Gearsman

Partizanski's page

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. ********** Venture-Captain, Texas—Austin 268 posts (345 including aliases). No reviews. 1 list. No wishlists. 65 Organized Play characters.


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Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Huge thanks to the tech team for all the hard work they are putting into all of this!

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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I would love a boon that would allow Seekers of Perfection to be able to jump into the Jalmeri Heavenseeker archetype now that it has been reprinted to be reasonable

EDIT: Just realized I was beaten to the punch. Please favorite the request for this archetype above mine.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Huzzah!

Quote:
In our monthly update blog, we will share information on how to convert any remaining unspent Fame to Starfinder Achievement Points.

Does this mean what it looks like it means? I have hardly spent any fame across my characters, so will this be somewhat of a "retroactive" AcP gain?

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Huzzah!

Quick question about the Extinction Curse chronicles.

Spoiler:
A lot of the time is says "You gain access to...". Does this open up access for just the character it applied to, or for all of your characters?

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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The fact that there are hard rules against having more than one of each kind make me think even more that this rule is not necessary

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Online Guide Team Lead - JTT wrote:


The intention of the rule was to avoid clogging the board with minis / avoid situations where PCs have multiple allies who can act independently. (for example, certain Animal Companions get a free action per turn.)

I don't see either of these to be an actual problems however. It is not like PF1 each additional entity had an entire turn to resolve. Their actions are limited in scope AND the system moves forward faster and more smoothly than PF1

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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At least Big Grenades market fixing scheme is somewhat weakened, grenades are cheaper now

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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I suppose this is a good of a time as any for me to post my starship combat rant.

Optional Rant:

I do want to start with the fact that I do enjoy it as it is today. It is fun to fly, shoot, lock-on etc for me. As long as everyone has an idea of what they are doing, it goes smoothly. However....

First on the GM side of things, frankly it is insane. After making the great decision to make NPC's use their own separate track for stats/abilities, they decide to have NPC starships work exactly like PC starships. That means in addition to my normal GM duties, I am playing 5 things, each of which is expected to be handled by 1 person on the players side. If there was one thing I could realistically ask for to change, its simplified NPC starships that don't require rolls. Just include the +2 to one of the gunners from the captain, just let me say weapons are always boosted etc. Play with the math so its evens out and let me just roll for shooting the guns, which from the players perspective is the only roll that is interesting.

As for the player side of things, I had really wished they had not taken the approach of making this a d20 skill challenge, but instead approached starship combat like a cooperative board game. Let players make meaningful decisions and make it more about resource management then rolling d20's. I think a Space Alert/Pandemic:Rapid Response/FTL approach would have been a better approach. Right now, only pilots really get to do anything besides roll a d20. Engineer kinda get to choose between holding the ship together or boosting it, but magic/science officers are pretty much there to just hit a button over and over again. I literally have not seen a captain in SFS in months, so long that I don't remember the last time. As BNW mentined, at a point it becomes "I don't have to make any decisions or rolls, so I guess I sit here giving a +2 to our best gun". There are just roles that just aren't fun because the player isn't doing anything

Again, for what we have, I really do enjoy it. I just know it could be so much more...

For what we have, I agree that good handouts are a necessary component of starship combat. It goes smoothly and quickly if everyone at the table understands it. I have finished tier 3-6 starship encounters in ~30 minutes on numerous occasions, and higher tier ones in similar time frames. That always happened when everyone knew their rolls and how they fit together, and focused on making sure the guns hit.

However, if 1 or 2 have to constantly look up DC's and don't know what or when to roll, it quickly becomes a sloooog.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Took a first read through the playtest, and here are some notes/questions I have. I will admit I didn't read all of the components, but mostly focused on the core mechanics.

1. With base stats being based on fractional tier, I think it would be a big help to have a "class chart" to give you those values, like this one

2. Just to be clear, when it says "Minimum Mech MP", that means that is at least how much MP you need to consider a mech of that tier. It also means that if I go into the next bracket, I don't necessarily need to say my mech is 1 tier higher to keep my costs in check, correct?

