Mametquil

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Organized Play Member. 68 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




Please cancel my Starfinder subscription. Thank you!


I've been running a steampunk-esque campaign and I'm gearing up for the big finale. What could be more steampunk than a fight aboard an airship! Problem is, I can't find a map or floor plan that I feel like fits the bill and don't have the creativity required to build one whole cloth.

What i have in mind is basically a floating palace/command center, massive and gaudy. Any ideas?


What i'm thinking is starting with the second module. I build the characters to level 4 and let them choose which ones to play. They get sprung from jail and told they have been subjected to a Geas and they have to travel upriver to the fort and defeat the giants. I'm thinking the Rick Flagg character is the sole survivor of the party that stopped the siege of Trunau.

I don't have the AP, so do you think this would work?


Pathfinder PRD wrote:
Spell Thief (Su): The arcanist can steal a spell affecting one creature by expending 1 point from her arcane reservoir. If the creature is unwilling, she must succeed at a melee touch attack to steal the spell; the target can attempt a Will saving throw to negate the effect. The arcanist can specify a spell affecting the target to steal, but if she's incorrect or doesn't know what spells are affecting the target, the spell stolen is determined randomly from all those affecting the target. If successful, the spell effect transfers to the arcanist, affecting her for the remaining duration. Unless the effect normally allows for a new saving throw during its duration (such as at the end of each round), this ability doesn't grant the arcanist a saving throw against it. The arcanist cannot use this ability to steal a spell with a range of personal or a duration of permanent. The arcanist must have the spell tinkerer exploit to select this exploit.

Anyone know how this interacts with constant spell like abilities, like a thulgaunt's displacement? We ruled that it suppressed it until the qlippoth could turn it back on, at which point the arcanist would lose the effect. I'm not convinced that was the right call. Thoughts?


I'm planning on running Shattered Star and was looking forward to using ABP, but I soon realized that Ioun Stones wouldn't exist under the ruleset. If you've read or played SS then you know Ioun Stones are pretty central to the plot, so what do I do? Forget using ABP? Make up some mumbo-jumbo and leave them in? If I do that, will it skew the balance of ABP? Thoughts?