Valeros

Magnus the Armored Swordsman's page

36 posts. Alias of XLordxErebusX.




Besides those found in pathfinder 2e, what sort of healing items exist in SF2e? Im specifically asking about if a party doesnt have access to a magical healing. I know battle medicine probably exists, but what about the old healing serums from 1e? Did I overlook something?


For the Shield Implement thaumaturge, the rule is rather odd and confusing, like something is missing from the rule.

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Initiate Benefit (RAW)
You gain the Shield Block general feat. If your shield implement would be reduced to 0 Hit Points, it’s instead reduced to 1 Hit Point, its circumstance bonus to AC when you Raise a Shield is reduced by 1 (this can’t reduce the bonus below 0), and you can’t Shield Block with your shield implement until it loses the broken condition. You can still use your shield as an implement when it has the broken condition.

At 5th level, whenever you Exploit Vulnerability, you can also Raise a Shield as a free action.
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It seems to imply that you still get a benefit from raising a broken shield, when the broken condition would make that impossible by default. Perhaps it could get some errata or a rule clarification?

maybe it could read something like the following?

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Initiate Benefit: (RAI)
You gain the Shield Block general feat. Your shield implement cannot be destroyed, but may be broken; When it would be reduced to 0 hp, it is instead reduced to 1 hp. You can still use your shield as an implement when it has the broken condition. You can still use the Raise your Shield action, but the broken implement's AC bonus is reduced by -1 (to a minimum +0 bonus). You can’t Shield Block with your shield implement until it loses the broken condition.

At 5th level, whenever you Exploit Vulnerability, you can also Raise a Shield as a free action.
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So when are we gonna be able to use starfinder 2e and pathfinder 2e together in foundry VTT?


Is the Giant Wasp companion missing errata?
It deals poison, but doesn't have any description of what sort of poison it is.
Its darting stab ability is worse than just the standard stride and strike. Flourish does nothing for it either.

Was it meant to be a 1 action, not 2? Was it meant to not provoke AoOs? Whats the word on the poison?


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I was reading through a thoroughly tattered copy of Hell Unleashed and I realized that in 2026, the Imp Benabak would have spent 666 years on Golarion. If Paizo has the time in the next two years, there is an opportunity to include him in 2e product to celebrate his fiendish anniversary.

Maybe a short module if the schedule has room? Perhaps a good old fashioned dungeon delve into his treasure horde? Maybe he got his little hands on some good loot or important item in the last six and a half centuries?

What does everyone else think?


Noticed that the second paragraph of divine spellcasting says that the oracle can cast up to 3 1st level spells, yet the table lists 2 1st level spells. Which is it?


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I understand that Paizo is moving towards 2nd Edition and Starfinder, but can we get some Compiled Versions of APs or some reprints on APs for 1st edition? I worry that Paizo will basically forget about their APs and just do their soft cover version of core books.

Some of the AP books are going for hundreds of dollars for a single book online and I really dont want to spend 500-1000 dollars for a single AP. Sure, PDFs are a thing, but it makes it hard for me to run them, especially on my devices.

Just a loyal fan, hoping for paizo to hear my call for adventure. Surely I'm not the only one asking for this.


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I've been wanting to run a mythic/Gestalt campaign set in Golarion for a while now. I want it to take place during the Apocalypse.

Basically, the end of the world starts happening and the wisest sages and seers discover a way to stop it from progressing any further. They gather some of the most powerful heroes from across Golarion and explain what must be done.

The heroes must go to Hell, Abaddon, and the Abyss; seeking several greater artifacts of great power. Once all three are obtained, they must seek out three places of power to charge these artifacts with energy. Then they must return to Golarion and use/destroy the artifacts in such a way as to stop the Apocalypse.

I dont have all the details worked out yet, but I wont be running it until December, so I have plenty of time to plan this out. Bestiary 6 and the Book of the Damned will be wonderful for planning, but they are not out just yet.

Anyways, I wanted to pick the Hivemind's brain and discuss how to do this the best way.

