RPG Superstar 9 Season Star Voter. Pathfinder Starfinder Society Subscriber. Organized Play Member. 80 posts (83 including aliases). 5 reviews. No lists. 1 wishlist. 5 Organized Play characters. 1 alias.


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Theme's also follow the 750 word target, yeah?

edit: oh, just make 2 themes!

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I see em in my downloads. Thanks a bunch! :)

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Mine are also missing. They've been listed as pending since the 3rd, along with two other scenarios I already have.

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I haven't received starfinder society 2-05 or 2-06 yet.

I started my subscription (order 7991064) in July. I've received 2-03 and 2-04, although they're still listed in order 7991068 as pending along with 2-05 and 2-06.

I've bought 2-01 and 2-02 separately.

Why is order 7991068, which has 2-03, 2-04, and 2-06 listed, still pending? When can I expect to receive 2-05 and 2-06?

Thanks in advance

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Berggen wrote:
Have people been getting this as a subscription? I'm not sure if my subscription isn't set up right or is isn't expected to have the subscription fire yet.

I haven't gotten mine yet, but it's listed as "pending" since the 3rd. Along with 2-03/2-04, which I already own.

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Temperans wrote:

* Overall, I suggest looking at the various different rules, faq, and forum post regarding the different Illusion subschools before anyone starts messing with them. Seriously they are a pain to understand at first, but very rewarding once you get them.

* P.S. Always ask the GM how illusions work in their games as that tells you a lot about what you can and can't do.

In this case I am the GM, but I'm trying to understand the rules first before I just make a call. So much time spent on illusion research, I'm starting to feel like an actual wizard.

But I'm also trying to think of how my players will try to 'game' the system or do a work around. Like deciding to make a wall that can only be viewed from one point. Figment's state that everyone is seeing the same things, it's not personalized. Is the same exact wall for everyone, it's just one side has nothing on it or can be seen through

Figment's can't change something, so you can't use silent image to make a blue ball look red. But couldn't you just put the illusion of a slightly large red ball that has the blue ball in it? Or make the illusion of a barrel that is larger then you, and hide in it? It's not changing the subject, it just happens to have the subject inside the illusion.

The yelling out I feel much more confidant on. Illusionist casts a spell, let's the party know. Party can interact with it to get a +4 or simply trust the illusionist enough to just walk through it.

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Meirril wrote:
And if you make an illusion of a window, it only shows what the creator imagines it should show, not what is actually on the other side.

But how would that be different from creating a wall with arrow slits in it? Couldn't you just create an illusion of a wall and decide that there's openings/holes in it? This way you can safely attack with cover.

On that note, if you create an illusion of a wall with a door and windows, do you need to recast the spell to open them, or could you 'move' the illusion to open them?

This would be operating off of silent image

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Speaker for the Dead wrote:

Were you actually asking about making an illusion of a mirror? I don't see why you couldn't make your illusion refelective.

The idea would be to put up a wall that I can stand behind and attack from (or have my allies attack from), but the bad guys can't attack me since I'm behind a wall.

I guess arrow slits arn't good enough? I think the idea my player is going for is to be able to have the party standing behind a wall, gaining total cover from the bad guys, but still be able to attack the bad guys.

Or, I think, create a wall like from a video game. Where it's only a wall when viewed from one side, and the other side doesn't even exist

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Try as I might I can't find this exact things.

Question1) So I cast silent image and make a wall in front of me. This is giving concealment to everyone behind the wall. If I yell out to my friendlies that it's an illusion, do they still need to interact with it get a will save? or can they just walk through it?

Question2) If an enemy sees someone walk through it, or fire off a ranged attack through it, does that provide proof for them to see it's an illusion?

Question3) Could I make the wall a 1 way mirror? So from the front it's a wall, but from behind it's nothing?

Also if you have any page numbers or links to show that'll be a great help

So far I've ruled all of the above as yes (still have to interact, but at a bonus, can't just walk through), yes, and no.

