Verez

Gray's page

952 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 952 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

yellowpete wrote:

PF2 has a normal statblock of it as well.

And yes, it looks like it can do all those things you said. Mental Invader is (unsurprisingly) a mental ability, and so should be fair game to use while possessing a target.

Thank you!


I’m writing a rather long adventure for my home brew, and wanted to confirm if I have a good understanding of the rules around this creature, and specifically what it can and can’t do.

First, with the Mental Invader ability, it can pretty much monitor any of its 10 connections wherever they are as long as they are on the same plane. This isn’t something that is done at all times, but when the worm casts the appropriate spell. There are limitations based on the spell being used such as scrying.
I’m operating under the belief that the worm can perceive quite a bit of information through his minions keeping him aware of almost anything his minions would know.

However, this gets me to the next point. With the possession spell, the worm can possess one of its minions from anywhere and from that point cast spells through the possessed body, and by all effective purposes it will appear that the minion cast the spells.

Does this sound accurate so far?

Further, if the worm possesses someone under the Mental Invader ability, can the worm then cast Mental Invader from the possessed person? For example, the worm encounters someone and controls them via Mental Invader. The worm would prefer to not be known among the population so to get close to key members of society, the possessed slave travels to potential targets. Once the possessed slave is near a potential victim within range of the Mental Invader ability, most victims are going to fail against the save. If the victim resists the attack, they know that a powerful being has attacked them, BUT they do not truly know the source. If the worm so desired, it could also make sure the minion was left feebleminded if the encounter didn’t go as planned.

Does it sound like I’m on track here?


The rules on the Astral Projection spell states that anything that happens to the duplicate happens to the original as well, but it focuses on things that are lost. If a party that is exploring the astral plane happens to gain treasure, does that automatically appear on the material plane, assuming they return safely?


Thanks. I thought I was being overly generous with my interpretation.


The spell states that the target is one shield and one willing target, but in the description it states that the sheild orbits around one willing "ally". Can the caster be his own ally? My PC is a fighter with the cleric archetype, using a two handed weapon, and I thought it would be interesting to have use the option to use this as a buff spell in some circumstances.


1 person marked this as a favorite.

This has been a great capstone for the AP so far.

I would mention that I thought I was going to have a TPK with the assault on Breachill, especially with the lesser manifestation. The PCs resources were very low, and they could barely hit him. They also had no hope of closing with him well due to his greater speed.

Their saving grace was the fact that the dragon's breath was not effective against the two rangers, so after two breath attacks, the dragon closed for melee. One ranger got in two hits with distracting shot, which then allowed the the rest of the group to contribute with some good rolls.

Right now the group has just started investigating the Golden Citadel. I was glad to see their were no wards against Ethereal Jaunt or Teleport, so the PC's relied heavily on these to scout the building for clues.

It is very neat seeing all the story pieces come together. I think through most of the AP, my players have just been in the mindset that there wasn't much more to the story than killing off slavers. They didn't really react to most of the sub plot elements other than to say "well that's odd, but OK, where's the next slaver outpost".

Right now they are suspicious of Emaliza, but failed to see through her deception. I have a feeling they will play along with her until she finally betrays them.


1 person marked this as a favorite.
Alfa/Polaris wrote:
Gray wrote:

Ugh. I've been allowing this spell to trigger when a PC is knocked into negative HP numbers! It didn't occur to me that "death" was Dying 4. I kept thinking that there must at least be a loss of actions or something.

I think there have been at least 4 combats where the battle would have been far different except for the fact that the fighter didn't go down when reduced to zero.

Worth knowing that negative HP isn't a thing, either! You just stop at 0, Dying and Wounded handle that idea.

Also, regarding all the edge case things like massive damage and Doomed, I don't think "You prevent the target from dying" is especially unclear or general. If massive damage would kill you, it doesn't, and then you get some healing. If Doomed would instantly kill you, it doesn't, and then Doomed...doesn't go away because you didn't die, and then you die again, whoops.

Far from homebrewing to make sure massive damage can do its dirty work, that denial kind of feels like an unintended interaction, because the Doomed condition isn't listed as or alongside death effects and Disintegrate spells. At the same time, it's thematically appropriate and an exceptional edge case, I suppose...

