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Pathfinder Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. 29 posts. No reviews. No lists. No wishlists.


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To set the stage to my question, a group of people I have been playing with for a long time ran into a snag. Unexpectedly one of the players (I am GM) ran into complete spoilers for the campaign..... They are 10th level playing in Iron Gods. They are trying not to meta-game, however they are being really bad at it. as a group we have already declared they we want to keep playing as a entire group, however we are trying to find a way to explain it.

Since the player in question is a Psychic 8 (Lore)/ Kineticist 2 (ather) they idea of the Akasic Records came to mind. Which as the GM I am totally cool with, one thing they are trying to figure out is how the character could get there on a regular basis for this scenario to make since. Do you have any ideas? or other solutions to this story problem?

Do not worry I have been GMing for some time and am good at modifying encounters and clues enough to make the rest of the campaign interesting for everyone. Any help would be nice.


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Looking for advice/ clarification.

I am running a Sandbox campaign for a group of players who just wanted to run around and do stuff. Well they decided to plan jump to the first world of the Fey.

My question is: Would the powers of the Cleric of Irori still work in this first world?

Reason for this inquiry: In all the research I have done. It says (Via Inner sea Region Guide) that no one rules over the first world, but instead it is kinda sorta run by a group of demigod-ish beings called the eldest. And looking at the Planner maps the first world does not appear to be in the realm controlled by the normal gods (thus not having a direct line for them to grant powers to their followers).

Any help would be great.


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KingOfAnything wrote:
I suspect Ultimate Wilderness might have new options.

Any rumors on what will be in ultimate wilderness? I am in a party which needs that book like yesterday.


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I find myself in a party with a stupid amount of gold, and nothing to spend it on. We had the Idea of modifying the Flying Skiff (Pathfinder Occult Adventures Page 257) and turning it into a War skiff.

We were thinking of turning it into a B29 ww2 bomber style, to become dragon hunters. (as well as being able to bomb targets from a safe distance above in the sky. But Still being able to pilot and defend it.

Looking for any ideas for cost modifications for like bomb doors? Gatling Guns of wand of fire ball/bolt? Side Cannons with turrets? Feel free to build and price what ever you think would be good for this?

Side Note: What Happens when a bag of holding gets thrown into a portable hole? Is there a effect?


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Building a plant witch. Can a Leaf or ground Leshy (bestiary 3) be my familiar to stick with the theme?

Cite Rules pages if possible.

Thank You


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Looking for good Pazio books that provide the same kind of information such as the Heros of the Wild Players companion. Any suggestions.

I know Ultimate Wilderness is coming out later this year.


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A fungal spore faction like the formian (From bestiary 4)

Kinda taking the Myecloid (from bestiary 3) and expanding its fluff and and different CR of them. Like a Fungus spore maker, or Myecloid sappling.

A High CR (20+)
A few scaling mid terr CRs (5-15)
A low Cr would
be great.

(Also plant familiars for witches and wizards that what to do Herbalist stuff would be cool ----Leshys)


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Eltacolibre wrote:
They are called myceloid in pathfinder basically.

What Bestiary are they in? I have all 6 and i can not find them.


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Hello I don't know exactly which forum page will provide the best answer for my inquiry.(Feel free to move it if needed)

I am trying to create/find a enemy that is very similar to the Myconids in D&D 5E, but for pathfinder. The Homebrew adventure the PCs started took a very weird turn I was not expecting for the party. (They are currently helping stop a death cult from taking over a region of the inner sea. [if you knew my players you would be surprised at this turn of events as well]) Never the less one of their major "bases" of operation is a city of Ghoran. I think it would be very cool if a group of fungus were to ally with the death cult and become a enemy for the PCs. That is why I am trying to build a civilization or at least some sort of CR scale for the fungus beings.

any help is greatly appreciated.


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CloudCobra wrote:

Well, this must be like the fourth time this particular topic came up. I think it's time for the Devs to start thinking more about this concept. Hint hint. :P

Awesome. I loved the Character you put together. I didn't know about the story feat. That is really interesting. I think I should try incorporating them into my campaigns more.

Side Note: Does Anyone know if in Starfinder there will be like a Engineer that could be tooled over to pathfinder for this purpose?


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Does anyone know of a link with mundane spell components (link different herbs, or basic gems). I think it would be interesting for if a PC wanted to play a spell inventor type character to need to figure out a reason for the different mundane components. I think it would also make it more engaging for that character.


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I talked to them about the alchemist and they still didn't like it.


