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What kind of action is it to exit shadow wall?

I want to use my nightmare ettercaps to shadow wack out of players spell black tentacles spell and position them adjecent to player characters on shadow plane .Then following turn: exit shadow planes and full attack if possible or if I have to use a move action to exit shadow plane, just do a single attack.

Spell for reference:

Shadow Walk
School illusion (shadow) [shadow]; Level alchemist 6, bard 5, sorcerer/wizard 6; Domain darkness 6; Bloodline dreamspun 6; Mystery shadow 6

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Targets up to one touched creature/level
Duration 1 hour/level (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

To use the shadow walk spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.


Do adventure paths include all the loot you should be receiving?

Most monsters that you look up on d20pfsrd and stuff have a level of treasure the creature should have, whether its None or Incidental or Standard or whatever. And there are plenty of treasure generators online. Adventure Paths usually include treasure and gear on npcs or scattered around, but some creatures just say 'find this creature in Bestiary whatever." Are those creatures treasures included in what we should be getting as players? I feel like I am pretty poor for being Level 3 in my campaign, and looking at a different AP, I figured that could be part of the problem.


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Do adventure paths include all the loot you should be receiving?

Most monsters that you look up on d20pfsrd and stuff have a level of treasure the creature should have, whether its None or Incidental or Standard or whatever. And there are plenty of treasure generators online. Adventure Paths usually include treasure and gear on npcs or scattered around, but some creatures just say 'find this creature in Bestiary whatever." Are those creatures treasures included in what we should be getting as players? I feel like I am pretty poor for being Level 3 in my campaign, and looking at a different AP, I figured that could be part of the problem.


Warped Savant wrote:
Nimor Starseeker wrote:

Invisible rules: reference:

https://aonprd.com/Rules.aspx?ID=431
Moving at half speed -5
Moving at full speed -10
Running or charging -20

You stopped listing them two lines too early...

"Using Stealth Stealth Check +20"
So if you're stealthing it's your stealth check +20.

I think I get it now.

-If you are moving stealthily, the movement penalty works as such:
When moving at a speed greater than half but less than your normal speed, you take a -5 penalty.
-If you are moving when invisible, but not moving stealthily, the penalties are -5 at half, and -10 at full speed.


Azothath wrote:
Neriathale wrote:

...

e.g. Fred the >invisible< rogue has a stealth skill of +10 and is walking next to Bob. He rolls a 15 on his stealth skill. That means the difficulty to perceive him is now 45 (10+15+20) i.e. vastly harder because he is using his skill to stay silent and not disurb anything as he passes.
fixed that

So how does pinpointing come into this? I think that it adds another 20 to the DC to locate/perceive Fred’s position.

EDIT: spelling


Warped Savant wrote:
Nimor Starseeker wrote:

Invisible rules: reference:

https://aonprd.com/Rules.aspx?ID=431
Moving at half speed -5
Moving at full speed -10
Running or charging -20

You stopped listing them two lines too early...

"Using Stealth Stealth Check +20"
So if you're stealthing it's your stealth check +20.

I purposely excluded that part because that is the invisibility bonus to stealth, correct? I that maybe post the whole text, but that might be confusing when it’s A LOT of text.

The topic is the movement penalties are different than when moving stealthily and invisible. That seems kind of weird, because they are almost the same

It should be mentioned that the invisibility spell doesn’t mention you get a +2 bonus to attack rolls. That part is mentioned under the condition of being invisible.


Taja the Barbarian wrote:
You probably should just use the spell text:

Source PRPG Core Rulebook pg. 301

School illusion (glamer); Level adept 2, alchemist 2, antipaladin 2, arcanist 2, bard 2, inquisitor 2, investigator 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, redmantisassassin 2, skald 2, sorcerer 2, spiritualist 2, summoner 2, summoner (unchained) 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)
Effect
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
Description
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack

...

I get what you are saying. I am saying the character loses the bonus for moving when invisible, but what is the penalty?

I linked to movement penalty for when you are invisible.


This does not change things. (I think..)
The character is invisible (+20 stealth), is not stationary (so no +20 stealth), and takes either -5 or 0 penalty for moving half speed. I cannot figure out which one.


Also:

PFS Legal
Fast Stealth (Ex) (PRPG Core Rulebook pg. 68): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

This makes me think that moving up to half speed is always -5 and anything more is -10, but maybe I’m missing something.


Which one do I use when moving stealthily?

The scenario is my character is invisible and sneaking half speed towards an unsuspecting victim. The stealth rules give me 0 penalty for half movement. The invisible half speed movement give -5 penalty to stealth.

Source PRPG Core Rulebook pg. 106
You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It’s impossible to use Stealth while attacking, running, or charging.

Invisible rules: reference:
https://aonprd.com/Rules.aspx?ID=431
Moving at half speed -5
Moving at full speed -10
Running or charging -20


Does the starfinder subscriptions move automatically to second edition or is it an entirely new subscription?


Gamefound has a project called Starforged. This is Dwarven Forge’s project that has fantastic sci gaming terrain. Perfect for Starfinder. Dwarven Forge always delivers.

