Goblin

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Pathfinder Starfinder Adventure Path Subscriber. 182 posts. No reviews. No lists. No wishlists.




Pathfinder Starfinder Adventure Path Subscriber

I realize that only subscribers have the module.

1. Who died, yes kalbio and the prince ... sort of. But there is another 76 important people and 102 minions.. it would be annoying to decide that count xxx died for him to pop up in module 5.

2.The interactive maps is only the cover ? I do like the picture but interaction is limited.

3. Cult of personality mechanics in the intro states you get a bonus for your highest mental ability. In the section on the cult of personality it says 1 per mental ability above 14. (Or infers it)

Ta.


Pathfinder Starfinder Adventure Path Subscriber

1 level swashbuckler/ 2 level quarterstaff magus human.
Feat 1st weapon focus quarterstaff
Feat 1st versatile weapon(undead slayers handbook)
Class feature swashbuckler finesse
Quarterstaff mastery (1st lvl quarterstaff magus)
Feat 3rd level slashing grace

= dex to hit and damage.

Is there a more economical way?


Pathfinder Starfinder Adventure Path Subscriber

Are focus powers (occultist) spell like abilities or supernatural abilities. Do they need concentration?


Pathfinder Starfinder Adventure Path Subscriber

The brief stuff.

Serpents Skull adventure path
3 character party with catfolk swashbuckler and elven ranger.

Looking to develop design and play halfling summoner of dinosaurs, battlefield controller style.

Background. Halfling from an academic background had experience in studying Mwangi expanse but only from captive animals and books. Boarded the ship to get first hand knowledge. Probably used spear or long spear and has fleet of foot.

Probably Master Summoner using eidolon as mount
Velociraptor form probably quadruped with mount extra natural armor and claws.

Feats:
1st level Expanded summon monster (monster summoners hand book)
3rd level summon good monster
5th level ?

Traits:
reactionary
?
Skills:
Ride
Knowledge nature
Use magic device
Perception

str:8 dex:18 con:12 int:14 wis:10 cha:19

spells:
?

Any input on directions or improvements would be good.

Will have pith helmet


Pathfinder Starfinder Adventure Path Subscriber

Would the goblin feat flame heart and the kinetist simple blast for fire be compatable ie the blast is one level higher ?

Is there any other fire boosters for goblins that would assist a pyromancer ?


Pathfinder Starfinder Adventure Path Subscriber

*Seldom Asked Questions

1) Do you get free (gp) implements at 1st level ?
2) Does the Samsaran alternate trait Mystic Past Life work with psychic spells ?
3) Can the focus power for example legacy weapon stack if they provide different abilities eg keen and bane ( on a +1 sword) at first level ?

That is all


Pathfinder Starfinder Adventure Path Subscriber

1) Has anyone re-skinned an alchemist with something other than potions and extracts?

2) What would be the best way to do the above with harrow cards and deadly dealer/arcane strike what would need changing to remain balanced?

2a) Yes thinking a gambit style character alternate to card caster magus.

3) Apart from boreal bloodline for sorcerers (eldrich heritage) is there a good bloodline to enchant cards?


Pathfinder Starfinder Adventure Path Subscriber

Just looking into alchemists and searching various forums and opinions.

Questions that I would like answering that have arisen with out significant and/or non conflicting answers.

Do alchemists count as casters for item creation feats ?

and

Do alchemist levels count for familiar ( not tumor familiar ) leveling ? ( eg multi class wizard alchemist)


Pathfinder Starfinder Adventure Path Subscriber

Simple question

Does an arcanist need to memorize spells everyday or does his current selection "roll over" into the next day?


Pathfinder Starfinder Adventure Path Subscriber

Is it possible to make a swashbuckler/mysterious stranger/sleuth halfling to benefit from a massive pool of resources. Or would this be spread too thin.

Part 2 would the sleuth luck pool be a luck bonus ?


