The "Alchemy (Su)" ability really should have been trimmed down and split into multiple parts instead of being the full page craziness that it is.
Once you cut out all the excess explanation it's relatively straightforward, an alchemist is in most ways similar to a wizard.
- Both the wizard and the alchemist have books which they have to reference to prepare their magic.
-Both the wizard and alchemist start with a number of pages in those books filled in, and receive more for free as they level (2/level for the wizard, 1/level for the alchemist).
- Both the wizard and the alchemist can study other magical writings and copy the results into their books.
-Both the wizard and alchemist have to spend time preparing specific spells or extracts for later use (though the alchemist can prepare extracts much more quickly than the wizard can prepare spells).
- The major differences between the wizard and the alchemist is in the limitations of the alchemist's magic being self only (though certain alchemist discoveries and archetypes loosen that restriction).
Does that help?
I can't find the reference for it right now but precision damage is always of the same type as the base attack that it's attached too.
Precision damage is always additional damage added to another attack, for example if you triggered a painful star or sneak attack with a rapier the bonus damage would be piercing (and magic, cold iron, etc. based on the specific weapon's qualities).
I would like to give a small warning about this, not that I'm saying you shouldn't do it, just to consider some of the consequences before you pull the trigger.
What you are describing is, as far as I can tell, GM created divine intervention. Correct me if I've misunderstood. This is an extremely classic version of Deus ex Machina.
You need to be careful about Deus ex Machina for a couple of reasons.
First, This is you reaching out of the game and fixing things for the characters, not the players making choices that have impact on their characters. Your players might feel grateful that you got them out of a sticky situation, or they might feel cheated, that their decisions don't matter because if things don't go according to plan a hand will come out of the sky and put things back in place.
Secondly, if you directly intervene once, then your player's may expect you to directly intervene again. If the player's think that they have an ace in the hole that will save them from any real consequence of their actions that might make them feel like they are more free to have fun doing whatever they want. On the other hand, they might feel that with no consequences their actions have no weight or meaning, so what's the point of making them.
Even worse, if you save them once and then don't save them again they might feel that you cheated them out of something.
In conclusion, be careful with this. I would talk to your player's about this idea and see what they think about it.
Something as simple as the hero point system from the Advanced Player's Guide would allow the player's a similar amount of wiggle room but put the ball back into their court as far as choice and self-determination goes(and theirs nothing to say hero points aren't a divine blessing in your campaign).
edit: I guess this was a not so small warning. Oops.
I do want to mention for the sake of people worried about having to buy hero points with real money the actual text states;
PF2 Playtest wrote:
Your character starts each game session with 1 Hero Point. The GM can award Hero Points when PCs perform further heroic deeds or tasks, or when players do something special for the group. For the characters’ actions, this all comes from the story. A character needs to do something selfless or daring beyond normal expectations. Players add Hero Points by taking on at least one additional responsibility, such as bringing food for the group, keeping a map of a dungeon, or taking notes.
So first off, of the three possible hero points for a session only one is obtained from out of game actions.
Secondly, of the three examples of how to earn out of game points only one has any monetary cost. The general theme I see is that any player who does something to help run the game instead of making the GM do everything gets a point.
As a GM, anything that encourages players to do some of my bookkeeping for me I'm down with.
Those people who always relied on me for information? None of them. They were happy for me to dig into my library and lay out the options for them.
Those two who did read the books also never payed Paizo for anything and used d20pfsrd or pirated copies of the PDFs when they wanted to look something up. They are my two power gamers who grab every resource at their disposal to optimize things and who I have to often pull back into line. Luckily they are in the same group so I can mostly just adjust the challenge rating upwards and everything works out.
I'm not saying Paizo is a failing company who has to change their ways or die, or anything extreme like that. I'm just pointing out that in the current model they are missing out on potential customers. Someone who plays the game but doesn't buy anything isn't a customer. At best they are encouraging someone else (probably the GM) to continue to be a customer.
Paizo is doing well, they could do better. So could WotC, so could every RPG publisher.
