500 credits to spend. Being an unarmed fighter who's forsworn lethal weapons, a better weapon isn't an option till higher level stun weapons are available.

Current ability scores are Str 16, Dex 11, Con 12, Int 8, Wis 16, Cha 10. Feats are improved unarmed strike and heavy armor proficiency.

Should I upgrade my armor from basic iridishell, or should I look at personal upgrades? I'm thinking if I do take a personal upgrade, Str is likely to be the priority.

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

1 person marked this as a favorite.

With the power of HTML5 and Javascript, I give you form-fillable character and starship sheets optimized for SFS play.

The character sheet is a 4-page affair with fame, infamy and faction reputation tracker. The 3rd page is an expanded inventory sheet, with the 4th page dedicated to a SFS compatible inventory tracker. For ammo tracking, the number of checkboxes will change (up to 100) as you change the number in the "capacity" field.

Auto-fill/auto-calculation is optional. Ignore the +/=/calculate buttons if you prefer to use your own math and notation.

Characters can be saved and loaded in JSON format. A "save" link will appear once you start entering data.

The starship sheet is of less use to SFS, but will auto-calculate the crew action DCs based on latest FAQ once you enter the ship's tier. I will at some point try to have pre-made Drake and Pegasus stats for the ship sheet.

To get it, hit the "Clone or Download" link on its Github page.

Tested working in Chrome and Firefox on Linux and Windows, plus Chrome on Android.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It's yet another character sheet.

Download it, fill it out in any browser (I recommend Chrome), print it, or save/load your characters locally for later use.

Includes an expanded 4-page layout with full-page inventory sheet and Starfinder Society inventory tracking sheet.

By design, it has no auto-fill/auto-calculation. (Thus the Analog property.) Any auto-fill/auto-calculation added in future releases will be optional.

Please report any glitches in this thread of the Github issue tracker for it.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So I'm drawn to the irony of a rat who derives power by his worship of the sun, and trying to build a Ysoki priest Solarion. Focusing on active photon powers and passive graviton ones. The Ysoki penalty to str hurts, and the low racial HP has me worried.

Abilities:
Does Str 14, Dex 12, Con 10, Int 12, Wis 11, Cha 14 work? Or will the low con and low racial HP get me killed? Probably going to be boosting Str,Dex,Con,Cha with level-up benefits.

Feats:
Heavy Armor Proficiency at first is probably a given with that lowish Dex. Weapon Focus at 3rd, then Step Up at 5th, after increasing Dex, followed by Step Up and Strike at 7th. Undecided for later feats. Suggestions?

Skills:
Max ranks in Acrobatics, Athletics, Culture, Diplomacy, and Intimidate to help round out party skills and captain a ship.

Revelations (order undecided, thoughts?):
Stellar Rush
Gravity Boost
Plasma Sheath
Defy Gravity
Soul Furnace
Gravity Surge
Ray of light (zenith)

Grand Lodge

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Starting on an open source Starfinder toolset. Whether it will ever be as comprehensive as commercial tools remains to be seen.

Right now, the point-buy calculator can work out your first-level ability scores and starting HP/SP/RP.

Get it on GitHub. (Hit the Download Zip button under Clone or Download.)

You will need a Python interpreter if one does not come with your OS. You can get that at python.org

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

Do the Haan and Sarcesian races on the Gencon boon use the listed ability adjustments from First Contact, or does the boon itself give alternative ability score adjustements? (The ones in First Contact don't look right compared to core.)

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So I want to make a mystic themed around the open sharing of ideas and knowledge. Think the GNU Public License, Creative Commons License, or indeed Open Gaming License. I'm having a hard time figuring out if this best matches the tenets of Triune or Yaresa, and which mystic connection it matches.

Any suggestions or input?

Grand Lodge 4/5 * Venture-Agent, Virginia—Newport News

Quote:
The wolliped is a legal choice for triaxian PCs, who may select it in place of a horse animal companion.

It this likely to be the charity auction boon for Gencon?

Full Name

Jasrella Domas

Race

Human

Classes/Levels

Wizard 1 (Specialist Evoker)

Gender

Female

Size

Medium

Age

31

Special Abilities

Spells

Alignment

NG

Languages

Common

Strength 10
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 12
Charisma 13

About Jasrella Domas

Jasrella Domas
Neutral Good Medium Human
Level 1 Wizard (Evoker)
Init +8 Perception +6
-----Defense-----
AC 11 (10 +1 dex, +0 armor, +0 Magic), touch 10, flat-footed 10
hp 7 (1d6 +1 Con) 7/7
Fort +1, Ref +1, Will +3
-----Offense-----
BAB +0
Melee +0
Range +1
Speed 30ft.
Special Attacks:
-----Statistics-----
Str10, Dex13, Con12, Int18, Wis12, Cha13

Feats:2
Improved Initiative:
You get a +4 bonus on initiative checks.
Spell Focus: Evocation
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
3 level: Greater Spell Focus: Evocation
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
5 Level: Combat Casting
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
7 level: Craft Wands:
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

Class Abilities:
Arcane Bond: Ring (Left Hand Ring Finger)
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level.