Pathfinder Starfinder Adventure Path Subscriber

We are about to embark on the Mummy's mask with a two player party

Player one) human cleric of serenae

Player 2 Me

options
a) Human synthesist summoner with a stargate egyptian armor eidolon ( ra horus or similar)
b) Halfling master summoner with skill monkey eidolon traps, knowledge osirion and perception focus
c) Human Archaelolgist Bard probably archer with fates favoured
d) Gnome tattooed sorcerer (fire)

assume 25 point buy and any non 3pp stuff

What would be the best option for survivability.

Is there something else that would mesh well in a two person party in a hot trap/undead/construct/assassin/sandy environment.

Also bonus question good adventure company name ?


Pathfinder Starfinder Adventure Path Subscriber

The availability of eldritch heritage to the wildblooded archetype has been discussed and has in general come back as not available as the "bloodlines" in wildblooded are not bloodlines for the purpose of the feat. Does it follow then that some one with the sage bloodline could use eldritch heritage to get the arcane bloodline?


Pathfinder Starfinder Adventure Path Subscriber

The town of blood cove (south of the shackles) is built around a massive tree. There appears to be no reason why it could not be awakened. Would anyone have an idea on how to work out the stats for the awakened tree ?


Pathfinder Starfinder Adventure Path Subscriber

The town of blood cove (south of the shackles) is built around a massive tree. There appears to be no reason why it could not be awakened. Would anyone have an idea on how to work out the stats for the awakened tree ?


Pathfinder Starfinder Adventure Path Subscriber

I am trying to make a thematic blaster ( fire element ) there are a lot of items / creatures that have fire resistance or even immunity. Is there a way of lowering the resistance or altering damage type ( not into acid/lightning or frost) that would fit in with the iconic fire caster. Feats/items/traits/character abilities/mythic/anything ? Divine or arcane does not matter I can do oracle or sorcerer.


Pathfinder Starfinder Adventure Path Subscriber

Is there a spell that allows you to grow a plant from seed to a large tree. Druids can give one sentience, shrink one to 1/3 the size, animate one but the best in relation to growth is to improve its productivity by 1/3 for a year. I also found the tree feather token which gives instant oak trees.

Any thoughts ?


Pathfinder Starfinder Adventure Path Subscriber

Am I right in believing that the 9th level bloodline ability in relation to plant growth is unlimited uses?

Massmorph (Sp)
At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day.


Pathfinder Starfinder Adventure Path Subscriber

Thanks to the great people at d20prd.com the occultist is up for perusal. The most notable feature is the addition of the summoner summon monster ability using the arcanist arcane resiviour. This gives a 20th level occultist 218 1st level monsters or 24 9th level. No more 5 minute work days. You also get the wizards spell list and other class abilities. Down side no pet. Solution leadership at 7th level.


Pathfinder Starfinder Adventure Path Subscriber

1) Does this illusion remain if the caster dies or is unsummoned (Pixie)?
2) Is there a time frame in which it can be altered, or can you just keep coming back when ever you want and change it ?


Pathfinder Starfinder Adventure Path Subscriber

I know, I know, already powerful but.

I am making a level 7 master summoner focusing on summoning.
A Gnome trying to get the most versatility out of summoning.

Questions:
1)What is a good 7th level feat ?
2)Can the character qualify for both summon good monster and summon neutral monster.
3) are there any magic items that give:
a) more evolutions
b) more summons per day

Basics
Neutral good
str: 8
con: 14
dex: 12
Wis: 10
Int: 13
Cha: 20

Feats:
1st: Harrowed (ISWG)
3rd: Harrowed summoning (Harrower Handbook)
5th: Summon good monster (Champions of purity)
7th: ??????

Eidolon: scout skill monkey (unfortunately only level 3)Biped small, UMD, Stealth, Perception, Disable device and swim evolutions. ( i'll work on it) We need a rogue.


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See title


Pathfinder Starfinder Adventure Path Subscriber

Basic premise

A rogue who has access to Craft wondrous item,(using Magical Knack + 2 caster levels) so they can make their own items.

Best I could think of
level 1 conjurer ( teleportation ) with bonded item
gets 3 + int 5' dimension doors per day
3 level 0 spells per day
1 + 1(int) + 1(conj) +1(bonded item) 1st level spells per day.
access to be able to improve bonded item probably ring without feat.