There is a reason why videogames have gone from incredibly niche to a mass market thing, with multiple companies having brand-name household recognition, while I'm lucky if people even know what Dungeons & Dragons is when I try to strike up a conversation.
Again, doing well, still a lot of room for improvement.
I've been running Pathfinder for ten ears now, and have played with about 13 individuals during that time, in multiple groups and campaigns.
Of those 13 players, only two of them have actually cracked the Core Rulebook open for anything other than character generation. That big honking tome is just too much for some (perhaps many) people. The fact that the PF2 rulebook will be even bigger won't improve those odds.
I feel that huge rulebooks are one of the major stumbling blocks between people playing and not playing a game like Pathfinder. That fact that only one person has to actually read and understand the whole thing is a saving grace. If I could only play with other people who have read the whole CRB I would still be waiting for my first session.
As for the comparison between reading the rules here and the rules in battleship, the two games are only tangentially similar. As a game format, RPGs (especially crunchy ones like Pathfinder) share a lot more in common with videogames than boardgames.
In most videogames these days, you don't sit down and read an instruction manual before playing, you just start it up and trust that the game itself will teach you as you go. In the same way, many players are perfectly happy to sit down and trust the GM to explain and tutorialize things as they go.
Alright, I'm going to try and work my way through at least some of these, and of course this is just one guy’s thoughts and opinions on the matter so... do with these answers what you will.
1) DC’s, To Scale or Not to Scale
2) Why Won’t My Spells Land
3) Tiny Spells
4)Maneuvers Sitting on the Bench
5) We Come Running!
6) Withdraw the Withdraw Action
Alright. That’s my longest response I’ve ever written on these boards.
Yeah, technically hmmm. My table has just always run it that if a creature has an alignment subtype then there attacks count as that alignment for all purposes.
This is where PF2 tagging comes in useful. You can just say those attacks have the lawful tag and then there's no confusion about what counts for what when.
Bestiary page 299 wrote:
Some monsters are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature.
Based on this the only one you missed is aligned creatures. The easiest way to take advantage of that would be summon monster spells to get an archon, or devil, or whatever.
Other than explicitly mental abilities like QuidEst mentions, Starfinder is much more agnostic about it's magic.
The idea is that in the future, with magic being practiced and studied on an industrial scale the barriers have really come down between the different sources of magic.
There's no longer arcane, divine, or psychic casting classes. Now you are, say, a technomancer who draws power from study and practice of formulas, or one who taps into a greater outside force to receive revelations about the underpinnings of the universe, or uses the sheer power of their mind to rewrite reality.
At least that's my understanding of it.
Yeah, it's really hard to find that sort of straightforward explanation of what something actually is in the CRB. However the best I could find is from the section where it is explaining how to calculate AC;
Pathfincer Core Rulebook p179 wrote:
Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides.
Which seems to indicate that the enhancement is affecting the armor to increase it's value, not adding a new type of bonus to you like a ring of protection or amulet of natural armor.
I think in one of the later books it goes into more detail on that, but I don't have the time right now to track down which book that piece of information is hidden in.
For an "It's not quite the same, but close enough" solution see if you can get a restoration cast on you at the same time as you are revived.
From the end of the negative level section;
CRB 562 wrote:
Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.
That should handle either the con damage or the negative levels, depending on how much diamond dust you have on hand.
Well, if those bonuses and spells function anything like their PF1 counterparts then the magic armor won't stack with mundane armor.
David knott 242 wrote:
Maybe it's broken and being rebuilt? Tucked away safely in a hidden dimension as Torag reforges the prison of the Devourer.
It's all additive.
If you look at Table 2-4: Character Advancement on page 26 of the core rulebook you'll see that the second column is listed as "experience point total".
So going with your example, a level one character has 1,100xp, and then gains 500xp more. that leaves them with 1,600xp which is enough to hit level 2. The xp counter never resets to 0, it just keeps on going to the next goal.
Assuming your GM is allowing you to hand pick your followers, then no, there is no reason to choose commoners over experts.