I did not see anything in the forum rules in regards to posting this kind of information, BUT since it can be considered advertising please delete if it is not OK.


Thanks everyone for your comments as this helped clear up some things. I understand it now as oozes get the unconscious condition and can’t act when at negative BP.

As for the group, they did get a couple of hints that the ooze regenerated. One of them flung a paperweight with the Pharasma faith symbol on it at the ooze, making a pharasma shaped indenture into the ooze that slowly pushed back into place. After that experience my group will probably start over killing monsters just to be sure they are dead!


Detect magic has a duration of concentration, up to 1 min/Level, so does that mean the following a or b:

A) My LV2 character can concentrate for up to 2 minutes?

OR

B) My Lv2 character can concentrate for several hours and when ceases to concentrate, the spell lasts for 2 minutes?

I think it is B, because here:
https://www.d20pfsrd.com/Magic/#duration
it says that some spells last for a short time after you cease concentrating.


Can an Ooze become unconsious? I do not think so, because they are mindless creatures, but for game mechanics maybe they can be.

Context:
In the campain im running, my group encountered an Ooze. It has fast healing and a consitution score of 22. The group brought it down to -1 hitpoint. They thought it was dead and the following round the ooze healed itself with fast healing 2, bringing it to 1 hitpoint. It then proceeded to attack the group again. The group brought the ooze down to a negative 13 hitpoints. The Oozew healed itself up to a negative 11 hitpoints. It the proceeded to attack. My group argued that the ooze should be unconcious and unable to attack, but oozes are mindless creatures. They are not concious at all, so by their very nature cannot be unconcious. So, maybe I am applying real world logic into a game mechanic that was not intended to be interpretated like that. Help me out please.

Here are the ooze traits:
Ooze
An ooze is an amorphous or mutable creature, usually mindless.

An ooze has the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most oozes are mindless and gain no skill points or feats. Oozes do not have any class skills.
Traits: An ooze possesses the following traits (unless otherwise noted in a creature’s entry).

Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.


Azothath wrote:
Nimor Starseeker wrote:
claudekennilol wrote:
What is the DC to leap across a ten foot wide pit? ...

The DC is 15, because ...

*BZZZZ!!!* sorry - as you failed the DC check you have fallen into the Pithy of FAQ Despair due to lack of reading. it was even in the post previous to yours, really... “Those that fail to learn from history are doomed to repeat it.”

I deserved that : (


Java Man wrote:

Nice five year necro, and you are wrong.

The post immediately before yours referenced the pertinent faq.

I stand corrected! Didn’t notice that 5 year necro - gave me a good laugh. I hope I don’t restart this huge rolling ball of an argument!


claudekennilol wrote:

What is the DC to leap across a ten foot wide pit?

This is a FAQ request.

Pertinent Rule (PRD, Acrobatics) wrote:
The base DC to make a jump is equal to the distance to be crossed

Common answers are 10, 11, and 15.

edit: Here's Quadstriker's interpretation of my Command answers. I didn't stop to think that everyone may not be aware of why those are "common answers".

Quadstriker wrote:

Common interpretations:

10: The pit is 10 feet. I jump 10 feet. DC 10 I clear the pit.

11: The pit is 10 feet. To cross it I have to jump a greater distance than 10 feet. Therefore 11 feet must be jumped. DC 11 I clear the pit.

15: The pit is 10 feet. In order to cross the pit (2 squares wide) I must jump from my square to a square 3 squares away. 3 squares is 15 feet. Therefore 15 feet must be jumped. DC 15 I clear the pit.

The DC is 15, because you are jumping a distanse og 15 feet or 3 5ft squares.

For clarity, if you jump into the square next to you the dc is 5.
If you jump 10 ft or 2 squares over, the dc is 10.
In your example there is a 10 ft gap to clear. So you need to jump over two squares into the third square for a total of 15 ft distance.. The dc is 15.
If you fail by 4 or less, you fall and can make a dc 20 reflex save to catch the edge and not fall.

People are mixing up the distance to jump and the gap- those are not the same.


Encounter at Fort Hailcourse, D24 Storage room there is a ghost by the name of Clymes Prett. He has a pretty nasty touch attack that does 7d6 dog and this set of feats:
Dodge, Mobility, Quick Draw, Spring Attack,
Weapon Finesse

I am trying to figure out why he has QuickDraw???
The ghost has perfect flying and is going to fly by using spring attack with his deadly melee touch and spring attack. Quick draw does not fit into the mix of feats and abilities unless there is something I’m missing. The ghost has telekenis as well, but QuickDraw doesn’t help there either. I think I might just change out the feat with weapon focus or something else.


Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced “coo day grahs”) to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

Delivering a coup de grace provokes attacks of opportunity from threatening opponents.

You can’t deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace).


vhok wrote:
Natural attacks are light weapons

But are natural attacks melee weapons?


So im running the strange aeons campaign and one character failed a will saving throw and fell asleep. I was going to do a coup de grace but realized the monster only had slam attack. You have to have a melee weapon or a bow or crossbow to do it. Is this really correct?


