My four players are currently in the second book and had to run away from a rough fight at the mine. Three new characters are needed now and they've all done an awesome job of creating thematic PCs. One player has decided on a brass-scaled kobold summoner, whose dragon eidolon is also brass scaled. Given that the summoner/eidolon relationship is not new, and the lore of dragon eidolons says they're an echo of a dragon traveling through the astral plane, I thought it'd be awesome to bring another dragon into the game.
I'm thinking an ancient brass dragon, one clearly outmatched by Mengkare strength-wise, beginning to become concerned with the actions of the Scarlet Triad. I'm creating a sort of weak, distant psychic connection between it and the eidolon/summoner. The Brass's concern for the situation, even though it doesn't understand entirely what's going on yet, is what brought it to do a quick investigation of the jungle, and in turn created a "pull of unbiased curiousity" on the eidolon/summoner, thus they headed into the AP's jungle region to see what was drawing them there.
I would think a great "reveal" of the brass, should the party live that long, would be in book 5, since brass dragons prefer desert homes. If anyone has any opinions on this, I'd love to hear how you think it could negatively/positively affect the story, and how you'd use this additional dragon character.
Earlier tonight the giant bat hiding out in Citadel Altaerein got up close and personal with the bard of my group who had a short bow out. He asked if there was a penalty to shooting the bat when it was right there in front of him. I found the volley rule, but I can't find anything that speaks to shooting something in melee range if there's no volley trait listed.
Is there anything I should know to rule on this in the future? I couldn't find the rule, so I let him take the shot. He missed gloriously but his barbarian friend saved his life.
One of my favorite characters I've played was a Dwarf Magus. I liked the concept of the Bladebound archetype but never wanted use the bladed weapon as his family weapon was a warhammer. Has anyone ever played or allowed a different set of weapons for the bladebound archetype?
Alright, I've got a campaign story I want to write out and I'd like to share it with some fun PCs. The setting is not Golarion but for the most part the race origins are the same and the classes are all available. I would appreciate keeping the characters tolkien/brooks-esque for roleplaying but if you're into the eastern thing or something else I'll still give it a shot.
Straight to the point: You are headed away from the Druma, the capital of the region. The road your on pushes south passing roads leading to the lands' villages. Pig farms, logging areas, an iron mine, and a wheat farming community. They provide resources as well as councilman in Druma. The road is cut in half by a river running east to west out of the mountains. A resourceful merchant named Richard Hearth built a bridge and an impressive inn. The Hearthway Inn stands as a halfway point between Druma and the dwarven stronghold Yorlorn, to the south. Currently a trade caravan has stopped to refit and has room for more paying passengers. The train captain is a dwarf by the name of Theldon. Richard is inside the inn serving a dozen patrons and travellers.
Examples of origins:
Gnomes have a magically inclined community inside a mesa far to the southwest. It's a bit like ak'anon without all the whirling gizmos
Orcs roam the steppes to the north of Druma. They are nomadic and proud tribes and stick mainly to themselves.
Elves are rare around Druma. They travel through quickly, seldom standing still.
Dwarves are mainly in Yorlorn but are found anywhere there is industry or fighting.
Humans are all over with their hands in everything like usual.
Halfings reside near the lumber town in a small hamlet on the forest edge. Some venture into the cities but they stay away from the larger races.
You will be joining the caravan south so whatever your class has to offer a caravan, or how it makes use of a traveling caravan is up to you If you have any questions let me know.
I'd like a short intro of your character so I can get the feel for what you're up to.
HI everyone. I'm still somewhat new to Pathfinder and I've just now started building characters from the APG and the Magus. I'm going to be joining a PFS campaign and playing a Dwarf Magus. The concept seems very fun even though it might not be optimal.
I want him to be a Striker with some utility spells. I'm going with a warhammer. I know the crit range is horrible but it's the fluff I'm going with on this.
Str 16, Dex 12, Con 13, Int 16, Wis 10, Cha 7
Skills: Climb, Knowledge (Arcana and Planes), Spellcraft, and Swim
Traits: Anatomist (+1 to confirm crits)
Expert Duelist (Taldor Trait: +1 vs 1 adjacent opponent)
I took Iron Hide (+1 to Nat Armor) as my first feat. I'm not sure where to go from here though. Should I concentrate on combat feats to improve atk/dmg or are my feats better off elsewhere?
Thanks for any advice you post!