However, since the leadership feat does not specify who gets to choose and/or control cohorts and followers, I would double check with your GM before making any decisions.
If you already have had a talk with your GM, and they are allowing you to hand-craft everything, then go wild.
I won't quote the whole section since it's huge but here's the short version from page 299 of Bestiary 1.
Natural attacks automatically bypassing DR;
Obviously there may be creatures who have special abilities that allow them to overcome certain forms of DR.
Which all simply backs up what everyone else has said.
Starfinder Core wrote:
A solarian weapon crystal adds damage to a solarian’s solar weapon. The solarian can place the crystal inside his mote as a standard action. While within a mote, a crystal applies its effects any time that mote is in a solar weapon form. A crystal within a mote can’t be interacted with in any way other than via abilities that specifically target a mote.
A silver weapon crystal would no more turn a solarian's solar weapon metal than installing a normal crystal would turn it into crystal.
The crystal is simply a magic item that enhances the weapon. It is not the weapon itself and never comes in contact with (and in fact cannot be interacted with) an enemy combatant.
It sounds like you are the GM in this situation however, so if you think it would make your game better to allow it, don't feel constrained by what I say.
Check out the Pathfinder wiki's article on the starstone here.
The starstone was essentially formed from the combination of multiple layers of epic-level magic and the sacrifice of two gods.
But again, you do you in your own campaign. I'm just highly amused by the multiple levels of shenanigans that went into the thing according to the official backstory.
Well, the problem is "station" isn't really a defined term. Absalom station is essentially a small planet and would take an absolutely immense amount of firepower to take down.
On the other hand, something like Earth's International Space Station is much more manageable and could be taken out without much problem.
Do they also make an opposed perception check at any point or just a Will save?
As per the normal disguise rules anyone who pays attention to you gets to make a perception check to realize the disguise is fake. On top of that, if someone directly interacts with the illusion they get to make the will save as well.
As to what constitutes interaction, that's a bit of a debated issue, but touching the disguise would definitely count.
Edit: Here are a couple of threads that go into more detail on the interaction issue;
My bad as well, I thought this was for Pathfinder.
So, bad news, no align weapon spell.
Good news, holy fusions wont give you a negative level.
The cost is if you need to kitbash a new one. It's in the custom rig description.
Yup. Your first one is free, otherwise...
Starfinder CRB p.69 wrote:
If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work.
That seems like it could be done with new Technomancer spells or Mechanic tricks.
I haven't heard anything about them yet. It's probably too early to say.
I will note that Pathfinder didn't emphasize PrCs very much, so I don't expect Starfinder to do so either.
Of course given the big changes they made to how Archetypes work, if we do see PrCs I suspect they will look very different than the ones we are used to.
SF Core page 255 wrote:
Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares unless using weapons with the reach special property. They must enter an opponent’s square to attack in melee. This movement may provoke an attack of opportunity from the opponent.
While there are no rules outlining how many tiny creatures could fit into a square with a larger creature, these lines certainly suggest that at least one can.
Unassuming Local Guy wrote:
Skeletons of Scarwall is a very old module, from back when Pathfinder was just a campaign setting and not a separate game system from 3.5.
Well on page 45 of the Core Rulebook,
Starfinder Humans wrote:
Humans first arose on Golarion, yet even before the disappearance of their home world, they had begun to spread out onto the other planets of the solar system, particularly Akiton. In the wake of Golarion’s vanishing, however, this group of explorers became inadvertent emigrants. Today, Absalom Station is the undisputed center of human culture, yet humans can be found on nearly every planet in the system, either integrated into alien societies or creating colonies and homesteads on new worlds.
Starfinder Humans wrote:
Humans are the glue that holds the rest of the solar system together. Their seemingly endless desire to explore and settle any habitable environment has positioned them perfectly to act as traders and mediators between other races, and their lack of their own planet often makes integrating into other cultures attractive to them.
Those two quotes make it seem like Absalom station is more like the cultural capitol of humanity, rather than it's primary homeland.