Anyway, I came here to say that I think Breath of Life is intended to pretty much save people from anything that would kill them except what's listed in its description. And Doomed, I guess.

Yeah, I agree, and I don't have an issue with the rule. I just have 20+ years of other rules rolling around in my head, so it's hard to break old habits. I also don't stop the game much to look up rules. I just make a note to research later. In this case, I waited a while.


Ugh. I've been allowing this spell to trigger when a PC is knocked into negative HP numbers! It didn't occur to me that "death" was Dying 4. I kept thinking that there must at least be a loss of actions or something.

I think there have been at least 4 combats where the battle would have been far different except for the fact that the fighter didn't go down when reduced to zero.


My group is currently in Katapesh and they know about the upcoming secret slave auction. Rather than do a heist, they want to pose as slave buyers and simply buy her. Is there any reason they couldn't do this? It seems more direct than the heist option. It makes me wonder who these buyers would be anyway. They wouldn't sell a guild leader to a local slaver because it would reveal their crime.
So are these buyers from other planes? From distant countries? If this is explained, I missed it.

Money also isn't a problem for this group. They've been channeling some funds into rebuilding the citadel, but they've also been primarily using equipment they find in the adventure rather than buying new items.


1 person marked this as a favorite.
Deriven Firelion wrote:
TomParker wrote:
xNellynelx wrote:
Not fully true, it is mentioned in multiple places that the Scarlet Triad is aware of the gate and specifically don't use it because they might alert Mengkare.
The current state of the Scarlet Triad, their plans to establish operations near the gates, and their reasons for not seizing Alseta's Ring are also explained in detail in the first book. There's an entire section of the Adventure Toolbox dedicated to the Scarlet Triad.
And yet they never do it after module 1.

Explaining it once in book one was fine with me. I'd rather they didn't take up space in every book reminding me of the basic plot points.


Porridge wrote:
EDIT: To be more helpful, here’s a concrete example of a Elven Wizard (Illusionist) built to have lots of third option choices. It maxes Int, has a 16 Dex, and a 14 Cha (to boost the skill checks to conceal spells certain Wizards feats provide). They can cast electric arc/a spell for two actions. And they’re built to have a lot of effective third action options. They can: cast the Shield cantrip (if in danger of attack), fire their bow (proficiency from Elven Weapon Familiarity, and no MAP since it’s the first attack roll this turn, and they have a high Dex), recall knowledge (high Int), Demoralize (trained in Intimidation, decent Cha), move, or Sustain a spell.

I like the idea of this, but can a wizard cast spells with a bow in hand? I thought they would need to have hands free, thus rearming a bow would take up their 3rd action.


1 person marked this as a favorite.
Salamileg wrote:
Is there a chance the ranger missed the four free boosts at character creation, or the boost from their class? They should be able to get a 16 or 18 Dex along with 16 Int pretty easily.

Unfortunately, no. I double checked everyone's sheets in the beginning (and still do), since I am most familiar with the rules. He just really wanted to be good at a lot of things. At the time I had a hunch that wouldn't work well, but didn't have enough experience with the new rules. I ended up mentioning that I didn't think it would work that well, but thought why not give it a go.

Keep in mind the PC doesn't stink. It's more that expectations didn't really get met.


I have a player who has struggled a bit with a Ranger with the Arcane archetype. It's not a horrible concept, but I think he's maybe spread too thin / trying to be great at too many things. He started with his highest stat being in Int at 16, but the rest of the stats were just too low. We are at 14th level in the AoA AP. He pulls off some useful things occasionally. However the dedicated fighter with a great ax seems to land a crit most rounds and is dealing 75 to 100 + in damage. The ranger is rarely getting a crit and is lucky to do half that damage. He will use spells as a back up, but his saves just aren't very threatening. He falls back on Frost Ray a lot. In addition, the bird companion is a bit underwhelming.


Silvative wrote:

I think I've mostly narrowed down to three possible routes, wondering if you lot had any thoughts on which seems most interesting. AOA book 4 spoilers for anyone else ofc

...

So what did you end up doing? I would have leaned toward having Ilssrah just leave.


I'm pretty happy with the format. I sometimes wish the extra articles were more player friendly. I have one player who loves getting into the background of whatever area is being explored. I accidentally shared an article (AoA) which had some spoilers.


