Alchemical Golem

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Organized Play Member. 76 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Correct me if I am wrong but you pick two abilities, and since it does not state they have to be different you can pick the same one twice giving you a +4 to one ability?

"These humans pick two ability scores and gain a +2 racial bonus in each of those scores."


So my theory is if I use Telekinetic Projectile to throw a Thunderstone at a target it will do the damage as stated in Telekinetic Projectile only. But then I wondered what happens to the Thunderstone after it hits the target the spell ends? So if the target is standing on any hard surface like a stone floor or any other hard surface wouldn't the stone fall to the ground after the effect of the spell which would then trigger the effect of Thunderstone when it hit the ground which would be right after the end of the turn/action?

This would be 1d10 damage to start during the turn and once the turn ends the location of the stone would be 1d4 additional damage.

this idea grew from a goblin NPC who placed a gallon bucket of thunderstone on top of a partially open door for the pc's in one of our games.


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I think Paizo should host a contest which is voted on by not only the dev but also the fans. This contest would be about who could come up with the best format for a full multi-page character sheet.


Ok so with the new character sheet in the book is great but is there any way I can get an individual copy (without my personal information plastered on the edges)?


I was wondering if anyone was working on either a PDF or Excel/Gsheet NPC creator calculator?


In the CRB on page 213, there is an image of a computer. I wanted to know if anyone knows what font/language is on the screen.


So like many others, the frames in the book work great up to a point. I am trying to break down how frames are designed on a point system and I could use some help. If anyone has figured out the formula used to create frames, please can you share it with me?


So looking over many pdf's in the last few weeks I have seen some amazing things. But it makes me wonder. Could someone create a Module which on the front inside cover has a part where you could select your groups APL? Then the content of the module it would adjust the events and NPC's to meet the newly selected APL.


So after reading the core book and looking around at all the classes, I was wondering if anyone had attempted in making a 1-20 leveling guide on how to be a Jedi in the Starfinder system. I am looking for something that shows what class to take at what level and what feats.


UPB’s

“To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM’s discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item’s value to count toward the UPBs needed. Even magic and hybrid items are created using UPBs, as the Mysticism skill is used to form the materials into runes and specific implements for rituals utilized in the creation of magic devices. “

So my question is can you break down an item into UPB’s or does it break down into something like Light Armor UPB’s or Medicinal UPB’s for crafting only.

And is there an ability or device that can take an object and turn it back in UPB's?


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I don't know if this has been brought up but I must say I love the character folio. But it saddens me because everything has to be done by hand. In this day and age, I don't understand why we can't have an editable Player Character Folio. Hell, I would pay an extra couple bucks more for one over the normal pdf price just for that feature. Who else would be willing to do the same?


So I don't know if this has been addressed or not. Natural Weapons/Unarmed Attack deal 1d3 damage. But my question is what modifier is added. I can't seem to find it in the book.


In the list of additional spells, one gets for picking their connection. It states for Mindbenders the following:

Spells: 1st—6th mind thrust; replaced by 1st—lesser confusion, etc...

My Question is, can I take Mind thrust as my normal list of spells or am I unable to take it altogether because of my connection?


Ok so here is my thread for Pantheon Ideas, per a snippet from the Starfinder blog we will consider the gods to be frozen in space(what that means is up to you). The who what where when and why are all up to you to figure out. I just like to hear your 2 cents on the topic.


This is a Homebrew project of mine and just looking for a little feedback on this to help balance this out.

