Ercinee

Natharanak Phlegethoth's page

15 posts. Alias of shaventalz.




I have a question regarding the Psychokineticist Kineticist archetype.

His Emotional Intensity class power states that "if he ever gains immunity to charm, compulsion, emotion effects (even if such immunity extends only to a subcategory of these effects like fear effects or compulsion effects from creatures of certain alignments), he loses all his kineticist abilities"

How does this interact with Remove Fear? The spell "suppresses" fear effects - does that count as immunity, or is it something else?


Sometimes - not always, but sometimes - after refreshing the first page of a subforum, it will actually show a significantly-older set of posts.

For instance - https://paizo.com/community/forums/campaigns/recruitment&page=1
That's supposed to be the 100 most-recent posts. However, sometimes it's actually posts 1101-1200. Or something else. Right now, I've got a tab open where it's actually the oldest posts (10,101 to 10,136 of 10,136). When I refresh, it will most likely load the correct posts.

I am using an older version of Firefox, so it's possible that this is just a browser issue. Or it might not be. Either way, reporting it.

1/5

This may or may not be the right place to put it, but... The group I was originally planning to play with got a 6th, and I'd rather not play the really high-tier stuff with a random group. Plus, the scenario sounds like it would better fit a different character of mine.

So.

I have a GenCon ticket for Siege of Gallowspire, subtier 15-16, Soldier (easier mode). I'd like to trade it for a 7-8 Soldier ticket for the same event. Any takers?


I just found this issue; not sure how long it's existed, but I don't think it's been an issue before this week.

When looking at the Product Discussion forum:
If clicking on the link to view new messages in the thread (something like "(2 new)x"), the tab headers for "Product Reviews" and "Product Discussion" may be hidden. Sometimes also the search box.

I'm able to shift+tab to bring some of the content into view, so it looks like it's just running off the top of the container. It seems to be triggered by the link sending me to posts that aren't the top of the current page; selecting the product directly or going to a new post within sight of the top of the displayed page works fine.


As far as I can tell, there is no notification when one of your posts is moderated away. They just go silently into the memory hole.

Without knowing why a post was deleted, how can a user improve? Was a given post in the wrong forum? Did it fall afoul of some forum guideline? Did the moderator just not like it? And the "good" content of the post could still be useful elsewhere, even if just to keep one's own thoughts straight.

Example #1:
I've apparently had a bug report deleted. Don't know when, don't know why, don't even know what thread it was in anymore. But it no longer shows up in my post history, and the perceived bug is still present.

Example #2:
I've had long, thought-out posts deleted because they were a response to another post that got deleted (sometimes several levels down the chain, even.) The most I've seen is a "hey, we've deleted some posts because several someones are getting angry." Would it not be possible to (in an automated manner) PM each user the contents of the posts? For personal reference, if nothing else.


There are two FAQs on the subject of using two-handed weapons one-handed, especially in regards to extra damage from Power Attack and 1.5x Strength. FAQ #1 and FAQ #2. A quick reading of them both seems to give a contradiction.

FAQ #1 wrote:

Power Attack: If I am using a two-handed weapon with one hand (such as a lance while mounted), do still I get the +50% damage for using a two-handed weapon?

*Yes.

FAQ #2 wrote:

Weapons, Two-Handed in One Hand: When a feat or other special ability says to treat a weapon that is normally wielded in two hands as a one handed weapon, does it get treated as one or two handed weapon for the purposes of how to apply the Strength modifier or the Power Attack feat?

*If you're wielding it in one hand (even if it is normally a two-handed weapon), treat it as a one-handed weapon for the purpose of how much Strength to apply, the Power Attack damage bonus, and so on.

#1 says you do get the extra damage from Power Attack, and #2 says you don't. The FAQs were posted 2 months apart, so it seems unlikely that there were significant changes in the design team between the two rulings.

How should this be interpreted? Is it intended that only the lance gets the extra damage, because it doesn't explicitly say to treat it as a one-handed weapon? Or is one of these incorrect? On a similar note, should effects that let you add 1.5x Strength (like Dragon Style) receive the Power Attack boost?


2 people marked this as FAQ candidate.

As per the PRD entry on DR:

PRD wrote:


Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

This language is also found in the CRB, page 561 (6th printing.) I realize it was written before Ultimate Combat, but...

Is this passage intended to let Gunslingers bypass DR?

The intent seems clear, but the wording is such that Gunslingers (or anyone else using a weapon as a touch attack) could make a RAW-based argument that "DR doesn't apply against touch attacks." I don't see anything in the firearms section of UC that would negate this, either, and archetypes like Bolt Ace can do this without even touching the firearm rules. If the intent is that DR does not negate energy-based touch attacks, the wording needs tightened up.

1/5

I have a question regarding Act 1.

When approaching the whirlpool (1c), if nobody spots it or the PC on the tiller fails to make the save:

Quote:

At this point, anyone rowing or at the tiller must

make two consecutive DC 18 Strength checks (Tier 8–9:
DC 23) to steer the boat out of the grip of the current. If
any PC fails at either of these checks, the boat capsizes,
throwing all aboard into the water.

There are four spots for rowers and one for the tiller. I see two ways to read this.

1) All 5 PCs need to make two Strength checks each
2) Only one PC needs to make the checks

Normally, I would assume #1 is correct, because "if ANY PC fails." That seems pretty much impossible for the "normal" party, though. Requiring your Rogue, Wizard, and archer to make DC 23 Strength checks, or the party pays for it...

The second reading would be "anyone may make the check, and someone must", followed by "if someone tries and fails, capsize."

For comparison, 1a asks for checks from basically anyone in the party, and 1b only has a single PC make the check. Even if they fail in 1b, a single PC can make the Strength check to let everyone move on.