I may have missed it, but do we know what level this AP goes up too?


22 people marked this as a favorite.

I just wanted to express some gratitude toward Paizo and this community. One of the bright spots of this year has been a weekly game I started DMing in April with some old friends.

One friend in particular had been asking me to run a game for a while in 2019. I was really resistant due to a few factors; time constraints (I used to travel a lot for work), distance (none of my friends live nearby), and I wasn’t certain I wanted to learn yet another set of new rules. Too give some context, I’ve been playing since the old red box came out and just celebrated my 50th birthday.

I also was not excited about any online gaming platforms I had looked at. Most weren’t very intuitive, at least to me, or the learning curve seemed to be more than I had time to invest in.

With the pandemic, and spending all my time at home, I decided to give it a try. After a few trial games, we ended up using Discord for video calls, and Google Jamboard for maps and combat grids. As much as I wanted to run a homebrew, I knew I certainly didn’t have time to create my own AP. We decided to go with Age of Ashes, which has been great so far. We’re currently at 12th level.

With the help of these forums, learning the new rules was much easier than I anticipated. I love the fact that I can get an answer to most questions by doing a forum search. As a GM, second addition is much easier to learn, and run. Looking back, I think my biggest hurdle was grasping the new CR system and its simplicity. I just felt that I had to be missing something. But a few folks on these boards got me back on course. Thank you!
I’m also still very thankful to have all the rules available on-line. I no longer need to reference a huge stack of rule books at my side. Thank you, again!

We haven’t always been running a perfect game by the rules. For example, I forgot about using the Wounded condition for quite a while. However, we’ve been having a great time.

With all that said, we’ve been running a weekly 2 hour game since mid-April, it’s been a lot of fun so far, and its helped some old friends reconnect and retain some sanity.

Thank you for all that you do.


I've been running a 2e game for a few months now, and I'm just wondering if I'm running Death and Dying correctly. I'm reading the rules that as long as a PC doesn't die of massive damage, they really just need to make a flat save and they are at zero. It really doesn't matter if you were at -2 or -20 as long as you didn't hit the massive damage threshold. Am I missing something?

Our game experience so far has been that it is really hard to permanently die, With most of the PCs invested in Medicine and a full time healing cleric, the PC survivability is greatly expanded, at least that's our observation so far, which we're actually enjoying. We really don't miss having to pause the game so much to take care of healing.


I'm a little confused on why this feat allows someone with a two handed weapon to use trip, but by the wording, someone with a sword and shield would not. It doesn't appear to be game breaking to allow this. What am I missing?

In my last game, I did allow it to see what would happen. He used it on several low moderate opponents and his actions were typically, Move, and two actions for Knock Down. Or if he was already close, he would Knock Down and then have Strike for his final action. He normally got an AoO when they stood up. He obviously did not have his shield raised so it provided no AC benefit.

This did seem really strong, though it was against moderate Medium sized enemies, with low Reflex DCs.

With that said, is a Reflex DC really just the creature's reflex save +10?


Castilliano wrote:
Gray wrote:
Castilliano wrote:

Which is why that feat meshes well with Hunter's Edge-Flurry.

Bring a lot of arrows.
Thanks for the pointer. I was going with Precision, but may go with Flurry instead. I'm not sure why I thought Flurry only pertained to two weapon fighting.

Look at your average actions per round.

If you're only firing 2/round, then Precision likely is better.
So if you plan on moving around, casting Shield (via multiclass), commanding an animal, or fight a lot of minions so you're switching targets more often, then Precision makes your few shots count more.

But if behind a Champion & a shield Fighter, cranking out 3+ attack/round, go Flurry. Once your bow gets runes, this'll do more damage (and not struggle vs. those enemies immune to precision!).

Thank you. It appears that we will have two strong front line fighters. I'll most likely be hanging back with the dedicated caster and trying to get off as many shots as possible.


Castilliano wrote:

Which is why that feat meshes well with Hunter's Edge-Flurry.

Bring a lot of arrows.

Thanks for the pointer. I was going with Precision, but may go with Flurry instead. I'm not sure why I thought Flurry only pertained to two weapon fighting.