The sorcerer pheonix can heal when casting spells that do fire damage. Does the immolation ability let it heal allies and itself?

Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

Immolation (Su): At 3rd level, you gain the ability to surround yourself in fire as a swift action. This fire burns for a number of rounds per day equal to your character level plus your Charisma bonus. These rounds do not have to be consecutive.
Any unarmed attacks you make while affected by immolation deal an additional 1d6 points of fire damage, and any creature that ends its turn adjacent to you while you’re affected by immolation also takes 1d6 points of fire damage.

My take is that the sorcerer pheonix CANNOT use immolation to heal, because it is a supernatural ability and not a spell.


Oh, and thank you to all those whom took the time to help me out : )


Ryze Kuja wrote:
Nimor Starseeker wrote:
Ryze Kuja wrote:
Quote:

Dimensional Dervish

You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.

A strict RAW reading of whether he can teleport out of the pit or not is contingent on whether he was able to make an attack before he fell. Making an attack is a requisite for being able to teleport.

This can easily be avoided with a Fly spell, or any item that allows flight, so I think whether or not to enforce it like this is up to you as a GM. If it were up to me, I'd let him teleport out of the pit whether he made the attack or not, but simply for rule of cool reasons. The pit did stop one of his attacks, after all.

Appreciate the input, this is what I am looking for. The part where you say: Making an attack is a requisite for being able to teleport.

This is where I thought to myself, well, you can punch the wall or some other thing, so therefore expending the attack, and the you get to teleport again. How do you take that interpretation?
Sure you could punch the wall, but now we're going to be opening up the books for the next half hour looking for the hardness of the wall created by a Create Pit spell because the hardness not in the spell's description, and the pit that is created is...

Don’t need hardness info of the pit trap. I just go with an attack is expended.

You can attack random stuff to, flavor wise I would describe the monk throwing his punch and bashing the wall when he misses.


Ryze Kuja wrote:

The SG shouldn't have been able to use a Readied Action with the initial casting of Call Lightning. You can only use Readied Actions with Standard, Move, Swift, or Free Actions, and Call Lightning is a 1 round casttime. Unless, the SG had already casted Call Lightning initially in round 1, and then in Round 2 the SG was Readying a Standard Action to actually call a bolt when he saw Opponent A? If that's the case, then yeah this is fine.

Nimor Starseeker wrote:
The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action.

Yeah, this does get a little hairy, because the triggering action was "as soon as I see Opponent A" (under the assumption of seeing Opp A from a distance), except Opp A teleports to the SG rather than runs at him, so the action triggers once Opp A *poofs* right next to him. Rules-wise, this is still legit tho. Except, the AoO would NOT be triggered though, if the SG decides to go through with his Readied Action, because Concentrating on an Active Spell (such as calling a bolt from the already-active Call Lightning spell) does not provoke AoO.

======================================

But let's say that it DID provoke an AoO because he Readied a Standard Action to Cast a Spell, Reality-wise, this seems backwards, because the AoO would interrupt the Readied Action to Cast a Spell, and the Readied Action was supposed to occur "just before" Opp A moves towards the SG. This situation is certainly messy, for sure, but it would be kosher per the rules.

Dude - THANK YOU! This cleared up things for me. Despite being a bit muddy, that helps!


Ryze Kuja wrote:
Quote:

Dimensional Dervish

You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.

A strict RAW reading of whether he can teleport out of the pit or not is contingent on whether he was able to make an attack before he fell. Making an attack is a requisite for being able to teleport.

This can easily be avoided with a Fly spell, or any item that allows flight, so I think whether or not to enforce it like this is up to you as a GM. If it were up to me, I'd let him teleport out of the pit whether he made the attack or not, but simply for rule of cool reasons. The pit did stop one of his attacks, after all.

Appreciate the input, this is what I am looking for. The part where you say: Making an attack is a requisite for being able to teleport.

This is where I thought to myself, well, you can punch the wall or some other thing, so therefore expending the attack, and the you get to teleport again. How do you take that interpretation?


Ryze Kuja wrote:
Nimor Starseeker wrote:

The storm giant readies his action to cast his lightning spell against his opponent when he sees him.

The opponent teleports next to the storm giant thinking that the casting will provoke.

Does the casting provoke or does it resolve the moment the opponent teleports in?

From this example, I can't tell if you are or aren't in combat yet, so if you're not in combat yet, you can't use Readied Actions outside of combat, you must be under initiative to use them. Side note: The SG can use a readied action for casting Chain Lightning, but not Call Lightning. Call Lightning is a 1 round cast time.

Quote:
You can ready a standard action, a move action, a swift action, or a free action.

If you already were in combat and under initiative, and the SG readies his action to cast a Chain Lightning spell when he sees Opponent A, then Opponent A teleports right next to the SG (within threaten range), if the SG decides to use his readied action to cast the Chain Lightning spell, it will provoke an attack of opportunity (unless he casts it defensively and he will need to make a Conc check DC: 15 + double spell level 6*2=12 = Total DC27). The SG's Readied Action causes his initiative to change to go right before Opponent A for the remainder of combat.

