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Goblin Squad Member. Pathfinder Class Deck, Maps Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, Massachusetts—Central & West 745 posts (749 including aliases). No reviews. No lists. 1 wishlist. 76 Organized Play characters. 2 aliases.


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Just remembered to check back in on this after my game finished book 3.

Thanks for the feedback, everyone. I'm glad you're liking it. My group is liking having a whole bunch of shadowy figures running about doing our bidding. I've already lost three agents, and having names to remember them by was a good RP moment.


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I'm a player in this AP, and we just got to the point where we are getting our agents, in our Cult of Personality. I decided to make some tables to generate descriptions and backgrounds for my agents, and threw together some tables. Hopefully this will make it seem more like a motley crew of locals throwing themselves in to help the cause than "you have some agents. They do things."

One note that didn't fit on the page with the table: For a more "courtly" agent set, use 76-100 on the "Commoner" table instead of the whole table.

War For The Crown Agent Tables

Feedback greatly appreciated, as this is my first stab at such a thing.


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Legowarrior wrote:
You u forgot Occultist.

Oh yeah. I did forget about them! A Evocation/Transmutation/Conjuration Occultist would do nicely. It would be a little low on spell variety to start, but could do well.


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Hello all. I'm looking to help a new player create something like Final Fantasy's version of a Red Mage; a sword-and-sorcery jack-of-all-trades. The challenge is to do it using only a single class, using Paizo-published Materials, without reskinning/reflavoring abilties.

Before I start, let me just get some stuff out of the way, because I know these forums!

- Yes, we know there's a Final Fantasy D20 system with a Red Mage Class. It's pretty good!
- Yes, we know that this could be better achieved with multi-classing.
- Yes, we know there's myriad third-party options that can emulate such a thing.
- Yes, we know you can just ask the GM for something to help fit the concept.

With that said, this is more of a thought-exercise and brainstorm, than a restriction on what can be played. The GM is awesome, and is fine with pretty much anything brought to the table, even if its tweaked or reflavored. We had certain qualifications as to what we consider a good replication of the Red Mage:

1) Decent Melee Weapon-based Proficiencies/Abilities/Features
2) Ability to cast Elemental Damage Spells, preferably earlier on in levels
3) Ability to cast Healing Spells

So far we have a few front-runners:

- Battle Shaman: The Shaman spell list gives access to requirements 2 and 3, but has very little to help with 1. We'd need to spend a good number of feats to get their melee skills to a good level, and that would probably just be leaning on the staple feats.

- Puppetmaster Magus: Puppetmaster Magus gets access to the Bard spell list, which puts most of the Cure X Wounds and some of the Remove X spells on their spell list. As a magus, elemental damage is a part of the kit, but the tradeouts to Spell Combat, Spellstrike, and Arcane Pool lower its normal weapon abilities.

- Arcane Duelist Bard: The Arcane Duelist gets all sorts of cool weapon abilities and feats to not only buff himself, but also his allies. The Bard spell list doesn't have many elemental damage spells, especially early on.

- Battle Oracle: I mean, the're good at what they do, and they do get some some great abilities. They don't get many elemental-damage spells until later, though.

Any thoughts?


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Oh. I didn't see that! Thanks.


Pathfinder Class Deck, Maps Subscriber

I've come into a situation where a lot of class decks have been gifted to me, unboxed and jumbled together. Some of the class decks are multiples. For example, I think it has at least 3 Cleric Class Decks from the amount of Heggals I've seen. I'm not 100% sure that all the cards are there either. I want to split them into individual class decks, but I also want to make sure that they're complete.

The Class deck lists available are great for telling me the different types of cards that are in each class deck, but don't tell me how many of certain cards are there.

I know that each deck contains multiple Blessings of the Gods and may have multiples of some of the lower level B stuff. If I simply divide everything by the number of estimated class decks, I won't know if I'm missing cards or if the number of missing cards is divisible by 3.

Any help appreciated.

EDIT: Now that I think about it, I'd only need the cards that come in a quantity of 3 or more in a class deck, if that helps.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

I don't think it's an error. For the most part, many of the season 0s how lower gold than usual at higher tiers. Mostly, it's an issue of carry over from 3.5 to Pathfinder as its own system.