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Some that I've been using:

Synthbrew - "Because We're the Cheapest!"
A 105% synthetically made beer. In fact, you're not sure anything even remotely similar to a hop was used in it. But at just 1 credit for a case of 24 it's the cheapest out there.

NudeNoodle- "Clothes are Optional, Flavor is Not"
Prepackaged noodles. Sometimes you have to add water, othertimes the entire packaging is self-contained! Sometimes there's noodle stalls to buy some fresh noodles from. They have a very long shelf life.

GeneX - "Our vision, Your Future"
A genetics research company.

Goo! Goo Tubes - "ITS NUTRITION"
They sell goo tubes. It's nutrient paste. There's new flavors all the time.

StellarLanes - "Stars Within Reach"
Commercial and private transportation - but in space!

Vandalu Spa Resorts - "The Essence of Moisture"
You haven't really experienced comfort and luxury until you've been pampered at a Vandalu Spa Resort. All staffed with highly trained professionals and their state-of-the-art SpaBots.

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Sadly I can't share my experiences with this AP anymore - my party decided they wanted to play more pathfinder instead of starfinder :(

But I will still share my final plans and thoughts!

They didn't bother to talk much with Abrietta, and were very interested in piling up the missions. So like taking all the missions at once and just moving from spot to spot doing them. I had Aibretta working on a project when they got there (a shield emitter from the armory) but they didn't bother asking about it at all. My intention was to have them press the issue about it, with Aibretta eventually offering to give it to them if they go to the storehouse first as a favor. This way the come back after that, get the reward and run into another resistance member that's sitting there talking to her. But that didn't work out.

I had abrietta present the "Hobgar Liberation", "Cemetery Showdown", and "Moisture Collector" first. One party member already immediately wanted to attack the entire garrison and bring in their ship (they thought that if they just flew close to the ground they'd be safe. Thankfully the other party members were wise enough to talk them out of all this). Right before they left to do their missions I had Abiretta speak up and ask for a personal favor to head over to the storehouse and check on Rendell. I'm not sure how to get the players to even meet any of the other resistance members if they decide to go that route. They didn't even bother wondering about finding more information on the thing Cedona found or talking to Quorsica. I had Aibretta repeate it like six times and very bluntly mention getting more info before they finally thought to do it. "Only one person escaped captivity! Everyone that knows what it's like inside is still inside, except one person!". They practically acted like they didn't even know/care who Cedona is (despite me making it a point to know her at the start!)

I also planned to group both the Azlanti Reaction and the Execution together into one big encounter. I even made a bunch of terrain to set up a cool play area :(
They were going to finish their rounds of missions before Aibretta come running and saying that Jellik got captured. Combat was going to start off with the two senior Azlanti cadets, then like 2-3 turns later have the drones come in. Maybe throw in an extra cadet as well (We had a party of 6 players).

So, ah, try to plan if the party is very adamant on doing all of the missions in one go. There really isn't a reason for them to do one, come back to base, meet another resistance member, go do another. Especially if they aren't asking questions or trying to dig for more info. Maybe if you make it a point that they can only take a 10 minute rest at her shop, but many of those fights are easy enough for them to do without taking any damage. Storehouse rouse and Cemetery showdown can both end up with the party pulling off a surprise round and knocking out the cadets in 1 turn. Moisture collector ended up being one party member falling into a water vat (they jumped in, so all the water got sucked out and I had them take 1d6 fall). Which then the elemental pops out to attack the one that fell, and everyone else just sat at high ground and shot it. Hobgar liberation can end up with only one person taking any damage - the one climbing up. Then they set it for a timed release and everyone else ran away before they popped out. So I found it really easy for the party to not take any serious damage and just move from mission to mission. Maybe have Aibretta present them only one or two at a time? Or speficially say "once you complete one, head back over here".

*I* like the adventure path. Hopefully I can get around to just running it for some nice randos online who are actually interested in it.

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Ran session 1, they got through all of part 1.