Tome Master – Unlike other wizards a Tome Master sees his spell book as more than just another book filled with spells. To the Tome Master it is alive, fueled with the magic of each spell written within. This belief is so strong that reality brings it into being.
Level 1
Magic Tome – Each Tome Master has one Tome of his/her design crafted in any way the wish. Each Tome must have a unique material that it is crafted from. Once decided any further Tomes the wizards wishes to obtain to replace this Tome must be made using the same material. Any else is just a book to the wizard. In appearance a Tome is a much larger version off a spell book, weighing 25% more than normal. The aspect of the Tome being alive comes with its own qualities. All Tomes have their own personalities and can understand anything the wizard says even if he/she is mumbling the meaning will always get across. Tomes are considered an animated object this effect cannot be undone by any means thou their abilities can be affected by anti-magic effects. Tomes have their own alignment which only part of it must match the wizards. An evil wizard can have a good book as long as both are lawful or a chaotic book can be owned by natural wizard as long as both are good. All Tomes start off with the basic ability to float. This ability is a magical effect and is affected by anti-magic effects. Magic Tomes can only move up to a distance of the wizard’s intelligence bonus in spaces/5 feet away from the location of the wizard. If by outside means the Tome is move outside of the range it losses all its abilities accept the ability to open and close itself, treat any contested action to open or close the Tome as having a strength equal to the wizards intelligence. If at any time the Wizard becomes unwillingly unconscious the Tome will be treated as being out of range. If the Wizard dies the Tome itself follows the same fate and becoming it as just another spell book. If the off chance the Wizards returns from the dead the book will return to life too. – This replaces Arcane Bond –
The Magic Tome has HP equal to number of spells within its pages (this includes pages lost from the effect blank pages). Hardness equal the 1 1/2 the CL of the Wizard. The Tomb is unable to hold any spell within its pages from the wizard's opposition schools (see arcane school) and only one copy of any spell can be placed inside the book.
Tome Abilities - At 2st level the Magic Tome gains a special ability and then gains another one at 4th level and 8th and 16th.
• Battle Tome – The Tome has become harden in combat and now can act as a combatant. During combat the Tome can make a single attack using their Wizards BAB. Its damage is base the level of the mage. At 2nd level the Tome does 2d8 + (Wizards Intelligence bonus). Add an additional 1d8 at 4th, 8th and 16th level. This damage is bludgeoning and has a reach of an equal to the range it can be from the wizard.
• Educated Tome – This ability grants the Tome a voice and the ability to retain other information outside of spells. When gaining this ability the Tome gains an Intelligence equal to its master and all ranks of knowledge which his/her master knows as well as the ability to speak any language which the wizard knows. Further advancement can only be achieved when the Tome has access to a written form of education. The Tome can open and read any written book and retain the information within as long as the book has not been seal, locked, or restrained. Increasing the Tomes intelligence requires (Wonder), and knowledge’s require books which have higher ranks of knowledge’s, and languages can be learned in the same manner as knowledge’s. This process takes one day of time which the Tome must read the material. This ability will allow the Tome to aid and make its own skill checks when dealing with knowledge’s and languages. Tomes are unable to consume other spell books in this manner to gain spell with in their pages.
• Casting Tome – At this level the Tome can now unleash a spell from its pages. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level but originate from the Tome instead. This spell cannot be modified by metameric feats or other abilities. The spell is treated as spate action and does not count against the wizard actions for the turn or spells per day. Spells casted in this fashion cannot be those which the Wizard has prepared for the day. Once a spell has been casted in this way the spell fades from it pages and does not return until the next day. These blank pages do not affect the HP of the Tome but do prevent the wizard from attempting to prepare those spells until the next day.
• Defending Tome – The Tome now can take action to defend its master from any attack by acting as a barrier. The Tome now grants his/her master a shield bonus equal to its highest level spell known. This bonus will not stack with any other shield bonus. Also as a free action the Tome can extend its pages can create a level of cover for the Wizard. This cover can be of any type the Wizard commands and only activated or changed on the Wizards turn as his/her move action. Any damage dealt to the book will blank a single page per point of damage. These blank pages do prevent the wizard from attempting to prepare those spells until the next day. The Tome will recover its lost health in the form of Natural healing: With a full night's rest (8 hours of sleep or more), the Tome recover 1 hit point per character level of the Wizard. Any significant interruption during this rest prevents the Tome from healing that night. If the Tome undergoes complete bed rest for an entire day and night, it recovers twice the Wizards character level in hit points.
• Healing Tome – Tomes are alive and such it can now transfer its own health to its master temporarily. This Ability allows the Tome to take one spell and transfer it into temporary health for his/her master. The temporary health gained in this fashion is equal to the level of the spell and takes one standard action to apply. The Tome can apply any number of non-prepared spells as long as all spells applied are of the same level. The temporary health will last until a full night’s rest which then the effect will end. During the timeframe of the effect those spells used in this fashion become blank pages. These blank pages do prevent the wizard from attempting to prepare those spells until after the effect ends.
Hunger for knowledge – The Wizard no longer needs to inscribe spells from scroll by hand. By placing a scroll between the pages of the Tome it absorbs into it and becomes a spell. The time it takes for the Tome to consume the scroll is a number of turns equal to the level of the spell. If the scroll is one that the Tome already knows it will convert the magic of the scroll into health for itself and recover a blank page or a number of blank pages which sum is less than or equal to the level of the spell. But if the scroll is of from the wizard's opposition schools it will damage the book and blank out one page. The highest spell will be blanked first. – This replaces Scribe Scroll –
Level 10/20
Book Collection – Like any book owner at a point in the wizard’s life another book will be needed. This ability allows the Master to bring forth another book to his current collection. Unlike replacing a lost Tome this Tome can be made from another special martial of the Wizards choosing. This additional book will gain the same amount of abilities as it companion. This new book will not have any spells once collected. The Wizard must feed the new Tome scrolls before it can be used. Until that point the Tome will lay dormant and any damage done to it will give it the broken quality. This grants him the ability to control both books at the same time. This can be done once more at level 20. – This replaces Level 10 Bonus Feat and level 20 Bonus Feat –


So I have been chewing through forums about this and from what I understand is this. With all the additional feats that follow both feats. A person with TWF ITWF GTWF will have their normal attacks plus any penalties that apply would allow at 20th level (4 main hands and 3 off hands). Then with MWF for those of 3 arms get at the same level and same class only 6 attacks (4 main and 2 off hands). Now with a 4 arms races with the same setup this gives them (4 main and 3 off hands). MWF only has one feat which lower the penalties for off hands and since there is no further feats under this feat there is no additional off hand attacks in later swings. So correct me if I am wrong the difference between the two feats choices is one does three off hand over three attacks out of four and the other gets three off hands with the first (based on a 4 armed race).


So I have been reading the Bestiary 5 book and saw the race Astomoi and loved them, that is until I read the following caption.

“Telepathic Senses (Ex) Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.”

So this limited distance is not that big of an issue in most combats but in roleplaying it kind of different. For the most part the Astomoi world is only 60ft from them. They can never see the sun or the clouds nor can they see the stars. They are all too far away for them to see. This will affect long range classes and abilities from being useable, as well as navigation. Think about this, you could not sail a ship because it over 60 feet long or you can’t see the road is blocked up ahead because it out of your sight. Any flying creature who can reach you from farther the 60 feet you will never be able to attack back because your world does not exist that far away. Now one might be able to use blind fighting to resolve this but one must remember you can sense anything over 60ft away at all. It’s all guessing. A shortbow has a range of 60ft. you can’t even shot the full range of a long bow. Can’t see the castle is on fire before you get to the gate. Now I have not yet found anything that can extend this ability as many other races can see up to 20+perception skill*10. Now as a playable race this hinders them a lot. I can’t begin to imagine how a GM could use this in evil ways to toy with one’s character. So with such a limited ability how can one make this a playable race? Now if there is a correction or way around this please let me know.