Daughter of Imerta

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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. **** Venture-Agent, Minnesota—Champlin 228 posts (229 including aliases). 11 reviews. No lists. No wishlists. 19 Organized Play characters.



Sovereign Court

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So, there's this odd contradiction in the Vanguard class in the new Character Operations Manual.

The Entropic Pool ability says:

Quote:
Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP.
But the Mitigate ability says:
Quote:
As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level (to a minimum of 0 damage). If you do, you can’t gain any Entropy Points from that attack.

Which is correct?

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On page 28 in the Armory, it states:

Quote:
Force weapons deal kinetic damage but still target EAC.

So...what does it even matter that force is kinetic damage? DR still doesn't apply against it 'cuz the DR definition in the Core Rulebook states that it only applies against Bludgeoning, Piercing, and Slashing kinetic damage. So...does force being kinetic damage actually mean anything in game? As far as I can tell, this is the same as saying that force is its own unique type of damage 'cuz it only matters when dealing with incorporeal creatures. Or am I missing something?

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Does a swarmbane clasp work on a Bionanite Cloud? My GM is telling us that it doesn't because the Cloud is immune to all weapon attacks for a reason other than Swarm Traits. They give you a Swarmbane Clasp somewhere in Book 1, so I would assume that they did that intentionally so you have a way to deal with these Clouds. I haven't gone looking through the AP, of course, so I don't know what the stat block says.

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Technology guide says wrote:

This bulky bracelet is covered in blinking blue lights and pulsing holographic emitters. A hard light shield produces a translucent but substantial holographic barrier when activated. The shield bonus counts as a force effect and applies to the wielder's touch AC against beam and ray attacks (but not other touch attacks). As a transparent force effect, a hard light shield provides no bonus against lasers. A hard light shield can be used to deliver shield bash attacks like a heavy shield.

When turned off, a hard light shield provides no AC bonus and imposes no spell failure chance. Activating or deactivating a hard light shield is a move action. This item occupies the wearer's wrist slot.

Does the hard light shield occupy a hand as well as the wrists slot?

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OK. This is confusing. There appears to be 2 conflicting rules listed about Natural 20s in the Rulebook.

On page 8:

Quote:
Rolling 20 is better! Rolling a 20 on the die means you critically succeed, which often has a greater effect than normal. You also gain a critical success if your total meets or exceeds the Difficulty Class by 10 or more. More about critical successes is on page 292.
On page 292:
Quote:

Success and Critical Success

If your result is equal to or greater than the DC, you succeed and apply any success effect (or generally achieve what you set out to do). However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed. You apply the critical success effect instead of the success effect. If the critical success was an attack roll, it is sometimes called a critical hit.

So, which is correct?

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I just got the items I preordered for the Playtest today. I'm really saddened that the pages of my hardcover and the module are all wavy like they've been left outdoors in a humid environment. Are others finding this, too?

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

I'm finding a few errors under the Inner Sea Gods section in the new Campaign Clarifications that was just released. I'm guessing these are either copy and paste errors or something.

This should say page 28, not page 84:
Page 84—Calistria’s first sentinel boon should read
“divine favor 3/day, align weapon (chaotic only) 2/day, or
keen edge 1/day.”

This feat isn't in Inner Sea Gods. I think it should be listed under Inner Sea World Guide 'cuz this is the correct page in that book.
Page 286—The Dervish Dance feat does not work
if you are “carrying a weapon or shield in your
off-hand”. A spell does not count as a weapon or
shield—therefore, a magus can use spell combat
with Dervish Dance.

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With the new site redesign, I'm finding that when on the main Paizo page itself, if I click on any of the top level site menus (like: Pathfinder, Starfinder, Store, Organized Play, Community) the sub menus that pop down resize themselves based upon my browser window width in a really odd way. If it's a narrow window, it works great, but as I make my browser window wider, that sub menu stretches itself out exponentially--to the point where the right most options go completely off the screen.

Sovereign Court

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In looking at the Elemental page in Alien Archive, under Air Elemental Graft, it only says:

whirlwind (see page 158)

On page 158, it gives details about how whirlwind generally works, but then it lists a sample format like this:

Format: Offensive Abilities whirlwind (4d6+8 B, DC15, 1/day)

In the next paragraph, it explains that it's usually usable once per day, plus additional time per day for every 5CR the creature has. And it does damage equal to the creature's normal melee damage. Nowhere does it say what the DC should be, though.

What calculation should be used?

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

So, I just finished running Curse of the Crimson Throne for my group in campaign mode. (4 and 1/2 years when you play only once a month!) The PFS chronicle sheets are really confusing for this one. If they apply all of them to the same character, then they get the 8th sheet. And that one requires that they draw a card from a harrow deck. If they draw an evil card, they redraw and so on for each evil card they draw. The chronicle sheet says they have to spend 3 PP for each evil card they drew or they are permanently DEAD.