Aratorin wrote:
Yes.

Thank you!


Hunted Shot appears to be a single action that allows a range to take two quick shots, but multiple attack penalties apply. Does that mean that this only takes up one single action, the first strike is at no penalty, the second is at -5.

However does that mean the ranger then has two more single actions at -10 each?


Does anyone know the name of the artist who created this piece?


I run everything using a laptop with tabs open to PDF's for the adventure, rulebooks and monsters. I sometimes type up a summary of the adventure on one page for easy reference. I also have a one page cheat sheet on rules I always forget. However, we still draw out maps on graph paper and move combatants around with pencil and eraser.


Does it feel like the damage output for higher level monsters is too low? For example, a 20th level moderate encounter does 37pts of damage. Against PC's who have upwards of 200+ HP, that doesn't seem significant. But maybe that is the intent?

Is the design constructed to have creatures with higher HP and AC? Thus, the monsters last longer, and lower damage output doesn't really matter?


I guess it is still a surprise for me regarding AoO's. They were so central to tactics in my games, it will be interesting to play out this new dynamic. That's not a complaint. It will just take some getting used too.


Lanathar wrote:
AOCs ?

Sorry, I meant AOO, attack of opportunity.


Unless I'm reading things incorrectly, the following has surprised me.

Incorporeal creatures are now different. It appears there is no longer 50% damage, but instead resistance is applied.

Giants don't have AOC's like they used too.

Demons don't summon in the same way. They now use Abyssal Pacts.


Gorbacz wrote:
The new way is far smoother, elegant and liberating than PF1. It's one of the biggest strengths of the new system, IMHO.

Thank you. I think at first glance, I was thinking "just show me how to add a class level to a centaur!" I was clearly looking at it the wrong way, so I'll read through it again.

I appreciate the feedback.


I'm slowly introducing myself to 2e, and I would really like to convert my homebrew, and possibly the AP we are currently playing (Shattered Star).

If I'm following this discourse correctly, the new system isn't like 1e where if I wanted to add class levels to a monster, I followed a certain set of rules. Rather now with 2e, I take whatever creature I had thought up, and compare it to the appropriate challenge on the grid, and adjust the stats accordingly.

I read through the free excerpt, and I'll admit I'm still a little confused. I feel like I'm either missing something or I'm complicating the new process way more than necessary.

For example, in my last home brew, I had a lot of monsters with class levels, and I felt like I eventually had a system down for the process. You can find some of those here. I'm not sure if I'm going to update those stats soon, but I would like to eventually. Gray's Homebrew Stats


ChibiNyan wrote:
When you mentioned the "Run around and attack multiple targets" I couldn't help but to think of this ability

Yeah, that's a little crazy. I really thought it was going to read, something like the rogue can make an attack against anyone who would normally have an AOO against him. But attack themselves?


Has there been any indication that Sudden Charge will be expanded in power? I noted that someone indicated that Paizo did a lot of research on what real world athletes can accomplish. Building on that I'm wondering if we'll see a fighter eventually being able to do things like;
- Move for three actions and make one single attack
- Move for two or three actions making attacks along the way

Considering that if a round of combat equals roughly 6 seconds, and that most professional football players can do the 40 yard dash (120ft) in under 6 seconds, it isn't a stretch of the imagination having a now master or legendary fighter who can sprint through a battlefield dealing damage as he goes.

Which then leads to a question; Has it been revealed if the new base speeds have changed? Maybe an old base speed of 30ft is now 40 feet since there are only 3 actions in a round, or in other words allowing a full round move of 120ft is now achieved in three actions.


2 people marked this as a favorite.
Wayne Reynolds wrote:
Awesome stuff

Thank you! Can't wait to see your work!


2 people marked this as a favorite.
Rysky wrote:
Nice! Has he talked about this anywhere?

Not that I'm aware of. I'm taking this information from the early announcement and FAQ. "We're proud to announce that Wayne Reynolds has been designing new concepts and characters for Pathfinder Second Edition for more than two years now, including updated art for the iconic characters from the Core Rulebook, detailed illustrations of all the key player races, and more (including a new goblin iconic!)."

http://paizo.com/pathfinderplaytest/faq#v5748eaic9we0

He also mentions working on this project for years on his FB page. I'm looking forward to seeing what he's created.


