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Pathfinder Starfinder Society Subscriber. Organized Play Member. 78 posts. No reviews. No lists. No wishlists. 10 Organized Play characters.


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Polling the community for this one. What has been a more satisfying encounter? A dragon with Draconic Frenzy/Momentum, or a Dragon with spell-casting? I'm looking for input from players and GM's on this one, even if you haven't been through both as yet I'll still be happy to hear how your dragon encounter went.


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What is the default duration of Clumsy, Enfeebled, and Stupefied? I know that some effects that inflict these conditions might list a duration (which always trumps the default duration) but unlike most of the other conditions listed in the core book I can't seem to find a default duration.


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Someone in a previous post asked about making Null-9 more interesting as a combatant. At a glance her stat-block is more geared toward reducing the odds that she's hit in the first place, which might work with the game's default tactics of her making a run for it as soon as she has the control board...

However given how the PC's would have to have already restored Osteth her flight from battle and the PC's can follow her, Null-9's flight is pointless.

From a reader's perspective, the stakes of her fleeing are inconsequential; the group will catch up to her sooner or later. Even if she gets back to the Controller 1 facility, she won't have time to operate the gate with Osteth restored before the PC's catch up. No real tension there.

From an in-story perspective this seems an odd tactical choice on Null-9's part. Yes she's a violent nihilist bent on the total destruction of the known universe, but she's still been inferred to be practical about her goals. If the cultists wanted to they could've done worse to the Kish and their "temple" but doing so would've put their ultimate goal of acquiring the Stellar Degenerator at risk so they left a surprising amount of things intact in Istamak (and besides, at the time Null-9 couldn't REALLY know she still was being followed, leaving behind stuff was a minimal risk). Then there's the fact the Desperate Hunger are spread out through the system, giving the cult an early warning sign and defending strategic locations, using Oblivion Shades as scouts in the Controller Moon 2 facility, etc. I think that Null-9 would find it more prudent to kill or incapacitate the small team that's after her before attempting to access the Stellar Degenerator, eliminate all distractions.

So to that end there's actually a real easy tweak to Null-9's stat block; by my reckoning she's a CR 5 soldier and CR 5 Envoy, I'm just shifting that to CR 4 soldier and CR 6 Envoy, giving her the Improved Get 'Em Improvisation. Yeah it's a bit painful to lose Focus Fire, but if she were to use her Envoy abilities she'd almost never have a chance to use it anyways. Now she has Quick Dispiriting taunt as a move action, thus still leveraging her impressive intimidate skill, being able to attack targets with a bonus as a standard action, and even helping out the otherwise extremely non-threatening maintenance drones. Which I believe will make for a climactic 'faux-nale" battle.

That's my take anyways.


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The Ragi wrote:

More bird-like robots, like the one from the Drift Rock - that one probably was fabricated in this very place. Xavra could easily go pick something up from the storehouse.

At least one brand new named kish could be called in to replace Hybeki, I'd suggest a mystic, to make the encounter way more different (maybe it picked up the devastator connection from prolonged exposure to cultists), or a witchwarper. Summon Creature would make for an interesting battle.

I'd rather turn the left behind armor into a trap.

Took your advice, the trap hurt, the robots were easy (as expected), and the mystic fight... was actually shockingly disappointing. Sure the Kish Scouts I had with the mystic tried to protect him but once the group got into melee with the Mystic, said mystic had NO room whatsoever to cast spells since Starfinder has no casting defensively. We'll see how their new characters fare against Xavra next week.

As a warning to anyone else who wants to roll up mystic NPC's to fight your PC's, Mystics seem to be sorely lacking ways to protect themselves from enemies.


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Tonight was to be the climactic finale of The Ruined Cloud for my group. Most of the adventure we had some bumps and bruises along the way, but for the most part the group had conquered every challenge they came across. That changed before the fanaticism and fiery anger of Xavra.

The party of four had defeated the Scavenger Slime and Four elementals with little trouble, taking only some stamina damage (and resting after each). They stumbled a bit with Hybeki and her pets, as Hybeki could hit like a truck once her pets provided proper flanking, but they ultimately succeeded and won with only a little bit of spell slot expenditure and some rest afterward (they also decided Hybeki would be too dangerous left alive and executed her and her pets).

Then came Xavra. I confess I did swap out the Kish with some Kish Scouts (normal Kish had proven absolutely zero threat previously), however the scouts added little to the fight, and ultimately nothing that contributed to the team's defeat. The trouble began when the group's solarian confidently leaped up to the balcony to confront Xavra directly, a grievous mistake as Xavra could easily strike him twice with flashing strikes and his absurd attack and damage bonus. Even when the melee technomancer went to assist him, Xavra proved their better in swordsmanship and downed them swiftly. Thanks to his corrected AC values our Solarian did manage a few solid blows but ultimately it was not enough before Xavra bested him.