3. Mech HP seems very odd to me. A tier 1 Juggernaut has 20 HP and 2 hardness, which to me seems very low. That being said, the rules do say

Quote:
At tier 1 and every tier thereafter, a mech gains additional Hit Points equal to its HP Advancement multiplied by its tier

To me, this means the HP of a Juggernaut chassis (assuming nothing else added) is

T1 - 20
T2 - 40
T3 - 70
T4 - 110
T5 - 160
T6 - 220
T7 - 290
T8 - 370
T9 - 460
etc

That does seem more like it, but means that HP increases fast, with a T20 Juggernaut having a base HP of 2320!

Those are my first impressions, curious on peoples thoughts about these subjects

Second Seekers (Jadnura)

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N Death-Touched Draelik Vanguard 6| KAC 24 | EAC 22 |(+1 AC with at least 1 Entropy Point)| HP 46/46 | SP 78/78 | RP 9/9 | Fort +10 Ref +9 Will +4 | Perc +11 | Speed 35' |Darkvision 60' | Initiative +4 |Conditions: None

Well if it ever a choice between Xin-Haran or anyone else, just hit Xin, he takes 12 less damage from allied effects regardless of save.

Second Seekers (Jadnura)

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N Death-Touched Draelik Vanguard 6| KAC 24 | EAC 22 |(+1 AC with at least 1 Entropy Point)| HP 46/46 | SP 78/78 | RP 9/9 | Fort +10 Ref +9 Will +4 | Perc +11 | Speed 35' |Darkvision 60' | Initiative +4 |Conditions: None

Listing leads for my own need for organization.


Skittermander bureaucrat
Freelance Merchant named Kandurasko
Colleague from Military Division
Colleague from Office dealing with non-Vesk
Curator from Museum of Conquest
Operative

Xin-Haran ponders for a moment before turning to the rest of the remaining party

Any thoughts on where to begin?

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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BigNorseWolf wrote:
Milan Badzic wrote:

Timeline wise, when does this scenario take place?

It seems to talk like it is before attack of the swarm, but that AP canonically started over a year ago?

Well, the swarm attacked 30 years ago? So I'm not sure what would place this before attack of the swarm?

Attack of the Swarm Spoilers:
The intro talks about Zelari capturing Swarm creatures on the "fringes of the ongoing Swarm battlefield", a feat only capable if it happened before Book 1 of the AP ends, which takes place in early to mid 319 AG, or about a year ago, and ends very shortly afterwards (matter of days). The Life Scient/Prof(mercenary) check implies the same time span, before the end of Book of AotS.
Grand Lodge

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Male Human(Slavic) Expert 2

Thank you guys, this was a fun first PtP and it was very helpful in getting a feel for the format.

Second Seekers (Jadnura)

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N Death-Touched Draelik Vanguard 6| KAC 24 | EAC 22 |(+1 AC with at least 1 Entropy Point)| HP 46/46 | SP 78/78 | RP 9/9 | Fort +10 Ref +9 Will +4 | Perc +11 | Speed 35' |Darkvision 60' | Initiative +4 |Conditions: None

AoO on blue: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 10 ⇒ (4) + 10 = 14 Acid Damage

Attack 1 on Red: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 10 ⇒ (1) + 10 = 11 Acid Damage
Additional Crit Damage: 1d6 + 10 ⇒ (3) + 10 = 13 + Knockdown (it is prone now)

Attack 2 on Red: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 10 ⇒ (3) + 10 = 13 Acid Damage

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Creation wrote:
You conjure a temporary object from eldritch energy. It must be of vegetable matter (such as wood or paper) and 5 cubic feet or smaller. It can't rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. It is obviously temporarily conjured, and thus can't be sold or passed off as a genuine item.