1 person marked this as a favorite.

If you're a fan of Wayne Reynold's art, I hope you also caught that he's been working on art for the new edition for quite some time now, 2 years if I recall correctly. I'm also looking forward to seeing new works from him.


I believe, I'd have to say never. In the early 80's we might have done so with the black boxed set, but we were pretty fast with the rules. I believe we had a campaign hit close in the early 90's. I had a homebrew campaign that was meant to hit 20, but the group fell apart around 19th. Had another one stop at 17th, but plan to pick up back up if I can write up a decent continuation for Rise of the Runelords.

And I currently have a campaign at 18th, with plans to go to 21st just to see how those capstone abilities play out. I'm tempted to write up some mythic stuff if the group wants to keep going.


2 people marked this as a favorite.

Have them each play two characters. It's not that hard, and is the best way to handle action economy issues, etc.

I occasionally play with an old friend, who will run four PC's for an adventure path. Really there are no rules saying one person must only run one PC.


nicholas storm wrote:
You have to remember that troop don't have to roll to hit. As such your high damage is quite overpowered. I feel the damage on troop is low because of that.

Thanks for the input and this is a valid point. Unfortunately, RL got in the way of me responding sooner. I have access to troop stats from RoW, so I'll compare those and see where this CR should most likely fall.


I'm going to assume you are the GM, and not a player designing his own toy, and by "best fit in canon", you mean that you want it to fit well within Golarion.

With that said, if you're caught up in the "undead can only be evil" mindset, by pass that and pick something else. It could be the previous owner's actual soul or spirit, not undead, but actual life force. There are angelic spirits that inhabit helmets, why not a saint's life force lingering around a sword?

Maybe this person died, went to Erasti's realm after death, but really wanted to be a mentor and guide to others still in the material plane. He's granted his request, and now lingers in his weapon.

Remember that when you do this, you're basically adding an npc to the campaign. What does it know? What type of personality does it have? Is it opposed to certain things or actions?


nicholas storm wrote:
Your damage looks way too high. Bestiary 6 would indicate it should be more like 4d6+4.

Thanks for the input, and I really should have given more details on how I came up with that. Here's my reasoning behind the damage.

When I look at the Bestiary 6 blocks, I think 4d6+4 is way too low for this type of troop. Take into consideration, the CR11 drow cultist troop also has many other things going for it such as;
* Fast healing
* Channel negative energy
* Higher AC
* Poison
* Spells

The centaur troop doesn't have any of that.

I should have added in the first post that I tried basing this troop off of a base centaur/ fighter 3 which was CR6. The single fighter is very low AC, very high damage from a two handed weapon and power attack. They have a ranged option, but are really dangerous when they charge in formation.

When I compare this to the monster creation charts from the Bestiary, I'm within the average damage range, which actually makes me want to boost up the damage (except for the fact that I put the Trampling Charge damage so high).

Dang, as I'm writing this, I'm convincing myself that they aren't packing enough punch.


I post a lot of things for my homebrew in well, the homebrew section, however, feedback there can be a bit spotty. I'd love advice on whether I'm hitting the target on some troop stat blocks that I'm writing up.

Please let me know if you think the following is accurate as far as the troop sub-type is concerned.

Centaur Legion Troop CR12


1 person marked this as a favorite.

Trying my hand at some troop stat blocks. This one in particular would represent a unit of centaur fighters.

Centaur Legion Troop CR12


Thank you both. I should have mentioned the BBEG is a unique race to my world, closely related to tieflings in a way.

I think I'll end up making an artifact for this particular guy.


I'm running a game in which I want one of the BBEG's to have a colossal eidolon. I'd like to stick to OGL/RAW to build this rather than just creating a unique rule for my home brew.

I can see the eidolon getting to huge via the large evolution. Then getting to gargantuan via enlarge person and then permanency.

Any thoughts?


1 person marked this as a favorite.

And one of the final bad guys for this chapter in the story.

Harpy Antipaladin CR20


1 person marked this as a favorite.

Here is a centaur champion in the enemy army.

Centaur Fighter CR17


1 person marked this as a favorite.