Arcane School: Evocation
Evocers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Arcane Opposition: Enchantment, Necromancy

Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp) (7/day)
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall (Sp)
At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Cantrips:
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots

Scribe Scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Skills:
2 + Int modifier + 2 BG:8
Acrobatics: +1 (+0 Ranks +0 Class Skill +1 Dex)
Appraise: +4 (+0 Ranks +0 Class Skill +4 Int)
Bluff: +1 (+0 Ranks +0 Class Skill +1 Cha)
Climb: +0 (+0 Ranks +0 Class Skill +0 Str)
Craft: +4 (+0 Ranks +0 Class Skill +4 Int)
Craft: +4 (+0 Ranks +0 Class Skill +4 Int)
Diplomacy: +1 (+0 Ranks +0 Class Skill +1 Cha)
Disable Device: +1 (+0 Ranks +0 Class Skill +1 Dex)
Disguise: +1 (+0 Ranks +0 Class Skill +1 Cha)
Escape Artist: +1 (+0 Ranks +1 Dex)
Fly: +1 (+0 Ranks +0 Class Skill +1 Dex)
Handle Animal: +1 (+0 Ranks +0 Class Skill +1 Cha)
Heal: +1 (+0 Ranks + Class Skill +1 Wis)
Intimidate: +1 (+0 Ranks +0 Class Skill +1 Cha)
Knowledge (arcana): +8 (+1 Ranks +3 Class Skill +4 Int)
Knowledge (dungeoneering): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (engineering): +8 (+1 Ranks +3 Class Skill +4 Int)BG:1
Knowledge (geography): +8 (+1 Ranks +3 Class Skill +4 Int)
Knowledge (history): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (local): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (nature): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (nobility): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (planes): +4 (+0 Ranks +0 Class Skill +4 Int)
Knowledge (religion): +4 (+0 Ranks +0 Class Skill +4 Int)
Linguistics: +8 (+1 Ranks +3 Class Skill +4 Int)
Perception: +2 (+1 Ranks +0 Class Skill +1 Wis)
Perform: +1 (+0 Rank +0 Class Skill +1 Cha)
Profession (Soldier): +5 (+1 Rank +3 Class Skill +1 Wis) BG:1
Ride: +1 (+0 Ranks +0 Class Skill +1 Dex)
Sense Motive: +1 (+0 Ranks +0 Class Skill +1 Wis)
Sleight of Hand: +1 (+0 Ranks + Class Skill +1 Dex)
Spell craft: +8 (+1 Ranks +3 Class Skill +4 Int)
Stealth: +1 (+0 Ranks +0 Class Skill +1 Dex)
Survival: +2 (+1 Ranks +0 Class Skill +1 Wis)
Swim: +0 (+0 Ranks +0 Class Skill +0 Str)
Use Magic Device: +1 (+0 Rank +0 Class Skill +1 Cha)

Languages:4
Common, Elven, Dwarven, Orcish + 4 more

SQ:
None
Racial:
+2 INT

Weapons/Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his
Class Skills
Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.6
Traits:
Tough Minded
Benefit You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Reactionary
You gain a +2 trait bonus on initiative checks.

Equipment:
Dagger
Staff
Back Pack, Masterwork
Bedroll
Blanket
Belt Pouch
Canteen
Compass
2 dress uniforms
2 noble outfits
1 ball dress
1 war outfit

Spellbook (Opposition Schools: Enchantment, Necromancy)
All 0-Level Spells
1st- Level
Burning Hands
Color Spray
Expeditious Retreat
Mage Armor
Shocking Grasp
Shield
Alarm
Magic Missile
Grease
Summon Monster I
Ventriloquism
2nd-Level
Protection from Arrows
Summon Swarm
Acid Arrow
See Invisibility
Scotching Ray
Invisibility
Mirror Image
Fox's Cunning
3rd-Level
Dispel Magic
Clair audience/Clairvoyance
Fire Ball
Fly

Magical Items:
Cloak of the hedge wizard:evocation
Wand of shield 50 charges
5 potions of cure light wounds

Physical Description:
Height: 5'10"
Weight: 135
Eye color: Green
Hair color: Brow
Skin: Tanned, Heavily
Haircut: Long and Straight
Build: Thin and Athletic