Xavra then turned his attention to the slowed Mystic, and power armored solider. As beefy as the soldier was it took even Xavra some time, but eventually the soldier too was overpowered and the wounded mystic attempted to save his fellows on the upper-level. The technomancer used entropic grasp to create a hole for her escape, but Xavra ultimately cut off escape for the Solarian and Mystic, and one explosion later had two victims. The soldier spent some resolve and abandoned her heavy-ass armor (and most of the equipment on it) in the doorway to slow down pursuit and also escaped. Thus half the group retreated without their crucial intel, half of them are dead by Xavra's hands, and one dangerous fanatic is still in their way.

tl;dr - Even with lower AC, Xavra's a beast.

Most of the group is rolling new characters now. Xavra and his fanatics will be kibashing the power armor to repair any damage to the temple (namely the new hole left in the building, so weird Entropic Grasp just works on walls like that if you ask me), and I'm considering how to replenish the temple's encounters. I'm considering having a new creature(s) move into the basement in the Scavenger Slime's place, but I'm not sure what to do to replace the elementals and Hybeki (and pets). Thoughts, suggestions?


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Five people as a sample size is a pretty far-cry from "Universally disliked."

I'm neutral about it personally. The change in skin-tone took some getting used to but them being a slave race? Eh.


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Edge93 wrote:

I don't recall to well what-all there was of interest back at that level, I'll have to look later. There is definitely a lot of cool stuff but a lot of it is higher level. If there's a staff with spells you like (That are on your list of course) that's a great choice.

Two questions: What list does your Sorcerer cast from? (Or what Bloodline are they, that answers the same question)
And are you doing a homebrew campaign or Doomsday Dawn? I assumed the latter but none of the DD chapters play at level 5.

Also it would be good to know what your GP budget or item level allotment is.

Draconic Bloodline. So that would be the Arcane caster list. I also am taking Arcane Evolution, though that's not set in stone.

We're playing something called Arclord's Envy. According to the info our GM posted it was released at a convention.

Budget and items are standard for a level 5 character according to the wealth table on page 348 of the Playtest rulebook. So... 50 gp; one 4th level, two 3rd level, one 2nd level, and two first level permanent items.


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My group is going to do the Playtest this week (finally), and I have no idea what to put on my sorcerer. I figured a handful of scrolls at various levels would be alright for their item slots (we're starting at level 5) but it seems spells and class feats/features eliminate a lot of what else I would've thought to grab back in Pathfinder 1e.


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Honestly it sounds like the University should blacklist your PC's by the end of this adventure at best, or call the authorities on them the next time they try...

But that aside, the book at one point notes that the PC's may feel disinclined to pursue the cultists to the second moon, and proposes that the PC's be urged to do so by Osteth warning them that they found out how to open the gate from the second moon. Might seem like an excuse at first glance but on consideration it makes some sense and would also be a good way to continue the adventure if your group decides to just nuke the facility (in which case they're terrible Starfinders for destroying an ancient civilization's remaining structures).

The gate 1 facility may be the main control center to open the whole thing, but a massive machine like that would likely have redundancies and fail-safes built in so as to avoid being unable to operate the gate even if the main controlling facility is lost. Besides, destroying the facility wouldn't destroy the entirety of the machinery built into the moon itself. I sincerely doubt they can blow up a whole moon. With Gate 1's facility largely being toast in your scenario that leaves them to start looking into the other moons whose facilities are built into said moons, thus safe from nuking (unless they want to try blowing it up while inside the moon, which strikes me as potentially suicidal, so that's on them).

Now with the Gate 2 facility intact but Gate 1's facility out of commission you will want to consider how to re-distribute the encounters, if at all.


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Were it me I would try to adjust the encounters for three people rather than bring in an NPC at that late stage of the AP. The PC's are largely isolated and saving the Pact Worlds and beyond is all on them; different story if another PC was a realistic prospect, I'll try to come up with some excuse for a new addition to the table to bring in their character.

But that doesn't answer your question so...

you might consider custom-making an NPC using the class grafts; it would at least feel more like they're adventuring with a fellow adventurer rather than an out-of-this-plane-of-existence outsider. Heck, make an NPC clone of the Envoy if no one will find that objectionable.


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Selendra wrote:
Nintendogeek01 wrote:
Selendra wrote:
Xenocrat wrote:

NPCs and monsters are not built with PC rules. They have higher to hit and lower AC than equivalent level PCs. Gear, especially armor, is there for loot and some thin verisimilitude, not to actually calculate ACs.

They also get level to damage at every level, where a PC has to wait until level 3 for weapon specialization.

I don't remember reading that in the Core rule book, is that mentioned somewhere else?

Coming from DMing pathfinder, that is going to take some getting used to, and yes i do feel that my players are going to die, long before the Garaggakal...

