Oberon 47's page

No posts. Organized Play character for Andrew Christian.



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Scarab Sages

So, as I start to wrap up my Kingmaker campaign, I was wondering if there was a city-based AP that would be easy enough to adapt to a city built by the PCs in Kingmaker, so the players can play out their next campaign in the city/kingdom they created.

Scarab Sages

Does anyone have a handy list of Adventure Paths that DO NOT have any of the sub games? (e.g. Kingmaker Kingdom Building and Mass Combat, Ironfang Invasion Militia, etc.) I am in a group where one of the members will be taking over as GM and we'd like to play and Adventure Path, but we don't want to bog him down with any of the subgames. We just want an adventure.

I know that most of these have sidebars for what to do if the players don't want to play the subgames, but any adventures where that extra work isn't necessary would be best.

Thanks for anyone who responds.

Scarab Sages 5/5

I've been pretty critical of the whole Saddle thing, so I wanted to shout out that the I believe all the outstanding Saddle questions have been answered in the new FAQ!

Highlights:

  • Class Feature Mounts may always wear a saddle even if the body type normally wouldn't grant one. Other Class Feature Entities (CFE) that are not a mount class feature are not automatically granted a saddle slot.

  • Creature body types no longer disallow wearing a belt or chest item just because they have the saddle slot. In other words, saddle is a separate slot for that animal type now and they still retain the belt or chest slot respectively.

  • Creatures with the saddle or horseshoe slots can always wear magic items of those types. (Nice return of that language to the FAQ).

  • CRB riding animals (dog, pony, mule, and horse) all use standard saddles. ALL other creatures use exotic saddles.

Nice permissive clarifications!

EDIT: Only Mounts get saddles despite body type.

Scarab Sages

When you created a separate 2018 blog link, the blogs are no longer availabe.

Scarab Sages

First a caveat:

I totally understand that the CRB will start with the core 11 classes + alchemist.

But it seems with the limited information we have so far, that each character will get to pick feat chains that help them differentiate their character but grow in power. That perhaps the classes will offer something different than 20 level suites of abilities and that these class specific feat suites will instead drive the abilities.

As such, there are some mechanics from the PF1 library that I think could easily be included in the PF2 CRB in such a way. Of course this becomes moot if the rules are not compatible with my assumption.

  • Grit/Panache System
  • Studied Target
  • Revelations
  • Arcana Pool

This would allow folks to create a Magus, Oracle, or Swashbuckler concept without there needing to be another book creating another 20 classes.

Scarab Sages 5/5

Any insight as to how the Playtest will affect Org Play? The next edition?

I am assuming that once PF 2.0 goes live, org play will migrate over to that. But will it do so for the playtest?

Scarab Sages

I can't find where the FAQ is linked except for from the Pathfinder Roleplaying Guild landing page.

Can we get a link to the FAQ from either the Paizo main page or the Pathfinder/Starfinder main page?

Scarab Sages

Putting the buttons below the text and link to the guide feels really awkward and counter-intuitive to being able to navigate the page. If you want those bits of information to be spotlighted, might I suggest putting the navigation buttons to the right so all can be seen without scrolling?

Scarab Sages

Back in the spring prior to Paizo Con when things were really slow, my GM total dropped from ~364 to 351 when the update happened to help things not be so slow and added all the tracking on the left.

Now, I'm at 342.

Why have I lost about 22 GM Credits over the last several months?

Scarab Sages

2 people marked this as a favorite.

Are there plans to ensure the reliability of the website? I've noticed that over the last few months the reliability of connecting to the website has gotten much, much worse.

Instead of once every couple of weeks with goblins showing up, now it seems to be every other day, if not every single morning.

Scarab Sages

Yaaas! I have finally gotten into this one after years of trying!

Scarab Sages 5/5

I think now that the clarification has been made about being able to Venerate any deity and any ideas, that it might be fun to share all the Golarion-Specific veneration ideas folks have come up with.

Such as Shoanti or Mammoth Lord ancestor worship or one of the Failed or one of the philosophies in Faiths and Philosophies.

What have people come up with that isn't written in any book, but just wreaks of Golarion Lore. Like, "I know that would be something from Golarion!"

Liberty's Edge 5/5

2 people marked this as a favorite.

So, I was skeptical about the midday break. I typically go to conventions to get in as much PFS as possible over the three or four days. Even my off slots at Gen Con, I try to play PFS or go to the dealer room.

But after experiencing it, I really liked it. I went to a couple seminars. Enjoyed a nice alone time breakfast. Got to chat extendedly with John Compton, Mike Brock, Linda Zayas Palmer, Owen K.C. Stephens, Mark Seifter, Stephen Radney-McFarland, Erik Mona, Lisa Stephens, James Sutter, and Liz Courtz to name a few. I also got a 2-1/2 hour nap in before the special, that was really nice.

I loved it.

How did others feel?

Liberty's Edge 5/5

2 people marked this as a favorite.

I have the privilege and honor to announce that Jon Dehning, the Venture-Captain, Minnesota-Minneapolis has earned his 5th star as of Con of the North this weekend!