I'm going to rearrange part 1 for the future. Getting slammed with a spaceship combat right away was ok (just slows down quickly to go over the starship rules with everyone) and really set the tone. But going right to three combats back to back was rough and just turned it right into a slug fest.

For future runs I'll move the hobgar 'encounter' to right as they land the ship. They step off, describe the world, and have them notice some curious hobgars approaching. Then give them a chance to learn about them, shoo em off, etc. Or just shoot them if they're that trigger happy.

Then run the azlanti encounters based on if they're going stealthy or not. Let them see if they notice tracks of the patrol or hear them before they run into them, so they can decide if they want to engage or try to avoid them (or if they fail to notice, fight!). Then meet Jellik as he's running.

Just going combat - combat - combat - combat isn't really doing it for me. They complete a combat, search the bodies maybe make a few comments and then move on, only to run right into another combat.

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Brutus.SFS wrote:

Question about the "Two starship-scale heavy laser cannons mounted on three roof". Why is it 4d8 not 4d8x10?.

If I'm right, it'd be 4d8 vs. starships and 4d8x10 vs. not starships. But the guns can't shoot people on the ground because of the angle they're at, so no reason to worry about that x10 damage. Should be on page 7.

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I was thinking maybe only applying the fog bonuses for targets past that visibility, so for example in the first cadet encounter they don't see each other until 30 feet, so anything past 30 feet gets the cover/concealment. Then while in Madelon's Landing that'll get bumped up to 60 feet.

But if I'm honest I'll probably completely forget all about the fog as soon as initiative is rolled.

But enough about the fog, I'm really loving this book. The Azlanti star empire is cool and I love the aesthetic they have. Really excited to run this. Just gotta wait like two more weeks

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Does the fog/mist have any mechanical effects on the players like concealment or providing cover vs. lasers? In a few spots it mentions visibility is reduced to a certain range, but nothing beyond that.

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Solomani wrote:

Why can't she get away? Why didn't the council take her and put her on trial?

She got knocked down and tied up outside of town. Party beat information out of her, and now they're heading to the ruins - bringing her with.

The strength check to break out of the ion tape is way to high for her to make.

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yes yes yes yes yes yes yes yes yes yes yes

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Well, Infuse Robot removes all it's robot stuff. They'd then just have magical constructs of bone/stone/wood/flesh following them. It'll function the same. Not to mention those scrolls are a little over 2000gp, and the construct only followers their commands for a little over two hours.

Pretty pricey!

I don't know if Make Whole would bring a robot back from being dead. The spell just says that in can fix destroyed magic items, nothing about bringing back dead constructs.

Plus, they'd need the caster level in order to do all that.

As for salavaging robots, you could have it be a thing of "x ammount of gold per hit die". Maybe it being based on a skill check to recover.

Also I think somewhere in book one it mentioned how bringing back a ton of broken parts (like ripping wires and such off of machines they find) won't really sell, since all that stuff is fairly common. Robot parts can fall into that too. other then maybe a few individuals who wants them for any personal reasons.

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Dysfunction wrote:

Sanvil Trett or some other Technic league agent would buy normal/magical things off them at normal selling cost, but, for tech items, he would give them a 10% increase in their favor.

This ensured the party would keep coming back to them, and it would also allow them to keep tabs of where/what the party was up to.

Each city they went to, if the party told the agent where they were going, the agent would arrange to have a local store 'buyer' be available to meet/greet them and ensure new eyes were on them.

seems to be working out so far, and no one is the wiser.

That is beautiful!

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I set up a little roulette chart for them to play, and also had 'slots' (where they just rolled dice and tried to match the numbers up) and blackjack.
Numbers were from 1-20. They could bet on single numbers, evens, odds, 1-10, or 11-20. Roll a d20, and if the number is something they betted on, they get some pay out.

For black jack, I just rolled dice (they could choose either 1d4 or 1d8). They could keep going for rolls and bust, or stop and pay out.

You could also just call for a "gambling check" to decide how much they win/lose.

While my players where there, they weren't really too interested in playing any of the games. They just took the starting gold, cashed it out and left.

