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Been reading the rules of Flyby and have gotten slightly confused.

Flyby
The ship moves as normal, but it can move through 1 hex occupied by an enemy starship without provoking a free attack (as described in Moving through Other Starships). During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship...you follow the normal rules for attacking...
BUT... If you fail this check,...[bthe movement provokes a free attack[/b] from that starship..

So if I'm reading the rules correctly now. A successful Flyby just gives you a attack with any weapon on your starship with one weapon at a range of 1 Hex during the gunnery phase.

A failed Flyby attack gives the opposing starship a free attack.

Just want to get this clarified as every Starfinder game I've played and seen played Flyby was always a free attack for one of the starships.


Seeking advice on what creatures to pick for the Summon Creature spell.

Out of the four able to pick figure I need one for flying fights, one for water fights, and one that's able to handle swarms.

Have no idea what to suggest -

4/5

Question: What's the game mechanics for the +4 to any one skill check for the cost of 1 Fame?

Where and When can I use this 'purchased' skill check?

Could it be purchased in the middle of a session and be applied to a Society 'Hireling' that's with a player?

How has it been used in other people's tables?

4/5

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There's a Boon that can grant a Starship Nuclear Missiles.

These can irradiate a ship causing low levels of radiation poisoning. How would the GM handle the scenario's NPC ship crews?

So far, we've just been ignoring the irradiate effect of these missile just to avoid bogging down starship combat trying to figure this out/rolling all the saves it would require. So this is more for curiosity sake then anything else.


Does the Starfinder Backpack count as one of the two "worn" magic items you're limited to?

Magic Items
Worn magic items are things like rings, cloaks, amulets, and gloves....you can only wear up to two magic items at once and have both function normally...This limitation applies specifically to worn magic items, and does not apply to armor upgrades, held items, weapon fusions, augmentations, magic armor, consumables, or other forms of magic, all of which function normally.

Can see it argued either way but at moment, leaning towards does not count as one of the two.


Is there a way for Technomancer to learn more magical Hacks (such as by a feat)?


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Here's a list of the gear (and some spells) that I've found that modify skill checks. What have I missed?

Acrobatics
Balance checks (out of combat); Personal Gravitational Redistributor (Tool Kit, Starfinder) +4 circumstance

Athletics
Climbing; Climbing Kit (Tool Kit, Xhinti Holdings) +4 circumstance
Clothing, Athletic, type of Athletics +1 circumstance

Bluff
Clothing, Formal; prevents the -4 penalty at formal events.
Clothing, Party; prevents the -4 penalty at party events.

Computers
Need access to the Computers Interface or a Hacking Kit to use.
Breaking in doors/windows computer controlled; Thieves Tools (Tool Kit, Starfinder) +4 circumstance

Culture
Knowledge, Culture checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance
Written Languages; Linguists Kit (Tool Kit, Xhinti Holdings) +4 circumstance

Diplomacy
Clothing, Formal; prevents the -4 penalty at formal events.
Clothing, Party; prevents the -4 penalty at party events.

Disguise
Spells, Disguise Self +10 circumstance
Clothing, Formal; prevents the -4 penalty at formal events.
Clothing, Party; prevents the -4 penalty at party events.
Clothing, Uniform, +1 circumstance to disguise for group/organization of uniform.

Engineering
No Tool Kit -2 on all checks but knowledge.
Knowledge, Engineering checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance
Armor, anything dealing with; Armorcraft Kit, +2 circumstance
Breaking in mechanical doors/windows; Thieves Tools (Tool Kit, Starfinder), counts as Engineering kit for this purpose, +4 circumstance
Explosives, Arming/Disarming; Demolitionist's Kit (Tool Kit, Xhinti Holdings) +4 circumstance
Starship Hull Repair; Starship Repair Kit (Tool Kit, Xhinti Holdings) +4 circumstance
Traps, Arm/Disarm; Engineering Trapsmiths Tool Kit, +4 circumstance, -2 without
Weapons, Repair; Weaponsmithing Kit, +2 circumstance

Intimidate

Life Science
Knowledge, Life Science checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance

Medicine
Heal HP, requires Med Kit, 1 minute
Treat Disease, requires Med Kit, 10 minutes
Treat Drugs or Poison, Med Kit, standard Action, +4 saving throw bonus.