He is full of dry wit, sarcastic humor, ironic demeanor, but overall, he's a fun guy and a great friend. He does his best to make sure the tables he's GM'ing for are fun and entertaining. Often, he is one of the most popular GMs in the are for people to ask to play at his table.

A couple comments:

Quote:

Jon is always a great representative for PFS. He makes people feel welcome, is cordial in his communications, and has a great way of politely reminding players when they're breaking the rules of Society or the venue. His fair application of the rules is beyond question, and he's always got time to answer a question.

I am honored to be among the (undoubtedly many) people whose characters have met unfortunate ends at his tables.

Quote:

I've never known a person to start on his Wookie costume for Halloween as early as Jon.

Does that count?

The last quote is a good example of the wit and humor he brings to our region, and why many folks like to give the humor back to him as much as he dishes it out.

Congrats my friend!

Liberty's Edge 5/5

1 person marked this as a favorite.

Jon Lamkin, our local game day coordinator for The Source Comics and Games has been a huge foundation of our local Pathfinder Society community for over 3 years now. He has been running between 4 and 6 tables for the better part of 2 years every Sunday.

He has both grown as a coordinator and a GM over these 3 years, and I had the great honor to sit at his table and both play and observe his GM style. It's been some 2 years since the last time I sat at Jon's table, and he really did show me an enjoyable time.

My wife has been playing for almost 3 years now, some 150 play sessions, and still says that his running of "We Be Goblins" in February 2012 was her favorite play session ever.

Please join me in congratulating Jon Lamkin on achieving his 5th Star! Customer Service should be along shortly to award him that star officially.

Now for some Anecdotes:

"Jon brings the NPCs to life with fun personalities. He knows the rules like the back of his hands and he takes it with good grace when the players OWN ALL OVER HIS MONSTERS LIKE THEY ARE LITTLE GILRS!! HAHA 207 damage on yoru zombie mammoth, one shot baby!"

"Where Mammoths Dare Not Tread: Jon had bought two new mammoth minis for the scenario. He places both on the table with a smile. Both are wipped out in one round. "You guys suck." Laughter ensues."

"Jon works hard to organize tables for The Source. He tries hard to accommodate new players who pop up and find seats for everyone."

"I think Jon deserves his stars because he's always on time, friendly, and prepared."

"While I've never played at Jon's table, I've heard several recounts of his tables. He is always great & gracious with the "thank you's.""

"He only GM'd for me once for "We Be Goblins" but he made it fun! We almost died but he did get us all to stand up and sing our goblin songs."

"Goblins one... so cool!!!!"

"I have only recently started playing at The Source. However, I have really appreciated the organization and planning that is put into games here. Jon has been very helpful when I have had questions. Jon was also great with helping me GM for the first time."

"He is very ready to deal with new players and to role with things people try in game."

"Jon killed my first character once, but was VERY nice about the situation. Not once did he rub it in my face... that night."

"Jon has fostered a large influx of players and fun into Minneapolis Pathfinder Society. At The Source, he manages to fill several tables and dozens of players weekly, somehow managing to keep everyone happy & finding a table. Lots of folks have been introduced to Pathfinder through his events."

"Jon deserves his 5th star because he is always there helping organize play. He not only gives his time, he gives financially. He is a very good guy. This being said, the very first time he was my GM he killed my character."

"Jon does an excellent job coordinating at The Source. He is the go to guy and makes everyone feel welcome. He is the perfect guy for the new players to be introduced to."

Please share any further anecdotes you may have!

Congratulations Jon! It is well deserved!

Liberty's Edge

30 people marked this as FAQ candidate. 1 person marked this as a favorite.

Can an animal with Int 3+ take Improved Unarmed Strike?

Core Rulebook, page 53: wrote:
Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using.
Core Rulebook, page 182: wrote:

“Armed” Unarmed Attacks: Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A

monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).
Core Rulebook, Page 128: wrote:

Improved Unarmed Strike (Combat)

You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Keep in mind, allowing IUS on animals, means they are now hitting folk with the sides of their head, headbutting, retracted claws on cats, tail slapping snakes (tail slap is a natural attack form), etc. They would be able to take many of the Improved combat maneuver feats (like Improved Grapple) and Combat Style feats like Dragon Style, Serpent Style, Panther Style, et. al.

My answer would be, that since animals are not considered unarmed, that Improved Unarmed Strike does them no good. And that they do not have the correct mentality or anatomy to use IUS.