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Looking at the first AP section, it may accomodate mounted combat at times, but remember that this is an urban AP and as such a larger mount or a more "beastly" mount will have a hard time getting into places, not only space-wise but socially.

In other words, be able to function without a mount, and not a one-trick pony.


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A survival knife is an Operative Weapon. (It's a special tag on the weapon entry.)

Operative Weapons wrote:

OPERATIVE WEAPONS

Operative melee weapons are basic in design, but they are capable of dealing precise damage when wielded by a trained combatant. An operative can use the trick attack class feature with a weapon with the operative special property. Additionally, any character can add her Dexterity modifier rather than her Strength modifier to melee attack rolls with these weapons.


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In my experience damage in Starfinder, despite looks, is not as forgiving as in Pathfinder where you could just wand everything away at the end of a fight or after a blown trap. (However, that's one of the reasons why I like it!) You can regain your SP or HP but you have to spend a finite x-per-day resource to get it, be it a Resolve Point, spell, or use of a healing ability or item.

With that said, taking very small amounts of damage is a bit more "dangerous" in that it's usually not worth the use of an RP to recover small amounts of Stamina Point loss. And thus, the team may be going into the next fight not in 100% condition, which sort of ups the difficulty of those encounters.


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(This won't count for much, because the Computers skill as a whole is designed to hand-wave most of this stuff away, so that people don't have to worry about it. But I figured I would post it anyway.)

If we're using real-world application, it's going to vary heavily by system. There is no one answer to this because it would depend on how the alarm and doors were built. It would depend on what sets off the alarm, and how the systems communicate.

Situation A (The hangar door controls send a "Hey, I'm opening the door!" signal to alarm monitoring system, which then sets off the alarm in the hangar area): You may be able to hack the door controls to not send the signal to the alarm system.

Situation B (The alarm system monitors the hangar bay controls, and sounds the alarm in the hangar when the signal is sent to the door.) In which case you'd need to disable the alarm system itself, which probably isn't available via the hangar door controls.

The whole alarm/door combo were singular and didn't really interact with anything else, then they might fall into situation A.


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As an Inquisitor, you've got access to lots of things!

Silence and Invisibility are second level spells for you. If you can get your hands on a Silent spell rod, and sneak into position, you can be a ball of caster-negation.

Also, remember you have Litany of Sloth, which can help. Yes, it's a Will save to negate, but it is worth the shot. It will completely shut down a caster if it sticks when paired with Step Up.


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EC Gamer Guy wrote:

I have to disagree guys. The "worst" would be a 14 Cha and that is still a +2 bump to assisting in diplomacy situations. Every other stat affects AC, a save, skills or combat.

As long as you aren't taking a hit to something your class needs, it's all cream.

Gotta point out that the Solarian's key stat is Charisma, so no, CHA can affect combat.


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Metaphysician wrote:
Yeah. Note that it says, "if you are conscious, you *must* choose one of the modes". You can't *not* choose a mode, unless your literally KOed.

Just remember that being unattuned is its own mode. So you can choose to be unattuned and gain no benefits. (Highlighting mine)

Quote:

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).


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No, as casting the spell is a standard action. Doing a full-attack is a full action. You wouldn't get the action economy to do both. There are a spells (like magic missile) that do an extra attack if you cast it as a full action instead of a standard though.


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While it's not in the CRB, Devs did state that it should twice the tier.
See this link to the blog post here.

Quote:
Computers themselves are in their own section in the equipment chapter. In general, a computer has an item level equal to double its tier. A tier 1 computer might be something as simple as a common datapad, while a tier 10 computer may be running an entire space station or handling major systems for a large company.

As for size, dimension are never really spelled out. But remember the weight approximation for bulk, and use that to drive how big a pile computer parts (which are usually developed to be relatively light) would be.


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Ravingdork wrote:
Wait, so if I ready an action to shoot a spellcaster who begins casting a spell with a 10-minute casting time, my readied action goes off 10 minutes later? WTF!?

Don't exaggerate.

Readied action wrote:

If you come to your next turn and have not yet performed

your readied action, you don’t get to take the readied action
(though you can ready the same action again).

You can shoot him on the second turn at absolute worst.


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Ravingdork wrote:
Aside from weapon damage, there really isn't a "starship scale."