As far as characters go, I'm gonna let them roll up 10th level Gestalt characters, before slowly granting mythic ranks as they progress and overcome the horrors that await them.


Kingdom Building Question:

"Land Rush:
Overeager settlers claim an unclaimed hex and construct a Farm, Mine, Quarry, or Sawmill at their own expense, but are fighting over ownership. This hex is not part of your kingdom, so you gain no benefits from it. Productivity, Society, and Stability decrease by 1. Attempt a Loyalty check. If you succeed, Unrest increases by 1. If you fail, Unrest increases by 1d4. If you construct an identical improvement in an adjacent hex during your next Edict Phase, remove this event’s changes to Productivity, Society, and Stability."

Can someone explain to me how and why Land Rush is on the Beneficial Kingdom Events table? How is this even beneficial?

From my understanding of this, it provides you no benefit, is not a part of your kingdom, and the unrest doesn't go away on its own.

As written, it appears to be a burden with no benefit.


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http://i.imgur.com/06aYOIQ.jpg

So several months ago I stumbled across the fact that foreign AP protector jackets were made, but were largely unavailable to us in the states unless we were willing to pay a king's fortune to get them.

Is it possible for paizo to remake them for those of us who have bought the APs, but are unable to obtain the hardcover compilation books for the APs? From my postings on fb groups and on KnowDirection videos, people seem to go completely crazy for them.


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If they work for you all at Paizo, you're all welcome to publish these. I use these in my pathfinder games and my players love them. They work quite well and I havent had any real problems with them so far.

Reflex Sight:
A reflex sight halves the range increment penalties for firearms, causing you to only suffer a -1 penalty per increment beyond the first.

Sniper Scope:
A sniper scope allows you to take a full round action to carefully aim and fire one single shot. This single shot suffers the standard -2 penalty per range increment, but allows you to hit at your opponent's touch armor class, regardless of range.


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I had played around with the idea with creating several new races for Warhammer 40k's spaceship vs. spaceship game: Battlefleet Gothic a few years back, but with its falling interest and lack of players in my area, the idea got quickly abandoned. Instead, I was wondering if anything here is of merit, at least enough to adapt it into something for starfinder. I dont have names for either race yet, but I wanted to get the ideas posted and maybe get the creative juices flowing again.

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Coral Race

Physical Description:
This race appears to be made entirely from a strange type of coral at first glance. It’s only when you when you peel back the layers of coral that you learn of what truly dwells inside their shell. Inside, an entire group of bonded creatures work together as if they were one creature.

Society:
The race has three life stages, in which they are only sentient in the middle stage of life. They begin live as a varied number of polyps, which bond together in groups to defend themselves from aquatic predators. As they grow, they begin to create the outer shell of their coral body, eventually becoming sentient as they enter their second stage. They live out their second stage as one being connected by psychic energy, before eventually becoming too heavy to move. As their second stage ends, they become immobile spheres of coral for the final stage. They often end their second stage by returning to the sea, becoming the building blocks for coral reefs and homes for the next generation to live around. While not dead in their final stage, they become dormant and practically comatose.

Relations:

Alignment and Religion:

Adventurers:

Warfare:

Weaponry:

Sample Introduction:
As you finish navigating your ship around the dark side of the moon, you let out a gasp. An immense ring of colorful coral comes into view, floating high above the little blue world. While it is a complete ring, it appears unfinished. One side of the ring is considerably thicker in diameter than the other side, with long spires of coral extending outwards from the center.

As you cautiously pilot your ship closer this ring, your sensors begin picking up movement. Tiny coral ships of all varieties move within the center of the ring. From your angle, the entire thing reminds you of a Coral Atoll, complete with fish swimming in its lagoon.

You set your ship’s destination to thickest side of the Coral Atoll, sending messages translated into their strange language. The response comes quick, assigning you a docking station within one of the coral spires. You breathe a sigh of relief. You’re finally here.