Classes/Levels

SRO Mechanic 1 [HP 8/8 | Stamina 6/6 ] [ EAC 13 | KAC 14 ] [ Fort +2 | Ref +4 | Will +1 ] [ Init +2 ] [ Perception +5 (Darkvision 60) ]

About S1G-NL

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S1G-NL (Signal)
SRO Mechanic 1

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    Stats
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Size / Type: Small Construct (Technological)
Speed: 30
Languages: Common, Eoxian, Shirren, Vesk

Initiative: +2 (+2 Dex)
Senses: Perception +5, Darkvision 60
Alignment: LG

Attributes
STR 10 (+0)
DEX 15 (+2)
CON 10 (+0)
INT 16 (+3)
WIS 12 (+1)
CHA 10 (+0)

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    Offense
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BAB: +0 (+0 Mechanic)

Pulsecaster Pistol
1h Small Arms Weapon
Attack: +2 (0 BAB +2 Dex)
Damage: 1d4E Nonlethal
Charges: 20
Range: 30 ft

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    Defense
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HP: 8 (2 SRO + 6 Mechanic)
Stamina: 6 (6 Mechanic + 0 Con)
Resolve: 4 (1/2 Level + 3 Int)

EAC: 13 (10 Base + 2 Dex + 1 Armour)
EAC: 14 (10 Base + 2 Dex + 2 Armour)

Fort +2 (2 Mechanic + 0 Con)
Refl +4 (2 Mechanic + 2 Dex)
Will +1 (0 Mechanic + 1 Wis)

Notes:
- Immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs.
- Can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects.
- Can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.

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    Skills
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7 / Level (4 Base + 3 Int)

Class Skills: Athletics, Computers, Diplomacy, Disguise, Engineering, Medicine, Perception, Physical Science, Piloting, Profession, Sense Motive

  • Computers +8 (1 Rank +3 Class +3 Int +1 Bypass)
  • Diplomacy +4 (1 Rank +3 Class +0 Cha)
  • Disguise +4 (1 Rank +3 Class +0 Cha)
  • Engineering +8 (1 Rank +3 Class +3 Int +1 Bypass)
  • Perception +5 (1 Rank +3 Class +1 Wis)
  • Profession +5 (1 Rank +3 Class +1 Wis)
  • Sense Motive +5 (1 Rank +3 Class +1 Wis)

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    Feats
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Skill Synergy: You gain Diplomacy and Disguise as Class Skills. (Level 1 Feat)

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    Special Abilities
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Proficiencies: Light Armour, Basic Melee Weapos, Small Arms, Grenades

Theme: Law Officer

Theme Knowledge: Your training and job experience allow you to deal with everyday citizens and dangerous criminal elements with equal efficacy. Combining keen senses and intuition, you have learned to quickly determine if other people you are interacting with are acting suspiciously, hiding or misrepresenting the truth, or trying to pass coded messages. Reduce the DC of Sense Motive checks to detect deception and discern secret messages by 5.

Apply the same reduction to DCs for any checks you attempt to recall knowledge about criminals, law-enforcement agents, laws, and related law-enforcement practices. Sense Motive is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

Artificial Intelligence: You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.

Drone: You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it.

Bypass: You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.

Custom Rig: You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Chapter 7: Equipment.

Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter 7: Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.

If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

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    Racials
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Size: Small

Type: Construct (Technological)

Darkvision: SRO can see up to 60 feet in the dark.

Healing Circuit: In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead).

Integrated Equipment: An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment.

An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO’s character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don’t count against the systems in which an SRO can install cybernetics.

Robotic: SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.

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    Equipment
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Currency: 35 Credits
Load (Light): 1.7 / 5 Bulk

Pulsecaster Pistol (1d4 Electric, 20 charges, 30 ft.)
L Bulk, 250 Credits

Second Skin Armour
L Bulk, 250 credits

Flashlight
L Bulk, 1 credit

Toolkit
L Bulk, 20 credits

Extra Battery
0 Bulk, 60 credits

Emergency Beacon
L Bulk, 100 credits

Basic Medkit
1 Bulk, 100 credits

Medpatch
L Bulk, 50 credits

Binders (x4)
L Bulk, 20 credits

Steward Radio Dispatch
(Tier 1 Computer, Miniature, Comm Unit, AI, 1 mile range)
0 Bulk, 115 credits

Cybernetics

  • Voice Amplifier (Innate)

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      Drone
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    Chassis: Hover Drone
    Size: Tiny
    Speed: 30 Land, 30 Fly (Average)
    Ability Increases: Dex, Wisdom

    Attributes
    STR 6 (-2)
    DEX 16 (+3)
    CON -
    INT 8 (-1)
    WIS 8 (-1)
    CHA 6 (-2)

    Offense
    BAB +1

    Defense
    HP 10

    EAC 14 (11 Base +3 Dex)
    KAC 14 (11 Base +3 Dex)

    Fort +0 (+0 Base +0 Con)
    Refl +5 (+2 Base +3 Dex)
    Will -1 (+0 Base -1 Wis)

    Skills

    • Acrobatics +7 (1 Rank +3 Class +3 Dex)
    • perception +3 (1 Rank +3 Class -1 wis)
    • Stealth +7 (1 Rank +3 Class +3 Dex)

    Feats

    Skill Subroutines: Choose another skill from the skill unit list. This is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill to become a class skill for your drone (this skill doesn’t have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2.

    Special Abilities

    Basic Mods: You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once.

    Limited AI: Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn’t make a separate initiative roll). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range.

    Master Control: As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited AI). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone.

    Skill Unit: Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).

    Mods

    Flight System (Innate, x2): Your drone gains a fly speed equal to its land speed with average maneuverability.

    Weapon Mount (Innate): You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone.

    Camera: Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.

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      Background
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