Full Name
Gamuzali Light Spider, Scion of Stars
Race
SP 62/62 HP 54/54 RP 8/8 | KAC 26 EAC 24 | Saves F+7 R+5 W+7 | DR 6/P
Combat
Gamuzali focuses on melee combat, so he will move in to directly engage the nearest enemy as quickly as possible. He primarily uses his solar weapon and goes photon attuned to maximize damage. If he has the time, he takes a move action to activate his plasma sheath revelation.
[dice=Solar Weapon]1d20+11[/dice
[dice=Damage (F), weapon crystal, plasma sheath, photon]1d6+16+1d3+1+1[/dice
Once he reaches full attunement, Gamuzali uses his supernova revelation, but only if he won't catch any allies in the blast radius.
[dice=Supernova (Reflex DC17 Half)]6d6[/dice
Social
In social situations, Gamuzali tends to let those with more charm do the talking, but he will step up and lead the conversation if the need arises. Otherwise, he is glad to aid others.
[dice=Bluff]1d20+9[/dice
[dice=Diplomacy]1d20+14[/dice
[dice=Intimidate, vocal amplifier]1d20+16[/dice
Starship Combat
Despite his lack of charm, Gamuzali is actually most capable as a starship captain. He'll mostly encourage the gunners, as he believes a strong offense is the best defense. If a more capable captain is present, Gamuzali takes up a gunner position.
[dice=Encourage]1d20+4[/dice
[dice=Demand, vocal amplifier]1d20+16[/dice
[dice=Gunner]1d20+6[/dice
Male Vesk Themeless Solarian 6/Envoy 1
NG Medium Humanoid (Vesk) 33 years old
Init +1; Senses Low-light vision, Perception +4
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DEFENSE
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KAC 26 (=10+14 armor+1 racial+1 Dex)
EAC 24 (=10+12 armor+1 racial+1 Dex)
hp 54 (6 racial+6x[7 class]+1x[6 class])
Stamina 62 (6x[7 Class+2 Con]+1x[6 class+2 Con])
Resolve 8 (1/2 Level+5 Cha)
Fort +7, Ref +5, Will +7; +2 vs fear
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OFFENSE
------------------------------
Speed 30 ft.
Melee
Meteor Claw (Solar weapon w/Least Graviton SWC [soulfire, ominous, potent]) +12 (2d6+17+1d3 P; critical knockdown, ominous [Fort DC 18])
(Solar Weapon w/Least Tauon SWC [soulfire]) +12 (2d6+17 P+1 E; critical staggered; stun)
Pulse Gauntlet, Thunderstrike +11 (1d6+12 B&So; Knockdown; Powered 24)
Unarmed Strike +11 (1d3+15 P)
Ranged
Tactical semi-auto pistol +7 (1d6+3 P; 30 ft range; rounds 9)
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STATISTICS
------------------------------
Str 19 (21), Dex 13, Con 14, Int 8, Wis 10, Cha 16 (20)
Base Atk +6
Feats Heavy Armor Proficiency, Weapon Specialization (class), Weapon Focus (advanced melee), Enhanced Resistance (DR/Piercing)
Skills (6x[4-1 INT]+1x[8-1 INT] = 25 skill points total) Acrobatics +5 (1 rank), Athletics +11 (3 rank), Bluff +7 (1 rank), Diplomacy +15 (7 rank), Disguise +9 (1 rank), Intimidate +15 (7 ranks), Perception +4 (1 rank), Piloting +5 (1 rank), Profession (Spec Ops Agent) +12 (1 rank), Sense Motive +4 (1 rank), Sleight of Hand +5 (1 rank)
Skill notes:
Intimidate +17 w/Voice Amplifier
ACP -1
Languages Common, Vesk
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SPECIAL ABILITIES
------------------------------
SOLARIAN ABILITIES Skill Adept: As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills. (Bluff, Piloting)
Solar Manifestation (Su): At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately. Once made, these choices cannot be changed.
Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.
Solar Weapon: You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals (see page 170) can increase your solar weapon’s damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.
Stellar Mode (Su):
Graviton Mode: When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.
Photon Mode: When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.
Unattuned: While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.
Stellar Revelations (DC18):
Black Hole (Graviton, Su): When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.
Supernova 7d6 (Photon, Su): When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.
Plasma Sheath +3 (Photon, Su): As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target's EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode. When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.
Gravity Hold (Graviton, Su): This revelation allows you to move objects at a distance as per psychokinetic hand (see page 370).
