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(I apologize if this has been asked/answered before, nothing came up on my search) So, Doubt gives you a -4 penalty on the ability checks if you fail them. The check to stabilize is a Constitution check. Does that mean if you fail a stabilize check, then next has another -4 penalty? I know, technically, the answer is yes, but that seems a pretty heavy penalty, especially when a character is low-level and low-Con, pretty much guaranteeing they won't survive even a mild dip into the negatives.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
I'm pretty sure that the books are out in the mail, floating around somewhere on their way to me. But, just in case, I wanted to let you know I still haven't received my last shipment (placed on 4/7, notified on shipping on 4/12). Here's hoping it arrives sometime this week...
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Hey team! I need to cancel a few things and also want to know if I can change something. The cancellations are for the Runner's Toolkit and Attitude books I have on pre-order. Also, I just re-upped my subscription to the Campaign Setting, starting with the Inner Sea World Guide. Is there a chance I can get this shipped out ASAP instead of with my next subscription shipment? Thanks! Matt
Droz's 5 Pepper Chili Recipe 2 T cooking oil
In large cast iron dutch oven, heat oil over medium heat. Add onions, garlic and peppers and cook until onions are translucent. Add ground beef and cook until browned. While onions & peppers are cooking, drain beans and then beat in a large bowl with a hand mixer, or process in a food processor until they just start to break down into a paste (you should still be able to easily see the skins of the beans). Once the meat is browned, add the beans to the meat and peppers mixture. Then add both cans of crushed tomatoes, beer, bay leaves and chili powder. Stir to combine. Raise heat to high, stirring until it begins to bubble, then lower heat to simmer and cook, covered, for at least 45 minutes. Add salt, pepper and other seasoning to taste. Serve with shredded chedder and bread.
Turns out they are going to remake Zero Hour from 1957. I just hope they don't make a mockery of it...
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Can whoever is running the Owatonna Society event get a hold of me? I'd be interested in playing it! My email's in my profile. Thanks,
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
I'm noticing that two charges have gone through since I signed up for the RPG Subscription plan. I believe it's for the RPG core rulebook, but I want to make sure since it's still two months until the book is released. The first charge is for $42.49 (presumably for the book) and the second is $8.25 (the shipping cost?). Can you check and let me know the details of these charges?
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
You know, I'm really looking forward to the release. I mean it. For the first time in a long time, I'm interested in playing a cleric (usually it was either "okay I'll fill the slot" or "here's a cool XXXX/Cleric multiclass"). The turning/channel energy and domains needed an overhaul and it sound like you did superbly! And, the concentration check sounds perfect! Too often in the higher level games, a concentration check was a joke (15+7? Heck, I got 17 ranks it in...). It's nice to see the high level casters worry again...
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
LOL, found New Rules after posting to Skills and Magic. Here's an idea I've kicked around as a homebrew ever since 3rd Edition. Split out the Spellcraft skill into the different schools of magic, much like the Knowledge, Profession, Craft and Perform skills. Spellcraft (abjuration) (Charisma-based, Trained)
Now, you're asking a lot of why's and how's probably. Here's some of the proposed changes: First off, you'll need to give spellcasters more skill points. Probably give the heavy hitters like Clerics, Druids, Sorcerers and Spellcasters another 4. I wouldn't increase the skill points of the Bard, Paladin or Ranger, since they aren't primary magic-users, but rather dabblers in the art. Okay, now for the real overhaul part. Change the Magic system. No more spells/day, but rather have them roll a spellcraft check every time the magic-user wants to cast a spell. Now you might be seeing where the different ability modifiers for the schools comes in. Bards & Sorcerers would excel at Abjuration, Enchantment and Illusion spells, Clerics & Druids would be great at Conjuration, Divination and Necromantic spells. And Wizards would be the Evocation, Transmutation and Universal go-to guys. Beautiful part is, we don't have to change the spells themselves, just how we're using them. To cast a spell, you have to succeed at a Spellcraft check of 10 + 2*Spell Level (so a 0 level spell is a DC 10, a 4th is DC 18, a 9th is DC 28). If you succeed, the result of the check is the Saving Throw DC that the target has to overcome (makes the lower-level spells more powerful, keeps the higher level in check). If you want to Metamagic the spell, increase it's level as noted in the metamagic ability and calculate the new skill DC. Bards and Sorcerers still only known a certain number of spells to cast from. Divine casters make the Spellcraft check, basically asking their deity for the spell. Wizards get a mod. They know a certain number of spells like a Sorcerer, but they can have extra spells in their spellbook that they can cast as long as they use their book. asting a spell that usually takes less than a full round while using the book increases the casting time to a full round. But using the spellbook gives a +5 insight bonus on the spellcraft check since you're following the 'recipe'. The last part is what keeps everyone honest about the spells they cast. I borrowed it from Shadowrun's Drain rules, and modified it for use with this. Basically, when you cast a spell, if you succeed the check by more than 5, nothing happens. If you succeed by 5 or less, then you take that number as nonlethal damage. So, if the Spellcraft DC is 18 and you get 21, you'll take 3 nonlethal damage. if you fail the check by less than 5, then you'll take double nonlethal damage and become fatigued (i.e. DC of 18 and you rolled up 15, then you'll take 6 nonlethal damage). If you fail by more than five, then the difference becomes lethal damage. So, any ideas? Suggestions? Flames?
About Ruby, Helpful WandererStatistics:
Female Halfling Arcanist 1 CG Small Age 28 Init +7; Senses Low-Light, Perception +8 ------------------------------ DEFENSE ------------------------------ AC 14, touch 14, flat-footed 11 (+3 dex, +1 size) hp 7 Fort +2, Ref +4, Will +4; +2 Fear ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee Dagger -3 (1d4-3) 19-20x2 Ranged
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Base Atk +0; CMB -3; CMD 6 Traits Observant (Perception), Highlander (Stealth) Feats Improved Initiative Skills
Languages Common, Halfling, Dwarven, Elven, Gnome
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Festive: Halflings who hail from Segada partake in the City of Keys’ many festivals to foster a strong sense of community and bring fortune to their peers. Once per day, a halfling with this racial trait can grant an ally within 60 feet a +2 luck bonus on one skill check as a free action; this bonus can be applied after the ally’s check result is determined. Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Spoiler:
School Understanding: The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost. Spells:
------------------------------ Spells ------------------------------ Cantrips (4) Detect Magic, Dancing Lights, Acid Splash, Mending 1st (2)
Spellbook
Spoiler:
Cantrips All of them 1st (6)
Gear:
------------------------------ GEAR/POSSESSIONS ------------------------------ Scrolls Spoiler:
Wands
Spoiler:
Record Keeping
Spoiler:
150gp Starting -2gp Dagger -0gp Sling Remaining Gold: 148gp
Notes/Build:
Halfling Arcanist Sure-Footed - Festive STR: 5 DEX: 16 CON: 12 INT: 16 WIS: 12 CHA: 16 FCB - +1/6 Exploit Traits - Observant (Perception), Reactionary
Exploits
Feats
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