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Plant Race

A race of sapient plant beings who harness solar energy to spread bliss… and sometimes war

Physical Description:
While humanoid in form, they have a number of features the reveal them to be more of a mixture of plant and fungi than animal. Their skin appears to be similar to a smooth, soft bark in varying shades of dark green. They have pigment cells in their skin, which allows them to display changing colors and patterns, but they always return to a general shade of green when at rest. Their faces have sharp and angled faces, featuring either a split or ridge line (or something similar) right down the middle of their nose-less face. They have two lower jaws, which completely divides into left and right jaws when opened.

Their most striking feature is their ‘hair’, if they choose to have it. They have the ability to grow in just a few short weeks a nearly endless variety of plants, vines, or fungi on their heads. At any time they have the ability to remove this growth by cutting out the nutrients they provide to it or change it to another type entirely by weeding it out. Their ability to do this is considered an art form, and typically reflects a lot about their personality, overall health, and style.

They tend to be quite thin and small, generally only standing about a meter in height and typically weight around forty pounds. They are not very strong, but try make up for it with enthusiasm and skill. They have brains centralized in their heads, like most races do. Theirs are predominantly located in their chest, but it also spreads throughout their body. Their hands are very delicate, each having five fingers and a thumb.

Society:
Their society is meritocratic and near Utopian, where they believe that through hard work, patience, and skill can rise to greatness. There are passionate about the arts, music, and education. They are a curious, passionate, and intelligent people, constantly seeking out new discoveries and adventure. They have quickly spread throughout the galaxy, and are well known for their skills and openness. They are sensitive and understanding. Their very nature seems to make them quick to adapt and change, warmly referring to it as “growing with the ebb and flow”.

They require shelter, food, and water for basic survival, much like any other race. They also require sunlight as a sort of nutritional supplement. If they don’t obtain this, certain sicknesses and disease can take root in their bodies and minds. They are sensitive to certain toxins, and tend to not do well on certain worlds with strange contaminants.

They get sluggish and jovial when in strong sunlight or during other strong solar events. Their celebrations around such events are quite hedonistic.

Relations:
They are generally well liked by others, as they always attempt to be as courteous and respectful as possible, but they have made mistakes. With their habit of trying to learn as much as possible and attempt to participate whenever possible, they have made unwanted enemies. Some of the more aggressive or short tempered races tend to not like them as much as others.

Alignment and Religion:
They tend to be more lawful or neutral in nature, rather than evil or chaotic.

They are not overtly religious, but they do have some practices and rituals, usually based around the cycles of nature, change, and the cycle of birth, life, and death. To them all life is precious, merely borrowed time and energy, which must return to the cycle of nature when the time comes.

Adventurers:
Their love for adventure and discovery makes them natural adventurers. They can be found on nearly every world that hosts a multitude of other races, and they flock to worlds rich in sunlight, water, and life.

Warfare:

Weaponry:

Sample Introduction:


Which races do you think will make the final cut?

Im thinking Humans, Reptoids, Ghorans, Androids, and Astomoi.


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"We have such sights to show you..."

What are the possibilities of the plane of shadow and kytons in space? Anyone who has ever watched Event Horizon knows that the Cenobites/horror in space can be done (and done well I might add).

Imagine the scenario.

Your crew comes across a derelict ship in orbit of a gas giant. You're historian on board recognizes the ship's registration number from some esoteric research, revealing it to be from the era lost to everyone's memories. Your captain orders you all aboard to find out more information.


Can someone explain to me how Javelins work?
Is it one handed or two handed?
Is it full Str mod to damage or 1.5 times my str mod?
Is it a standard action or a full round action?
can I make iterative attacks with one?

The things I'm seeing in stat blocks are inconsistent with the weapon rules in the core rulebook/srd.


Hello everyone! I've been thinking about coming up with a custom world for a campaign. I dont really know what I'm doing and I would like some creative help from the forums to come up with some original ideas to help flesh out this world. I'd love for this to be something everyone can contribute ideas.