Mysticism
Knowledge, Mysticism checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance
Arm/Disarm Traps, Mysticism Trapsmiths Tool Kit, +4 circumstance, -2 without
ID Magic Item, Spell Identify +10 insight; Aura-Translation Kit (Tool Kit, Starfinder) +4 circumstance

Perception
Searching; Broad-Spectrum Scanning Kit (Tool Kit, Starfinder) +4 circumstance

Physical Science
Knowledge, Physical Science checks; Library Chip & Tier-0 Computer; Standard Action to access; +4 circumstance

Piloting
Navigation & Astrogate, Astrogator's Kit (Tool Kit, Starfinder) +4 circumstance

Profession
Clothing, Profession +1 circumstance
Profession Tool Kit; Profession +4 circumstance

Sense Motive
Detect secret Message (out of combat); Mental Interpretation Kit (Tool Kit, Starfinder) +4 circumstance

Sleight of Hand

Stealth
Spell, Invisible +20, +40 if not moving
Sniping; Light-Scattering Sniper's Blind (Tool Kit, Starfinder) +4 circumstance

Survival
Handle Animal/ Raise Animal, Animal Trainer Kit (Tool Kit, Starfinder) +4 circumstance
Living off Land; Survival Kit (Tool Kit, Xhinti Holdings) +4 circumstance
Orienteering; Navigator's Tool Kit, +4 circumstance
Severe Weather, Enduring; Survival Kit (Tool Kit, Xhinti Holdings) +4 circumstance
Ride Creatures; Rider's Kit (tool), +4 circumstance
Weather Prediction; Portable Weather Station (Tool Kit, Xhinti Holdings) +4 circumstance
Clothing, Environmental, Cold/Dust Storms/ Extreme Gravity / Heat / Radiation / Zero-G - All have different effects.

Other
Clothing, Travel; Forced Marches, +1 circumstance to CON checks


Aeon Stone, Purple Sphere: This aeon stone creates an invisible force field around you that functions as a purple force field. The stone has a daily capacity of 10 charges and fully recharges itself every 24 hours.

Does it take a action to turn on/off the properties of Aeon Stones?
Only info I can find is about Aeon Stone's light function.
As a standard action, you can activate or deactivate the illumination of an aeon stone


Trip Attack: You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR...

Question -
1) If the Operative fails in their skill check (attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) can they still make a normal attack roll and deal damage?

2) At 7th level can the Operative take 10 on the skill check for the Trick Attack?
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.


Question: Vanguard spends 1 Entropy Point for the +10-foot enhancement bonus to his speed.

1) Does that +10' enhancement bonus last his full turn or just that one move action?

2) What if that Vanguard runs?

4/5

Do you need to purchase the Hireling Boons in order?

Example: Can I go from a Basic to Professional without hiring the others?

Thought I read somewhere I needed to buy them in order to get the next highest but not finding that rule.

4/5

Disguise in Society Play

While this is more of a Rule question, I feel this falls more into a grey area of GM decision. So posting it here for Society Play.

Since there's a couple scenarios that Disguise is a option, I want people's opinion on how the Disguise check is handled. This is assuming you have plenty of time to get the check right.

Can we take 20 on some Disguise skill checks?
Here's the ruling on Take 20 I think that might allow you to in some situations. -

Taking 20 means you are making multiple attempts at the task until you get it right. It also assumes that you are failing many times before you succeed.

If you can't take 20, can you try the check again if your party members tell you it looks horrible?

I think if I get a 7 on a disguise check my party could let me know I did a miserable job and I could then attempt to fix (do over) that disguise. How would this be handled mechanic wise?


Invisibility gives a +20 (+40 if not moving) bonus to your stealth checks.

What type of bonus is that?

A) Insight

B) Circumstance

C) Untype


Fiddling around with a Vanguard build and can't decide on Strength/Con/Heavy Armor Build vs DEX/CON/Light Armor Build.

At moment I'm leaning more to the Str/Con/Heavy Armor Build. Grabbing a 2handed Reach weapon for AO while using Entropic Strike while in melee.

Seeking opinions if this would work compared to going Dex.

4/5

If you play a Scenario or AP that offers gear on the chronicle, can your other characters gain access to that gear item?
Bit confused here on the access rules for gear from chronicles that's not in books.