Is there a better option ?


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Pathfinder Starfinder Adventure Path Subscriber

By the rules a hex with a resource when claimed adds +1 to economy and then then developed (mine, quarry or sawmill) all of the benefits are increased by one.

Does this mean a developed gold resource (mine) adds +3 economy and +2bp per turn
and a gold resource (quarry) adds +1 economy, +2 stability and +2bp
?
Further does it also derease consumption for farms and fisheries + in the same hex as a mine etc?

For a possible total of +3 econ, +2bp, -5 consumption in one hex ?


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Pathfinder Starfinder Adventure Path Subscriber

In the Ultimate Campaign, Terrain improvements marked with an asterisk (*) can be placed in a hex with another resource and the rule that a settlement now can not coexist with any other improvement has been removed.

Is it possible to have a hex on a river/coast/hill hex with a settlement, a mine, a farm and a fishery ( and possibly a resource either mine or fishery) ?

I am starting the Kingmaker settlement rules tonight.

Thanks for any assist.


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Pathfinder Starfinder Adventure Path Subscriber

See the following link any suggestions let me know

link

Some spoilers for the stolen lands module


Pathfinder Starfinder Adventure Path Subscriber

What exactly can the stone see, is it just the bottom of feet or does the 'sight' extend further ?


Pathfinder Starfinder Adventure Path Subscriber

Firstly I know Synthesists are overpowered adn there is a reason that they have no ranged options in evolutions.

For the following idea feel free to
a) offer suggestions
b) offer a better alternative
c) deride the attempt and shoot the concept down in flames ...

The concept
A mobile artillery character
a synthesist weilding a crossbow/ballista or larger ( I realise bows are better, but it is easier to find a ballista over a +20 gargantuan mighty composite bow )

The build
Ranger 6 for crossbow mastery ( feat) and spells gravity bow and aspect of the falcon, and 6 skills per level.
Synthesist 14 for Huge size ( gargantuan with enlarge person) and crafting potential

the outcome
4 ranged attacks (bab 16) doing base weapon damage ( ballista gate breaker ) 6d8 + whatever feats

a couple of questions
is there a way of having a resizing weapon ?
would firearms be better for the build , what is the damage of a double hackbut anyway ?
what would be good feats ?


Pathfinder Starfinder Adventure Path Subscriber

The rules for the sale of magic items appear to be somewhat abstract with a building producing an item and then the ruler selling it even though it does not appear to belong to the ruler. Below is a variant that incorporates the creation of magic items.

Income

As leaders of the kingdom the leaders should be afforded a lifestyle befitting their status. The leaders of a barony should be granted a cost of living (pg 405 core) of wealthy for the level of a Barony and extravagant for Duchy and Kingdom.

Further to this a stipend should be paid to each leader of 10gp per relevant leader ability bonus point at the level of Barony, 20pg per point at the Level of Duchy and 50gp per point at the level of Kingdom. This is to reflect the duties performed on behalf of the Kingdom.

Magic item creation rules

A leader may build magic items as per item creation rules. Time spend administering the kingdom only allows for the same amount of input into the creation of magic items as adventuring does ie 2 hours per day.

Certain buildings in the kingdom give bonuses to the spellcraft check to create a magic item this represents resources and expertise present in the particular buildings. The maximum bonus possible is +5 regardless of how many buildings are present. A building gives a bonus dependant upon what items it produces a building producing minor items gives +1, Medium items +2 and major items +3 each building only gives one bonus. For example a shrine and an academy would give a +4 bonus and if a temple was added the bonus would only go to +5.

You may use treasury funds to pay the cost of the creation of a magic item only if it benefits the kingdom the item if used for personal use will attract the same penalty to unrest and loyalty check that a withdrawal of funds (step 2) would using the items cost in BP to determine the DC of the loyalty check. What benefits the kingdom is a discretion left to the GM.