I know I already have a CR14 harpy archer posted earlier, but I wanted to tweak the troops which will face the heroes soon in a harpy army.

Harpy Archer CR14


1 person marked this as a favorite.

As of this weekend, I'm writing up stats for my homebrew and reviewing PC sheets for 18th level.

I've been posting stats here; Gray's Home Brew Stat Blocks and I'm always open to critiques.

And writing some fiction for the world. In a nutshell, a reptilian spears and sandals type empire rules much of the world, and non-human city states rule the rest, while humanity survives on the fringes while gods and immortal beasts play petty games with both.

If we keep going, I expect to play to just shy of 21st level. Just enough to enjoy using some of those capstone abilities.


Kileanna wrote:

Right now working on:

Continueing Dragonlance Skull and Shackles campaign with some homebrew stuff. Probably starting a war between the minotaurs of the Blood Sea and the pirates with their newly crowned queen.

Are you taking this from the Dragonlance boxed set with the map of the burning sea? I always wanted to use that as a framework for a campaign.

Kileanna wrote:
Too many ideas, not enough time to develope all of them.

Sounds familiar. :)

Full Name

Momo Strawberry

Race

| SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5

Classes/Levels

| Speed 30ft | Active conditions: None. | Starship combat | ♫

Gender

Female Human Dance Machine 5

Size

1m63

Languages

Akitonian, Common, Kasathan

Occupation

Trainee

Strength 14
Dexterity 14
Constitution 11
Intelligence 10
Wisdom 10
Charisma 16

About Momo Strawberry

-------
When Momo first arrived at the Lorespire complex, she introduced herself as Momo Strawberry, bringing along her little sister. They both claim to be trainees at AbadarCorp entertainment and seem to be using stage names related to Strawberry Machine Cake. The extent which that is true is anybody's guess: I have to ask Ziggy later, but we know AbadarCorp trainees have been popping up left and right. Momo is clearly protective of her sister, and seems to be admiring, if not slightly envious of her singing talent. Little is known where the sisters come from - they both claim to be from Akiton, which is supported by their looks and general mannerisms. When we probed into her past, she always responded by deferring or simply shutting down the questioning, her reactions sometimes betraying panic, sometimes anger. She openly discusses her current activites, though with the superficiality that usually accompanies AbadarCorp trainees. Her mental assessment shows empath levels well above average, though slightly sub-par stress reactions, which we recommend tracking against deterioration.
-------
--Momo Strawberry, pre-commencement dossier

-------
Official Profile
-------
--AbadarCorp Entertainment Promotional material

-------
Shuttle AKSK - 121
Flight status: did not arrive
Survivors: none
Passengers:
(...)
Dalki Bong Ho (딸기 봉호) - missing
Dalki Min Ah (딸기 민아) - missing
Dalki Seu Hwi (딸기 쓰휘)- missing
Dalki Mo Mo (딸기 모모)- missing
(...)
-------
--Flight record of interstellar flight AKSK 121

More backstory (Potential spoiler for The Last Bite)

Botting:

If full attack possible:

[dice=Full Attack, Carbon blade]1d20+7-4; 1d10+7[/dice]
[dice=Full Attack, Carbon blade]1d20+7-4; 1d10+7[/dice]

If not:

[dice=Attack, Carbon blade]1d20+7; 1d10+7[/dice]

Default attunement in photon mode

GM only:

Momo Strawberry

Female Human Solarian 5

Neutral Good Medium Human

Init +3; Senses Perception +5

_________________________________________________

DEFENSE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

EAC 18; KAC 18

SP 40 HP 39 RP 5

Fort: +5, Ref: +4, Will: +5

_________________________________________________

OFFENSE

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Speed land: 30

Basic Melee Unarmed Strike: +8 (1d3+8; critical -; Archaic; Nonlethal; )

Advanced Melee Curve Blade, Carbon Steel: +8 (1d10+8; critical Bleed 1d6; Analog; )

Small Arm Semi-Auto Pistol, Tactical: +8 (1d6+2; critical -; Analog; )

_________________________________________________

STATISTICS

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Str 17, Dex 16, Con 12, Int 10, Wis 12, Cha 16,

Base Atk +5 Grp +5

SkillsAcrobatics +7, Athletics +8, Bluff +3, Computers +0, Culture +0, Diplomacy +11, Disguise +3, Engineering +0, Intimidate +7, Life Science +0, Medicine +0, Mysticism +10, Perception +5, Physical Science +4, Piloting +7, Sense Motive +5, Sleight of Hand +3, Stealth +7, Survival +5, Profession(Dancer) +11

Languages:

_________________________________________________

SPECIAL ABILITIES

¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

RACE FEATURES

Human

Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.