Bold for emphasis. Even if you could take this feat, even if you could create onyx with it, even if you had access and could use the create undead ritual, you can't use it for a rituals material components.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Would it be possible to put the link to the survey on the product page itself?

It would be an easy place to point people who play this towards the end of the voting period, instead of having to maintain a link or digging through blog posts.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Spoiler:
This scenario appears to have starship combat, but no starship tag

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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My plan is to just use some space on my current tracking of GM Star replays to tally off my replays and record them on the sheet that I use them.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Just jumping in to say that I still am showing 0 playtest points

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

This one comes from PFS and is still the best pun I have heard playing this game for almost 10 years.

PFS Season 7 Spoiler:

For those that don't know, PFS S7 revolves around the fact that one of our Venture-Captains and (at the time) Master of Spells had been assassinated, and his soul trapped so that he cannot be resurrected.

That VC's name was Aram Zey

So here I am, running PFS #7-23. The goal of this scenario is to track down the holder of his soul into a market place that exists on the Astral Plane. In the course of asking around the market, the party is pointed to a Xill and a Phase Spider with competing stalls across the street. Off course, their species being ancient enemies means the PC's need to careful decide who they talk to first.

After some discussion, neither side has convinced the other, until of my players drops this bomb...

Awesome Player wrote:
You know that they say. Where there's a Xill, there's a Zey

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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PBP is something that has intrigued me for a long time, but every guide I find feels like it only tells me half the story of what I need to get started, and its hard to put it all together.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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I have dealt with situations like this several times, both before and after becoming a VO. We game in a public FLGS, and are always accepting new players of all types/skill levels. Everyone once in a while, you get people that come in and become quickly disruptive with the way they play.

What I have found to work best is to simple call out the behavior and the consequences of it. This has caused the player to either realize what they are doing and the issues with it, or realize that the game they want to play doesn't work in PFS and stop coming out.

Some examples from my experience with some details changed:

---

Almost Cannibalism:

New Player: [Just after killing a member of a core race in the middle of Absalom] Can I use his bones and other body parts to make tools?

Me: Yes, but that is extremely evil, and will earn you an evil mark, which is a warning that your character will likely be kicked out of the Society for their actions if you continue.

---

Brave Sir Robin:

This player constantly ran away, and used ineffectual tactics that we causing scenarios to be much harder than normal, and even caused some preventable character death due to not contributing in combat.

Several times I explained that if you don't do something bigger/better, several characters will die, and this usually pushed them to do something much more effective and/or not run away

---

In your case, explaining that if their character doesn't participate, that the mission will fail for everyone might be enough to get them the message across. If they are still reluctant, perhaps ask them why the Society would send his character out on these missions if everyone comes back saying he doesn't actually help.

These are the tools you can use at the table as a player or GM if this is a reoccurring problem. If these fail, I agree that escalation to a VO would be the next step.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Selvaxri wrote:

#1-30 Survivor's Salvation

Party: My Sarcesian Operative, Morlamaw Operative [dubbed "Stealth Walrus"], Nuar Mechanic, Ysoki Mystic, Lashunta Solarion, and Lashunta Envoy.
** spoiler omitted **

Out of the core crew of regulars with high level characters we have, one is an operative, and what you said describes level 1-6 for him.

He would only ever at most make either the attack roll or the trick attack, but never both. What is worse is that it was much more often that it would be only his trick attack roll that would succeed.

He played the character as a chain smoking alcoholic through those levels, then at 7, he cleaned up his act. Lo and Behold, he finally started consistently started hitting both his trick attack AND his attack roll.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Just for fun I did the following.

Nimble Elf + Fleet : 40
Level 20 Monk : +35
Barbarian Fast Movement: +10 (Luckily we only need to last 1 round)
Boots of Bounding : +10

Total move speed per stride = 95

With Ki rush, we can take two strides as one action, and we can ki rush 3 times in a round.