A magic item can be sold either as part of step 3 of the economy phase or at shops in the city the maximum price per item sold is the base value of the city. To determine the price of sale a base of 70% of the items listed price is obtainable, due to the leader’s position in the city. An increase in price can be made by a successful diplomacy check DC 10 with every point above 10 giving an extra percent with a maximum of 95% at DC 35.

Current Rules for Income phase
Step 3—Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic items currently held by any of your cities. To sell these items, make an Economy check (DC 20 for minor items, DC 35 for moderate items, and DC 50 for major items). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by 2 BP (for minor items), 8 BP (for moderate items), or 15 BP (for major items). You can make one Economy check per city district during each Income phase.

An approximate DC modifier for sale of an item would be 20 + cost(item)/2000gp

A revision of Step 3
Sell Valuable Items: You can attempt to sell items that cost more than 4,000 gp through your city’s markets to bolster your kingdom’s Treasury; these can be items you recover during an adventure or they can be magic or mundane items made by any leader. To sell these items, make an Economy check (DC 20 + item price(gp)/2000). A failed check indicates the item doesn’t sell. Success indicates that the item sells and you can increase your kingdom’s treasury by the items price/4000 in BPs. You can make one Economy check per city district during each Income phase.

A limiting factor in the change to the income produced is the time it takes to create a magic item. With a maximum of 26 day to create an item ( a month minus the 6 hours per day of the “ruling” week) and the increase in productivity given by taking a +5 DC penalty to create an item an item worth 13BP is able to be created this is in actuality only 6.5BP as the initial cost of 6.5 BP must be paid. A difference of 8.5 BP is created and this will only increase as there are 11 leadership positions (some of which may not create items) and potentially more cities and districts.

To alleviate the economic differences in the alternative model the surplus BP generated by Farms and Open Spaces should be added to the treasury.

The other flow on effect is magic items created by buildings:

Originally Last paragraph of building a city (pg 58 Rivers Run Red)
After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase (see page 61).

This should be amended to:
After it is generated, a magic item remains on the market until it is purchased. Once per Income phase one item per city or district may be removed from the market, its slot remains empty until the next Upkeep phase (see page 61).


Pathfinder Starfinder Adventure Path Subscriber

I have been tossing around a few ideas and have come up with the following can anyone broaden the list ?

Magic items to assist kingdom building (leader) caster or (leader) user must spend 1 week of the month assisting the building not ruling or adventuring

Maximum assist -2bp to the cost or +1bp to the income

Ring of elemental command (earth): -2bp buildings
Helm of underwater action ( only water adjacent buildings ): -1bp buildings
Rod of Metal and Mineral Detection: a further +2 economy per month to the mine(from river kingdoms book).
Staff of earth and Stone: -1bp buildings
Mattock of the titans: -1bp buildings and mines
Orb of storms: +1bp income from farms in the same hex
Lyre of building: -2bp to cost
Gloves of Shaping: -1bp buildings

Spells to assist kingdom building ( a wand will use 5 charges to facilitate the same effect)

Stone shape: –1bp cost
Wood shape: -1bp
Wall of stone: – 2bp
Fabricate: -2bp
Plant growth: +1 bp income from farm hex ( once per 3 months per hex)
Move earth: -1bp for land preparation for hexes and cities.


Pathfinder Starfinder Adventure Path Subscriber

Just a few musings on possible house rules. Any feed back would be appreciated.

Rules

Dual Roles

Dependant upon the campaign some leadership roles may overlap this is especially true of the Ruler a Theocracy will have the ruler fulfilling the role of both Ruler and High Priest. Similar crossovers occur with various government types a Ruling General or Magister would not be uncommon or even a high priest Grand Diplomat. Unfortunately no character could hope to thoroughly fulfil both roles adequately at all times. A solution is to have the character in the dual role be able to fill both roles but take a penalty dependant upon the kingdom size (-1 ability modifier for kingdom 1-20 hexes, -2 ability modifier for a kingdom 21-80 hexes and -3 ability modifier for a kingdom 81+ hexes.) This penalty is due to the necessity to have underlings carry out necessary duties which increase with kingdom size.