Rough Concept:
Its an artificial world in concept, clearly of alien make. Its a misty jungle world with a dense atmosphere; bombarded by asteroid showers, while dealing with frequent seismic activity and tropical storms.

Encircled by a 'Sol Ring', this ring protects the world from the 'planet killer' asteroids in its path, by means of an invisible barrier. this barrier is seen only for a few moments after an asteroid of a substantial enough size collides with it at high speed, producing glowing rings of dissipating energy. Though its mostly disintegrated upon impact, some smaller debris does pass through unharmed, although these pieces typically do not cause much destruction.

As this 'Sol Ring' spins around the world on a north-south axis, it also gathers and redirects solar energy from a small section (15% of the ring, passing around the equatorial region) of the ring to give the world energy for growth, along with a day/night cycle.

Races I'm Considering:
The world includes a number of humanoid races, most of which are still in early cultural development.

Spoiler:

Any ideas or suggestions would be helpful. Im sort of overwhelmed, but I want to stick with this idea until its finished. Anyone care to help me?


Got inspired by King Kong and one eager porcupine in this facebook video, so I worked out a behemoth creature. My highest hopes would be someone at Paizo liking it enough to consider including it in a future publishing.

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As the branch beneath your feet snaps loudly, the forest erupts with the sounds of snarling and grunting. Ahead of you, trees and rocks are uprooted and thrown casually aside. As a massively muscled beast pushes through the tree line, a sense of dread passes over you.

It resembles somewhat of a cross between a four armed ape and a porcupine. Its back, shoulders and arms are covered in giant silver quills, which reflect light as its flexes its muscles in a show of intimidation. After a moment of surveying you, it drops to four limbs and charges you, beating its chest with its upper arms.

Quilled Behemoth CR 25
XP 1,638,400
CN Colossal magical beast (behemoth)

Init +11; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +13

DEFENSE
AC 50, touch 10, flat-footed 44 (+7 Dex, +1 dodge, +40 natural, -8 size)
hp 486 (36d10+288), regeneration 20
Fort +28, Ref +29, Will +16
Defensive Abilities unstoppable; DR 15/epic; Immune acid, ability damage, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; SR 36
Weakness vulnerable to miracles and wishes

OFFENSE
Speed 60 ft., Climb 60 ft.
Melee bite +53 (6d6+25/19-20 plus 6d6 acid), 4 slams +53 (8d6+25 plus bleed and grab)
Ranged 4 quills +36 (2d6+25/19-20 plus bleed plus poison)
Space 30 ft.; Reach 30 ft.
Special Attacks acidic bite, bleed (2d6), grab, quilled body, ruinous, poison (DC 36), pounce
Spell-Like Abilities (CL 20th; concentration +23)
3/day - Wail of the Banshee (DC 22)

STATISTICS
Str 61, Dex 24, Con 28, Int 3, Wis 18, Cha 16
Base Atk +36; CMB +69 (+73 if grappling); CMD 86 (90 if grappled)
Feats Combat Reflexes, Critical Focus, Dodge, Exhausting Critical, Greater Vital Strike, Improved Critical (slam), Improved Critical (bite), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Lightning Stance, Mobility, Power Attack, Snatch, Spring Attack, Tiring Critical, Vital Strike, Weapon Focus (quills), Wind Stance
Skills Acrobatics 6 ranks (+16), Climb 6 ranks (+42), Intimidate 6 ranks (+31), Perception 6 ranks (+13), Stealth 6 ranks (+0) (+8; if in a forest environment), and Swim 6 ranks (+34). Racial Skills +8 on Climb, +8 on stealth if in a forest environment.
Languages Aklo (cannot speak)

SPECIAL ABILITIES

Acidic Bite (Su) A quilled behemoth‘s bite deals an additional 6d6 points of acid damage.

Extra Arms (Ex) +4 bonus to CMB and CMD when dealing with grapple checks. Furthermore, it gains the Grab ability with its slam attacks.

Poison (Ex)
Quills—injury; Save Fort DC 36; Frequency 1/round for 6 rounds; Effect 2d6 Con and staggered; Cure 2 saves. Con-based.