Total move speed in a round = 570'

This equates to

3.45 seconds, 100m dash
5.18 seconds, 150m dash

This is assuming no buff time. If I can buff, I would rather multiclass wizard to cast fleet step to be accelerated 30 and haste to have the extra action, making my total move speed in a round 805' (I assume you can't ki rush with the haste action).

2.44 seconds, 100m dash
3.67 seconds, 150m dash

For another reference, that is about 89mph (144kph) for a round.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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I also want to say that flavor boons, even if they give little no mechanical bonus are much preferred to anything that is one time use or boons that are only useful in very specific circumstances.

Permanent, thematic boons are something I am vastly more interested, rather than turning my collection of PF1 boons into a blank currency.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Looks great, though I am disappointed treat wounds DC wasn't toned down.

I would "adventuring" checks like treat wounds and bardic performance to scaled no faster than 1 per level. That way if you only invest a bit, you always have to roll the same number, and if you keep investing you outpace it.

I would much rather the DC for both to be easy+X (x could be anything appropriate, like 4 or 5) because that is the only scale that goes up by only 1 each level.

Dying being a flat check that can be improved by toughness I am 100% behind on paper because it just makes everything easier on both the GM and the players.

Spell updates look good as well, looking forward to see what else comes out of the spell buffs.

Next week I get to find out if the Red Flags adjustment is enough.

Overall, I am very excited about the changes and looking forward to 1.6!

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Personally, I enjoy the big buckets of dice way more than high level characters doing 1d4+25 damage.

Sure its a little slower to actually add up, but it is way more fun as a martial character to get to actually do the handful of dice that has been only a casters domain for years.

As others have said, if you don't like it, just house rule that additional damage dice from magic weapons do average damage.

So a if you have a +4 greatsword, instead of 5d12, do 1d12+26

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

So I know Sajan is not one of the pregens, but I am curious

In this system, if you were playing a Monk, you would not get additional focus based on wisdom, but on CHA instead.

Since monk class features do not scale on wisdom in any way, wont that skew monks into bumping up CHA. I see the same issue for rangers.

That all being said, I love the direction this is going and look forward to seeing how it plays out.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Good News! I just checked and it appears we can report all parts of Doomsday Dawn!

I will have to try it when I get home, but at the very least they are showing up on the drop down.

Now to once again bother Paizo about getting repeat runnings of DD and PFS scenarios to give credit :)

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Cyrad wrote:


The gamemaster gave me a hard look and responded in a manner I assumed was both in- and out-of-character. "If you didn't say you were using chi, this would totally be chi-ting."

FTFY

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

One more thing I would like is for treat wounds to be based off of the Easy scale on table 10-2

What I noticed is that as you go the a higher difficulty, not only is the base number larger, but it also scales faster.

What I found is that with the same equipment, my monk needed an 8 at level 5 to Treat Wounds, and then an 8 at level 10.

So really he didn't seem to get better. He does heal more hitpoints now, but it would be nice if the DC didn't scale with you, but rather you outpaced it a little bit.

I could imagine something like easy DC+4 or +5, so that as you level up, your odds of succeeding and crit succeeding go up.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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KingOfAnything wrote:
The survey for Part 2 is open on the Playtest homepage.

True, but I have two tables of Part 2 to report, but it is not available on the reporting form

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Fritterfae, I am posting my own issues in here as well as a general thread. I can move this out to my own if that is more appropriate.

Another issue is that it seems that as a GM I cannot earn point for running it more than once.

When I put it in a second time, I get the following error

"Player has already run scenario at ..."

and it gives me no points for having played it.

I was under the assumption that repeat plays/GM's would still earn you points. I am still happy to keep running, but would like to know what the expectation is.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I like Paizo's more recent approach to focusing on DEX, which is shifters grace and lethal grace.

I would like to see a general feat that says if you use DEX to attack and STR to damage, you get to add half your level to damage.