The rules for building NPC's can be found in Starfinder - Alien Archive, starting on page 126.

From my own time running the first book, most of the fights aren't THAT deadly. That said the biggest, and legitimate, dangers are the Akatas on-board the Acreon, and, as you observed, the Garaggakal; that one's pretty infamous for its difficulty by now. Otherwise a typical party outclasses (gang members) or outnumbers (most of the threats on the Drift Rock) fairly handily.

Lol Outnumbers LOL

i live in small town, There is Me, GM, 2 players, some times a third

I haven't really looked through the alien archive that i am borrowing from my player. it is now on my to do list

Ah, well if you're only working with 2 people, sometimes a third, then some adjustments will be required on your part. Starfinder Adventure Paths are playtested for four players after all.


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Selendra wrote:
Xenocrat wrote:

NPCs and monsters are not built with PC rules. They have higher to hit and lower AC than equivalent level PCs. Gear, especially armor, is there for loot and some thin verisimilitude, not to actually calculate ACs.

They also get level to damage at every level, where a PC has to wait until level 3 for weapon specialization.

I don't remember reading that in the Core rule book, is that mentioned somewhere else?

Coming from DMing pathfinder, that is going to take some getting used to, and yes i do feel that my players are going to die, long before the Garaggakal...

The rules for building NPC's can be found in Starfinder - Alien Archive, starting on page 126.

From my own time running the first book, most of the fights aren't THAT deadly. That said the biggest, and legitimate, dangers are the Akatas on-board the Acreon, and, as you observed, the Garaggakal; that one's pretty infamous for its difficulty by now. Otherwise a typical party outclasses (gang members) or outnumbers (most of the threats on the Drift Rock) fairly handily. NPC's may hit harder, but PC's are also more durable in Starfinder as a rule


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Starfinder has separate rules for building NPC's. Almost all of an NPC's stats are determined by its CR with some leeway.

If I remember the aforementioned DC30 skills correctly, those are for knowledges that players will be able to find out on their own after some investigation, the DC30 would just save time; rewarding to such a knowledgeable player if they can make such a roll, but hardly necessary.


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Shaudius wrote:
Nintendogeek01 wrote:


I know this is late for your group but for anyone else reading this there's an easy solution for updating your equipment. Crafting (Page 235 of the core book). Windows of time to do so might seem impossible at first glance of Book 6 but if the group activates Security Chief's virus they can make a window of time to rest, which they can use to craft updated equipment.

The problem is you need UPBs for that, there's no reason to think you need to convert your credits to UPBs going into book 5.

Additionally, if you only get 8 hours for the security's chiefs virus you need to avoid sleeping since crafting of items of your level-5(I believe) take 4 hours.

Still not a problem.

The TombRobber doesn't specify exactly how much time it buys per use, GM discretion for how much time is too much time of course, but it could still give the PC's the required time.

As for UPB's, I'd do what Jason Keeley and others in the GM Reference for The Thirteenth Gate suggested; turn the credsticks the PC's would get into UPB's. It's not such a stretch for enemies to have it since they're aware they're going to be a ways away from civilization.


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HWalsh wrote:
Our group didn't have a chance to buy anything since maybe the end of book 4. This also meant that we were forced to scavenge for resources and were well underprepared.

I know this is late for your group but for anyone else reading this there's an easy solution for updating your equipment. Crafting (Page 235 of the core book). Windows of time to do so might seem impossible at first glance of Book 6 but if the group activates Security Chief's virus they can make a window of time to rest, which they can use to craft updated equipment.


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Well the number of players in my group increased due to circumstances beyond my ability to predict... and now I need to adjust for six players. I'll worry about the other books later but for now I'd appreciate it if anyone could double-check me here on the current adjustments I'm thinking of doing.

For the Stargazer I'm planning on bumping up Salask one more CR, and then adding one extra ksarik at the end for a total of three ksariks.

For the temple of the twelve I was thinking of replacing the adolescent Mountain Eel with a full grown one (going up a CR basically). Though... alternatively I suppose increasing the story award for reaching the temple and leaving the eel alone would make Panellier still stronger than the eel... hm...

Later in the temple I'm thinking of bumping up Avissa a CR, and lastly bumping up Tahomen an extra CR and giving him a total of four mooks instead of two.

By my math this should give the group precisely as much XP as needed to reach level 5 at the end of this adventure, but I'm as concerned, if not more so, about these adjustments maintaining their appropriate difficulty for a group of six. Thoughts?


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Finished my preparations for this book, barring any adjustments I'll need to make when my group actually gets here that is (since the game is bi-weekly it's gonna take some time yet).

Anyway, I've been thinking about what to do for an alternate scenario in which the PC's do decide to try to board the Stellar Degenerator; yes I still will support coming up with reasons why the PC's shouldn't board the Stellar Degenerator since not all GM's have the time or inclination to try to make up new encounters, but for those that like to be prepared I have a few suggestions for a quick-to-make alternate scenario.