This was during round 2 of combat and the SG was holding his call lightning, so he could ready cast it on the teleporter, whom

In this case teleported next to him.


This is the part that gets me:

The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action.

Here is the source that makes me question if this is correct or not.
https://aonprd.com/Rules.aspx?Name=Ready&Category=Special%20Initiative% 20Actions

When we played the teleported did not know the giant was readying to cast on him.


Claxon wrote:

Melkiador, I don't think Dimensional Dervish requires teleports between attacks, it simply allows them.

The way I see it, the monk teleports onto a space that can't support him, he falls. Possibly lands prone if he takes damage. I would rule he would loose that one attack if he cannot reach the enemy from the bottom of the pit, but not all attacks. Remember, it's possible with magic and reach weapons to have 15ft or even 20ft reach even at medium size. He can teleport again (remaining prone if he took damage from the fall) to try to make another attack.

If this is a smart enemy who knows the monks tactics from a previous battle he may have dug pits on all the squares around him. Just to really stick it to the monk.

The way we have been playing it, is that if an attack is interrupted, that particular iteration is considered used - taken from the highest bonus.

The player approached me with what other groups was doing was that if you could not attack someone, the whole full attack was interrupted. I decided to go with losing an iterative. The player spends an attack iteration between the teleportation. Trying to be true to the text of the feat in regards to flavor and intention.


zza ni wrote:

i am assuming the monk fell into the pit. if he made his save then pretty sure he can continue without a problem.

next is a question, did he take any damage from falling? (monks are notorious for having slow fall so maybe not). if he did he is now prone at the bottom of the pit.

anyway then the question is - can the monk use his teleportation from the bottom of the pit into a place he can continue attacking . im not fully versed with 'Dimension Door'- hence fort 'D.D.' for short, do you need line of sight?. i think the spell allow for calling out a place you can't see but know the direction and distance. (like '100 feet to the north' and the monk's ability is said to work like the spell).

EDIT : looked it up. he can D.D. by direction so if he knows how far he fell he can D.D. topside into an open space (better not the edge of the pit since anyone moving there i believe need to save or fall in again)

can he use it prone? (it shouldn't be a problem really beside the next note).

if he can use D.D. into a position he can attack from he can continue his attack (if he has more attacks to make), but depending on the answer to the previous question he might teleport prone, which mean the rest of his attacks (if he doesn't have a way to get up as swift\immediate\free action) are at -4 to hit and once he finish he end prone next to a probably pissed off enemy (if it's still alive) who then get to attack him with +4 to attack should he use melee attacks. (he might be able to teleport into the air and stand. but that might call for a special acrobatic roll or something, since there is no rule one can teleport fro ma prone position into a standing position that i am aware of that is up to GM. )

bright side - if the monk is prone he get +4 to his ac vs ranged attacks , yey!

This has kind of been my position too except you don’t get to teleport out of being prone, since you have spend an action to stand up.

He keeps on attacking, with a -4 for prone.
Teleporting into the air makes you immediately fall, interrupting that one attack. Gravity comes first.
I have thought that since you slow fall, that takes all your time/the rest of your turn, but then again I’m not sure.
Thank you for your extensive reply: )


The storm giant readies his action to cast his lightning spell against his opponent when he sees him.

The opponent teleports next to the storm giant thinking that the casting will provoke.

Does the casting provoke or does it resolve the moment the opponent teleports in?


Can you interrupt Dimensional Dervish?

The monk is using Dimensional Dervish to teleport around knocking the brains out of his opponents. One of his opponents had laid out a pit trap on the floor around him, so the monks second attack was interrupted by falling into the pit trap when teleporting on it. Can the monk keep going with the dimensional dervish attacks or does his turn end? My take, is that he can keep going, but im not sure and would like to hear the opinions of the fine people on this forum.

Dimensional Dervish
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If you do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.


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I’m happy with my Starfinder content. I won’t be able to use it all, and I don’t mind that it’s not as big as Pathfinder. I’m having fun. Moneywise, I guess it’s a bit more expensive compared to Pathfinder, and I’m ok with that too.


Thank you Second Seeker, for sorting that out for me.


Does the Tinker Theme raise the DC of grenades you CREATE with the Soldiers bombard style and also the mechanic explosives expert alternative class feature?
I’m asking because I’m wondering if when you create something is the same as crafting something.

Durable Crafting (6th Level)

Your mastery of the materials you craft with has given you special insight into solid construction principles. When determining the hardness, Hit Points, and saving throws of an item you have crafted, treat its item level as if it were 4 higher instead of 2 higher. It takes you a quarter of the normal time to repair an item you crafted

GRENADE EXPERT (EX) 1st Level
You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).