Want to create a new character and would like to pick up this weapon from #1-04: Cries From the Drift. Of which I have already played and have access to, just not on the character I which wants to pick it up.

Idaran Force Training Baton:
; Level 2; Damage: 1D4 B; Special: operative, powered (capacity 20, usage 1)
The damage from this weapon counts as a force effect when wielded by a character with at least 12 Strength. Note, this does not mean the weapon deals force damage, only that it counts as a force effect for overcoming certain defenses such as incorporeal.


Seeking advice on a build for a Sacred Fist archetype of the Warpriest.

Couple requirements -
1) Has to be a pure Warpriest/Sacred Fist Build.

2) No Crusader's Flurry, going completely Unarmed with the Flurry of Blows feature.

Character already has a background for role-playing purposes.
Race: Half Orc
Stats: 18 STR, 14 DEX, 12 CON, 12 INT, 14 WIS, 7 CHA
Deity: Cayden Cailean
Blessings: Good & Travel.

Born and Raised in Geb. Living in the back of a tavern, considered one tiny step above the chattel, with the help of some Lay Priests of Cayden Cailean, was smuggled out of Geb.
Was drawn to the more militant side of worship I became a warpriest (might have been the orc blood in me), problem was Rapiers just did not feel correct when I tried using them. Was more a fist-a-cuffs or hit them over the head with a big axe type person.

Looking for Feats and suggested gear (under 15,000gp - character will probably go no higher then level 11).

Did a quick look with search already. Almost everything I found is years old, multi-classed, or has been before errata changes.


Inspiring Boost (Ex) [Language-Dependent] [Mind-Affecting] [Sense-Dependent]
Source Starfinder Core Rulebook pg. 62

As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

Is the math figured out as -

(Level x 2) + CHA modifier

or as

2 x (Level + CHA modifier)?

Asking as if it's figured out as (Level x 2) + CHA modifier, which is how I read it, Inspiring Boost does not scale at all as you level up.

Running some rough numbers -
1st level your average character has 6-8 stamina. Inspiring Boost can heal 5-6 stamina about once every 10 minutes.

7th level your average character has 49-56 stamina. Inspiring Boost can heal 18-20 stamina. Spending a resolve point bumps that healing up another +7 stamina points.

Even running the math as 2 x (Level + CHA modifier), while the healing is slightly better it's still very sad (would heal 22-24 stamina). As it can only be used once per person till that person spends a resolve point for healing during a short rest.
Inspiring Boost and Quick Inspiring Boost (4th level upgrade) do not stack. If they stacked it might make it worthwhile for the envoy to use these powers in combat.


Want to make sure I'm understanding weapon damage correctly -

From Core Rule Book
Weapons that deal multiple types of damage have an ampersand between the types (such as “B & E” for a weapon that deals bludgeoning and electricity damage). For such weapons, half the damage dealt is one type, and half is the other (if the damage done is an odd number, select one damage type to round up, rounding down the other damage type normally).

Question -
If I have Enhanced Resistance Kinetic 5 (+5 BAB) and Energy Resistance Electricity 5 and get hit with a B & E weapon for 21 damage. How much damage do I take?

Do I take 16 damage or do I take 11 damage?

I'm assuming I take the 16 damage as you can't stack DR. The confusion is, can you stack DR and energy resistance? If so, then I take 11 damage.


Can a Solarain take a standard action to use the Revelation: Stellar Rush and then after finishing that standard action (Stellar Rush) take a Move Action?

Everything I've read makes this look doable. It's just that I'm used to having your turn end at the end of a charge type action.


Solarain Questions -

1) Is there a way for the Solarain to become 'attuned' outside combat?
Hoping to use a couple of the Solarain Revelations outside combat and a lot of them give more/better benefits if the Solarain is attuned.

2) Revelation: Stellar Rush, allows the solarain to 'charge' as a standard action (sort of).
Situation: Solarain has a 40' movement and wants to use Jump Jets as part of his move (to fly/jump over 20' of difficult terrain as part of the movement) to get to the target that's 75' away, is this doable?


Has this been clarified yet -
Playtest rulebook page 308 for figuring out Critical damage.
Add double any circumstance and conditional bonuses and penalties to damage.

So if I rolled a critical hit with a melee weapon but have a penalty to my strength I have to double that penalty?