Yes, there is. There's a whole sidebar that explains that starship scale is greater than creature/object scale on page 294 of the CRB.

Starship Scale wrote:


STARSHIP SCALE
Though the size categories of starships have the same names as the
size categories of creatures, they operate on completely different
scales.
Even within a size category, a starship’s exact measurements
might differ between base frames and manufacturers. The size of a
starship also modifies its Armor Class and Target Lock as indicated.


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It depends on what type of weapons your ship is equipped with, and where the missile is coming from! There's a a starship weapon property called Point that can shoot incoming missiles as they get close to you.

Point weapon property wrote:

Point

A weapon with this special property is always short range and
can’t be fired against targets that are outside the first range
increment. If a tracking weapon would hit a ship in an arc that
contains a weapon with the point special property, the gunner of
the targeted starship can attempt an immediate gunnery check
with the point weapon against the incoming tracking projectile
using the bonus listed in parentheses in the weapon’s Special
entry (instead of her usual bonus to gunnery checks). The DC for
this gunnery check is equal to 10 + the tracking weapon’s speed.
If the attack hits, the tracking weapon is destroyed before it can
damage the ship. A point weapon can be used to attempt only one
such free gunnery check each round, but this usage potentially
allows a point weapon to be fired twice in a single round.

While point weapons are great defensive measures, they are limited in offensive range and can only stop one missile per round. If you have two ships concentrating on one of your arcs with targeting weapons then your point weapon can only try to stop one of them each round.


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No need to retcon Gaedren. They've already gotten that win, let them have it. In the future, try to get people's buy-in on some plot lines before your start the path; yes, it ruins some of the surprise, but you avoid things like this. With that said, you have several options on how to get the story back on track:

Possible re-direct:

Instead of having the queen tell them to work with the guard, have the town guard and Kroft approach the PCs. Cressida's level-headed enough to understand their not wanting to choose sides, and have her appeal to at least help keep the peace. Many of the missions and tasks Kroft gives are not directly tied to the queen's agenda, so the party may be better suited at breaking up brawls, dealing with otyughs coming out of the sewers, etc. Then you can have the queen stick her nose in when she "requests" (read as "demands") the guard to go after Trinia Sabor. At this point, the AP sort of assumes the party may be suspicious of the queen, and may want to question/hide Trinia so it still falls in line with the AP by that point.

As for shortening the path by changing who the "big bad guy" is, that could work.

Story Change:
Bahor/Glorio, as an influential man in Korvosa, could have fooled Ileosa by having the cultists spread the disease and then send Dr. Devaulus to introduce himself. Bahor's motivation could be to use the Senechal as a puppet to get onto the throne himself. While still evil, Ileosa doesn't need any more PR problems, so she'd gladly accept this doctor and declare martial law thinking that will boost her image as a powerful ruler (Blame it on the Fangs of Kazavon?). As such, she's more willing to go along with any suggestions Dr. Devaulus makes as long as he's backed by military might. As they PCs adventure on, they may want to go it alone or possibly even team up with the Queen or Sabina in an "enemy of my enemy" situation.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

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I've been using this blog post from the devs which says that it's twice its tier (emphasis mine):

Quote:
Computers themselves are defined in their own section in the equipment chapter. In general, a computer has an item level equal to double its tier. A tier 1 computer might be something as simple as a common datapad, while a tier 10 computer may be running an entire space station or handling major systems for a large company. Beyond its tier, a computer is defined by its size, user interface, access and authorization, basic function, modules (which define what the computer can do or control beyond its basic functions, and may include controlling other devices or computers), and countermeasures.

I don't see that in the CRB though, sadly. Between the quoted, and the needing ranks equal to twice the tier, I believe we've narrowed the intent.


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Towing Objects Across Distances


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A-ha! I didn't see that. Thanks. That's pretty much what I'm looking for.


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I have a character (possibly for SFS, so being as close to RAW is appreciated) who I am looking into buying a personal camera for, but I can't seem to find any sort of price.

Outside of a few class features (Mechanic's drone and Expert Rig class features) I don't see how a character can access a camera. Obviously they exist, as several abilities (like Mechanic's Overload) and the computer description says that you'd need a control module to control an external camera.

Personal Comm units only do audio and text based communication, but it sounds like a regular computer would have access to the equivalent of a webcam. What I'm looking for is more of a personal video recorder, to take pictures as its owner explores, and can record findings for later. Any help?


