I'm going to assume this GM has never had to walk through desert sands before.
Or ever been on, near, or seen an actual caravan before, either.
Bast L. wrote:
Maybe I wasn't clear. So in PF1, the DC was partially based on the spell level, aye? While the damage scaled with caster level. However, you could use a higher level slot to memorize the spell. What I was wondering was, would the spell, cast using a higher level slot, increase the DC as if it had been a higher level spell?
To answer this question, no. Memorizing a spell at a higher level slot doesn't increase its DC, mainly because you don't need to. All your spells track off the same DC now; you don't have lower DCs for your lower-level spells.Generally using a higher level slot for a spell increases some other benefit, like letting it do more damage, or affect more targets, or create more manifestations of its effect.
So I was going to post in this thread originally to try defending the Nightarch needlers because their DC to injections got so high, eventually getting a DC +10.
Low and behold I look up the guns in question and there isn't anything about DCs going that high ... anywhere.
My brain can't handle farts of this magnitude!
Gotta agree on the holographic artist's cash being super great, though I don't think I'd ever use it for summoned monsters. True, you get a buddy, but their stats will lag so far behind you and the threats you'll be facing that they're going to be made into pudding if they ever get into a fight.
I'm more curious how well Cash Hacks stack up against Hack Capacitor.
I sadly can't find the quote now, but I believe the intent is each enemy struck takes the additional damage once. So if you hit one enemy with all your missiles they would take the extra damage only once, but if you hit a different enemy with each missile then each one would take the additional damage.
Dubious Scholar wrote:
So why does Cackle need to be changed? I would agree Witch needs a little something else, but why should it remove Cackle?
Mostly because not everyone wants to be a cackler. It was an optional hex you could take in 1E, a pretty good one but still optional, but now it's become a core part of the class and to some, myself included, the idea that we'll all be cackling feels a bit restrictive and/or goofy.
Decimus Drake wrote:
I second (third?) this becoming a ritual. Coven creation is depicted as a ritualistic affair in literature anyway, well perhaps other than in Disk World where witch covens are mostly formed by inviting your neighbors over for tea.
Making it a ritual also means that the witches have to periodically regroup to do it again, which feels thematic to the concept as well.
Actually while I'm talking on rituals, does anyone else feel like the witch would benefit from a feat which made them better at performing rituals?
My guess is it's exactly as you said; because this isn't the full class. I wouldn't be at all surprised if the paranormal investigator showed up in the APG, or soon after. I think at least three investigator archetypes for 1E were paranormally focused, probably more, and the Paranormal Investigator is a theme in Starfinder.
My group's Bard (lv10) has 15 base known spells, plus 11 in bonus spells from signatures. Those would be Soothe, Illusory Creature, Dispel Magic, Phantasmal Killer, and she hasn't picked one for 5th level yet. She's considering Magic Missile (which would bring her to a total of 28 known spells). Yes, signature spells work in reverse.
For what it's worth I'd recommend that route too. Magic Missile is great and I love it, particularly with the new variable casting time if you want to turret up and bombard, but there are lots of little funtime 1st-level spells I would rather take if I had the option.
If you want to be even more flexible you can purchase a pair of gauntlets, each of a material of your choice, purchase doubling rings, and then give at least the "main" gauntlet the shifting rune.
True you can't really have this going until level 11 when the greater rings become an option, unless you get them early, but Shifting does let you change your gauntlets into any one-handed weapons you want, and when I imagine it I think of having liquid metal gauntlets, which sounds bonkers cool.
I’m just happy that operatives can now be ninjas with Shuriien Assassin and death touch. Although they really need to solve the problem of needing to apply weapon fusions to unarmed attacks. Mainly just to make them magical.
And don't forget Soft Movement that lets ou run across liquids. And isn't there an option for getting nearly constant spider climb, too?
Those are the ones I counted as well. I suppose you can also lump Free Trader into that campe since, while they aren't technically opt-in, they only change a feature at a single level so deciding whether or not to take it is functionally very similar.
I'm really digging how many "classic" class types we got in this book. At least three flavors of monk I can count, a barbarian, a bard, a ranger, and a paladin.
I think they're enthusiastic, not frightened. They are their element; they love it above all the other ones and want to share it.
"Hello, small meat thing! I'm a fire elemental. Do you like fire? I like fire. I have lots of fire do you want some? I think you'd like it if you tried it here have some I don't mind sharing!"
Incidentally, if the name is changed, that makes this spell a very logical candidate for being called Oracle's Curse.Just sayin'.
Honestly, if I can blow people up just by stating my preferences, I need to do it more often. Sooooo... I play theatre of mind, grid and minis is inferior in every way.
But if we don't have minis, what will we bobble up and down and make clang bang, pew pew noises with?
... Not that I do, you understand. Merely asking for a friend.
A hypothetical friend...
I'm not sure why you'd ever want to re-roll a check using a hero point if you can also use a point to automatically bump your degree of success up by one step, aside from perhaps whenever you crit fail at something. Not to mention that given the party the ability to choose when they critically succeed can skew things in their favor, because now they can spend a hero point with every especially large and painful spell to reap its greatest benefits.
The Raven Black wrote:
Archetype your way into being a Hellknight Armiger and you will actually move faster in your heavy armor than out of it! And that should be snaggable with Adopted Ancestry; it's not like walking in armor is due to dwarven physiology, at least not as far as I know.