Class Mechanic

You’re an expert at improvising explosives, the components for which you carry in a special pack, case, or weapons belt that weighs 1 bulk. Each day when you recover any spent Resolve Points, you can spend 10 minutes using your custom rig to create a number of experimental grenades and explosive charges (pages 68–69) equal to 1 + your Intelligence modifier. You create these explosives at no cost, and you don’t need to decide which specific grenades or explosives you have until you use them, but when you do, each must have an item level equal to or less than your mechanic level. Any experimental explosives you don’t use that day become inert, even if they’re still in your possession. Your experimental explosives don’t work for anyone but you. Whenever you take a 10-minute rest to recover Stamina Points, you can also prepare one additional experimental explosive, up to the maximum number of experimental explosives you can have. In addition, your custom rig functions as a detonator (Core Rulebook 218), and when calculating the DC of the save to resist your grenade’s effects, you can use your Intelligence modifier in place of your Dexterity modifier.


Jared Thaler - Personal Opinion wrote:

I have a contemplative witchwarper. With the concept "I can achieve any reality I can imagine. And with a brain this big, you would be surprised what I can imagine."

Beyond that there isn't anything hugely special about the build (they are only level 1.) Basically a party face, benefiting from charming veneer, with shifting surge for support and ectoplasmic blast for attack.

I too made a contemplative witchwarper. I liked the idea of the floating brain altering reality. I went with the alternative which changes out armor or weapons. He would always be saying things like: I have just the thing for that! Or, the odds of that happening and me having just the right equipment was 1 in 964290, but by Desnas blessings, I got it this time too!


I see the diléma. I cant see any solution other than its a typo and should be 1 slot instead of 2 or the second thundergauntlet just costs 1.


How are you and your players going to use portablegravity and anti gravity fields?


I live all of the Starfinder books. Tech Revolution is a blast and I am excited for what’s coming in the Drift Crisis.


How fast are hover chairs?

Also, kudos to the creators of Tech Revolution, I’m totally making a character in a hover chair. Maybe some brain creature…


Thanks for the replies guys. I enjoy the kind people at the forums with their quick answers. This cleared up some things. The player used Abundant Step, so grabbing people was not an option.


A monk player used dimensional dervish and dimensional door in the same action to full attack and transport players to strategic spots on the map. Is this legit?


So, if your boarding a living ship, where exactly are you going in?

I’m a little worried about the possibilities..


I suppose that you could also use the shoulder laser for harrying fire. A sheild gun is also a good idea. Probably lots of other good options, if you look.


ThermalCat wrote:
Maybe this is in the House Rule category, but I'd allow a reaction of this sort to be bundled in to a readied action, so the trigger stated by a player could be "If any foe comes up next to me, I will Kip-up and do my full melee attack on that person". The reaction would be defensive, so I'd count that as before the enemy action (removing the +4 to hit prone), but the full attack comes after the enemy action.

You can only ready a standard action, so you would not get a full attack, but you would get off 1 attack.

I the the kick-up part of it would not be part of the ready action, but as part of the reaction.
So, kind of like you are saying, but I don’t think it is a house rule, I think you can do it with rules as written.


Furansisuco wrote:

A somewhat difficult subject to deal with. I know the rule of suffocation and drowning when the environment is 0 oxygen. The problem comes when you want to use that rule, to get immunity to inalated poisons.

I have had games, where covering your mouth and nose with a cloth can give you a bonus, I am in favor of that if you choose to hold your breath to double that bonus, but never give immunity.

To what extent can you twist the rules to make them in your favor? I can understand that in a game certain factors are not taken into account such as the stress that a person should have in that situation, and that from the comfort of your home and having minutes to think about the next turn, when within the game, the decision is up to seconds (6 to be exact).

The specific scene is, you are in a building full of smoking corpses, because you have "seen" them die a few minutes ago, you have the pressure that something wants to kill you, but you do not see it and you cannot face it (because it is attacking remotely), room that you enter, room that has a different environmental problem, and when you are close to the exit, a trap attacks you, removes the environmental protection so that the inflamed poison affects you, and the player, with all his blood cold and unaware of the environment say, I hold my breath.

When I denied it, he put me in a bad way.
Remind me that there is a rule of holding your breath.
And while that rule exists, it is located in suffocation and drowning, in how to survive underwater. (to my understanding, in environments with 0 oxygen).

After the talk that I have released, because i had to release it.
My question is, to what extent should a player be allowed to give benefits that do not exist or to twist a regulation so that, by keeping him happy, he can spoil a game for you?

-A player does not get to reactively hold his breath to avoid a surprise trap/poison.

-If the player knew in beforehand of the poisonous gas and walked into the room holding his breath, then he gets the added benefit against the poison.

-The player in your example, could hold his breath in subsequent turns to avoid the poison, but would most likely turn on his environment protections again.


You could stand up in someone else’s turn, after they trip you.
Then your enemies won’t get that juicy +4 to hit you with when your down.


I think the trigger for using the improved kick-up feat is anytime you are prone.


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I dont have anything against magic, but I am looking to find the benefits of the Envoy with a focus on the medicine expertise and abilities. A mystic with healing focus seems to be just better at healing in combat, and as the Envoy can heal well, I think its strengths are more versatile, meaning that the Envoy will help more (depemding on abilities chosen) on other medicine checks. It feels a littl lackluster on the envoys side, but I think I'm missing something, or I should just try it out and get the feel of it.
thanks for pointing out the part about the spell storing weapon and mystic self hp drain to give hp.