When you are attuned or fully attuned, you can use the psychokinetic hand ability of your gravity hold to immobilize, lift, or move a Medium or smaller creature. The creature can attempt a Fortitude save to negate the effect. While under this effect, the target creature cannot move, but can take any other normal actions. This ability follows all of the restrictions of the spell other than the weight limit, but you can’t lift a creature higher than 5 feet off the ground. When you spend a standard action concentrating to maintain the gravity hold, the target can attempt a new save to end the effect. Once a creature successfully saves against this ability, it becomes immune to further uses of this revelation for 24 hours.
Corona (Photon, Su): As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20.
When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level.
ENVOY ABILITIES Envoy Improvisation: As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter. The list of envoy improvisations appears on page 62.
If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise. If an envoy improvisation allows a saving throw to resist its effects or requires an enemy to attempt a skill check, the DC is equal to 10 + half your envoy level + your Charisma modifier (DC14).
Some envoy improvisations are language-dependent, mind-affecting, sense-dependent, or some combination of any or all of these. These terms are defined on page 270.
Improvisations:
1st - Dispiriting Taunt (Language-dependent, mind-affecting, sense-dependent)
As a standard action, you can taunt an enemy within 60 feet. Attempt an Intimidate check with the same DC as a check to demoralize that enemy (though this isn’t a check to demoralize, so you can’t use abilities that would apply to a demoralization attempt, like the rattling presence expertise talent). If you fail, that enemy is off-target (see page 276) until the end of your next turn. If you succeed, that enemy is instead shaken (see page 277) until the end of your next turn. This is an emotion and fear effect.
Combat Expertise (Ex) (COM pg. 68): You’re able to use your social skills and abilities to gain the upper hand during a confrontation, often depending on deception, misdirection, and pure confidence to defeat your foes instead of brute force. You gain an expertise die of the same value as that granted to an envoy of your level by the expertise class feature, but you do not add it to skill checks. Choose one of the following skills: Bluff, Computers, Culture, Diplomacy, Intimidate, or Sense Motive.
Chosen Skill: Intimidate
As a standard action, you can make an expertise attack as an attack action. Prior to your attack roll, attempt a skill check using the chosen skill with a DC equal to 15 + 1-1/2 × your target’s CR. If you succeed at the check and your attack hits, you roll your expertise die and add the result to your damage roll, and the target is shaken for 1 round.
You can use this ability and other expertise abilities as long as you have at least 1 Resolve Point remaining. This ability counts as the expertise ability for purposes of other abilities and prerequisites. If an ability requires you to forgo your expertise die on a skill check to gain some other benefit (such as altered bearing), you can use that ability only in a round in which you did not use combat expertise.
At 5th level, and every 4 levels thereafter, you can select another skill you can use with combat expertise. This counts as having expertise with that skill for purposes of expertise talents and other prerequisites, though you do not actually add your expertise die to any skill checks.
This replaces expertise and skill expertise.
Race Traits Armor Savant: Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
Fearless: Vesk receive a +2 racial bonus to saving throws against fear effects.
Low-light vision: Vesk can see in dim light as if it were normal light.
Natural Weapons: Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).
Theme: Themeless General Knowledge: You gain a class skill of your choice when you create a themeless character (Sleight of Hand). Also, you gain an ability adjustment of +1 to any ability score you choose (Charisma).
------------------------------
SLOTTED BOONS
------------------------------
Ally:
Faction: Exo-Guardians Champion, Improved
Personal: Possessed Augmentation
Promotional: N/A
Social:
Starship:
------------------------------
GEAR/POSSESSIONS
------------------------------
Solarian Weapon Crystal - Graviton, Least
- Soulfire fusion (5th)
- Ominous fusion (5th)
- Potent fusion (5th)
Solarian Weapon Crystal - Tauon, Least
- Soulfire Fusion Seal (1st)
Pulse Gauntlet, Thunderstrike
Semi-auto pistol, tactical
Extra battery (20 charges)
Lashunta Ringwear III (+12 EAC, +14 KAC)
- Mobility Enhancer Mk. 1
Serum of Healing, mk 1 (2)
Comm Unit, personal
Backpack, consumer
Cable Line, titanium alloy (50 ft.)
Professional's Toolkit (Covert Ops)
Climber's Kit
Fire Extinguisher
Gear Clamp
Synergizing Symbiote, Mk. 2 (Cha)
Ability Crystal, Mk. 1 (Str)
Voice Amplifier
Credstick (6572 credits)
Starfinder Insignia: Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 data pad. Unless told about this secret, a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.