Build it up.
Creating a city that expands vertically instead of horizontally

It is assumed that the height of most kingdom buildings would not exceed two stories. To create a city with taller structures a cost of 1 ½ x the regular BP for each structure (whether entire structure or only partial) is needed for each level built above the ground level this represents the additional cost of construction and creating secure foundations.

Each level can be counted as a separate district for the purposes of consumption but all district wide bonuses apply to all of the levels. Similarly buildings that can only be built once per district can still only be built once irrespective of the level that they are built on. Each level up is counted as a city block.

Buildings that span multiple city blocks can expand vertically but must be directly above eg a 4 storey (2 level) academy. Buildings that have prerequisite buildings may still need to be adjacent in some manner but may also be vertically adjacent.

Lastly a district can only expand up levels once the kingdom becomes large enough. (1-10 single level, 11-20 maximum 2 levels etc)

Going down.

Similarly to going up a city may also expand down using the same mechanics as expanding up but the cost is 2x normal BP for buildings due to the cost of excavation of buildings and connecting tunnels. For each level the city goes down a bonus of +2 stability is gained.

There cost of the vertical expansion is covered by the increased building costs and does not require the district to be prepared again.

Improvements.

Magical sanitation (20 BP ; one leader must be able to case purify food and drink and have access to the create wondrous item feat.)

Through the use of placement of purifying zones in the cities sewers and dumps pollution and disease are lessened Loyalty +2, Stability +2

Continual illumination (10BP; halved if leader has access to continual flame)

Casting of continual flame through out the district lowers crime and accidents. Loyalty +1, Stability +1, Unrest -1

Feats

Sovereign Might (Kingdom)
Your might is inspiring,

Prerequisite: Str 13, Must occupy a leadership role in a kingdom.
Benefit: You may use your strength modifier -1 in place of the nominated ability score for a leadership role.

Noble Grace (Kingdom)
You adapt quickly to events around you,

Prerequisite: Dex 13, Must occupy a leadership role in a kingdom.
Benefit: You may use your dexterity modifier -1 in place of the nominated ability score for a leadership role.

Regal Perseverance (Kingdom)
You are relentless in your efforts,

Prerequisite: Con 13, Must occupy a leadership role in a kingdom.
Benefit: You may use your constitution modifier -1 in place of the nominated ability score for a leadership role.

Royal Intellect (Kingdom)
Your knowledge and intellect serve you well,

Prerequisite: Int 13, Must occupy a leadership role in a kingdom.
Benefit: You may use your intelligence modifier -1 in place of the nominated ability score for a leadership role.

Wisdom of the Monarch (Kingdom)
Your are wise in the machinations of rulership,

Prerequisite: Wis13, Must occupy a leadership role in a kingdom.
Benefit: You may use your wisdom modifier -1 in place of the nominated ability score for a leadership role.

Inspiring Magesty (Kingdom)
Your strength of character inspires your subjects,

Prerequisite: Cha 13, Must occupy a leadership role in a kingdom.
Benefit: You may use your charisma modifier -1 in place of the nominated ability score for a leadership role.


Pathfinder Starfinder Adventure Path Subscriber

Is it possilbe to use skilled evolution and aspect to get 2 x +8 on any skill ?
If so +40 spellcraft at lvl 10 with 20 charisma amd skill focus. Woohoo


Pathfinder Starfinder Adventure Path Subscriber

I saw someone mocking this combination and I want to make it work for an upcoming game.

Can anyone
a) think of a better way to start, spells, feats, ability spread etc.
b) suggest a balanced build upto about level 12.

My basics are
lvl 1 svirfneblin tattooed sorcerer (sage),

str 8
dex 14
con 14
int 18
wis 13
cha 11

alternate racial trait: Stoneseer (magic stone, stone shape, stone tell 1/day)
varisian tattoo (evocation)
tattoo familiar ( mongoose (+2 fort save))

Starting feat: cosmopolitan ( perception / survival )

spells: 0 detect magic, read magic, acid orb, prestidigitation
1 mage armor, colour spray

Skills maxed: UMD, spellcraft, perception, knowledge (arcana), survival, appraise.

GM of the Streets has not participated in any online campaigns.