Quilled body (Ex) A quilled behemoth can hurl up to four quills from its body (range increment 100 feet) as a standard action. Furthermore, you deal an additional 2d6 bleed damage with your slam attacks and while grappling creatures.

Regeneration (Ex) No form of attack can suppress a behemoth’s regeneration—it regenerates even if disintegrated or slain by a death effect. If a behemoth fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is dealt to its remains. It can be banished or otherwise transported away as a means to save a region, but the only way to truly kill a behemoth is to use miracle or wish to negate its regeneration (see below).

Ruinous (Su) A behemoth’s natural attacks penetrate damage reduction as if they were epic and magic, and ignore up to 20 points of hardness on objects struck. As a swift action, whenever it strikes a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a greater dispel magic (CL 20th).

Unstoppable (Ex) If a behemoth starts its turn suffering from any or all of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.

Vulnerable to Miracles and Wishes (Su) A spell effect created by a miracle or wish spell is particularly effective against a behemoth. A spellcaster gains a +6 bonus on its caster level check to penetrate a behemoth’s SR with a miracle or wish spell, and the behemoth suffers a –6 penalty on saves against these spells. A miracle or a wish spell can negate a behemoth’s regeneration, but only for 1d4 rounds per casting.

ECOLOGY
Environment any forest or jungle
Organization solitary or pair
Treasure none


i got this mythic evil campaign that is changing setting. the group is 15th level and have a mythic rank each. four evil characters/murder-hobos who have escaped Athas through a damaged portal which sent them to the Abyss. from the abyss they traveled to the border of the planes of fire, air, and earth, ending up near the city of brass. they have been fighting in the arena and gambling in the city.

so now we are looking at the planes for inspiration for continuing our adventure. i could use some help with ideas.


I've been working on a base class called the Tribalist, which is similar to how a Arcanist is compared to the wizard and sorcerer, but for a more... druid styled character.

They eschew animal companions and wild shaping for one of three various types of fetishes, a couple domains to gain access to, and a few favored terrains. They also have teamwork abilities and feats akin to how an inquisitor uses them.

Fetishes, which i'm still trying to figure out, will allow for some additional variety to play style.

Here is the Google Doc with the Tribalist class..


How would you go about making a hybrid class of both the cleric and the druid?


Been working on a small campaign setting, set on a chain of islands. I wanted to borrow the Phanatons, a race of small sized flying monkey/squirrels from the Isles of Dread. I've done my best to convert them over to Pathfinder, with some small changes to them to better fit the creation rules presented in the Advanced Race Guide.

I've also begun work on the map, which is still a WIP, but I wanted to get some feedback and discussion going on the setting if possible. It will only help the overall setting to have more people offering suggestions and critique.

The Rough Draft of the Map is here

Phanaton Advanced Race: 20 rp

small monstrous humanoid (3)
Normal speed (3)
Greater weakness + two increases (+2 dex, +2 wis, -2 str, -2 int) (5)
Xenophobic (phanaton, with choices of Aklo, Aquan, Sylvan, & Terran)
Climb (20 ft) (2)
Gliding wings (3)
bite with increase (2)
prehensile tail (2)
ancient foe (spiderkind) (3)


New Adventure Path idea: For Profit and Pain

The all evil group is composed of young Kuthites novices seeking out several unholy artifacts for their cult and its master, a unique Kyton bound in the material plane. The group could start off in the material plane, eventually ending up in the cities on the plane of shadow.

At least one of these artifacts of suffering is used to create Liquid Pain, perhaps the most sought after resource in the lower planes of existence. The rest have a far more sinister use, which may somehow fit into the Kyton's plans of a grand escape.


We need a class based around using a swarm, which lives within the character. Kind of like an anti/vermin druid, but not.

Something perhaps reminiscent of the worm that walks, crossed with d'vorah from MK:X?


Here's to hoping Bards, Paladins, and Rangers end up getting some love in Pathfinder Unchained 2.


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