Who are they? They are a stalwart group of players who have been working through Rise of the Runelords since 2010.

Who am I? The poor fool who scooped them up and did my best to get them to this moment... but family issues and other logistics force me to admit when my time is done...

Please won't you think of the orphans?

The group is in the first part of Part 3 The Hook Mountain Massacre. At this point I have transitioned to the Anniversary edition and despite my own plot hooks the AP should run relatively smooth from the book as is. Its a kick ass group of players that I honestly am sad to leave but life happens some time.

Our game is HERE

I am committed to handing off the torch properly and will still be around (all be it not very often) if there are questions but I am hopeful that some folks might be willing to take this on. Post here is interested!


We can hammer out final details HERE


Ilizmagorti, Black Pearl of the Tropics. A city on few maps and more well known for its secrets then its day to day affairs. A mysterious trade port in the heart of the Shackles all is not as it seems, even to those who know the city best. Rumored home of The Red Mantis Assassins Ilizmagorti is a city of contradictions and chaos yet somehow it survives and even flourishes.

Beneath the normal teeming streets of haggling and fishmongering, merchant trades and mercenary contracts, is the sophisticated web of participants that make up the premier group of assassins throughout Golarion. Contracts are made. Recruits are summoned. Supplicants to Achaekek are brought forward to know what it is to serve in the image of the Gods own assassin. Under the watchful eye of the hidden Crimson Citadel the assassins ply their trade. Under the quite eye of the lighthouse on the Three Sisters islands, the mayor watches the city.

A city with little law and full to the brim with strangesr who could just as soon be a dealer in death, the servants the Red Mantis Assassins stir as a newcomer vies to become one of them...


Whoops...here it is.


Cuddles, Anton and Mattrim saddle up their horses...


Welcome one and all. Once Black Dow has his character hammered out he will join us.

For the record, though it should be clear soon enough the elemental axis ended this way:

Shattertooth - Earth
Squeeze Bits - Water
Zika - Air
Narissth - Fire

Take a moment to review your sheets and make sure nothing is missing. I will make a note soon about some QoL adjustments I am hoping folks will make to their profiles so info is easy to reference...


The raven's cawing seems almost suspiciously rhythmic

*Caw* *Caw*

*CAW* *CAW*

The Exchange

Since gestalt is SO in and since I have also seen some other recruitments going on that have inspired me to dust off the ol' "notebook of ideas"

The Premise {Narrative}

You fair traveler were on a boat. A boat? Yes, a boat. You were going wherever that boat was going and were doing whatever you were doing when abnormal weather caught up your boat and you were thrown overboard...

A boat? Well any water going vessel. It could be a ship, a canoe, a raft or you could have been swimming for all the gods know. The one requirement of your backstory is that you were on, in, or near water and then weird weather threw you in to it.

And then? And then indeed! You, fair traveler, awake on a pristine white beach, naked as the day you were born, unequipped, unharmed (except for being a little waterlogged clearly) and in the presence of three total strangers. What happens next is the stuff of stories. Or a PbP game, ya know, whatever.

The Premise {Mechanics/What to Expect}

Its an island. With ruins and monsters and its uninhabited *cough* liar *cough* and 4 adventurers are going to try to figure out how to survive and, if circumstances permit, escape or do something else based on what you find.

Magic. Mystery. Etc. E6? Gestalt? Why? Oh the island is messed up. E6 presents a good dynamic to keep the power scale more in line with what the threats of the island are and gestalt helps you live. What will be fun is that everyone is from Golarion and it will be clear to the characters that things are messed up. In essence your characters will be conscious of their E6ness and gestaltness (in vague general terms) and depending on what happens that might actually be undone at some point. It sorta depends on if you live.

There are other strange things. I will mention them in the build instructions. I intend this game to be not for the faint of heart. Casters will have to track components (after all where is the bat guano on the island, hmm?) and divine agents will experience cosmic interference. Why is it every time I talk to Gozreh I get that weird echo? Crafting skills will be important. The island will try to foil you and in general (I think) much fun will be had.

Think Lost meets Robinson Crusoe meets Lord of the Flies meets...Aliens? Treasure Island? Lots of weird stuff.

Build Instructions:

Gestalt

Any 2 Classes (As long as I can find it on the PRD, you can use it. No unpublished (ie. playtest) classes. Occult, Unchained, etc. OK Gunslingers OK. Some classes will HAVE it ROUGH. But that might be really interesting. Let's just say that anything is possible on the island. I'm wiling to consider 3pp. No Psionics.

Any Race (Again, as long as I can find it. No custom. Its Golarion. Keep in mind you are about to wash up on a deserted island with the 3 strangers, that might make certain things...tense?)

MAX HD per level.

No gear. If you say WHAT? I say seriously did you read the premise? ;p

+2 Skill points per level ONLY for Knowledge or Craft skills. (Please note those expenditures in your proposed build)

Any class that has 2+Int skill points has 4+ in addition to the bonus points above. (Archetypes like Lore Warden will increase that total more, ask me more if this might impact you.)

Any feat that applies to a single weapon, applies to a group. I can and will work with you to create custom groups.