IF you have 10 STR so be it. You still get to add half your level. If you invest in both, then you get even more damage out of it.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Last night my table found a Mk1 null-space chamber.

They immediately put it in the ysoki's cheek pouches and described putting the two suits of Vesk Overplate 2 as well as anything else into his new and improved "cheeck pouch".

The idea of a ysoki sword-swallowing massive armor and weapons with ease had all of us in stitches for the rest of the scenario.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Donated. Always sad to hear about something like this. I am sorry for your loss

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am really confused where this whole "natural 20 auto suceeds and natural 1 auto fails skill checks" is coming from.

From what I gather, it seems like there is a DC, and you take your total and compare. If you are between DC and +10, you succeed, if you beat DC+10 you crit succeed, and the opposite direction failure

People are talking about a 20 letting them jump to the moon, but even with a 20 you still need to beat the DC of 5.044 billion to get there (assuming the moon is the same distance as Earth's).

EDIT: I reread it and it seems to critically succeed, you need to either beat the DC+10 or roll a 20 and still beat the DC. Then just the opposite direction failure/natural 1s. Still very reasonable

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I really do not understand the problem, this happened in PF as well. More than once have I seen "I use the wand as a standard, pass it as a move" back and forth between 2-3 characters.

The only difference now is with three actions, I guess you get a little more use out of it, but this is far from any kind of issue in the mechanics in my opinion.

Corrik wrote:
Sounds fine to me, it was really cool when Captain American and Sebastian Stan the Winter Soldier did it.

Yes it was. That reminds me that civil war is next on my IW rewatch list

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Hmm wrote:


I will agree that PFS is a major testing ground for ideas. In PFS it is possible to create dozens of different characters, some experimental and specialized. With hundreds of thousands of players worldwide, ideas get played with, and weird combinations found. It's not surprising then that overpowered combinations are often discovered there.

It's not a PFS thing... It's a power gamer thing. PFS just offers more possibilities for play, and so more situations where these combinations...

More importantly, it is a on a level playing field of house rules.

In home games, house rules can throw balance out the window from game to game. The thing about PFS is that everyone is using the same rules. I know if some ones says x is crazy strong at a PFS table, I can evaluate his argument knowing that things like wealth, encounter strength etc are at a certain point.

By the very nature of PFS play, it is easier to see how strong certain options are, and then for the designers to modify them across the board.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Spoilers ahead:

Falling damage is 1 foot = 1 damage, and someone critically fumbled their reflex save, so they took double damage.

Starfinder non-lethal damage rules, only the last hit matters, no more separate tracking.

EDIT 1:

Thievery is a skill, a fumble caused the characters lock pick kit to be "dented",which gives an unspecified penalty

Occultism is a skill, having to due with "strange runes or symbols"
--------------------------------------------------------------------
EDIT 2:

Crits are no longer confirmed, there is a weapon property called deadly. It was on a short bow, and it mean that a crit did double damage +1d10. Rapier also has deadly.

Cantrip called "Forbidding Ward" that selects 1 enemy and 1 ally, giving the ally +1 to AC and "improved your saving throws against the target enemies attack spells and effects"
--------------------------------------------------------------------
EDIT 3:

Knowledge(Religion) is still its own skill (not sure if that had been confirmed yet).

It appears that knowledge skills are now called lore instead.

Lore skills can be done untrained, it is up to the GM to decide if someone with out training would know a specific piece of lore/knowledge with no training.

Lore(underworld) which applies to "criminal elements, like thieves guilds, criminal syndicate or network"
--------------------------------------------------------------------
EDIT 4:

The party was given a crystal vial labeled "Health" that healed 1d8 (no additional modifiers). That is similar to the healing serums of Starfinder

There is a concept called "Resonance Score", it is Level + CHA. Whenever you activate magic items or drink potions, you use up your resonance. Once it at 0, you have to start making checks to use items/drink potions. If you fail the check causing the use of the magic item to fail, and if you fumble it, you are cut of from magic items for the rest of the day. Potions no longer do anything.