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For my group, they just kept pilling loot up at the clockwork chapel until they finished their job in Scrapwall.

Chessed is a bit closer then Torch, though there's good technic league presence there.

A lot of the items they pick up are usefull anyways. Potions, grenades, scrolls - lots of stuff they might as well just use.

I suppose you could allow some crafting. Maybe enchanting already masterwork weapons (depends if you decide they need a proper workplace or not). Scrolls, potions.

In my game, the party alchemist crafted a potion every day. That's only dumping 25gp (which when you have 200+ silver disks, it's not much of a dent at all), but it is something.

So in short: My group didn't craft to much, and I didn't really give them too much time to either (if they had the means besides potions). They were only in scrapwall for a couple days, spending each day exploring and messing up gangs.
Aside from a lack of proper tools or a place to work, there's nothing really stopping anyone from crafting, if you want to let them craft.

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Just started book three and did the chase sequence, basing off of what Solomani had. It went pretty well!

The party caught up to her, captured her, and knocked Illaris unconscious. They bound her up with Ion tape and are heading to the ruins with her.

So, what is Illaris supposed to do? She can't escape the ion tape, so if they leave her outside the ruins as they go inside she can't do anything. She wants to take her revenge, but there's no really anything she can do.

Does she try to convince the players to untie her? Pretend to convert sides so she can get a free shot at escape? Try to go into the ruins with them and mess stuff up?

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Yes they're balanced.

Don't forget cost of ammo and misfires. Or the time taken to reload.

Oh no! A martial class that's built to use a specific weapon group and use them well! What ever will we do?

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I think the first part of the adventure runs smoother if you don't have someone with technologist.

It gives them a reason to seek out Sanvill, otherwise you can end up with a player being able to make any knowledge check to figure out items (happened in my game), thus invalidating any reason they have to go to Sanvill

If I run it a second time, I'd go with what Gratz said.

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A canny PC should be packing -some- kind of electricity damage to do some harm to it.
A well placed crit will wreck it, and so will any PC that can hit pretty decently (most anyone with a 2hander or powerattacking).

It's tanky (took a while for my group of level 2 pc's to take it) but it's not completely invulnerable. There's also nothing wrong with running away, being more prepared and coming back

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Also, would the nanites affecting Khonnir baine be removed if he died?

Say that, by chance, Khonnir baine ended up drowning on the way out. He just gets brought back, but does this fix the nanite problem he has?

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If the PC's end up meeting Sanvil really late (like about the same time they rescue khonnir) and not only sell him most everything they've found, but give him detailed discriptions of everything under black hill enough to cause him to notify the technic league?

What happens if the technic league finds out about the ruins?

Heck, the PC's even offered to try bringing back a working robot to him.

How do I play his 'betrayel', if the pc's are pretty much openly giving him what he wants?

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Touch attacks and dex damage!

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I was wondering if/where it says that increasing the stats of an NPC (say giving it a stat array that's better then Heroic) and giving it a lot more wealth then what it would normally has, increases the CR of the npc.

NPC with stats as good or better increases the CR
NPC with equipment that's over what NPC wealth chart says increases CR

*said npc's would be baddies players fight against

I'm pretty sure it does, I'm just wondering where in the book it says it does (assuming that it does).

Or is it just a GM thing?

Thanks in advance!

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Also if anyone has any build ideas to be a very defensive character that'll be fine too.
>High saves
>High AC
>Big Health

I know being purely defensive generally isn't a good idea. But for this it doesn't matter too much.

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An update

Apparently, a lot of things also has DR and SR

How are barbarians with breaking through DR?