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Alcoholic Recipes and other herbal alchemical things also work as well.


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So I am GMing Kingmaker, and I want the PCs to have greater flexibility of characters in this campaign. One of the players is playing a fighter, with a twist. They are a herbalist. They are playing the fighter because they don't want there character to have magic.

Is there a list of plants, or herbal recipes i can give this player. I am trying to be accommodating. Third Party allowed with citation. (prefer pazio stuff)


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I am working on a Long term NPC. I am planning on it traveling with the party for a few areas Approx 3 levels. The PCs Are gonna meet him when they are level 4, and I anticipate the NPC being about 2-3 levels Higher then the PC.

The NPC I want to create is a Mage (or normal person with insanely high engineering skill) and have them create and build constructs. (mainly Alchemical or clockwork).

Questions for the group. How can I do this. I am thinking Alchemist however is there a Archetype or alternative class that enhances this ability. I am thinking of them Having one main construct, then the ability to build a few smaller (kinda like a summon ability)

All Ideas, classes, abilities, and races are open. I am just trying to keep it within Pazio published material.


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What about using blast to create a necklaces of Fireball (-the fireball portion) Wouldn't the d6 amount kinda be the same? So it would be a Necklace of Kinetic blasts. ex Type i Necklace of fireball deals 2 at 3d6 and 1 at 5d6, a necklace of Kinetic blast would deal 2 at 3d6 and 1 at 5d6, damage being the same as the associated blasts. I think it could trade off being that the Necklace of Kinetic Blasts is a single target type of thing.

Would that work? Or could a Cloak of Invisibility be the same as a cloak of shimmering image (Water Kin)


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Does anyone know where the rules are located about crafting magical items using a Kineticist. My party has a Archer and a Forge Presist and we want to know if I could channel my blasts into something like a arrow for the archer. I can not really find rules or feats that clarify this. Any help would be great.


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Isabelle Lee wrote:
Gawain the Sponge wrote:
Stuff about Metamagic Invocation

I think you may have missed something important about Metamagic Invocation. It requires metakinesis, but doesn't apply to the same things. It can only be applied to the "quasi-spell" wild talents gained through Kinetic Invocation (or that feat's Special entry). It doesn't apply to, say, an aerokineticist's celerity wild talent or a blast with the wall infusion.

Sorry for any confusion. ^_^

Thank you for pointing that line out to me. I miss read it when I first was reading the feat. Thank you :)


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Porridge wrote:
Gawain the Sponge wrote:
I agree there are some draw backs. However I feel the emotional component should not become a problem unless madness rules or other effects that directly affect them, simply because the Kin. Should not be in range to get the affect. I am currently running with this class of character and the only time I was in 50ft or closer in combat was last session I played in ([there have been about 45 sessions with this character] and it was by choice) So I feel like a Kin. with extended range should be out of the range of most low level fear effects.

Huh. I haven't actually seen one of these in play before, so you could be very well be right -- my initial impression regarding this drawback might be a bit overblown...

Out of curiousity, in your experience running this kind of long-distance character, how often have you felt you needed the extra HP this archetype gives you?

PossibleCabbage wrote:
Most kineticists are going to be within 30' of the things they're trying to hurt quite frequently. Aerokineticists get extra range from a utility talent, but anybody else who wants to use a form infusion other than extended/extreme range is going to have to hang out within charge range. Extended range is really low priority when you get to do fun things like put down walls.

Yeah, this kind of thing worries me too -- and it would be nice not to be wedded to one particular element. (But again, I've never actually seen one of these played before...)

I have played the Normal type of Kin. and this type of Kin for the same amount of time respectively. I have also played different elements at different levels. One of the parties I am in is very big on module play, thus I have lots of opportunities to experiment with different class builds finding one I would like to play in longer campaigns.

I have found that for this class in particular it really depends on what type of element you pick. [although most upper level infusions have a 120ft radius on them] I also know the blast infusions are a nice thing to have but: {Pro Tip} a Blast action should never cost you burn unless you are the last one standing on your team, because some of the cooler Utility talents become better with burn and worth it to spend burn on because it last longer or has a better effect.