Skilled: Humans gain an additional skill rank at 1st level and each level thereafter.

Bonus Feat: Humans select one extra feat at 1st level.

FEATS

Cleave: You can strike two adjacent foes with a single swing.

As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Advanced Melee: Add your character level to damage with advanced melee weapons, or half your level to operative melee weapons.)

Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Small Arms: Add half your character level to damage with small arms.)

Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Basic Melee: Add your character level to damage with basic melee weapons, or half your level to operative melee weapons.)

Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Shield Proficiency: You are trained in the use of shields.

You gain proficiency with shields.

Step Up: You can close the distance when a foe tries to move away.

Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability.

Close Combat: When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you.

When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn.

THEME BENEFITS

Theme: Esper, bonus: +1 cha

Monsters are out there. They seek to invade your mind and destroy all that lies within. Some might quail at that thought, but not you. You hunt these monsters down wherever they may hide. You have trained with an elite psionic squad or a specialist unit dealing with psychic threats, or served as the psionics officer for a military task force or law enforcement group. Even if you were born without psychic gifts of your own, the exposure you’ve had working with these units has helped you unlock some of your latent potential.

Theme Knowledge: (level 1): You might have studied the traditions and techniques of the Swarm Patrol Corps, who once used their psychic abilities against the Swarm. Or you may be part of a new unit that is finding novel ways to leverage psychic gifts to achieve military victories. Whichever is true, you fight battles with your brain as much as your weaponry and use the psychic talents of your team to seize victory.

Always alert to dangers, you’ve created extensive files on past psychic threats. You know that psychic foes can come in countless varieties, from sapient beings to monsters. You’ve cataloged not only their most dangerous abilities, but also their weaknesses and the best methods to combat them. Reduce the DC by 5 for Culture, Life Science, or Mysticism checks to identify creatures or opponents with psychic or magical abilities, from the Swarm with their hive mind to necrovites with their mighty spellcasting. Mysticism is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Psychic Coordination: (level 6): Being able to communicate with your squad is of utmost importance. When in the field, you need to stay in touch, coordinate attacks, or revise battle plans in light of new information. Fortunately, your extensive training in psychic lore has awakened your own latent psychic gifts, or expanded upon talents that were already there. You gain limited telepathy with a range of 30 feet. If your species already grants you any sort of telepathy, you instead increase the range of that telepathy by 30 feet.

Danger Sense: (level 12): Being forewarned is half the battle. Through continuous training and work in the field against a variety of enemies, you’ve opened the pathways of your mind and developed a deep sensitivity to the presence of opponents, no matter where they may hide. You develop blindsense (hostile thought) with a range of 30 feet. The hostility need not be aimed at you.

Tactician: (level 18): When you make plans with your squad, your determination increases. Once per day, when you spend 10 minutes reviewing a battle plan with a team member against a significant foe, you recover 1 Resolve Point. Doing so doesn’t count as resting to regain Stamina Points. In addition, once per day, if you successfully carry out such a tactical plan, you recover 1 Resolve Point.

CLASS FEATURES

Solarian

The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal revelation, you recognize yourself as part of an ancient tradition—a force of preservation and annihilation.

Skill Adept: As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills. (Piloting: )(Survival: )

Solar Manifestation: At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed. Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.(Solar Armor: You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you’re wearing heavy armor or powered armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter. Forming or dismissing solar armor is a move action. )

Stellar Mode: The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.

When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).

At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.

At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.

When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy (see page 242). If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.

**Graviton Mode**
When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.

**Photon Mode**
When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

**Unattuned**
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

Stellar Revelation: As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode. Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.