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There's a good chance I'll be playing in a game, and I need help deciding on what kind of character to play. I don't know what the party make up is, but I know it wont matter much (no one really works together in the group I'll be playing in)

It's a homebrew game, but I know some things about it.
1) It's based off of castlevania
2) there's lots of traps
3) The DM loves using spell casters with very high DC's
4) There's probably going to be undead. At least vampires for sure.
5) DM also enjoys using incorporeals
6) The less reliance on spells I need, the better. DM enjoys blanketing areas in anti-magic fields and having the baddies enjoy high saves
7) There's tons of homebrew stuff the DM uses, along with lots of odd callings, so the tighter my build is the better

So, what to play?
I kind of want to play a Paladin, but a Barbarian could be fun too.

The stats I have to work with are: 18, 15, 17, 12, 14, 16
We start at level 8

Core rule book, advanced race guide, ultimate equipment, advanced players guide, ultimate magic, ultimate combat is allowed.

Any multi-class builds as a bad idea. Can only multiclass two times (for a total of three different classes) and then boom xp penalty.

Oh, and thanks in advance!

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Oh my god.

I need a new change of pants.

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Oh. My. God.

I want this. like, now.

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Also, then it looks like I'll just switch felling smash and greater trip around. Trade out lunge of improved bull rush too. Well, probably something more like:

7: Greater Trip
8: Improved Bullrush
9: Felling Smash

Future feats are for sure improved Ki throw, greater disarm, and greater bull rush. Then probably pick up improved initiative.

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I took a look at your character.Looks pretty good, and I'm checking what I can glean off of it. I was thinking about taking fast learner, but I couldn't find somewhere to put it into my build.

Is re-position working well for you? Like, is it good use?

And wow, that's a lot of skills.

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TheSideKick wrote:

a character ive been playing with in my head uses bull rush and aoo's to trip and knock the target out of my threatened space.

basically on there turn:
*they move into my reach (10 foot)
*trip them on the aoo
my turn:
*improved bull rush them through friendlies space, for the AOO, and keep the party out of there reach. with flurry of maneuvers, that would make him crazy powerful.

Hmm... so lunge wouldn't really be needed for the extra reach on an unarmed attack. Simply bull rushing them when they come close could work too. That puts them in range of the weapon again.

Also, since Ki throw simply states "you may throw the target in prone in any square you threaten rather than it's own square... does that mean then since I'm holding a reach weapon, I could throw them into that threat range too anyways?

And with flurry of maneuvers, that could work well with the bull rush like you pointed up. Bull rush someone right next to me into reach of my weapon, then trip/disarm them.
Alternatively, I could make an unarmed trip, get two free AoOs,activate ki throw, and then make a disarm attempt. So that's three maneuvers in one full attack. (flurry of maneuvers being to make a trip and disarm, but with ki throw a trip gives me a bull rush as well).

Alright, yea, I'm going to sack lunge for improved bull rush

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Oops, I did mean maneuver master. Thanks for pointing it out. Darn those archetypes!

Overlooking lunge, I realized that it doesn't stack with combat patrol. Now that I think about it, since I'm not taking whirlwind attack, it really isn't all the great for what I'm trying to build. Thanks for point it out. In a way. lol.

I wasn't planning on staying in monk long enough to get the speed bonus, so the dangerously curiously idea is interesting. The monk levels were just to quickly grab the two improved maneuver feats, while snagging more skills, evasion, and other goodies.

Although I could get spring attack/whirlwind attack in a few levels. Would that be worth the two feats? Spring attack could replace lunge, and then I could snag whirlwind attack at level 10. Don't know how often I'll be able to do a lunge-whirlwind attack of trips/disarms though.

Or take improved bullrush in place of lunge, and then improved ki throw at 10. Or even replace greater trip with improved Ki throw.

How does dangerously curious let me cast spells? Or is it I get an item and the UMD it from the trait?

Thanks for the thoughts so far. The game is supposed to go up to 20 though, so there is plenty of room for more fighter feats.
Also, any ideas on weapons? Is it important to grab a weapon with the trip/disarm quality? (trip to drop the weapon, disarm to get an extra +2). I do want to pick up a reach weapon, since I can always use unarmed attacks for people that get close (or really just trip+throw them).