As far as maps go, none of the maps presented in book 6 really scream "undead capital ship" to me, and thus could probably be recycled for the Stellar Degenerator's interior.

Then come the enemies. Sure we could go with Kishalee undead but to mix it up a bit I think perhaps outsiders might be a good fit as well. There's the Yarahkut Inevitable from Iron Gods, a type meant to keep dangerous technology out of unworthy hands, and the Stellar Degenerator would definitely be dangerous. Perhaps he is assisted by androids, robots, and elementals, or even other outsiders, swapping out the encounters as appropriate. Converting a Yarahkut to Starfinder would make for a great penultimate boss onboard the Stellar Degenerator.

For the climax, perhaps have the PC's have to fight their way through Corpse Fleet boarders, like the Baykoks from the escaping scenario, only for them to run into Admiral Serovox with their guard (as the bridge encounter, different location though), keen on personally inspecting the new weapon their armada just secured, just before the PC's reach their ship. Serovox is determined to kill the PC's for their interference, and unperturbed by the impending explosion since their Electroencephalon is safe back on the Empire of Bones.

Those are just some ideas I'd been tossing around.


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Definitely the latter. No question. The Bad Omens event makes a point of saying the PC's stats are not equal to that of a tier 20 ship's crew and neither the text in the event or the Electroenchephalon Command Key's text says anything about the PC's getting control over the other officers. The PC's get as many actions as they typically do.


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The Spore Trap's a hybrid trap, technological and magical. Furthermore, From a mechanics stand-point, it's a mind-affecting effect resisted by a will save. Way I see it, the spores are emanating a magical effect within the cloud, not trying to suffocate anyone.


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I apologize if this is a dumb question but I have to ask. Is Abneth, the Kishalee Marooned One, really supposed to be a CR12 encounter? I mean, sure he's an undead but that seems to be oddly strong for a marooned janitor.


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DrSnooze wrote:

Honestly I have a hard time believing that any party will decide on their own to try to board the Empire of Bones. It's such a ludicrous idea that I doubt most groups will even consider it, let alone actually decide to do it without heavy GM intervention. I ran this with my group last week, and they had planned on going through the gate to get to the Stellar Degenerator, which is by far the most reasonable thing to do. Perhaps figure out how to use the weapon to destroy the Empire of Bones, or stick with the original plan and crash it into a star.

Even if they don't want to do that (I told them the Corpse Fleet had managed to get between them and the gate somehow, which already stretched the bounds of believability) then why would they think it's safe for them to try to board the capital ship? And if they do, why would they believe that the five of them could even pilot a ship larger than Absalom Station?

In the end, I had to railroad them into boarding the Empire of Bones. They hadn't even mentioned it as a possibility, and I told them that's where the adventure wanted them to go. It was awkward and very disappointing.

I haven't gotten this far with my group yet but I'd start with eliminating the other possibilities.
  • Attack the Stellar Degenerator? It is unlikely the PC's ship would have adequate firepower to do meaningful harm to destroy the ship. Plus since the Corpse Fleet tripped the system's defenses, it's now incredibly hazardous to fly that close to the now open gate, especially if a few Corpse Fleet ships slip through in pursuit. If the PC's aren't getting this fact, do what the book says and give them a Wisdom check (DC10) or just tell them.
  • Board the Stellar Dgenerator? Aside from the hazards of approaching it in the first place, there's the logistics of reactivating a massive super-weapon that's been inactive/standby for ages, presumably without the benefit of AI maintaining it like with the gate control centers. Someone earlier suggested this; I'd make it so the sensors in the command center, or even knowledge checks, could tell them that the weapon could take days or more of repairs and reactivation to power it up to blow it up or something to that effect, more than enough time for the Corpse Fleet to move in with an overwhelming numbers advantage.
Now as for why they would think they could board the Empire of Bones, the book does mention how the PC's can realize that the Corpse Fleet could be distracted by the sudden surge of activity in the system. I'd slightly alter the results of the DC24 Computers check or DC18 Profession (soldier) check to let them realize that all the activity would sufficiently distract the giant ship's sensory equipment to let a smaller ship slip in unnoticed.


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Have I overlooked it or does Sisyrus Coldblood lack an operative specialization and exploits?


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gustavo iglesias wrote:

We started this today.

I made a few changes, but I want to share one, which might be helpful for other GMs.

Instead of Wraith 2.0 and Tombstone being something introduced by a jelous capitan, I made it be part of Embassador Nor's plan to infiltrate the Corpse Fleet. I made Captain Eskola, the corpse fleet double agent that the PC rescue in he Drift Rock in book 1, to be an officer in the Empire of Bones. Then she contacted them right before the marine assault (in my game, PCs bought necrografts, and I used those to tell them that they had some necromantic technomagic bug that allowed direct 1 way communication from the Empire of bones. But a simple radio call could work too). She told them that Embassador Nor had a plan to defeat the Empire of Bones and avoid the Corpse Fleet to grasp the Stellar Degenerator. And she had infiltrated the Empire of Bones with 2 viruses, Wraith and Tombstone, to help them.

This might or might not work in your campaign, depending on what happen in book 1 to the corpse fleet double agent. But if the PC side with Nor, and Nor trust them, this might be a nice "kaiser soze" moment. My players loved it, because they did not expect it.

I'm personally going with the interpretation that Gevalarsk Nor doesn't care how Eox is cared for, whether by cooperating with the Absalom Pact or by the Corpse Fleet. Way I see his actions he's got a finger on the pulse of both legitimate figures in the Pact Worlds and the Corpse Fleet so he can be ready to position himself in the good graces of the victor for both Eox and himself. Of course... since my group never even opened his package this isn't ever going to be spelled out to my group.

But hey, your interpretation worked for your group so that's cool.

But do let me know how the confrontation with Serovox goes, that is what I'm most keen to hear about.


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I've admittedly not started my preparations for this book yet (I still need to prepare book 5) but here's a question anyways. How's the final encounter with Admiral Serovox? Okay yes they're not technically the final encounter but it's victory over them or defeat by their hands that determine whether the PC's can enact their daring plan and so for all intents and purposes they are the final boss. Does Admiral Serovox pass muster as such?


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Alright, I've taken a few notes from the Alien Archives creatures so that there's a little less stabbing in the dark and would like to try Vampire Template 2.0!

VAMPIRE TEMPLATE GRAFT (CR 5+)
Vampires are undead creatures that feed on the blood of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.
Required Creature Type: Undead.
Suggested Array: Any.
Traits: DR 10/magic and silver; cold resistance 10; electricity resistance 10; fast healing 5; shadowless; vampire weaknesses.
Abilities: Gaseous Form, Blood Drain, spell-like abilities, create spawn, Deft Claws, Children of the Night, Change Shape (nocturnal animal), Children of the Night
Suggested Ability Score Modifiers: Strength, Charisma.

Spell-like abilities:

  • At Will: Dominate Person
  • Constant: Spider-Climb
Shadowless: Vampires cast no shadow and show no reflection in the mirror.
Vampire Weaknesses: Vampires are held at bay by garlic, mirrors, or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the object of its revulsion and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. A vampire is staggered on the first round when exposed to direct sunlight, and destroyed on the next consecutive round if it cannot escape. Immersion in running water deals damage to a vampire equal to one-third of its hit points (unless it has a natural swim speed). Driving a wooden stake into a helpless vampire's heart slays it, though it returns to normal once the stake is removed unless the head is severed and anointed with holy water.
Gaseous Form: As a standard action a vampire can turn itself into mist, turning themselves incorporeal and gaining a fly speed of 20ft. (perfect). A vampire cannot attack, cast spells, or use its spell-like abilities in this state nor can can it pass through solid objects, though it can slip through miniscule cracks. A vampire reduced to 0 hit points, instead of being destroyed, automatically assumes a Gaseous Form on its next turn, but loses Fast Healing and must return to its coffin within two hours or be utterly destroyed. After 1 hour of rest in its coffin, during which it lays helpless, the vampire regains its fast healing as normal.
Deft Claws: A vampire's claws gain the Grab Universal Creature Rule and possess the operative special quality.
Blood Drain: If a vampire successfully establishes or maintains a grab, it drains blood, dealing 1d4 CON damage and gaining 5 temporary hit points that last for up to 1 hour.
Create Spawn: A creature slain by a vampire's blood drain rises from death as a vampire spawn in 1d4 days. This vampire spawn is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A Vampire Spawn lacks many of the abilities of a full vampire, only possessing the Deft Claws, Blood Drain, and Spider-Climb SLA. A vampire may have enslaved spawn whose total CR is no greater than its CR; any spawn it creates that would exceed this limit become free-willed vampire with all of its other abilities. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or cannot be enslaved again.
Change Shape: In addition to the ability's description in the Universal Monster Rules, the vampire has the option to gain a flight speed of 40ft. with good maneuverability, and trades its claw natural attack for a bite natural attack.
Children of the Night: A vampire may use its Dominate Person Spell-like ability on nocturnal predators. Vampires on lost Golarion would use this to command bat swarms, rat swarms, or wolves.


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S. J. Digriz wrote:
I wonder how shadowless interacts with technology. It might be interesting to say that shadowless means that the image of a vampire is not captured by non-organic, non-magical devices such as telescopes, binoculars, cameras, or video recorders.

I'm gonna cop out and say they don't honestly. That vampires don't cast shadows or reflections is some odd supernatural thing that doesn't necessarily translate to logic. If every mystical aspect of vampires translated to logic then moonlight wouldn't be doing them any favors either.

Metaphysician wrote:
Honestly, this is where I say "I never found the energy drain touch to be an iconic or compelling aspect of vampires". It felt more like an arbitrary addition somebody did so that they didn't have to bother with mechanics for blood drinking. The vampire has an arguably-broken enough array of powers as is. They don't need an extra powerful energy drain on top of that.

And I wouldn't say energy drain is strictly necessary either, all I say is that energy drain is one vehicle by which Pathfinder and other systems represented the predatory aspect of the vampire.

More to the point, we can "bother" now. I've got a few ideas on how we can make blood drain translate to battle.

We could give the slam attack the grab universal creature rule, which would let it cut to the blood-draining bite relatively quickly.

Or maybe we could give the vampire a straight-up bite attack, it'd be simpler but this second method runs the risk of being too easily exploited by full attacks.

Maybe there's something else I'm just not thinking of.


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I might agree; however doing so would severely limit what is probably the most iconic thing about the vampire, that it is a life-feeding predator. I like that energy drain helps translate that into how a vampire can fight. So if removing energy drain, we would need to make the vampire's blood drain more practical in a fight. So how do we do that?


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As I've yet to see Paizo officially release a template graft for traditional vampires (yet they got Jiang-Shi!? Come on...) I thought I'd take a crack at making a template graft myself and... well I could use some feedback. On one hand it's accurate but still seems a bit... much for a Starfinder creature. I will probably throw this out once Paizo publishes a proper template graft, but until then may I present to you...

VAMPIRE TEMPLATE GRAFT (CR 5+)
Vampires are undead creatures that feed on the blood of the living. They look much as they did in life, often becoming more attractive, though some have a hardened, feral look instead.
Required Creature Type: Undead.
Suggested Array: Any.
Traits: DR 10/magic and silver; cold resistance 10; electricity resistance 10; fast healing 5; shadowless; vampire weaknesses.
Abilities: Gaseous Form, Blood Drain, spell-like abilities, create spawn, energy drain (slam, 2 levels), Change Shape (nocturnal animal)
Suggested Ability Score Modifiers: Strength, Charisma.

Spell-like abilities:


  • 1/day: Summon Creature 2-4 (spell level as appropriate for the vampire's CR)
  • At Will: Dominate Person
  • Constant: Spider-Climb

Shadowless: Vampires cast no shadow and show no reflection in the mirror.
Vampire Weaknesses: Vampires are held at bay by garlic, mirrors, or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the object of its revulsion and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. A vampire is staggered on the first round when exposed to direct sunlight, and destroyed on the next consecutive round if it cannot escape. Immersion in running water deals damage to a vampire equal to one-third of its hit points (unless it has a natural swim speed). Driving a wooden stake into a helpless vampire's heart slays it, though it returns to normal once the stake is removed unless the head is severed and anointed with holy water.
Gaseous Form: As a standard action a vampire can turn itself into mist, turning themselves incorporeal and gaining a fly speed of 20ft. (perfect). A vampire cannot attack, cast spells, or use its spell-like abilities in this state nor can can it pass through solid objects, though it can slip through miniscule cracks. A vampire reduced to 0 hit points, instead of being destroyed, automatically assumes a Gaseous Form on its next turn, but loses Fast Healing and must return to its coffin within two hours or be utterly destroyed. After 1 hour of rest in its coffin, during which it lays helpless, the vampire regains its fast healing as normal.
Blood Drain: If a vampire successfully establishes or maintains a pin, it drains blood, dealing 1d4 CON damage and gaining 5 temporary hit points that last for up to 1 hour.
Create Spawn: A creature slain by a vampire's blood drain or energy drain rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn whose total CR is no greater than its CR; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or cannot be enslaved again.
Change Shape: In addition to the ability's description in the Universal Monster Rules, the vampire has the option to gain a flight speed of 40ft. with good maneuverability, and trades its slam natural attack for a bite natural attack.

Summon Creature: As the summon creature spell, except that the vampire may only know the flying swarm, vermin swarm, and nocturnal predator summoning graft equal to the highest level of the spell the vampire can cast as appropriate for the vampire's CR, as well as three creatures with the nocturnal predator graft from the next lower-level summoning list.


  • Flying Swarm
    Winged insects, winged scavengers, flying mammals, or macabre birds of prey; these flying fiends are brought into being by their summoner to continuously pursue and harry their foes.
    Type: animal (swarm).
    Traits: fly speed of 30 ft. (perfect); darkvision 60ft., blindsense (scent), swarm defense, swarm immunities, distraction, and swarm attack; size becomes tiny or smaller but the swarm itself occupies the same space as the base statblock; reach becomes 0ft.
    Skills: Add stealth and survival
  • Vermin Swarm
    Diseased pests and vermin who scurry after their summoner's foes to clamber upon and devour them, or failing that let disease kill them.
    Type: animal (swarm).
    Traits: Plague (physical disease); darkvision 60ft., blindsense (scent), swarm defense, swarm immunities, distraction, and swarm attack; size becomes tiny or smaller but the swarm itself occupies the same space as the base statblock; reach becomes 0ft.
    Skills: Add stealth and survival
  • Nocturnal Predator
    Animals known to stalk the woods and leap upon unsuspecting prey now called forth at the behest of their summoner to visit the same fate upon their foes.
    Type: animal.
    Traits: Base speed increases to 40 ft.; darkvision 60ft., blindsense (scent); Able to pounce (charge and full attack at -5 penalty instead of -4); if creature beats its target KAC by 8 or more the predator also trips their target.
    Skills: Add stealth and survival


Pathfinder Starfinder Society Subscriber

I understand the written rules for NPC's and spells but honestly I can't help but feel that NPC spellcasters are hamstrung compared to PC's of the same level.

For the most part I can ignore this by telling myself the NPC only has the spells actually important to their role in the game listed and they presumably know a few others that aren't likely to come up, but that starts to strain a bit when we get NPC's with the mystic class graft who don't get their connection spell as a bonus spell known, but rather it eats one of their known spells.

Now in fairness, I'm saying all of this before I've actually fielded any spell-casting NPC's in my game so my concerns can probably be taken with a grain of salt. Though the time to field them is approaching soon and I'd like to know if I'm right to be concerned? If I am right how have you GM's who've handled NPC spell-casters done it?


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Sorry to double-post but I've hit on a problem while preparing my notes for this game (and my time-span to edit the last one's up). I can't find the Sharpwing's reach anywhere. I know it's a large animal but it doesn't tell me if it has a 5 foot or 10 foot reach.


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Hey all, thought I'd take a stab at making the landing pad too. This is a section of the landing pad that's heading toward the ramp and thus the ship isn't on-screen on this map but it should work for the encounter.

I hope this link works. Let me know if it doesn't.


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4 Necrofighters!? Geez... I know the Maiden Outclasses the Necrofighters but that's still four ships' worth of actions per round vs. 1 ship's actions per round. How'd your group manage that one?


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Regarding the Corpse Fleet ambush as the PC's leave the Asteroid, would it affect the difficulty significantly if the Death's Head Necrogliders were replaced with the Death's Curtain Necrofighter (I mean, Corpse Fleet custom ships do sound pretty cool)? I don't have too much experience with ship battles to know how much such battles are changed by the enemy having a numerical advantage but Necrogliders don't seem to even compare to the baseline Sunrise Maiden, much less whatever upgrades the PC's will have purchased by then.


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Hi, I'm getting ready to run the AP and my preparations for the first book are finished so I'm just getting started on reading the second book.

I wanted to know if the supplies the PC's can get from Turhalu Point were available to them for free or not? I can see why it might be free but it seems to me that an outpost would still need funds to stay supplied when they're far from civilization.


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I'm going to be running Starfinder for the first time in a few weeks, I've no doubt I'll need clarification on more than a few things but for now I just have one question.

One source or two I've seen suggested that spells don't use material components, though a number of spells seem to call this into question. Is this simply a case of specific trumps general? If so how do I know if the items outlined in the descriptions are consumed or not?


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113.) The Gods hosted a 1-star guest from AirBnB.

114.) A sudden influx of Chaotic Good Drow rangers dual-wielding scimitars.

115.) Old Man Henderson


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I know that the Starfinder core rulebook had some quick conversion rules for bringing Pathfinder creatures over to your Starfinder game, but with the Alien Archive released NPC creation rules have now been defined.

Admittedly I'm still trying to make sure I understand the creation rules, so I'm curious to know if anyone with a better grasp of them tried remaking Pathfinder monsters under the creation rules? If so how's that worked out?


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Thanks for the advice all. Probably going to try either the Sanctified Slayer or just slap those two feats on a rogue or slayer.


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Are there any classes and/or archetypes with sneak attack and an animal companion without multi-classing? I'd prefer something with a more martial bend but I won't be picky. No 3rd party please.


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UPDATE

5th player is going with a bard that focuses on spell-casting, and boosting their inspire bonus with a Dervish Sikke and the flagbearer feat + flag of ancient kings (+4 to everyone, +6 to everyone within 30ft of them).


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I'm going to be running King Xeros of Old Azlant (NOT, repeat, NOT for official PFS), for a group of 4 or 5 level 7 players.

1.) Brawler
2.) Eldritch Archer
3.) Forgepriest
4.) Ninja
5.) TBD (most likely a paladin multiclass of some sort)

From what I'm reading the first and last encounters look to be a bit beyond what a team of this size and level could reasonably handle. I want them to be challenging for certain, but right now the odds for those fights seem heavily slanted against the PC's.

1st Fight: I was thinking of making the Defense Construct's stats based off of a Coral Golem instead, DR still high enough to lower the damage of unprepared PC's (and render the harbor guards still useless) with respectable damage without the cursed wounds. Plus it's AC better meshes to give my PC's even or slighter-better-than even chances to hit.

2nd Fight: No concrete idea here, but I think maybe something other than the Xill Cleric 4, statting it up by Pathfinder's rules on adding class levels to monsters seems to push it a little far into the danger zone with her three Xill henchwomen.

So if anyone has some feedback or advice on making these fights manageable but still challenging I'd appreciate it.


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Weirdo wrote:

The wording's a bit vague. There's an FAQ clarification:

FAQ wrote:

Feral Combat Training: What does “with” in the Special line for this feat mean for monks making a flurry of blows?

Normally a monk who has natural attacks (such as a lizardfolk monk with claw attacks) cannot use those natural attacks as part of a flurry of blows (Core Rulebook 57). Feral Combat Training allows you to use the selected natural attack as if it were a monk weapon—you can use it as one of your flurry of blows attacks, use it to deploy special attacks that require you to use a monk weapon, apply the effects of the natural weapon (such as a poisonous bite) for each flurry of blows attack, and so on.

The feat does not allow you to make your normal flurry of blows attack sequence plus one or more natural attacks with the natural weapon. In other words, if you can flurry for four attacks per round, with this feat you still only make four attacks per round... but any number of those attacks may be with the selected natural weapon.

Thank you for pointing me to the FAQ; I'm just glad the player in question took the news okay given how excited they were about the flurry + claws.

toastedamphibian wrote:
Brawler / Shifter is not a good combination really.

Oh, they know. They also don't mind.


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I have a player who is doing a shifter 5/brawler 2. They grabbed Feral Combat Training and Multiattack and I already ruled that Feral Combat Training will let their natural attacks work with Brawler's Flurry. However I'm not certain it will let them make as many attacks as they think it does.

Here's what they've got on their sheet:

1.) First attack (-2 from brawler's flurry)
2.) Second Attack (-2 from brawler's flurry, again)
3.) Third Attack (-7 from flurry and BAB)
4.) Natural Attack 1 (-2 from multiattack)
5.) Natural Attack 2 (-2 from multiattack)

Do they have the right of it? If not what is the most attacks they can do in a full-round action?


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I'm toying with the idea of the BBEG, a high-level wizard or other spellcaster, disguising themselves for their machinations, and found myself wondering if it'd be possible for one to pretend to be an entirely different class to further distance themselves from their true identity? Any suggestions? Ideas?


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Mark Seifter wrote:
The battle scion skald archetype is modeled on an Arthurian/Celtic warrior-poet feel and mentions "warrior-poet" in its flavor text. It can gain and grant combat feats, which can allow for some fun teamwork action.

After taking a glance at that archetype yeah it does seem to be about what I'm looking for.

Thanks everyone!


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No third party content at all; but this isn't for PFS either, just a home game, no house-rules to add.


Pathfinder Starfinder Society Subscriber

I want to make a martial character with some bardic influence. I know there's the skald but the impression I got from my read of the class was that it was more support and less warrior when my goal is the other way around. Or is there a way to build the skald to be the other way around? Failing that any archetypes from other classes that might better fit?


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Balancer wrote:
Have you ever overcooked a roast. He'll be burned and blackened but there should be enough there to raise.

Makes sense, thanks!


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Thanks for the input! It went about as expected. Two PC's bought it (one died from sheer bite damage, the other died after being swallowed), but the rest of the group managed to kill it. Gunslinger was definitely the main damage dealer to the thing, especially with some help from the Bard's boosts. The Brawler/shifter did do some damage despite the burns, and she might've died too if not for the gunslinger getting the finishing shot. It was a pretty exciting fight.

Now as the swallowed fighter is one of the character's brother they do plan to raise them from the dead... however I'm not clear on what happens to a corpse that's suffered quite a lot of fire damage... any input there?


Pathfinder Starfinder Society Subscriber

I've slated my group to run into a Remorhaz next session and I want to make this the most dangerous encounter that session; ideally the group will be in real danger of losing a PC or two but barring exceptionally bad rolls/tactics on the party's part I don't think it can wipe them, nor do I want it to.

The group are all level 5 and consists of
Unchained rogue (swashbuckler archetype)
Gunslinger (Pistolero)
Dual-wielding fighter (Focused Weapon w/ Kukris)
Brawler/Shifter (Verdant Shifter)
Arcane Healer/Studious Librarian Bard (whose items can let them supply a whopping +5 buff to the parties' attack/damage)

Lastly the PC's do get a chance to identify that a Remorhaz frequents the area.

I believe that covers the important details but if there's anything else you need to know to get a better picture I can try to answer (within reason)

So any advice?

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