**Disproportionate Revelations**
If you devote yourself too strongly to one type of revelation, you fall out of harmonic alignment with the cosmic forces you access. You can have one more revelation of one type (either graviton or photon) than of the other type without penalty. If your revelations of one type outnumber those of the other type by two or more, you are considered attuned while you have from 1 to 3 attunement points in a stellar mode, and you do not become fully attuned to either stellar mode until you have accrued 4 attunement points in that stellar mode. For example, if you have three photon revelations and one graviton revelation, you would need 4 photon attunement points to be fully photon-attuned and 4 graviton attunement points to be fully graviton-attuned.(Black Hole [Graviton]: When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.

| Level | 1 | 5 | 9 | 13 | 17 |
| --- | --- | --- | --- | --- | --- |
| Range | 20 ft. | 25 ft. | 30 ft. | 35 ft. | 40 ft. |
| Distance Pulled | 10 ft. | 15 ft. | 20 ft. | 25 ft. | 30 ft. |)(Supernova [Photon]: When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.

| Level | 1 | 9 | 17 |
| --- | --- | --- | --- |
| Range | 10 ft. | 15 ft. | 20 ft. |)(Plasma Sheath [Photon]: As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.

When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.)(Eclipse Defense [Graviton]: You can cause your melee weapon to exert a gravitational pull, drawing strikes to meet it. If a creature hits you or a creature adjacent to you with a melee attack and you're wielding a melee weapon, you can make a melee attack roll against the attacking creature as a reaction. If your attack exceeds the attacking creature's KAC + 8, you don't deal damage; instead, the target's attack deals only half damage.

When you are attuned or fully attuned, you gain a +4 bonus to your attack roll to use this revelation. )

Shield Proficiency: Solarians automatically gain proficiency with Shields at 1st level.

Weapon Specialization: You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.

Sidereal Influence: You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list. To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.(Mysticism [Graviton]: )(Diplomacy [Photon]: )

INVENTORY

Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.

Curve Blade, Carbon Steel: This graceful, curving blade further increases the drama inherent in sword fighting. Carbon steel blades bite deeply, causing bleeding wounds. The blade of an ultrathin curve blade looks delicate, but it is as hard as carbon steel and keeps a fine edge. Buzzblade curve blades vibrate when powered, tearing organic flesh and causing additional bleed damage. Dimensional slice curve blades have only a narrow visible blade area, surrounded by a solid aura; these are the sharpest and most dangerous curve blades on the market.

Semi-Auto Pistol, Tactical: The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine.

Lashunta Tempweave Basic: Lashuntas developed tempweave light armor by threading temperature-regulating wires through reinforced clothing. The result is a protective, flexible outfit that maintains a comfortable temperature for the wearer. Most tempweave outfits feature a fitted tunic over breeches, making them a popular choice for explorers venturing to hot or humid environments.

Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.

Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.

Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.

Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.

Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.

Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.

Ability Crystal (Magic), MK 1: +2 points to a single ability score

Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.

Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.

Cable Line, Titanium Alloy (10 ft.): Industrial-strength cabling is typically woven from hundreds of cords of high-durability plastic that are often coated in metal for added strength.

Clothing, Professional: Clothing is mass produced throughout the Pact Worlds, and the residents of the system are never wanting for clothes. Clothing is often worn both under and over armor, and its benefits apply in nearly all situations. Clothing comes in several varieties based upon its intended purpose, as described below.

Each set of professional wear is tailored to the tasks of a specific Profession skill and accommodates the needs of its wearer while also conveying an air of expertise and professionalism. You gain a +1 circumstance bonus to Profession checks to earn a living while wearing an appropriate professional outfit.

Comm Unit, Personal: A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range (see page 272). A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device’s price.

Comm units that function at system-wide and unlimited ranges aren’t as portable; they include built-in generators that provide the necessary amount of power. Short-term use of these units can be purchased in most major settlements (see page 234).

Hygiene Kit: This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for vesk or antennae grooming for lashuntas or shirrens) that are of less use to other creatures.

Gear Maintenance Kit: This kit contains tools to maintain most common equipment. It includes a canister of lubricating oil, several small drivers and wrenches, armor polish, an armor cleansing agent with a citrus aroma, and a UPB pen that can repair small cracks, dents, scuffs, and other signs of wear and tear in most types of gear. A UPB pen can hold 1 UPB, which is enough to repair cosmetic damage on any one item.