Anyone know if we can push these numbers up higher with the Bellflower Tiller archetype at all?
I'm 100% theater of the mind. Since I can't see, trying to run combats on a map means I effectively had to try and imagine precise placement of between six and sometimes upwards of twelve or fourteen figures on different terrains, and it became too much of a headache to eventually bother with. Like playing chess if your pieces could shoot fireballs and summon dinosaurs.
I like theater of the mind for the flexibility it lends you in being able to describe tactical movement and encounter layout. As others have mentioned it requires a degree of trust between the players and GM, but since that cooperative trust is one of the cornerstones of why I enjoy tabletop games it's never been an issue.
Most of my games are currently online, but if I ran for an IRL group again I may also supplement my descriptions with some minis to position on a table or what have you to show vague approximations of where they are ... and also because people love playing with minis.
Magical saddle is what I'm betting on myself.
And if you uplift them through science you get to introduce the elements of being confused with tengu into their lore, which could be fun.
Generic Villain wrote:
I never considered "Oinodaemon" to be his name - to me it always sounded like more of a title. For one thing, he's always referred to as the Oinodaemon. And unless he was the namesake of the daemon race (a possibility of course), including -daemon in his name would be an odd choice. It's Asmodeus, not The Asmodevil; Rovagug and not The Rovaqlippoth. Whatever the case, seems like Oino was benched in the beginning because there were no mortal deaths for him to embody, and a second time when the Four Horsemen turned on him. Poor schmuck can't catch a break.
Maybe something like an ontodaemon?
I still like idea of current Asmodeus actually being separate from the original one xD But yeah, either way, with Asmodeus there are always some lies included in his versions of creation myths
Asmodeus 2.0, some assembly required, lies and flattery included.
Unless you're focusing on buffing and utility spells that don't need any attack rolls or saves. Neat thing about cleric is that the divine list has quite a few handy buffing spells and you can also poach a few outside of your tradition depending on which deity you are worshiping.
I would suggest looking at one of the Adventure Paths. They have the campaign written in them already, and while I can't see and don't know specifically, I do believe they also come with the maps of their various encounter zones, though they'd be small and fit in the book itself.
Or if you want some smaller scenarios you can pick up and play you can try the Starfinder Society Scenarios. They are built to be playable with minimum setup time because the GM for any given session is expected to rotate, and are intended to be completed in anywhere from two to four hours.
Evan Tarlton wrote:
Or whoever/whatever he killed to get the position of top daemon, I'd bet.
Lucas Yew wrote:
So the Bubbly Boss of Lovecraft is highly integrated into the Lost Omens lore (at least in this POV), very interesting...
I'm pretty sure Lovecraft's mithos has been part of the setting from the very beginning. I would be shocked if it was just JJ who was a fan at this point.It's one of the things that attracted me to the Lost Omens setting from just getting the core books, actually. Love me some Lovecraft.
Edit: The thing I'd like to know is where The Monad was during all this stuff, since Concordance of Rivals positions it coming into existence either shortly after, or the same time as, Pharasma.
Given that the title of the thread is "Monk ki powers and wisdom," I felt that was something people would infer, yes.
And actually I missed one, because Wholeness of Body also uses your wisdom to help boost the counteract check. There are the Houses of Perfection powers now too but they hadn't been released yet.
Make sure one of them gets the set of sacred silver silken sylven stockings of steady spider stepping.Only those who can invoke their name are fit to wear them.
You know what? I'm stealing this idea. I sometimes get lots of adventure clutter and this seems handy and a natural extension of how I do stuff.
Really this errata just formalizes the way I was treating bulk anyhow. On my character sheets I make I separate my gear into Consumable, Held, Worn, and Stowed. I take it as an assumption that all of my Stowed gear, which is the stuff in my backpack, gets set aside for things other than encounter mode-style walking.
How is that illogical, when one of the classes that casts is called a Technomancer, i.e., Mancy of the Tech.
Just for the sake of playing devil's advocate here, not all technomancers mance their tech in exactly the same way, so what one may understand another may not.Not to mention that allowing this does rather step on the toes of the sixth-level holographic image, whose shtick is letting you cast spells freely far from yourself.
That being said, I am also firmly in the "spellchip spells originate with the chip" camp. It makes sense that the physical object would be the source of the effect, and really if they didn't work that way you would end up with the inverse scenario.
I can also attest to how well this works. My curmudgeonly old dwarven druid operated on a fairly similar premise. Half the reason they participated in the campaign was because he both hated our foes for "muckin' about with what they ought not" and because they pitied the rest of the party.Also occasionally a villain would make the mistake of insulting their rhinoceros.
Sure is. I've slapped it on my own Halloween leshy, a giant instinct barb. I was thinking of giving them Lucky Keepsake for that too-tough-to-die feel that many horror creatures have, but I just love the idea of a pumpkin suddenly blossoming into a cackling, scythe-wielding giant too much not to take that idea now.
Can't get a crow going with barb, sadly, though I guess I could multiclass ranger or druid and try to pick it up if it doesn't devour too many feats.
3) If you want higher AC and use the Shield as a second weapon ( ex, twin feint or double slice ) then go with a shield made of specific materials, to bypass enemy resistances, put an upgrade on it and use it for a weapon ( if it is your off hand, you will be needing a ring which shares the enchants on your main hand weapon ).
Technically you can combine this with options 1 or 2 since it's the shield boss or shield spikes that you would be making out of a special material and enchanting.