But then wouldn't lunge be more usefull for that. Since ki throw has to be in my threaten area, and i assume it has to be my unarmed threatened area (so not the extra from my weapon). Then I could lunge at the start, then throw them in the increased area, which then puts them back at range for my reach weapon.


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Darn, if I would have known a similar thing was already posted I would have just posted there.

Didn't think about the stunning fist. I could drop the monk of the four winds archetype and get stunning fist back.

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Alright, so I'm thinking up of a character in a home game in case my current one dies. I always liked the Lore Warden fighter, and so I thought maybe trying it out. It'd probably end up coming in at level 9 to, although 10 isn't that far out of the question (it's always 1 level lower then what when we died).

I wanted a fighter that was able to do a little bit more then just smash faces. Such as use combat maneuvers, maybe have a few more skills, etc.

So the following build is an attempt at making a fighter (with a two-level dip in monk) that can do just that. Trip/disarm people, have a few extra skills, and still do decent damage. In the home game, we fight lots of humanoids (it's probably bout 80% of what we fight...).


Race: Human
Stats: Not figured out yet, but we can choose between a 25 point buy OR stat rolling (4d6 drop lowest 1).
Master of Many Styles Monk of the Four Winds 2/ Lore Warden Fighter 7
Feats by level:
1: Improved Unarmed Strike, Improved Trip, Elemental Fist, Combat Reflexes, Dodge
2: Improved Disarm
3: Power Attack, Vicious Stomp
4: Combat Expertise, Mobility
5: Ki Throw
6: Combat Patrol
7: Lunge
8: Felling Smash
9: Greater Trip

Human class favored bonus would go toward an extra skill point for the fighter. So for skills I'll be able to keep stealth, acrobatics, and perception maxed through all 9 levels. I'll be able to have 2 intelligence-based skills at a respectable level. Plus then wherever I shove the extra monk skills (maybe swim/climb/ride... just in case). This isn't even accounting for any intelligence bonus.

For weapons I'm not to sure. I'd like something with reach so that I can get some really nice reach using lunge+combat patrol. But maybe just go with a say a greatsword or even a weapon with the disarm quality to get another +2 on disarms. Between lunge and combat patrol that's already 10ft of reach, and I know the party wizard would be happy to enlarge person me.


To me, this lets me plenty of trips/disarms/attacks at distance before enemies even approach. Power attacking gets me a free trip attempt, and if I trip someone using my regular attack I can get a Ki Throw off. With the combat patrol and lunge I can throw them a good distance... right into range of my reach weapon (if I'm using one).
Vicious stomp for all those free attacks on tripped people (and with greater trip, that's two AoOs).
I like it, but if there's any advice on how I can make this better or improve it, or even where to take it from here, I'd appreciate it. Also on what weapon to use too.

Thanks in advance!

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Archery is probably one of the better martial forms of doing damage.

1) Lots of Full Attacks
2) Range
3) Able to deal with flying enemies
4) DR is easier to overcome

Sure,maybe it's only a 1d8, but that 1d8 is easily a 4d8+8 when you full attack at level 6 (provided all three attacks hit. Rapid/manyshot).

With clustered shots, DR is laughable easy. Even then, it's cheap to carry around a few different types of arrows. Blunt, regular, holy, flaming, admantium, cold iron, mithril, etc.

Snap shot chain gets you AoO's with your bow. That's pretty damn nice. There's some really nice spells to buff up with (gravity bow, reduce person)and some pretty neat ranged-weapon only weapon enhancements.

Items? Well there's the Bracers of Falcon's Aim.

You still have 5 ft steps in case enemies do come close, but even then, there's feats so that you can still fire you bow and not provoke AoO's.

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Potions of Gaseous Form, Invisibility, and Fly come in handy if you ever need to make a quick getaway.

A +1 Ghosttouch Net.

And a bunch of alchemical tools/remedies/weapons! Seriously, just grab a handy haversack and fill that baby up.

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Would you be able to use a Ki Focus weapon to do this too? ities/ki-focus

Because then you can grab a shield, take Felling Smash, Shield Slam, and Power attack and have even more lulz with this. (Trips and Bullrushes everywhere!)