That is wrong on so many ways and might actually have me ending up doing less damage on a crit then if I did a normal attack.


Need help on the Perception rules.

Concealment & Sensed (Correct me if I'm wrong) - Made my perception check and I now know what square someone is in. I now attack that square. To hit the target in that square I need to make another check. This check has a DC 5 for concealment and a DC 11 for Sensed.

So if I have my math right, to beat this DC check I roll a D20 + 1/2 Level + Primary Stat?

Concealment: If that's the case I'd only fail on a roll of 1 with the D20 at first level vs concealment (1/2 Level 1 + Primary stat (+3) + D20 roll or 2 = 5) which is the DC to hit someone concealed 95% of the time (could be a 100% if a 1 on D20 doesn't always fail).

Sensed: To hit all the time on a Sensed target you only need to be level 10. 1/2 Level (5) + Primary Stat (4) + D20 roll (2) = 11.

Stealth - Completely messed up here. Seems like there's a number of different checks that are required to be made if the creature has multiple senses. Seen a number of threads on this already and haven't spotted any errata when I looked through that. Is there a simple guide out there for using and detecting stealth?


Little confused here -

My understanding is that if at Dying 1 and make the Recovery Save you go to 1 HP and are unconscious. Next round you can attempt another Recovery Save and if successful, you become conscious.

What has me confused is if in the Dying 2+ stage and Hero Point use.
Questions -

If you're at the Dying 2 and make a recovery save, what happens?

Do you go to 1 HP and are unconscious?

Do you go to Dying 1 and are stable?

What happens if you get a critical success on your Recovery Save?
Found the rules for critical failures but nothing for critical success.

What if you spend the Hero Point - Are you conscious or unconscious?


Is there any way to get a STR above 14 for a Non-Human Cleric or Druid?

Want to make a melee, front line version of a non-human Cleric or Druid and only bumps to STR I can find are from the Background & the 1st level bumps. Which only get's me to a Strength of 14.

No Non-Human Wild Shape Druid with a STR higher then 14
No Non-Human Cleric of Gorum charging into battle wielding a greatsword with a STR higher then 14.

....unless I'm doing something wrong.

4/5

Been trying to reverse engineering the PFS pre-gen characters to make sure I know what the heck I'm doing when creating a character.

Ran into this problem. All my characters have a bonus total of +16 points to spread out between the stats vs the 18 points the pregens have spread out over the stats.

So what am I missing?

Base starting stats: 10
+4 points - Race
+4 points - Background
+4 points - class
+4 points - 1st level bonus

leaves me at +16 points to spread to stats.

Most pregens have a
18(+8)
14(+4)
14(+4)
12(+2)
10(+0) for the rest.

Total of +18 points.

4/5

Is there a PFS "approved" subsection for the Lore Skill?

The playtest CRB leaves that section pretty open ended and would like to see these 'sub-skills' all in one place.


On the Racial section of the playtest CRB can we please get the Traits renamed to something else?
At least changed to Racial Type?

For those of us used to Pathfinder 1e which actually had different racial traits to choose from. What you have up is confusing.

Example -
Playtest CRB pg 34 describing Humans..

Traits
Human
Humaniod

Spent 30 minutes looking for those Human racial traits and Humaniod racial Traits.


Doing a strength check with a masterwork crowbar.

Normal Crowbar gives a +2 modifier to your strength check. If the Crowbar was masterwork would that modifier change any?

Example: Lockpicks allow you to make the check to open locks. Masterwork lockpicks give a +2 modifier to open the same lock.

Since Crowbars give a +2 modifier, then if that crowbar was masterwork would it allow a +4 modifier to pry something open? If you use the same logic as the lockpicks?

Did a quick search and can't find any type of answer for this.


I like how the use of shields are getting some life back into them. using a reaction to block damage depending on the type of shield your using. What I am concerned about is the Shield feat (possible) chain: Shield Warden.

This chain allows you to spend one of your 3 actions to block a attack vs making a attack.
This issue with this is that most players believe that dealing damage and dropping the creature is more effective then that theoretical attack that might not happen.

*Any time you have to spend a action that can be used for attacking to defend. That defensive action has to be something worthwhile and not vs something that can "possibly" happen.

*Offense (damage) is usually better then defense. As Offense scaled a lot faster in PF1e.

*I'm hoping that the changes to shields will offset some of the PF offense / defense issues. Just don't want to see those defenses based on actions that can be used for offense unless those actions apply a nice, consistent bonus for the player and/or allies.


This here is mostly for non-spell casting classes.

I'm getting a bit tired of seeing a bunch of min/max characters that pick up just a single level or two of multiple classes. A lot of classes seem to front load their class features in their beginning levels. Multi-classing and cherry picking these classes usually can end up making a stronger and more flexible character. The problem is, there's usually no real reason to stay as a 'pure' non-caster class as those 'pure' classes don't really reward you with anything till the very high levels, which most games do not see.

Pure classes should give a -
Minor class ability @ 5th level
Good Class ability @ 10th
Very Good Class ability @ 15 (This is usually the cap stone of most games that I see played and should be something players should try to get)
Class Defining Ability @ level 20 (most games will never see this)

The level 20 cap stone ability which was giving out in PF1e, while it looked nice and sounded 'cool', never really got used. So why shoot for a ability you'll never see as by the time you get it, you'll have one big scene and then you're character is retired.


While I like the 'normal' style of the core rule books. I get frustrated with how beat up they get and the binding (sooner or later) falling apart. Not to mention all the minor (and not so minor) errata that gets changed and added as the years go by.

This is a request that when the new Core Pathfinder 2e book is published that you make it as a 3 Ring Binder with the pages as a separate part. This will allow us to put these pages in the 3 Ring Binder + if and when there is errata, it's a easy fix for us to swap out the pages.

This also assumes you'll have a place to digital down load the core book and it would be easy to print off and replace pages that got ripped.

...I have seen a couple of people that already do this and just would like to see a 'official' version of this.


Can you have a 'private' conversation with someone that has limited telepathy or can it be overheard?

Conversation with multiple people all having limited telepathy overheard by someone without limited telepathy?

Private conversation with two people with limited telepathy being overheard by someone without limited telepathy?

Private Conversation with someone without limited telepathy 'chatting' with someone with limited telepathy being overheard?

...do you need limited telepathy to overhear another conversation with limited telepathy?

...can you 'overhear a limited telepathy conversation?

rambling and need more caffeine this morning.


Question on missile combat with starships -

A Starship has a missile that has a speed of 12.
Starship get's a target lock and fires this missile at a range of 10.

Now does this missile hit the same turn it's fire at what's target locked?

Can this missile be fired on before it hits anything?

What exactly can happen the very first round that happens when a missile is fired when within it's movement speed of the target?


Want to run this by people, as it looks legal but might be my wishful thinking.

Weapon Fusion: Spellthrower
Allows a non-caster to 'equip' a spell gem in the weapon. Even when the weapon user does not have a caster level.

The description that they use for Spellthrower is while in combat but while it doesn't say one way or the other. It also looks like it could be used out of combat too.

So...Would it be usable with the Spell: Reflective Armor?


5 people marked this as FAQ candidate.

By RAW, you can put a weapon Fusion on ammunition and other consumable items for half the normal weapon fusion cost.

1) How would Weapon Fusion work for a rechargeable Battery Pack and it's cost?

2) I want to 'include' some 'specialty' ammo with a high level weapon fusion. Since all ammo has a level of 1 I need to craft some specially ammo to for the weapon fusion. How do I figure out the base cost for upgrading this ammo level?
Example: I want to make some level 5 bullets.


Can the Solarian Revelation: Black Hole -
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.
pull a Incorporeal creature through a floor/wall?

By Raw it's looking like it can.


Both the Engineer & the Science spots can have multiple people doing the job.

While we know the captain can preform a action to aid a certain check & the engineer can also do something else to help out.

Question: You have 2 people in the either the Engineer or the Science spots. Can one of those people preform the Aid other action to help the person making the primary roll?

Example: 2 people in the Science Officers spot and the Shields on a damaged starship need to be Balanced. To make sure this happens, one of the Science officers preform the Aid other action on the other science officer to give him a +2 bonus to his roll.


This is a summary of the power found on page 104

Question about the 2nd level Revelation Photon power -

Radiation (Su)
Creatures within 5' of you need to make a Fort save or be Sickened. Once they leave the 5' they are not sickened any more. If the creature makes the save, they are immune to this effect. This is a Poison effect (See page 415)

Poison
Upon exposure, even if you make the save, you still take DC-10 hit points in damage.

If they fail their save -
Do those within 5' of the Solarian with this up take the Hit point damage every round besides being sickened?

Do they take this damage at the start or end of their turn or the end of the Solarian's turn?

If they make their save -
Do they take the DC-10 hit point damage still and if so would they take damage every round?

4/5

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The first 'real' combat in this scenario, with a little creative effort on the PC, can have a hilarious effect for the rest of the scenario.

Here's what happened -

:
After chasing away the Redcaps with Holy Symbols (couple divine casters in party) and getting the fiffernetter to surrender -

A couple of good diplomacy rolls and some sweet talking later...
Our party convinced the *gerbil* (fiffernetter) to join the party so we could introduce her to more "friends".
First came the Troll *Friend*.
Then the prison *lots of friends*
Then the Venture Captain...actually she got a divination off on us and wouldn't let the gerbil anywhere near her...


1 person marked this as FAQ candidate.

Couple assumptions I'm making here -

1) Second Skin can be worn under other armor.

2) Armor bonuses do not stack.

Question -
Second Skin has a armor upgrade slot. If I'm wearing other armor over the second skin that also has a upgrade armor slot -

Can I use both the armor slot for second skin and the armor slot for the other armor?

Example: Have Infrared Sensors in Second Skin and Jump Boots in Defiance Series, Elite (level 7) heavy armor.


I've been skimming through a bunch of threads and what I'm reading in them about the Icon doesn't seem to match with what I'm reading from the core rule book.
So can I have someone please explain to me, game mechanic wise, how the Theme: Icon works?

Biggest confusion seems to deal with crafting and the Icon theme have a reduced crafting cost...can't find anything on this in the core rulebook and either I'm missed reading that section or people are talking about something else.

Also the 1st level Theme Knowledge I'm assuming has a typo?
As it stats that it increases the DC by 5 to recall knowledges about your icon's profession or culture checks.
Assuming this was supposed to be reduced by 5


Trying to make a Solarian Vesk that uses his Unarmed attacks.

Now, while this guy looks doable (helps to fill a social role and has a splash of mysticism) I'm not sure how well he'd hold up in the later levels and during starship combat.
The priest theme just fits the background I'm working up for this character.

Solar Manifestation: Armor
Theme: Priest
Class: Solarian
Race: Vesk

Starting Stats
STR 16; DEX 10; CON 12; INT 8; WIS 11; CHA 16

Starting Skills
Diplomacy 1(7=1+3+3); Intimidate 1 (7=1+3+3), Mysticism 1 (5=1+3+0+1 priest)

Leveling Progression
1) Feat: Heavy Armor; Revelation: Black Hole (G) & Supernava (P); Solar Manifestation: Armor
2) Revelation: Stellar Rush (P)
3) Feat: Weapon Focus - Natural Attacks; Influence: Mysticism (G), Diplomacy (P)
4) Revelation: Gravity Boost (G)
5) Feat: Enhanced Resistance Kinetic; STR/DEX/INT/CHA +2 stat bumps
6) Revelation: Glow of Life (P)
7) Feat: Improved Unarmed Strike; Flashing Strikes
8) Revelation: Defy Gravity (G)
9) Feat: Deadly Aim; Zeneth: Solar Acceleration (P) & Wormhole (G)
10) Revelation: Plasma Sheath (P); CON/INT +2 stat bumps, STR/CHA +1 stat bump
11) Feat: Blind Fight; Influence: Bluff (G), Intimidate (P)
12) Revelation: Dark Matter (G)

Comments - Is this workable or am I going have serious problem in the later levels (thinking penalties vs DR types)


Looking for a Initiative Trait -
Can NOT be Combat, Faith, Magic, or Religion traits.
Trait needs to be PFS legal

Think there's some Regional Traits out there that add to Initiative but couldn't find them in my search.

It's for a human divine caster.