Boons:
Into the Unknown Hero of the Stars (Starship Boon; Limited Use): You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat. This boon activates any time your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier x 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your Chronicle sheet.
1-10 The Half-Alive Streets _ / _ / _ AbadarCorp Augmentations (Social Boon; Limited Use): AbadarCorp has made you a special offer after you helped maintain the stability of their Freemarkets by keeping illegal augmentations off the streets. At the end of a scenario where you have this boon slotted, you can purchase one or more augmentations from the Starfinder Core Rulebook and receive a one-time 20% discount. If the item level of the augmentation is 8 or more, then you receive only a 10% discount on that augmentation. For each augmentation you purchase in this manner, check one of the boxes on this boon. Once you've checked all three boxes, you can no longer receive this discount on future purchases.
Halfling Admittance (Personal Boon; Limited Use): Your efforts on Absalom Station roused the attention of the station's halfling population. By assisting the halfling Maija and her family, you created a bond between Absalom Station's halflings and the Starfinder Society. As a result, several halflings have displayed an obvious interest in joining the Society. Select one of the following uses, and cross the other use off this Chronicle sheet.
New Character: You can play a halfling character, beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy this Chronicle sheet must be the first Chronicle sheet for the given character.
Existing Halfling: You can apply this boon to an existing halfling character you have that you earned from another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once.
1-18 The Blackmoon Survey Sarcesian Admittance (Personal Boon; Limited Use): You did your best to help forge a relationship between the sarcesians of the Wings of Damiar and the Starfinder excavation site on Eox. Doing so has earned you the attention of several sarcesians within the former organization, and the Society's reputation has spread as far as the Diaspora. You can play as a sarcesian!
1-07 The Solar Sortie Envar's Attention (Ally Boon): During your mission to the space station Brilliance, you managed to impress Arch Energy's notorious chief procurement officer, Envar Tamm. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with Envar Tamm--for good or for ill. You will be told if this boon is important to a future scenario prior to slotting your boons.
Solar Powered Weapon System (Starship Boon): The files you retrieved from Brilliance also included blueprints for experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon on your starship with the word "laser" in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to firing the selected weapon to increase the bonus to 4 for 1 round. A starship weapon can be improved only by a single copy of this boon, but copies of this boon can be applied to different weapons.
1-32 Acts of Association _ / _ / _ / _ Distinguished Ambassador (Social Boon; Limited Use) You aided Chiskisk, a prominent member of the Starfinder Forum, in concluding negotiations with a foreign power by touring the visiting diplomat around Absalom Station. The visiting dignitary remembers your actions and can be called upon for support. You can slot this boon at the beginning of an adventure, when you do so, you can call upon your dignitary to secure you a single item with an item level equal to your current character level. Once you complete your adventure, the dignitary has finished using their contacts to secure you the desired item, which you can purchase at a 10% discount. When you do so, cross off a box on this boon. Once all boxes have been checked off this boon, you've expended your political clout with your dignitary and this boon can no longer be used.
2-19 Truthkeepers _ / _ / _ Into the Veskarium (Social Boon; Limited Use)
Faction Boons:
Exo-guardians Champion (Faction Boon): This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.
Pact Worlds Defender (Social Boon): When you have this boon slotted, you and any adjacent allies gain a +1 morale bonus to saving throws against fear effects. This bonus increases to +2 if the source of the fear effect is something that did not originate within the Pact Worlds.
Exo-guardians Champion, Improved (Faction Boon): This Faction boon allows the character to gain
Reputation with the Exo-Guardians faction. A character with this
boon slotted at the end of a successfully completed scenario gains
Reputation as detailed in the primary and secondary success
conditions of that scenario.
In addition, once per adventure when you successfully score a
critical hit in combat against a significant enemy (Starfinder Core
Rulebook 242) or succeed at Life Science check that is written into
the adventure, you recover 1 Resolve Point, up to your Resolve
Point total.
Mission Log:
Into the Unknown
1-10 The Half-Alive Streets
1-18 The Blackmoon Survey
1-07 The Solar Sortie
1-32 Acts of Association
AP #19 Fate of the Fifth
Skittercrash
2-19 Truthkeepers
AP #20 The Last Refuge
AP #21 Huskworld
[REDACTED]
3-11 Into the Veskarium (in progress)