Would be a fun build to play, imo.

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Maybe something like this?

Backpack Pocket Trap CR 5
Type magic; Perception DC 25; Disable Device DC 20
Trigger touch; Reset automatic
Effect spell effect (Corrosive Touch, +15 touch attack; 3d4 acid)

Cost: 1650gp, Craft DC 20

How I built it. Followed the trap information in the book, hope everything's right.


DC 25 to notice (cr 1)
Disable device DC 20
Effect: +15 touch attack (cr1)
damage: corrosive touch (3d4 acid) (cr1 dmg, +1 for spell)
Automatic reset (1500gp, cr1)
cost (spell) 150gp

CR 5, craft dc: 20

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Here's a thought:
Does casting infernal healing on a paladin remove all of their abilities?

The spell says that the target detects as an evil creature, and they can sense the evil in the magic, but has no affect on alignment.

And since paladins can't be associating with evil...

I think at the most though, the paladin would just get pretty upset.

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Thank you for the responses!

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Does the cohort gained from leadership affect the party's total level?


You have four level 8 party members. So party level is 8.
One of them took leadership and has a level 6 cohort. Is the party level now 7~? (8+8+8+8+6 is 38, which divided by 5 is 7.6)

Or does the cohort gained from leadership not factor into the overall party level. (Meaning the party of 4 level 8 characters with a level 6 cohort will still be a party level of 8)

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Strength 8
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 16 (bump up to 18 with human's +2 bonus)

Human Sorcerer
initiative +10
HP: 8
AC: 12
Base attack: 0
CMB: -1
CMD: 11
Skills: Intimidate +8, Spell craft +4, Use Magic Device +8
feats: Improved Initiative, Combat Casting, eschew materials (sorcerers get this for free)
saves: fort +2, ref +2, will +3

spells: Level 0: 5 of your choice
level 1: Grease, Color Spray

bloodline: Arcane
familiar ( green sting scorpion)

note: Take the human's favored class bonus, which gives you an extra spell known of your lowest level. More spells! At the first two level's you're getting an extra 0 level spell, so if you instead want to take the skill point or health, go ahead.Traits are your choice.

There's a basic level 1 human sorcerer build.
Going first = getting spells out faster = combat goes smoother. A well placed color spray and end a lot.
Grease is a helpful debuff, buff, and battlefield control spell.
Alternatively you can swap our grease for magic missile, if you really want some kind of damaging spell. But there's probably going to be someone else in your group that's focusing on damage, so might as well take grease.

you get the familiar from your arcane bloodline

intimidate will help out with some social things. Feel free to invest your skill points into other skills you have though as well.

Spend your gold as you see fit.

Pathfinder Starfinder Society Subscriber

Just as an idea, incase you want to try something else some time:

Be shield focused. Use a shield as your main weapon, go with bull rush, and make sure to pick up improved tripping and felling smash.

When you smash someone with your shield (in a power attack), you get a trip and bull rush attempt on them. Lore warden can get you more bonuses on the maneuver bonus.

Not the greatest for damage, but hilarious. Just imagine some person running around hitting people with a shield, knocking them on their arse and into walls.

Pathfinder Starfinder Society Subscriber

Thanks for all the input. Now I just need to decide...

The DM keeps shoving cure potions at us so healing isn't to bad. I keep urging everyone to pool together for a wand, but the response "Well I give lots of healing potions" keeps popping around.

The Magus combo seems pretty interesting. And I do like paladins. Although I'd prefer to stay at range (Might as well take advantage of all the space, plus the DM really likes grappling/tripping stuff). Plus fighting other spell casters (mainly sorcerers, it's his favorite class) makes running up to melee a little hazardous.

A lot of times we only do a few fights each day (one fight a day happens a good amount). Although having multiple (count: 12+) fights every so often isn't unheard of. Especially when we just so happened to end up in a dungeon/tower holding lots of baddies and a couple bosses.

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