Some feats may morph over time to be more useful. (In general this will probably impact mostly general and certain combat feat chains.)

Similarly expect new uses for many skills due to the whole "stranded on an island" issue.

Last but not least. Choose two of the four "classic" elements. {Fire, Earth, Air, Water} that represent your character. You can choose how invested that "theme" goes. It could be as simple as "hey I'm a fire sign" or as invested as "I am a burning earth mage of fire and earth".

Selections and Timing.

I have one, I need three more. The party has to be small to make this work the way so I cannot accept a bigger party (and I usually do). Sorry.

I want one representative for each elemental alignment. The one locked in player has Earth or Air. (This is why I was asking for two, so you have a backup) It will actually play a role in the game.

The twist: In addition to your own submission I will be asking each player to cast one vote for another proposal they would like to see on the island with them. (This will happen after the final sub phase.)

I hate picking and I want the folks that end up on the island to be invested and excited in the group dynamic.

I'll leave the thread open until 9:00pm -8 GMT Sunday August 30th for dots. Final subs will be due 9:00 PM -8 GMT Wednesday Sept 2nd. Votes will be cast for two days until 9:00 PM -8 GMT September 4th with an intended start of the weekend of Saturday Sept 5th.

Ask away.

The Exchange

Just thinking that it would be very nice for a player to be able to mark a campaign as "inactive" so its no longer on our campaign tab. Being a long time PbPer if a GM leaves there is no way to get it off my tab unless I harass you fine folks...which don't take this the wrong way, I LOVE to do but it might just be nice if we could "excuse" ourselves from a game on our own.

Unless I am missing something?

The Exchange

Looking to change the GM on a PBP thread. I could have sworn that if you were the active DM you could pass it off but my search-fu is failing. Is that possible?


So I was hip deep in reading that voting thread when it got snipped and something that came up for me was this article which I was reading right before it:

How Republicans Can Get Things Done: What the GOP can learn from Democrats about how to govern.

The author (Reihan Salam) is known as a conservative commentator. I know nothing of how far he leans and I would have picked a better title just given the current partisan climate but I think the substance of the article has some merit as far as what he "sees" in the two political parties.

I thought this might be a good example of something to discuss around politics that proves to the powers that be we can have civil discourse.

It just really made me think about how I see the parties and what I "expect" of them and why, etc. YMMV

The Exchange

Hello,

My name is PirateDevon, paizo community member and play by post player.

I play in a Wrath of the Righteous game. Here

Long story short? We are two DMs in the hole and are looking for a brave stalwart soul to lead us to...well we aren't sure because we are the players and we would *never* read ahead in the AP.

Are you that soul, ready to forge a story of destiny using only words? We are a tenacious lot, ready to play, we waited through two DMs and are still looking for more! You can't buy that kind of loyalty!

So...yeah. Anyone want to take a stab at taking over?

The Exchange

Not wanting to muddy the waters in any of the other engrossing threads on martial/caster disparity. OR the rogue threads I was wondering about Ad&D mechanisms for balance in the form of separate XP tracks.

Obviously there was more than that (fighters got strongholds and kingdoms for instance) but rogues progressed much more rapidly than wizards (2 for 1 almost?) and so on.

I'm just curious if that metric has been thought of by the community to any serious degree. It seems to me the rest of the system could be left mostly intact (minus some feat tree trimming just on general principal) but could XP by class provide a relatively simple means of re-establishing class equity (rather than balance because obviously if some progress faster than others the system is acknowledging imbalance).

Anyone have thoughts on this?


Dot the gameplay yo ho!


Here be the discussion thread. yar.

The Exchange

Reading up on the iconic Summoner and watching the slumber hex thread explode into hilarity it got me thinking about the non-core classes and if they are more rare and if there was anything that indicated how rare they might be? (In Golarion obviously) Ive ssen plenty of AP material with expanded content but that is about players coming up against unique things. Anyone have any insight?


Lads and Ladies the Heroes of Sandpoint are in need!

We are a group of currently 4 players, one GM, playing in a well worn but lovingly dedicated RotRL game that has passed between a few DMs and recently lost our long time paladin. Care to join us?

We are looking for one, and may be willing to take up to two enthusiastic folks.

Here is the nitty gritty:

Build yourself at level 4 with the following:

20 point buy
2 traits
Max hp at 1st level; roll for subsequent lvls, min 1/2 hit die (ie, if your class uses d6, and you roll a 1 or 2, you get 3 hp + your bonuses)

For gear assume average wealth by level. Please be sure you are outfitted in a sane manner, I would not appreciate your character coming in with 2 magic items and no clothes. ;-p

My message to prospective players is build prepared to interact with a group that has good character dynamics. Concept first mechanics second. If you want to build an Invulnerable Rager or a witch go for it, but pick something you like and something you think will jive with the narrative. We have a couple of locals and some out of towners so you can be a known (if poorly remembered until now) quantity or you can ride in on your horse cloaked in mystery.

I prefer characters built with some hooks so I have some things to consider in making the game more focused on the players, I think everyone in the thread now has left me a juicy tidbit in their playing or in their histories that I can run with. If you have any ideas for inserting yourself into the game I am open to hear them.