Want to make sure I'm legal with the build (tactics) I'm planning out with my animal companion for my hunter. (Have never played with a animal companion and want to make sure I've done stuff correctly)

Here's what I have so far for my companion (@ 4th level, stat bump to INT) -
Animal Companion - Tyrannosaurus
Feats: Acrobatic; Weapon Focus: Bite; (Outflank, Pack Flanking, & Precise Strike (class ability))
(HD 4; BAB +3; Fort +4, Reflex +4, Will +1; Skills 4; Feats 2; Tricks +2; Link; Share Spells, Evasion)

Skills: Acrobatics 4+2+6 [12]; Perception 0+2 [2]

Tricks (7): Aid; Attack x2; Down; Flank; Guard; Second Chance Strike (Skirmisher, Immediate, misses with melee may reroll with -5 penalty); Aiding Attack (Skirmisher, Free, use on a hit - next creature to attack gets a +2 circumstance bonus to hit)

Tyrannosaurus; medium; 30' move; Low-light; Scent
STR 15+2 (focus), DEX 17, CON 10, INT 2+1 (3), WIS 15, CHA 10
HP 18 Fort: 4 [4] Reflex 4+3 [7] Will 1+2 [3]
AC 19 = 10 +3 dex +4 natural +2 Natural armor (companion) Bonus
+8 Bite 1D8+5 B/S/P +1D6 precision damage if flanking with Hunter
+12 if Flanking

This has to follow PFS legal rules
First question: Are my hit points correct?
4 HD at 4.5 health per hit die, no con modifier.

Second Question: Tactics - Legal or Not?
T-Rex makes a attack, attack misses. Using the Skirmisher Trick Second Chance Strike as a immediate action makes another attack with a -5 penalty. This attack hits. Then using the Skirmisher Trick Aiding Attack as a Free Action the animal companion gives the next creature to attack the same target a +2 circumstance bonus to hit.

Third Question: Skills - are my total skills correct at just 4 skill ranks?

Forth question: Anything else I've done wrong/forgotten?


Is their a increase cost for magical items for companions?

I know there is a increase in the cost for armor but what about stuff for like the neck and chest slots or any other slot your animal companion can use?


have a number of questions on the Hunter learning the Skirmisher tricks.

Fact: Clearly states in the rules that the Hunter's animal companion can learn the skirmisher (ranger) archetype tricks.

Questions -

1) Does the Hunter suffer the same level requirements as the Skirmisher for teaching his animal companion the skirmishers tricks?
ie. Skirmisher has to be level 5 and can learn a new skirmisher "trick" every 2 levels afterwards?

2) Which of the skirmisher (ranger) archetype tricks can the animal companion learn?

ie. this is where it get's "complicated". Skirmish archetype says it's the Ranger that learns these tricks, NOT his animal companion. So would you substitute all the "Ranger" words for "Animal Companion" and go that way?
Examples: Aiding Attack & Distracting Attack

or would you just allow the "trick" that allow the Ranger to give the animal companion commands that apply some type of action?
Examples: Bolster Companion & Sec'em


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This is midnight rambling, so if this doesn't make sense, I'm posting half asleep.

Have a build idea for a H-Orc Spelleater Bloodrager. By using 4 feats of on the build, I can get something like Fast Healing 6. Without spending any feats, I have just Fasthealing 2.

Question is - Is it worth investing 4 feats for this?

Feat build at moment
1) Race: Endurance; Bloodline; Bloodrage; Fast Movement; Feat: Diehard
2) Spell Eater (Fast healing - Su); +1 BAB/Fort
3) Blood Sancturary; Feat: Fast Healer (get half CON for magical healing - Heal 4 HP while raging)
4) Blood Casting; Blood Power; Eschew Materials; Spells
5) Spell Eating (heal *D8 as swift); Feat: Raging Vitality (Heal 5 HP while raging)
6) Bloodline Feat: Power Attack
7) Spell Eater+ (Heal 6 HP while raging)

4/5

I'm planning on running Ire of the Storm for our PFS group and I'm wondering how the heck I'm going to deal with Part 2: Beyond the Colony.
While I do have some ideas into pointing the party into the right direction for some of the 'events', others I have no idea on how to get the party there.

Hopefully someone can give me pointers in how they got their PFS parties heading into the right directions to get all the clues they needed to get to Part 3.

4/5

Is the First Steps Part 1 still legal for PFS play?

I know parts 2 and Parts 3 can not be played legally in PFS but I can't find First Steps Part 1 and if it's legal or illegal.


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This is a "just for fun" rule question -

A character is the 'missile' for a catapult.
What would the effects of this spell: feather fall be on that person as he's launched from that catapult?

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