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Pathfinder Maps Subscriber; Starfinder Charter Superscriber
Reading through the level 5 solarian pregen, I'm seeing a disconnect between the solar weapon rules and the pregen in a few places:
This isn't me calling anyone out here; I know this is a playtest, and understand that the pregens may have been built against an earlier version of the rules, etc. I'm mostly just hoping that folks can either (a) validate my reading of the rules or (b) point out why I'm wrong so I can correct my understanding
Pathfinder Maps Subscriber; Starfinder Charter Superscriber
D'oh! Prepping to run this for the first time, and noticed a typo in the rock bear stat blocks (the multiattack claw damage type listed as So does not match the standard attack claw damage type of F & S). With the usual disclaimer that once a scenario gets to the developer, they are the authority on what is correct, here's what I'll be doing for my table unless a dev says otherwise: I will be using the damage type from the standard attack (F & S), even on multiattacks (rather than the So listed). Rationale spoilered below because it contains, well, spoilers:
Rationale (contains spoilers): The rock bears are actually disguised mining robots, and the bears' claws are the robots' magma blades, repurposed.
Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
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Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
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Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
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Pathfinder Maps Subscriber; Starfinder Charter Superscriber
I've already spotted a typo I left in that you should watch out for when running low tier: the creature in area B5 lists the correct constrict damage in the Special Abilities description, but lists the high-tier damage on the Special Attacks line in the Offense section. It should be 1d8+11 at low tier, as listed in Special Abilities (and the same as its slam damage).
Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
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Aid Token Copyable Text ---------------------------------------
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GM Info Thread
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Pathfinder Maps Subscriber; Starfinder Charter Superscriber
The errata link in the 'Got Questions?' section on paizo.com/pathfinder takes you to an old version of the PF2 core book errata, rather than to the FAQ page, which has the up-to-date errata. Can you please update that? It leads players to the wrong info.
Table Links for Aid Tokens -----
Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
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Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
Hi folks! This game will begin once the scenario is released at the end of February. Recruitment will be done through the Outpost IV Sign-Up Sheet once that is open for signups. You can find the schedule and more information about Outpost IV here. This thread will be used for in-character gameplay. Once you have signed up for this game, please dot-and-delete, then say hello in the Discussion tab.
Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺
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Discuss your mission here. More info to come! Please do not post here if you have not signed up on the recruitment sheet.
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About Doctor KillikName: Killik
Attributes Str: +0, Dex: +3, Con: +2, Int: +1, Wis: +4, Cha: -1 AC: 19 (T)
Ancestry Feats: Shirren Lore
Class Abilities: Healing Connection, Mystic Bond, Initial Epiphany, Vitality Network (14HP) Skills:
Languages: Common, Shirren, Aklo Melee attack: Fist +7, 1d4 B
Spells:
Level 1: Fear, Heal, Wisp Ally, Force Barrage, Bless
Focus Points: 1
Inventory
Character Abilities:
Mystic Bond: You form a bond between yourself and others, most typically your closest companions. Forming bonds is different for every mystic but always involves using a 10-minute activity related to the mystic's connection that requires you to be adjacent to the creature with whom you wish to bond. You can maintain a bond with up to 10 other willing creatures, and the bond lasts until you or the bonded creature are no longer willing to be part of the bond. You are always considered part of your own bond and don't count toward the 10-creature limit. You always know the general distance and direction toward other bonded creatures, their Hit Point totals, and if they're conscious, unconscious, dying, or dead. This ability doesn't work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies. Vitality Network Your soul supports a network of energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per level. You gain the Transfer Vitality action that you can use to take Hit Points out of your network and into yourself or your allies as healing. Life-and-death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you're master in spell DC, it regains 6 Hit Points instead; if you're legendary, it regains 8 Hit Points. When you Refocus, your vitality network regains all its Hit Points. Transfer Vitality [one-action], Concentrate, Healing, Mystic
Harmony When you Transfer Vitality, attempt to counteract one affliction affecting the target, or attempt to counteract one effect of your choice imposing one of the following conditions on the target: blinded, clumsy, dazzled, deafened, enfeebled, sickened. |