For those who have played RotRL before have no fear as so have some of my current players and due to changes made by previous DMs I have already taken steps to modify the AP to flesh things out, offer some twists and in general make the game a unique experience.

I will leave recruiting open until Friday the 13th at which point I will take what I think are the 4 most promising submissions back to the party to vote on who they would like to see join the game.

Let me know if there are any questions. Either post in the thread or PM me if you like.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Here we go, up and running. We can chat mechanics, ameplay and b~!$*@*& here to keep the game thread tidy.


In the heart of the city of Ravengro, in the nation of Ustalav, the burial grounds known as the Restlands is the site of a somber affair. Amidst clouded skies and pattering rain a woman stands in black cowl and dress awaiting the arrival of an unknown number of mourners to pay final farewell to the man she knew as "father", Professor Petros Lorrimor.

You instructions were fleet and short; Lorrimor is dead. You are urged to attend his burial and the reading of his will. There was no mention of your history. There was no mention of your relationship. Simply a date, a place and ample expectation that clung in the air unsaid.

Feel free to narrate your approach. Include how you came to Ravengro if you so desire.


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Still abed with the sun over the yardarm? On your feet, ye filthy swabs! Get up on deck and report for duty before Cap’n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!

The words seem overly loud. You awaken to the smell of salt and spray. Your head pounds from the merriment, noise and chaos of the Formidably Maid, the tavern of your revels...was it last night? Your head aches with the dull pain, like an oar was smashed on your head and the ringing has not quite stopped in your ears. Your mouth tastes of bitter and sweet all mixed together. The room sways. Is that the room itself or an after effect of the spicy food and spiced rum? It was rowdy night, even for Port Peril...

Don't make me fetch the boys to drag yah before the Cap'n. Unceremonious type o way to start your career on the Wormwood...

The harsh words come from a man in the doorway. Dirty light, some lantern, some sun, mix just enough to see a tall man with a black braided beard, long black coat, heavy boots and a menacing whip in his his hands. The red tone of his bandana threatens to be the only true color on his person as even his fingernails feature black paint of some kid. See HERE for a reference

You note that you are clothed but seem to be lacking you equipment. In turn each of you note that you have been roughly handled but seem to be intact.

Melissa:
Having been playing the role of boy for a while now your clothing arrangements are second nature. In the haze of this rough awakening you note that your clothes are intact even if your gear is missing. Your throwing knives, thinner and smaller than regular blades have apparently gone unnoticed so though you lack your sword and other gear you are not completely without options.

Fjori:
Though robbed of your gear and armor your other clothes are intact and you dagger, apparently either too small or too well hidden to note, is still on your person.

Quillin:
You have heard of the sickness one gets when a familiar is lost but despiye the various abuses upon your person you still feel Smudge's connection though the parrot is nowhere to be seen. Your clothes are worse for wear but your spell pouch remains intact among your layers though they managed to take everything else. Additionally you notice the bastards took your hat!

Ajani:
Though stripped of much of your gear and armor you note that oddly still have your compass upon your person.

Bartolomeo:
Sadly you have been robbed of everything of value and stripped of your armor. Your memory is hazy but you do notice that in your pocket is a pair of brass knuckles.

Hassan:
You have been stripped of everything save your clothes but you do not that for some reason they missed you spell components as they are still on your person.

The man menaces at you lazily with his whip indicating you are to rise and follow. He leaves little to the imagination as to what happens next if you fail to comply...

Let me know if you plan to resist or follow.

The Exchange

Male Human Desk Monkey 2/ Logistics Guru 3/ Over-educated 2/Gamer 6

Yarr! This be the the OOC for me upcoming adventures on the high seas of Golarion. Post your character concepts, builds, ideas and thoughts HERE!


Using this alias I am in a PBP here that does not consistently update with a "new message" count from my "Campaign" screen in my profile. (ie. sometimes the count is accurate and sometimes it is not.) Additionally I will sometimes pop into the thread, see nothing, come back a few hours later and see posts from before or during my last time in the thread...

I use multiple aliases throughout the forums and I am in multiple updating threads and only this one thread w/ this alias has this problem. Any ideas?

The Exchange

So under magic item creation it says that cheap scrolls can take as little as 2 hours to create but that ultimately "Regardless of the time needed for construction a caster can create no more than one magic item per day." (p. 549 PF Core)

Am I going to mess up my game if I let my wizard work no longer than 8 hours a day but craft as many scrolls as he can in those 8 hours. (So up to 4 cheap scrolls a day). Anyone see a problem there?

The Exchange

Fellow Paizoites (Paizoans? Paizolonians?)

I am curious what your take is on the following issue:

Pearl of Power says :

Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl.

Crafting Requirements says:

Requirements Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled ; [costs per spell level from here].

Emphasis Mine.

Can a wizard craft a pearl or power and then can another class use it? Or does the user have to be of the same class? (The word "prepare" is used in reference to clerics too you see) I am curious what the community thinks about this and what they would allow in their own games.

Thanks.