Also I have had more normal Kin. die than PsyKin. because of the fact that the temp hit points loss stacks from normal hit points lost. This is why I started finding ways to run this class at long distances because my up close fighters constantly died. "Level five 'up it took 2 burn so -10 hp from my 40 hp total' *characters enter boss fight 'up i just got hit for 20 damage so I am up at 10 hp remaining, and yup another 20 point hit and dead'"

The powers that be kinda realized this flaw I believe and rectified it by allowing the Metamagic Invocation in the Occult Anthology book giving the class to use extended range metamagic for 1 burn [same as extended range the wild talent][this book also lets you use enlarge spell/1 burn, intuitive spell/1 burn (removes thought components), Logical spell/1 burn (removes emotional components), quicken spell/4 burn (they reprinted it in this book for some reason), Reach spell/1 burn, or Tenacious spell/ 1 burn]{Downside you need to take the feat multiple times to get all the metamagic invocations.} however three of the metamagics provided by the feat deal with range, and it says you can stake them to increase the range even more.(see the special on the feat for more information).

The Snake Infusion is also a great infusion for any element to take at 6th level. 120 line that can be bent to get around corners or cover. (Metamagic to make it even longer)

Opinion for something pazio needs to make: they need for the class is a Pure Element archtype which replaces the Expanded elements at 7th and 15th level, and omnikinesis at 20th, and provided that group of players who choose to focus in one element something better than what is normally granted by expanded element. (like spending a burn to increase the range by 25ft or 1 burn to increase the damage pool of dice by 1d6 for a single blast, or giving them a +X to hit for one blast)( Or just make the ability in parentheses above a feat they Kin. can take and call it Blast manipulation or something along those lines, because those three things are what early level Kin. (lv 1-5) can spend there burn on the most. instead of normal blast infusions)


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Val'bryn2 wrote:

"I foresee your pride clouding your aim" before a Misfortuned attack roll.

Things like that, you don't need to actually make it a longer time down the road. For the ones you do want to do like that, curses, Gaes/Quest, things like that. The Scar hex could work.

okay cool


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Porridge wrote:
Gawain the Sponge wrote:

In my opinion The Psycho Kineticist[PsyKin] (Found in Horror Adventures) is a much better build for the Kin. The Base class is constitution based (which is a cool idea for a caster) however whenever they are put in a stressful situation the Burn they take to use some of their advanced abilities (making awesome blasts) can really damage them in a long run because of the temporary hit points they gain by accepting burn.

The PsyKin is more useful to a general player because it turns the class into a wisdom based caster, and that's about it. The burn turns from temporary hit points into a -2 penalty/ burn point to Wisdom Checks, Wisdom skills, and will saving throws. Which on the flip side sounds bad, but it opens up the door for the character if they choose to multi class into other casters, or use the Occult Skill Unlocks. The PsyKin also expands the Kin skill set by 1, and gives them Psych Sensitivity as a bonus feat. This is huge for the class because it practically opens up a feat slot for them.

Huh. Interesting idea! So let's see... the Psychokineticist who accumulates burn gets lower will saves (and other wisdom-stuff) instead of lower HP, but that's offset by their being wisdom-based instead of constitution-based. OK, that's fair. Then the overflow they get when they take enough burn is also modified so that it boosts wisdom instead of constitution. Again, that seems OK. (Well, it also doesn't boost other physical stats, it boosts other mental stats, which means they don't get better at (say) hitting things when they take burn, and they don't get the resistance to crits; those are a bit of a minus.)

Finally, they can't use wild talents when they couldn't use an emotion component... wait what?! And with low will saves, it sounds like you'll be really vulnerable to the kinds of effects (e.g., fear) which completely shut you down... Actually, now I worry that I'm misreading something. That seems a bit too crazy, and doesn't reflect any corresponding weakness...

I agree there are some draw backs. However I feel the emotional component should not become a problem unless madness rules or other effects that directly affect them, simply because the Kin. Should not be in range to get the affect. I am currently running with this class of character and the only time I was in 50ft or closer in combat was last session I played in ([there have been about 45 sessions with this character] and it was by choice) So I feel like a Kin. with extended range should be out of the range of most low level fear effects.

Another important note is that a Kin. Should not be burning through their burn very quickly. Since it is such a small number and with numerous abilities to reduce or eliminate burn. The -2 penalty should not play to big of a influence on will saves ( I am not saying it has no effect. I just am saying it is not a bad as book value sounds) so taking feats like Iron Will can help boost and protect the Kin from the emotional effects. (yes the mental overflow ability would not be taken full advantage of, however its the same situation with the elemental overflow)

Thematically I believe this could make just as much sense as a physical taxation on the body. The Kin. power just come from different sources. Normal Kin. draw power from their inner self (kinda like a monks Ki). PsyKin. draws it from their mental abilities an focusing their power ( I think of this like Jinora from legend of Kora, she had some physical abilities with air bending but what made her stand out was her mental control and spiritual abilities). I feel like the PsyKin. could work really well if you play a very studious or outgoing character.

I still believe the burn trade off is better for the Kin overall. The loss in HP can be very detrimental at higher levels, especially since it can not be healed or removed without rest.


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Looking for build advice. I am looking to create a character that is a primary support/control character. They are not really direct combat more of "predicting your fortune on the side of the road your going to die, and you die 2 days later. Because A) they cursed you B) They saw in the future and accurately predicted the event C) they changed the course of your fate to make the event occur, after divination mumbo jumbo"

Build away anything on the table, except the race is going to be human


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In my opinion The Psycho Kineticist[PsyKin] (Found in Horror Adventures) is a much better build for the Kin. The Base class is constitution based (which is a cool idea for a caster) however whenever they are put in a stressful situation the Burn they take to use some of their advanced abilities (making awesome blasts) can really damage them in a long run because of the temporary hit points they gain by accepting burn.

The PsyKin is more useful to a general player because it turns the class into a wisdom based caster, and that's about it. The burn turns from temporary hit points into a -2 penalty/ burn point to Wisdom Checks, Wisdom skills, and will saving throws. Which on the flip side sounds bad, but it opens up the door for the character if they choose to multi class into other casters, or use the Occult Skill Unlocks. The PsyKin also expands the Kin skill set by 1, and gives them Psych Sensitivity as a bonus feat. This is huge for the class because it practically opens up a feat slot for them.

(I hope pazio would release more fluff information for this class. They are very interesting and I would to see how they fit into the world overall, and or release a more angelic or demonic branch for the class to go down. (I know those are arguably wood and Void) however a pure positive energy/ pure negative energy would be a nice addition)


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So this manifested familiar when concentrating is part of the mind of the Kin. would the Kin. gain all the Familiars memories when the familiar returns? since it a manifestation from their own mind.

My character that I am playing is thinking of taking this at their next level up. It seems interesting because my character is already kinda off there rocker (Not in a insane way, but just different) and I think it would be interesting if this whisper became like a fragment of their original personality, and they were to talk to them self, and it really be this familiar.

So I guess what I am really asking is how does this 'Familiar' interact on a day to day basis with their Kin. ?


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Awesome, good to know.


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Would a character be able to have their familiar go out X distance. return to one mile and tell that character everything they saw. Or would the PC instantly gain "memories" of what their familiar saw? or have the familiar travel back into range and describe everything via empathetic link so it is useful for the PC to have the familiar go out that far.


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What is the distance a familiar can travel away from a concentrating kineticist? The Rule in Horror Adventures (Page 57) says "As long as you concentrate, the familiar can take actions as a normal animal of its type. and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind"

Does this mean I can have my character meditating in a inn room concentrating, and have the familiar manifest and travel 20 miles away over a 8 hour period? or does empathetic link of 1 mile max stop this and give it a range of a mile?

Also if this creature is destroyed and returned to you. Can you immediately start concentrating again and create a new one.


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My Group wants me to create first level characters for them, with hints at backstories and other things for when they randomly choose. However we are having a disagreement on the level up system for after the campaign starts. There are four options that have been thought of on the table:

1) GM randomly assigns a random fixed spell/skill point/ etc. every level to kinda help revile what the characters old life was like. And players would be in fixed keeping class the same (unless otherwise directed)
2) Players just choose their level ups and give zero F_______ about the original character even as their memories come back. (This is the most argued against and for in the group because the person who suggested it plays the same character with a new layer of paint every game. and its a even 3/3 tie in the group voting for this one)
3) Giving a suggested level up that players can deviate from at their will but can get an idea of what the character specializes in.
4) Creating a level up tree for each individual character so they can keep with the characters old story, however make variation changes as needed. (Example Level 1 ranger could have options of Ranger(2) Druid (1) or Cleric (1) for their second level.)

I personally enjoy options 1,3, or 4. I just want opinions from people who have run the campaign before which maybe the best option for me to run with my players. Any help or alternative Idea would also prove useful.


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Regarding the memory loss throughout the first book. How much of a backstory are the PCs creating. (I am in a group which backstory is almost as important as the current campaign.) They are very interested in this concept, and I am just confused on what they should know and not know about their characters and the situation.

Personal Idea: I am currently thinking I would make characters and help develop backstories for them. (taking in suggestions and wishes of players of course). But I don't know. Is there any link for character creation help with this. And what all they should know going into the first book.


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