Now, the only way to even get this 8th chronicle sheet is to apply this all to a character that is only 1st or 2nd level. And they can't use ANYTHING from any of the other chronicle sheets because they're not of high enough level. So, if this is a brand new 1st level character, then they will only have the 4 PP from the 1st chronicle sheet available. If they draw more than 1 evil card, then they're dead with no options whatsoever. And this is after they've chosen to apply all these sheets to that character. If they have any other chronicles on that character, then they MIGHT have enough PP to cover additional cards, but they can't have enough chronicles to reach 3rd level or they could never have applied the AP ones to the character in the first place.

Am I the only one seeing this as a really mean way to hose over a player???

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I love that first one. I have high expectations for the quality of that mini now. That ice devil, though, looks awfully boring in color. The canopy lurker looks cool and creepy.

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Warning: Potential spoilers for Curse of the Crimson Throne Pathfinder AP

So, my Curse of the Crimson Throne game is finally getting to the end. Yesterday was the 2nd to last session, I think.

Spoiler:
The group got ahold of the legendary Harrow Deck of Many Things and they all drew some cards. The last person to draw was the Archer, who is, by far, the largest damage dealer in the group. He drew 4 cards. The first one was pretty bad, so he negated it with the option in the AP. The last card was The Cricket, which allowed him to draw 3 more cards. For each one he drew, he got a permanent +10' bonus to his base movement speed, so he drew all 3. Here's a picture of what he drew in order.

The full rundown:
The Demon's Lantern (negated)
- The character’s body disintegrates. All that remains are her items and a glowing gem containing her soul. This gem is worth an amount equal to the character’s level * 2,500 gp. A miracle, resurrection, true resurrection, or wish is required to restore the character; doing so destroys the gem.
The Lost
- The PC cannot gain another level in whichever class he currently has the most levels. This effect can be circumvented if the character is killed and returned to life, but the next time he is restored to life he is affected as if by the spell reincarnate, regardless of what spell or effect was used.
The Sickness
- The PC becomes afflicted with incurable blood veil. The disease cannot be cured by any effect short of a miracle or wish spell.
The Waxworks
- Upon drawing this card, 1d6 exact duplicates of the character appear within a 20-mile radius. These duplicates have an alignment opposite to that of the original character and oppose his goals. At least one of them arrives at the [redacted] to join forces with [redacted] before the PCs arrive at that location.
The Cricket
- Upon drawing this card, the character can draw up to 3 additional cards. In addition to thosecards’ effects, the character’s base land speed permanently increases by 10 feet for each additional card he draws.
The Rabbit Prince
- All attacks the PC makes or that are made against the PC that threaten a critical hit are automatically confirmed.
The Twins
- A duplicate of the PC manifests at [redacted]'s side—this duplicate does not have any knowledge about the PCs that [redacted] doesn’t already know, but does have duplicates of that PC’s gear (with the exception of minor artifacts like [redacted]), as if created via a mirror of opposition. The duplicate is completely loyal to [redacted], and is encountered at their side as a bodyguard. The PC who drew this card understands what has happened immediately.
The Tangled Briar
- Once per day, the character can use speak with plants to ask a single question of a plant. Using this ability upsets the surrounding flora, however, causing 1d4+2 shambling mounds with the fiendish creature template to erupt from the ground and attack the character, regardless of the surrounding terrain.

And the party Summoner drew The Twins, as well. So, now I have the normal combatants with the final boss PLUS a duplicate of the Summoner including all gear (and she'll have either a duplicate Eidolon or some summoned creatures), a duplicate of the Archer including all gear, ANOTHER duplicate of the Archer--probably without the same gear, and ANOTHER FIVE duplicates of the Archer somewhere within 20 miles. Yes, I rolled a 6 for that Waxworks card. It could even be argued that the duplicates of them all have the same bonuses and penalties from these cards, depending upon which order they were drawn in. So, that could mean that one duplicate of the Archer confirms all crits and has all crits confirmed against him. In addition, the Archer keeps grabbing any plants he comes across 'cuz he wants to trigger the shambling mounds appearing all in that same final fight.

Lastly, one player wasn't able to make it for that session, but should be there for the next one. The group has all agreed to NOT tell him anything about The Twins and Waxworks cards that they already drew. And I intend to allow him to draw cards, if he wants, at the start of our next session, so lord knows how THAT is going to end.

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I've been reading the Solarion and I'm confused by a few things with the Stellar Revelations:

1. It doesn't say anywhere that you have to be in graviton mode to use graviton revelations--nor that you have to be in photon mode to use photon revelations. It kinda implies it in some of the wording, though. So, is that matching mode required? A few revelations, like Dark Matter, state something like, "This benefit lasts for 1 round or until you leave graviton mode." So, does that mean it only lasts 1 round if you're in photon mode, but you CAN do it in that mode? It kinda sounds like that. But is that the way it's intended?

2. Both graviton and photon mode have the line "Some of your stellar revelations are [graviton or photon] power and get stronger if you're [graviton or photon]-attuned, yet many stellar revelations just say something generic like Plasma Sheath does: "When you are attuned or fully attuned..." So, do you have to be attuned to the same type of energy as that revelation? The Zenith Revelations specifically call out being graviton-attuned or photon-attuned, but those are the only ones that do.