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No. Even though the class feature gives you proficiency, the 3rd level Weapon Specialization gives you the bonus to weapons you're proficient with as part of your first level in the class. For an example, look at the proficiencies you get as part of gaining the exocortex and the text included. You'd need something like the below (emphasis mine) to gain the specialization bonus.

Combat Tracking (Ex) wrote:

Your exocortex provides you with enhanced combat ability,

granting you proficiency with heavy armor and longarms. At
3rd level, you gain weapon specialization in longarms just
as if your class granted proficiency.
As a move action during
combat, you can designate a foe for your exocortex to track.
As long as that target is in sight, the exocortex feeds you
telemetry, vulnerabilities, and combat tactics, allowing you to
make attacks against that target as if your base attack bonus
from your mechanic levels were equal to your mechanic level.
Designating another target causes you to immediately lose this
bonus against the previous target.

Because the proficiency mod comes from a drone mod, and drones don't automatically gain Weapon Specialization, they didn't add in the bit about gaining specialization, unfortunately.

You can always take Weapon Specialization as a feat though.


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I agree with others that this is looking like you threaten both. I imagine that devs intended to specify somewhere that you only getting 5 ft. or 10 ft. and needing to switch your grip on your weapon to go between the two. Doesn't look like that made it in. Since they changed the action to switch your grip to a swift action (so you can only switch once on your turn and eat up your swift action) that may have been what they were going for. That's probably how I'm going to run it. But being able to threaten both at the same time probably isn't what they wanted.


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The drone is a class feature, and unless called out specifically or houseruled, it cannot contribute to starship combat. Bolding below for emphasis.

Actions wrote:

Actions

You can take one action (usually defined by your role) per round
of starship combat. Certain actions require a minimum character
level or number of ranks in a certain skill. NPC crew members are
assumed to have a number of ranks in the appropriate skill equal
to the starship’s tier. Class features and items affect crew actions
only if specifically noted in the class feature or item.
If a starship’s
tier is less than 1, treat it as 1 for this purpose.


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I'd like to throw my concern in here as well. I've got a player who has lost his chronicle sheets due to an unfortunate fire. I can't even view his GM chronicles to re-make them currently because only his player sessions show when I go to look at them.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

From the rules sheet at front of the faction card download:

Quote:

The number of goals completed is measured by those fulfilled on that card only—goals completed

on a different Faction Journal Card do not contribute to those on the first card.
Each Faction Journal Card provides one or more new rewards as well as at least one reward that appeared during a previous
season. If a PC would receive a duplicate reward that she earned on a previous card, she instead treats her effective number of goals
completed on all cards as though it were one higher. These bonuses stack—if she earned a duplicate reward on two season’s cards, she
treats her effective number of goals completed as two higher.


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Tim, because they are attacked, and then confused if they fail the save. At that point if a confused creature is attacked, they go after the thing that attacked them.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

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First off... *marks down to take a drink when not at work*

Second, it's all based on intent in using such an item. My paladin has a hat of disguise. He doesn't use it to fool people or even fake his finery. He does it more to illustrate his points better. People usually know he's "in disguise" and there's no deceit to it at all. For example, a recent interaction was trying to get some info from some "less-than-bright" townsfolk, as we were chasing a man who went by several aliases.

Paladin: Have you seen a man who looks like this? *hat of disguise to take a similar shape to the person we're looking for, and follows it with a pretty decent disguise check*
Townsfolk: Yep! That's him!


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If it's an NPC, I'd give it Heroic NPC wealth by level for an 11th level NPC, which would be 16,350 gold. That lines up about with 6th level witch PC wealth.


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Core Rulebook wrote:
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.


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11) There are no space bulls.


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Remember that item crafting guidelines can be approved or declined by your GM.

One of the reasons for not allowing a ring of Giant Strength is that, design-wise, developers put most of the physical stat-boost items as belts so it you had to make hard decisions about other belt-slot items.

You may want to look at the pale blue rhomboid ioun stone. It would give you +2 to Strength as a slotless item, for 8000 gp.


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You may be looking for the bloodletting kukri?

Quote:

Bloodletting Kukri

Price 6,308 gp; Aura faint necromancy; CL 5th; Weight 2 lbs.