When you start the day, you do whats called "Investing", where you put on your magic items, and invest your resonance so they are good all day. Even if you are cut off, you keep your bonuses (I believe)

If you find a magic items that have active effects, each use of that appears to use a resonance as well (example given was a sword that can shoot a ray of fire, each ray would cost one point of resonance).

The check after you resonance is done appears to be a "flat check", which means its a d20 with no modifiers. Starts at 10, goes up by one each time your "overspend". Again if you fumble you are cut off, which means you would need to roll a 1 on your second one to be cut off for the day.

Personal Notes: This is a big change from PF1, and it does curb the wand of CLW meta pretty heavily. It seems to borrow ides from ABP. It will be interesting to see how it plays out. I would recommend everyone listen to this part to make sure I did not miss anything(Starts at 58:45).
--------------------------------------------------------------------
EDIT 5:

Condition called sick [x]. "Take -[x] on all checks and DC's, cannot willing ingest potions or anything else. Can spend action to attempt to recover to reduce by 1, or 2 on a critical success". Party could not try to recover until they exited the effect.

Added some spacers to make reading easier

That is it for part 1. I have to run SFS tonight, so I will not be able to listen to part 2 until tomorrow at the earliest. Any one can go ahead and step up and go through part 2 if you wish.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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For our lodge, we organized Starfinder on a separate night so that it would not compete with our Pathfinder tables. The low flow of content also means we are only doing Starfinder every other week instead of every week like Pathfinder.

I am still working with my local VOs on how we will offer PF1 and PF2 together. That being said, if they keep the schedule of 2 scenarios a month, that means that all of our regulars will be on the forward edge of the content, so there will be gaps that old PF1 scenarios will fill.

That being said we are lucky to get 5 tables from our venue, so we can do a split relatively easily, and I know that is not the case every where.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Charabdos, The Tidal King wrote:
Yoon will be an adult now (she'll be 18). Assuming she's still around, that is, since Damiel has been replaced with a goblin (can't recall his name).

Replaced, or did Damiel mix up an extract and bomb, and therefore got reincarnated into a goblin!

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Blake's Tiger wrote:
P.S. I can't find a 'solar elemental' in any Paizo product.

You encounter them in a Starfinder Scenario

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Owen K. C. Stephens wrote:
half-rocs

So is this a human with giant wings, or a Roc with a humanoid face, hands and feet?

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Fardragon wrote:
I agree, I can see a medic specialisation for the Mechanic class.

Don't worry, I hacked way all of your bullet wounds

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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I am putting my vote into being able to take PFS sign language.

The only issue I see is defining the limits of what this language convey. Is it basically a full language, or just able to send simple tactical messages (trap, enemies, get reinforcements etc). I think a good place to add this would be the guild guide.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Sam King wrote:
Since the conversation is on Wizards... I rarely see other Thessalonian Specialists outside of our own meta, and I see it there because a whole mess of us decided to do a group of wayang TSs. For those of us who have gotten some serious play time in with them, they've been an absolute blast of extremes in both builds and RP (I do sloth[conjuration]).

Considering they are not sanctioned unless you *cough**cough**cough*, that might be the reason.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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Kelly Youngblood wrote:
or play a phantom thief rogue, which trades out sneak attack

My group calls the phantom thief the PC expert class.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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There are some deities that get to add summon monster lists, see their entries in inner sea gods or deity descriptions in Adventure Paths(Example for Cayden Cailean here at the bottom of the page)

There is also certain feats that add options to summon monster list, like Expanded summon monster, Summon Good Monster,Summon Neutral Monster, and the not PFS-Legal Summon Evil Monster

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Texas—Austin

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I read it is any PC who makes effort to help 322 gets a chance at the diplomacy roll, and the ones who make the DC recieve the boon.

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