What's everyone's thoughts on this?


I have a Wizard with the Scroll Scholar archetype. At Wizard 10, the archetype grants an ability in exchange for a 4th-level spell slot.

I want to give him levels in Cyphermage, which progresses spellcasting from a previous class.

At Wizard5/Cyphermage5, what happens?

Does he:
1) Not gain the spell slot. It was given up in the first level of Wizard.
2) Gain the spell slot. You didn't take Wizard 10, so you never traded it in.
3) Not gain the spell slot, but get the Scroll Scholar's ability. You advance spellcasting, and this took the place of some of that casting.

I suspect the answer is #1, though I would obviously prefer #2.

Full Name

Estarra Solaris

Race

| SP: 7/7, HP: 11/11, RP: 2/2 | EAC 12, KAC 13, CMD 21 | DR: -- Resistances: -- | F:+2 R:+1 W:+2 | Init +1 | Perc +4, Bluff +1, Diplomacy +5, Intimidate +1, Sense Motive +0 |

Classes/Levels

Acrobatics +5, Athletics +6, Physical Science +5, Piloting +5 | Size: Large | Speed 30 ft., Fly 60 ft. | Attunement: Graviton: 0/3, Photon: 0/3| Active Conditions: None

Gender

Female Sarcesian Spacefarer Solarian

Size

Large

Alignment

CG

Deity

Desna

Location

Diaspora

Languages

Common, Castrovelian

Strength 16
Dexterity 12
Constitution 11
Intelligence 10
Wisdom 10
Charisma 12

About Estarra Solaris

Statistics:

SFS # 276820-709
Experience 0
Fame 0
Reputation Exo-Guardians 0

Estarra Solaris
Female Sarcesian Spacefarer Solarian 1
CG Large humanoid (sarcesian)
Init +1; Senses Low-light Vision, Perception +4

------------------------------
DEFENSE
------------------------------
SP 7 HP 11 RP 2
EAC 12 (10 +1 solarian armour, +0 armour, +1 Dex)
KAC 13 (10 +1 solarian armour, +1 armour, +1 Dex)
AC vs. Combat Maneuvers 21 (8+KAC)
DR Resistances
Fort +2, Ref +1, Will +2

------------------------------
OFFENSE
------------------------------
Space 10 ft., Reach 10 ft.
Speed 30 ft., Fly 60 ft. (in a vacuum only)
Melee longsword +5 (1d8+3 S) (analog, thrown, returning)
…tactical starknife +5 (1d4+3 P)
Ranged tactical returning starknife +5 (1d4+3 P) (analog, thrown 20 ft, returning)
…ranged attack +2

------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 11, Int 10, Wis 10, Cha 12
Base Atk +1;
Feats Weapon Focus (advanced melee weapons)
Skills Acrobatics +5, Athletics +6, Diplomacy +5, Perception +4, Physical Science +5, Piloting +5
Abilities Skill Adept (bluff, piloting), Skilled, Solar Manifestation, Spacefarer Knowledge, Stellar Mode, Stellar Revelation (Black Hole, Supernova), Void Flyer
Proficiencies light armour, basic and advanced melee weapons, small arms
Languages Common, Castrovelian

Special Abilities:

------------------------------
SPECIAL 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.

Skilled Sarcesians gain an additional skill rank at 1st level and each level thereafter.

Solar Manifestation perfect darkness of a black hole, armour
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 Armour black and glossy, and speckled with glittering pinpricks of light.
You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
…Your solar armour grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you’re wearing heavy armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter. Forming or dismissing solar armor is a move action.

Spacefarer Knowledge You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

Stellar Mode The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.
…When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).
…At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.
…At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.
…When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy (see page 242). If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.
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 Revelation As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. You automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations on page 104). The list of stellar revelations begins on page 103.
…Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.
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.
Supernova 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.

Void Flyer Sarcesians can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects. When in a vacuum, they automatically grow wings made from pure energy that grant them a supernatural fly speed of 60 feet (average maneuverability) but that work only in a vacuum.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear longsword, tactical starknife (returning fusion), tactical starknife (returning fusion), healing serum (1d8)
Possessions backpack, clothes (everyday), flight suit, comm unit, hygiene kit
Carrying Capacity
Unencumbered 0-7 Encumbered 8-14 Overburdened 14+
Current Bulk 3
Credits 6

Temporary Gear:

Slotted Boons:

------------------------------
SLOTTED BOONS
------------------------------
Ally -
Faction - Exo-Guardian's Champion
Personal - Sarcesian Admittance
Promotional -
Social -
Starship -
Slotless -

Boons:

------------------------------
BOONS
------------------------------
Ally

Faction

Exo-Guardians Champion (Faction Boon)
You’ve declared your allegiance to the Exo-Guardians and dedicate your missions to furthering the goals of that faction. 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.

Personal

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 apply this boon in one of two ways. Select one of the following uses, and cross the other use off this Chronicle sheet.
...New Character: You can play a sarcesian character (Starfinder Alien Archive 98), 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 of this Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of Alien Archive to all sessions in which you play this character as if access to this race were granted by the Additional Resources list.

Promotional

Social

Starship

Slotless

Background:

…rebel from Diaspora who joined the Wings of Damiar
…watched over Eox in the belief that they will one day perform atrocities like they had in the past (when they destroyed the Sarcesians planets which formed the Diaspora)
…joined the Starfinder Society in the hopes of getting her hands on intel and resources the Wings wouldn’t otherwise be able to access.

Appearance and Personality:

”Ha! I’ve been chosen by the galaxy! What have I to fear?!”

Completed Scenarios: