Harrim, Jaethal, Kalikke & Kanerah, Octavia & Regongar unfortunately didn't make the cut to have more details added to them. But I would like to add extra content. I admit though I'm having some trouble with work shopping. Some ideas. So far I've been working the angle of tying them into some pre-existing content so as not to oversaturate the game with their personal missions, plus the companions that did have their quests fleshed out already occupy a wide range of level ranges.
Harrim I'm thinking of somehow tying to dwarf fortress that the trolls occupied. I'm thinking maybe some shortly after trial trouble is ended. Or maybe there's an angle during? I don't want to do lockstep with how his video game quest played out, but I don't want to have to do multiple stages to his quest and risk him dominating whatever the PCs have going on.
Jaethal I'm thinking maybe have something from Kyonin catch up to her, tying it to those Urgathoa who were turned into mummies seemed like an angle I could pursue, but again, I'm worried about how to actually tie it all together without overwhelming the PCs
For the twins I was thinking maybe tie their fiendish ancestry to "old sharptooth" instead, but I can't figure out a good time to actually pursue this.
Octavia and Regongar I am drawing a complete blank on. To the best of my memory There really isn't a technic league thing in the area of PCs the explorer.
Hey I'm in need of a plant monster and the Sargassum Heap is the right level that I'm looking for, but Sargassum is apparently a marine plant and my game is taking place in forests and swamps. Anyone who knows more about plant-life than I do have any suggestions?
Yes I know the Shambler technically would work but I'd rather not do OGL monsters.
To be frank, I tend to dislike horror as a genre. Not my speed.
I've heard sterling things about this AP though and I wanted to ask if it's worth it even for someone who dislikes horror? Or is this simply going to be a case of it being great but not to my taste?
Two years after sharing a Magus guide and constant updates to it I thought to myself I'd never write another one again. Yet here we are. So I humbly present...
There's still sections I'd like to add and things I'd like to clean up a little, but I hope that the guide, even as-is, may provide some assistance to anyone looking for some advise on the champion class.
I want to create a random encounter table for an urban center (a major city specifically) but I'm uncertain where to start. What should the flat d20 DC be for an urban center? What modifiers would change that DC? And crucially, what sort of hazards and enemies could you encounter?
The rituals printed in War of Immortals aren't sitting right with me. It's not that I have a problem with the rituals in-and-of themselves, but I can't say I'm fond of classics like Create Demiplane, Imprisonment, and Freedom are now inaccessible to anyone who lacks mythic power.
Like, are evil wizards all suddenly going to have to get into the real estate market? In THIS economy!? Jokes aside, I dislike the idea that one must be mythic to seal away the immortal evil, or magically reinforce a structure. This feels like a needless restriction on rituals that are already tagged uncommon or rare, and thus plainly subject to GM discretion to begin with.
I'm playing a character that's deeply invested in their crafting skill for the first time and I noticed that the book says you need different sets of Artisan's Tools for different crafting. Now I could shove the different kits into a Spacious Pouch but I'm still curious to know if there's any alternative to needing to haul around a whole bunch of Artisan's Toolkits?
If you're running some pre-remaster adventures with fiends under the Remastered rules, ESPECIALLY if you're gaming on foundry, it may be tempting to leave the evil damage on their statblocks as Spirit damage.
DON'T!
This just means that fiends that once hit "good and ONLY good" targets like a truck will now hit EVERYONE like a truck! There's a reason that the Monster Core book doesn't have it so fiends automatically hit for spirit damage!
So do your players a solid, and just remove evil-turned-spirit damage from any fiends they run into. Thank you for reading.
NOTE: If your party is up against celestials, then still remove the good-turned-spirit damage. Or if something does lawful-turned-spirit, or chaos-turned-spirit.
Disclaimer: I am fully aware that I can still use the Pre-Remaster monsters as-is (with some mechanical adjustments such as removing alignment) in my home game and that nobody is going to send the Pinkertons to my doorstep for daring to say Owlbear... {side-eye to Hasbro...}.
But just for fun, how would we rebrand or rename some of the OGL monsters that (probably) won't be making a return?
For instance, Paizo has already demonstrated rebranding the Green Dragon into the Horned Dragon, and I seem to recall they teased they were already doing something similar with some as-of-yet not yet disclosed dragons.
Or what could we rename the mimic? Hungry Object? Faker? Poser?
Or, of course, the Owlbear? Raptorbear? Birdbear if you're feeling alliterative?
I'm planning a campaign where an artifact plays a central role in the story. The gist is that the story is set in a nation embroiled in civil war among various lords vying for power. Before the civil war they would all unite their pieces of this artifact to name one of their own as the Ruler of the nation, but now said ruler has been unable to put a stop to the various lord's warmongering.
The goal of this campaign is for the PCs to restore one of the Lords to power after they were defeated, but their shard of the artifact had not been claimed. So my goal is to try and create an artifact that has enticing power even in its shards, but whose main component isn't so overbearingly powerful that the ruler could just end the civil war easily. So some feedback would be greatly appreciated.
Heart of the Nation:
Level 25
[Unique] [Arcane] [Artifact] [Invested]
This brilliant pink gemstone is shaped like a teardrop as large as a human head. Anyone who has invested the Heart of the Nation can create seemingly limitless spheroid Shards of the Nation, with the only apparent effect being that the Heart of the Nation's size is reduced so that it fits in the palm of a person’s hand. The Heart of the Nation can only be invested when all of its shards are reunited with the Heart of the Nation within the Nation's borders. This investiture is permanent until invested by another individual. The Heart of the Nation does not count against the normal limit for invested magical items.
The Heart of the Nation grants a +2 item bonus to all charisma-based skill checks, this bonus increases to +4 for checks used on citizens of the Nation. The Heart of the Nation is inextricably tied to the land of the Nation and any who leave the Nation with it will find themselves drawn back to the Nation, as though the gem itself is attempting to return to the Nation.
Activate-Convene Council 10 minutes (concentrate, mental, sleep) Frequency once per day; Effect You call upon all those who possess a Shard of the Nation to convene for council. You and all those invested in a Shard of the Nation may choose to sleep and gain the effects of Dream Council. The effect lasts for 8 hours or until all subjects wake up.
Activate-Ruler’s Charisma 1 Hour (concentrate, emotion, incapacitation, mental, subtle) Frequency once per day; Effect You affect the hearts of a huge number of targets. This functions as a 10th-rank Charm, but with a range of 1 mile, no critical failure result, and able to affect any number of targets. Targets who see the caster after the spell is complete find the caster to be charming and likable. The Will save to resist this spell is usually DC 48, but the Nation's citizens must instead roll against DC 50. Anyone in possession of a Shard of the Nation is immune to this effect.
Destruction If a foreign invader conquers The Nation and chooses not to claim the Heart of The Nation as the spoils of war, the Heart of the Nation will turn into worthless and powerless stone.
Shard of The Nation:
Level 20
[Rare] [Arcane] [Artifact] [Invested]
Resembling a brilliant pink spheroid that one can clench in their fist, a Shard of the Nation can only be invested within the borders of the Nation, and only if the one who has currently invested the Shard of the Nation is dead, or if they willingly bequeath their Shard of the Nation. This investiture is permanent until invested by another individual. A Shard of the Nation does not count against the normal limit for invested magical items.
The Heart of the Nation grants a +2 item bonus to all charisma-based skill checks. The Shards of the Nation are inextricably tied to the land of the Nation and any who leave the Nation with it will find themselves drawn back to the Nation, as though the shard itself is attempting to return to the Nation.
Activate-Lord’s Charisma 1 Hour (concentrate, emotion, incapacitation, mental, subtle) Frequency once per day; Effect You affect the hearts of a huge number of targets. This functions as an 8th-rank Charm, but with a range of 1 mile, no critical failure result, and able to affect any number of targets. Targets who see the caster after the spell is complete find the caster to be charming and likable. The Will save to resist this spell is usually DC 43, but citizens of the associated Lord's lands must instead roll against DC 45. Anyone in possession of a Shard of the Nation is immune to this effect.
Destruction If the Heart of the nation is destroyed, all extant Shards of the Nation become worthless stones.
I'm not familiar with the Dragon Quest games but my understanding is that the main heroes have become something of an archetype in Japanese media depicting more western-style fantasies. Now I'm curious if anyone more experienced with this style of "Hero" might have some advice on some class and/or archetype combos that might be good fits? Suggestions for both free archetype or without free archetype would be appreciated.
I actually have VERY little history with D&D in-and-of itself, I've played exactly two games of it. So I'm not entirely familiar with what Pathfinder creatures relied on the OGL to be around. Like I get that the presentation of dragons is going to have to be different from D&D's, and I can guess at a few but I don't really have a comprehensive list. So as the title question says, what isn't coming back with the remaster?
While it's a ways out I'm starting to make plans for the next campaign, and one member of the group requested free archetype, an idea I'm quite keen on, I did play with one group that used free archetype and I liked it; however I wasn't so keen on the complete lack of restrictions on free archetype they used and I'm thinking that, especially since this will be the first time using FA for this group, I want to restrict the list of available archetypes available via FA.
The campaign is going to be one invented from each PC's backstories and focused on their individual goals, so right now there isn't a whole lot nailed down about it I'm sorry to say; what are some sensible general limitations on FA to give them options, but keep the list trimmed down so it's not out of hand?
Ever since my party has hit level 14 (they're currently 15), it seems battles against spell-caster enemies haven't been challenging them, which is a problem for me since this is a caster-centric campaign they're going through. How do I handle spell-casting enemies so that they are an appropriate level of challenge rather than being uniformly a speed-bump?
If any details about past encounters are needed feel free to ask, but I've got to be somewhere right now so I'm sorry if this question is too vague.
I'm in a living server using free archetype and since I'm a leaf druid I decided to get an arboreal sapling via the Beastmaster archetype. I haven't played with animal companions first-hand so I'm struggling to figure out the best way to develop the sapling going forward.
The Arboreal Sapling obviously has better strength to start with, however its "Throw Rock" advanced maneuver distinguishes it from other animal companion options, but being a ranged attack it seems like it'd benefit more from going Nimble and then selecting DEX-focused specializations. That said it starts with a pretty paltry DEX mod so it makes me wonder if that's even worth salvaging.
Does anyone know if the Sympathetic Vulnerabilities feat enables the Implement's Interruption reaction, from the Weapon Implement, to count every creature affected by Sympathetic Vulnerability as "The target of your Exploit Vulnerability" for the purposes of the reaction's trigger?
My level 13 group has been having an inordinate amount of trouble getting past an encounter with an Ancient White Dragon and some souped-up Frost Giant minions. I designed it to be a severe encounter but it does seem the White Dragon always manages to get the group too low on health for it to even be called a fight by the time the giants are slain.
Now yes the Random-Number God has also had it out for the players so I can't discount the random factor making this harder than anticipated, but the amount of weight the Dragon pulls does bring up the question, are there some monsters made to be solo-encounters by design?
While any input you have on the Ancient White Dragon specifically would be appreciated, I am also asking about other creatures in general.
I'm trying to find out what sort of encounters an adventuring party would run into out in the Varisian Gulf, or failing that I'll settle for ocean encounters.
Your elemental resistance becomes full immunity. While you have an element gathered, you’re immune to effects with that trait; you can voluntarily allow them to affect you.
While effects with the Air, Water, and Earth traits are a (relatively) short list, the fire trait is attached to quite a few effects. Dual and Universal Gate Kineticists especially seem like they'd be able to attack with one type of elemental impulse and remain immune to their effect of choice without any real cost.
I'm running a campaign where, in a few weeks, the party will be encountering a powerful wizard soon.
Boss wizard is level 15 with two level 9 adds assisting them.
Party is level 12 with...
A Giant Instinct Barbarian
A Wolf-Stance DEX Monk
A Storm Druid
A Redeemer Champion
An Imperial Sorcerer
The general plan is that the wizard starts the fight with a number of "fog" spells and using Walls and other CC spells to keep them in said fog spells as long as feasible, then taking the to the air and using offensive spells once it seems he can't keep the party away any longer.
So with all of that said, as I was reviewing the wizard I realized that at the Extreme spell DC and spell attack the Gamemastery Guide recommends for level 15+ wizards (DC 40) that he's likely to utterly DESTROY the PCs before they get close (their best saves in any given saving throw is 23). So I do feel the need to reign in the DC; but spellcasting NPCs are usually given those high-to-extreme spell DCs because once a party gets past that they have little-to-nothing else going for them. So I also feel that if I nerf the wizard's spell DC I need to give them something back for it.
Any suggestions? Better AC? Better hit points? Passable ability to fight in close quarters?
Even though it will be a while yet before my group is done with the current campaign we're doing I can't help but think "what next?" and I haven't written any of the 2e AP's off the table as yet. Though I would like a better gauge of what people think of their quality.
I'll be playing a magus in an upcoming game soon (man have I been WAITING for this!). I'd finally settled on Sparkling Targe, then I started browsing my books, and the core book managed to remind me of the human ancestry feat multitalented. This had led to my current conundrum.
Take wizard dedication at level 2: early access to one more skill, four cantrips for my spellbook and being able to prepare 7 cantrips! Basic wizard spell-casting at level 8 (there are other feats I want at levels 4 and 6 first)
Take wizard dedication at level 9: several levels later on the aforementioned perks, and basic wizard spell-casting delayed to 10 or 12 (haven't decided which). But I'd use that freed up feats for force fang to get 2 focus points for conflux spell usage, and standby spell which seems to free up space to prepare more than just striking spells.
I've seen others talk about having pdfs of this AP, but is there no option for non-subscribers to get the pdf? Every time I go to the store page the only option seems to be for the physical book.
EDIT: Nevermind, seems if I go to "Learn more" it takes me to the more traditional store page where I can get it. Seems odd that it lacks a drop-down like some of its preceding adventure paths though, which is why I'm leaving this post here.
Page 106 of the rule book says that champions who stray from their alignment or violate their code of conduct lose their divine ally and focus pool (plus abilities that depend on those features) but are those the only features they lose? In particular, it seems odd they'd keep their champion's reaction since some parts of the champion's reaction seem decidedly supernatural.
General consensus a while back was that the Eldritch Trickster was harder to make work than the other rogue rackets, but now that Secrets of Magic is out how does it shape up now? New spells help it out any? For that matter do the Magus and Summoner count as spell-casting archetypes for the purpose of the racket's free multi-class dedication?
So I'm a player in this group and we're about to do our "heist" of the vault in the Lucky Nimbus. As a PC I have NEVER done a heist before and honestly I'm having a hard time getting excited by the idea.
My character is an archery fighter, but I picked up stealth (currently master) and thievery (currently expert) to act as the party's pseudo-rogue, the group's cleric and witch prepared spells they believe will help, we got a way inside with the help of Madam Carlyle. Plan is to steal the key from Carlyle, get me and at least one other down to the vault to do our retrieval.
Having all that said, when I think about the execution next session I can't get excited, I only find myself worrying about how it could all go wrong, my fighter without his bow. I don't think I'm built for this.
I don't want spoilers about the specifics of what we're about to do, and maybe this is a more appropriate question for general advice, but is there any insight to offer about doing "heists," or something I haven't considered that might at least make me not absolutely dread attending next session?
So I was converting a few dragon's hoards from 1st edition and the sizes are... not impressive (at least keeping to the scales presented in the conversion guide), but at the same time I don't want to destroy the expected treasure-per-level. Advice?
I had an idea I thought would be a fun concept, a half-orc who, after surviving an unpleasant childhood found solace in Cayden Cailean; via drinking, being merry, and enjoying the rush of a good scrap, or a just cause to defend others' freedom. Thing is... warpriest looks pretty difficult to bring together. That said I am pretty committed to trying to make it work so I'd like some advice and feedback. I'd also prefer not to go into archetype feats but I'm also not adamantly opposed.
Level 05: Ancestry Feat, Increase Religion to Expert
Level 06: Divine Weapon, Titan Wrestler
Level 07: Fleet, Increase Religion to Master
Level 08: Channeled Succor, Battle Prayer
Level 09: Ancestry Feat, Increase Medicine to Master
Level 10: Replenishment of War, Sacred Defense
Level 11: General Feat, Increase Athletics to Expert
Level 12: Emblazon Antimagic, Robust Recovery
Level 13: Ancestry Feat, Increase Athletics to Master
Level 14: Advanced Domain, Skill Feat
Level 15: General Feat, Increase Medicine to Legendary
Level 16: Eternal Blessing or Shield of Faith, Skill Feat
Level 17: Ancestry Feat, Increase Athletics to Legendary
Level 18: Cleric Feat, Skill Feat
Level 19: Shield of Faith or Domain Focus, Increase Religion to Legendary
Level 20: Maker of Miracles, Skill Feat
That's the extent of what I've come up with so far, ancestry feats and latter skill feats I haven't decided; and admittedly some of this could shift depending on the type of campaign. General gist is I want him to attack, or disarm, with a rapier and a block with a shield in melee, while favoring WIS so that he can make use out of Cayden Cailean's granted spells plus any save/attack spells on the divine list as needed.
I've noticed that the divine spell list is sorely lacking in ways to make long-distance traveling easier. No teleportation, no wind walk, not even phantom steed. The only spell the divine list seems to have that would help with long-distance travel is Wanderer's Guide and that's dependent on the terrain you're traveling in. I must admit this does not sit overly well with me.
I'm running a 2nd ed. version of Rise of the Runelords, and while the group is still only on book 1, I'm trying to prepare ahead as much as possible and I've hit a snag on Foxglove Manor.
Traps in 2nd ed. don't offer the same experience as an encounter like they used to in 1st edition, and trying to compensate by increasing the level of the traps would just turn Foxglove Manor into an unbearably resource-draining gauntlet or worse. I've toyed with the idea of turning some, but not all, of the haunts into encounters or turning some of them into complex hazards, but I haven't committed to it yet. Does anyone have some suggestions or examples?
For the life of me I cannot settle on what I want to do with my Redeemer of Shelyn. I can't decide if I want to go weapon & shield to get shield ally, or go glaive with blade ally, and then after that I can't decide what to do with her feat selection. I mean I want her to be merciful when she can but if a conflict is inevitable (and let's face it, it is) she's able to protect her allies and minimize the harm they come to. But I can't figure out how that would inform the mechanics of this character; it seems a lot of champion feats and features have all manner of ways of protecting others in different ways.
This is a Society character so I can't always guarantee what party she'll be with.
I could use some insight about how certain feat chains affect her role in combat or how feat selections might reflect her philosophy in combat.
Is the incapacitation trait meant to interact with Evasion/Juggernaut/Resolve and similar class features? Does a failure become a critical success? Or does the trait not interact with those abilities?
I added my new payment method so I could get my subscriptions paid for, however I got back a "declined" message. I just got off the phone with my bank's card services and they informed me that they didn't see anything wrong with my card or account, so why isn't it working?
EDIT: I can confirm the card information itself seems to be just fine as I just made an unrelated digital purchase elsewhere.
My bank is late in sending me a new card to replace my expired one so I want to avoid any trouble and just cancel/delay/suspend my current subscriptions. I should be able to just pick them right back up once I get my new card correct?
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.
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.
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.
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
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?
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?
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?
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.
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.