Am I the only one a little confused by these?

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Is the reporting complete for all PFS events at this point? I see 2 of my tables that I GM'd in my sessions list, but I don't yet see the Special there.

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Several of us have found that the DoubleTree charged us incorrectly for our rooms during the Con. They charged the correct rate of $116 for the first night, but then $169 for the rest of the nights. I happened to stumble across this when I found that I was being charged for the wifi. The person at the front desk told me that their computer system had been messing this up for some rooms. So far, 3 of us have had this happen and had to ask for it to be corrected.

So, make sure you all check your hotel bills to ensure that you didn't get overcharged.

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So, I finally finished my ridiculous build of Castle Korvosa for my Curse of the Crimson Throne game and surprised my players with it in chapter 6. The whole thing is 9 feet long and 4 1/2 feet wide. The base of the pyramid, alone, is 4 1/2 x 4 1/2 feet. And, of course, I had to make it light up.

Castle Korvosa

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I vaguely recall coming across a few ways to control the effects of confusion during combat, but I can't seem to find those all now. The only thing I'm finding is the Madness Blessing from Warpriest, which at 10th level lets you pick the confused behavior for all targets in 30' for that round as a Swift Action.

That's useful, but Warpriest doesn't even get to cast Confusion, so it's really only of limited value unless you can count on other PCs casting Confusion regularly. I could swear that there was some other way to influence or control how a target behaved when under confusion, though. Anyone else know what I might be missing for such options?

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So, I was looking over the Sacred Implements in Occult Origins and noticed the one for Nethys could be useful--except Occultists don't even get any spells that provide an enhancement bonus to an ability score. So, they can't even make use of the main purpose of this implement. They can make use of it to modify a magic item, but that's usually not even useful until they have an item that gives a +4 bonus. Or am I missing something here?

CINDER-STAINED BANYAN (NETHYS):

Implement School transmutation; Implement vest; Opposition School divination
Parity (Su) While casting a transmutation spell that provides
you an enhancement bonus to a single mental or physical
attribute, you can expend 1 point of mental focus as an
immediate action to divide the bonus the spell provides,
granting half to the original attribute affected by the spell
and half to a corresponding attribute. Strength corresponds
with Intelligence, Dexterity corresponds with Wisdom, and
Constitution corresponds with Charisma. You can also use
this ability to divide an ability score bonus granted by a
magic item, but you must immediately expend 1 point of
mental focus each day when you allocate mental focus to
your implements to maintain the parity, or else the bonus
immediately reverts to normal.

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The Occultist focus power Necromantic Servant doesn't list a range for it. So, can you only raise up an undead servant adjacent to you or what? It mentions that at 5th level you can spend a point to heal the servant up to full if you're within Medium Range, but doesn't say that the undead servant can be raised at that range. I can't find anything that gives a default range for focus powers, either.

Anyone know what it's supposed to be?

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How would it work if you had levels in a class that has a familiar (like Wizard, for example) and then took levels in Occultist and took the "Soulbound Puppet" Focus Power? Would the levels stack for familiar abilities? Would you have 1 familiar all the time and another one for 10 min/Occultist level when you activate Soulbound Puppet? Or something else? The rules for familiars in general indicate that levels in different classes stack for purposes of what abilities the familiar gets, but I haven't found anything that clarifies this funky situation.

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

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I know several other folks have created apps & spreadsheets for tracking what scenarios they've played or GM'd. Most seem to be geared towards trying to track that for all the players in an area or aren't updated very often. I created this spreadsheet (using someone else's tracker as a starting point) for tracking my own playing and GMing and have been updating it as scenarios are released. I added all the modules and APs, as well. Feel free to download it and use it, if any of you want.

PFS Scenario Tracker

For myself, I enter in which character plays each scenario or gets the GM credit. I then setup simple formulas at the bottom that just counts the number of occurrences of each. This won't exactly tell me how much XP each character should have (since modules can be 3 XP) but it should tell me how many chronicle sheets each character should have.

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

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Just got and read through the new scenario 5-19 The Horn of Aroden. There's something that's confusing, though:

- In the Conclusion section, first paragraph on page 19, the last line says that "Each PC earn the Horn of Aroden boon on his or her Chronicle sheet."
- Under the Faction Notes section on that same page, though, it says, "If Taldor faction PCs accomplish both goals, they each receive the Horn of Aroden boon on their Chronicle sheets."

Which is correct? The Chronicle Sheet itself doesn't offer any further clarification.

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I didn't see this mentioned anywhere on here already when I searched for it, but forgive me if someone else already posted this:

A typo in the Wind Oracle Revelations: (bold-faced word is missing)

Air Barrier (Ex): You can create an invisible shell of air that
grants you a +4 armor bonus. At 7th level, and every four
levels thereafter, this bonus increases by +2. At 13th level,
this barrier causes incoming arrows, rays, and other ranged
attacks requiring an attack roll against you to have a 50%
miss chance. You can use this barrier for 10 minutes per day
per oracle level. This duration does not need to be consecutive,
but it must be spent in 10-minute increments.