Back Ground:
Gerald and Lyllian were so proud of their daughter, for at the age of six she has started to show a talent for the arcane arts. Gerald had his career as an aspiring mage cut short due to the family farm needed
Tending and Lyllian was a well know bard in these parts. When the local mage’s guild came around to test the children and Jasrella top the charts it was no surprise when the offers for apprenticeship came in.
Gerald and Lyllian picked a powerful wizard that they thought would give their daughter the best training they could afford. The cost was a big concern but both parents thought this was what was best for their
Child. Three weeks after the spring testing ceremony Jasrella was sent to study with Zathew of Benthros. This was the beginning of her life and the parents thought that Jasrella would be happy, The winter of
4865 was a harsh and bitter one. The after math of such cold temperatures brought about a sickness that spread throughout the town and surrounding villages. By the time the healers got the sickness under
Control, many were dead include both Jasrella’s parents. Now with no parents and no way to pay for her training, she was released from her apprenticeship with Zathew of Benthros. Jasrella was running low
On what money her parents left her. The neighbors were too afraid to help as the felt they would catch the sickness. She was approached by a Parnell of the Flaming fist about his situation. He agreed to
Continue her training in the arts in exchange for her family’s farm. She had nowhere else to turn to. No family and her she is almost 7 years old and the owner of a farm. In the end it was Parnell that took
Over the Domas Pomegranate farm and Jasrella continued her training for another sixteen years. Once released from her training Jasella was once again alone and unsure of her direction.

Jasrella looked for a way to make a living as a Evoker, but there were not many jobs available for a mage of destruction as it was called. For weeks and weeks she searched for a way to support herself, with
No success she was getting desperate. Then she was contacted by a man that was looking for help in making sure a certain person would rethink his personal objectives. The job was to help two other men
Scare away a person that is known to be a bad influence on the Higher ups of House Anjou. This person was described as a evil and vile thing that wants nothing but power for himself, he even is holding
His own sister against her will so the rest of the house does not move against him. This list of grievances went on and on ad the accusations got more and more bold. After some time of listening to the
Stories of this “Mister Fancy Pants” as he is know to be called. Jasrella was ready to take the job and the one hundred gold was a good incentive to boot.

The target was known to frequent the tavern known as the vulgar unicorn. This was a tavern that Jasrella knew of but has never been there before. She met up with the two other men and made the arrangements
That she would lore the target to the ferry shed that was being refurbished by some noblemen as a surprise for his mistress. The target was there of course but the description did not say anything about how
Attractive this young man was or how confident he was. Jasrella found she attracted to the target almost instantly even thought she was much older than him. Shaking the silliness away she sent a drink over
This young lord and followed up with a personal visit. It did not take him time to accept her offer of a night cap at her place. Once inside she proceeds to let him talk as she got into position. The two other men
Stepped out of the shadows
Look I might be a Courtenay but I am not my father son. I like my women to be well....a woman. Jasrella is taken aback as the target makes this bold statement. Her mind is reeling with the
New information that was just blurted out. [b]What did you say, you are a courtenay and not anjou? Is all she can blurt out as the two men start their attacks. Why are the two men being so aggressive,
They were to just scare this person away not to do any harm. This is the Christian of the houses Courtenay and Anjou. He is not vile and evil. Jasrell is concerned as to what she has gotten herself into. Seeing
That her attention is drifting Jasrella makes up her mind about her target, this Christian. She begins casting a spell of Flare Burst, She does not have much time as the barbarian is about to close this chapter in
Her short career as an assassin. She is able to get the spell off in time but Christian is to close to the barbarian. Jasrella starts to cast another spell, this one is to do some damage and hopefully keep Christian
Alive.
Unfortunately she is not able to get her spell off in time and is knock unconscious from the collapse of the second floor balcony. As jasrella starts to regain consciousness she sense that things are not right in her
World. The cold touch of metal on her throat was the first indication. Her eyes open up with concern with her wellbeing and immediately calms herself as she sees Christian looking down at her. The next thing
Jasrella knows is she spilling everything to this young lord. She can not help herself and continues to tell him everything she knows. Could it be a sense of remorse or maybe a bit of guilt for what she got
Involved in. What ever the reason, it would seem that it saved her life. The young lord sent her on her way to collect the bounty on his head. She wants to stay and help him but in the end Christian would not
Have any of it. His plan to fake his death to save and protect his mother is a noble one.

Jasrella decides that after this chance encounter with the young lord that she is unwittingly tied to. Several days go by and she is able to find him. He is so easy to talk to even when he is hurting. The spend the
Next couple of hours just talking about everything and nothing at all. It made her decision that much easier. That decision was to travel with this man and see the world. Jasrella has found that her life is intertwined
With this young lord. Over the next nine years they would fight beside each other. Always on the cusp of something more but never more than that. They became leaders of the mercenary group ArgentaLupe.
Jasrella know that Christian was getting restless with his lot in life. He yearned for a place to call home, a place for his family to call home. It was weighing heavily on hid shoulders and Jasrella did not know what
To do about it. The day the calling came for heroes to take back the stolen lands was a day Jasrella will remember for a very long time.