On a successful critical hit, this +1 kukri deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack. Each time the wielder strikes a blow that deals bleed damage with this weapon, he gains temporary hit points equal to the amount of bleed damage dealt. No temporary hit points are gained if the target was already bleeding, even for a lesser amount. Temporary hit points bestowed by the bloodletting kukri last for 1 minute.

Construction Requirements

Cost 3,308 gp

Craft Magic Arms and Armor, bleed, vampiric touch

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Off the top of my head...
0-5 Mists of Mwangi [1-5]
2-11 The Penumbral Accords [1-5, I think]


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There's no real one, as Kadaj's sword probably a bit unwieldy with twice the surface area to cut through. You may want to look at a Rhoka. That's probably as close as you'll get, description-wise.


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Gummi Ships, anyone? No? Just me? ... okay...


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You are correct. Desna does not grant the Trade subdomain. The Separatist archetype of cleric can get it though, with some drawbacks.

Note, there are a few deities that grant subdomains for domains they do not normally offer.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

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I noticed that Sheila's briefings usually involve light snacks and/or refreshments, so characters around here love her. Pathfinders don't turn down free meals.


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So, short answer, is that by the book Strange Aeons is pretty much guaranteed to be the shorter of the two if you do everything at the table, and you don't cut stuff out.

Kingmaker has a kingdom building system that will take up whole sessions if you handle it in person only. Doing it over e-mail does knock some time out of that, but there's a LOT of exploration and mapping involved. As a player in one Kingmaker campaign and a player in another, it's several years to complete without cutting a lot of the exploration and kingdom building, and events out. The campaign I'm running is going on about three and a half years, and we meet three times a month or so, playing for about 4-5 hours. We're just now entering the sixth book. A little bit through, we've moved Kingdom building entirely over e-mail, and with the exploration, it still takes a while.

The less sandboxy APs like RotRL and (from looks of it) Strange Aeons, run faster because there's more rails to ride. I've been running RotRL two times a month, for about 4 hours per session, and we've completed the first two books in about 4-5 months? Later books might take longer but that puts AP time at about 1.5-2 years?


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I have two PFS mediums, and I'm loving both; one usually switches between Champion, Marshal, and Trickster spirits (with a good 75% of his play experience so far being in Champion or Marshal spirit) and a Spirit Dancer medium who has the advantage of being able to swap into a healer role for a few rounds to heal an NPC or into an skill monkey role to get a few "rogue-like" skills. The problem with the Spirit Dancer is that you're limited to rounds of channeling, but the plus side is with only a minute between spirit swaps. Since you're limited to rounds of channeling, be sure to build a fairly competent character without the spirit bonuses!


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Tarik Blackhands wrote:

Wall of fire blocking LOS isn't mentioned in the write up but it sounds pretty self evident to me since blazing inferno walls isn't exactly glass on the transparency scale.

The Wall of Fire blocking Line-of-sight comes in the "Effect" line of the spell.

Wall of Fire wrote:
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high


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Sorry, nitpick. Was it Resist Energy or Protection from Energy? Resist energy takes the amount of elemental damage off each strike for as long as the spell is up. It doesn't "deplete" per se. Protection from Energy gives you a large depleting pool.

As for the topic at hand, most GMs I've seen have taken the merciful side of the ruling and either deal the "Crossing" damage and not the "within X" feet damage.


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Most miniature companies don't make ones for enlarged humanoids. Your best bet would be to look for miniatures for giants, and see if you can get one that fits. Your best bets are probably looking at Frost Giants, Fire Giants, or Storm Giants and recoloring them.

Or as said above, but find a medium sized mini that you like and put a large-size base or stencil under it when the Enlarge Person happens.


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Or you could ask your GM if you can have that extra language for free?

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

I can't say that I've seen that many. Of them, the more popular (at least in my area) have been Kineticists, Mesmerists, and Occultists.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

Fill out your Chronicle sheet as normal, and make a note on there to yourself that you used a GM star to replay it. It's up to you to keep track of your stars and stuff.

***** Venture-Captain, Massachusetts—Central & West aka Harley Quinn X

1 xp. There's a scaling reward for how many parts you get, so you get 1xp after the third part, with varying amounts of prestige and gold depending on how many parts you've done.

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