Nimblewright

Reebo Kesh's page

Goblin Squad Member. Organized Play Member. 387 posts (437 including aliases). No reviews. 1 list. 1 wishlist. 4 Organized Play characters. 1 alias.


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Scarab Sages

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JiaYou wrote:
Divine Hunter Paladin might fit the bill, but I'd also second Warpriest. Healing means the party took damage; a volley of arrows launched on round 1 significantly lowers the need for it. A Half-Orc WP with Sacred Tattoo and Fate's Favored is a beast in terms of damage and even saving throws.

Most suggestions here and elsewhere are saying "Warpriest of Erastil" so I think that's locked in my choice for now.

Thanks, everyone!

Scarab Sages

Heather 540 wrote:
Reebo Kesh wrote:
Any suggestions on Races? Are there any Dex & Wis bonus races?
Oh, and here's a decent feat for healing at range. Link

I like that feat! Thanks!

Scarab Sages

PossibleCabbage wrote:

Are you limited to what books you can have?

If not, I strongly recommend Erastil's Blessing for an archer cleric dedicated to Erastil. It's almost too good.

Pretty sure we can use any official Paizo book. Thanks!

Scarab Sages

Heather 540 wrote:
You could try using the Warpriest class. They are proficient with whatever favored weapon their deity has, bonus combat feats every 3 levels (which use the warpriest levels as fighter levels and BAB to qualify), has an ability that works like spontaneously casting Cure Light Wounds, and can channel energy.

Ok I'll have a look at that class. Any suggestions on Races? Are there any Dex & Wis bonus races?

Scarab Sages

Ventnor wrote:
Well, I’d recommend starting out by looking at Erastil as a deity, since his favored weapon is the longbow.

Will definitely be doing that, thanks.

Scarab Sages

I used to DM Pathfinder when the only rulebook was the Core one. Now I'm Playing more and about to roll a character for the updated Rise of the Runelords AP.

I would like to create a Healer character who is an Archer.

I am open to any suggestions regarding Class, Deities, Races, Feats, Traits, etc.

Thanks in advance.

Scarab Sages

So yesterday I played a session of Mummy's Mask book 5. I haven't played in a year and I made a 14th Mesmerist. The GM asked that all players play Occult classes which I was not familiar with and the Mesmerist was the only one not taken so I went with that.

In the final room of the Slave Temple(?) we encountered the Black Genie(?).

Round 1:
I win initiative, stare at Black Genie and cast Mind Fog.
Black Genie fails saving throw.
Rest of party do nothing.

Round 2:
I cast Confusion. Black Genie fails saving throw.
Black Genie creates a cloud of obscuring lightning mist (?)
Monk Spiritualist runs in and starts fighting.
Rest of party do nothing.

Round 3: I cast Possession. Black Genie fails saving throw.
Game over.

Am I/did we miss something? Am I able to shut a major encounter down that quickly?

Scarab Sages

I am a long time Pathfinder player but this year my group has switched to D&D 5e. I still see Paizo as the best source of adventure modules and hence my question.

The Party works for a faction called The Emerald Enclave.

THEIR BELIEFS ARE:
The natural order must be respected and preserved.
Forces that seek to upset the natural balance must be destroyed.
The wilderness can be harsh. Not everyone can survive in it without assistance.

THEIR GOALS ARE:
To restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness.

Basically, I'm looking for any Pathfinder modules that would fit into the themes the faction represents. Open to Adventure Path as well.

Currently, the group is 5th level and it's even enough for me to convert from PF to 5e.

Hopefully, someone with knowledge of all if not most of the published modules can offer some suggestions.

Thanks in advance.
Reebo

Scarab Sages

So the four lights have to remain within 10 feet of each other because any that move away from the others wink out.

Does this mean the lights can be in a line 10 feet apart from each other or must they travel in a square so that each light is within 10 feet of the other?

Basically it's a Light spell with a slightly bigger radius than can be sent 120 feet away. A Light spell on an arrow has a greater range so the bigger radius is the only positive of this spell.

Paizo how about allow the four lights to be independent of each other so the caster can send them off in four directions?

Just a thought.

Scarab Sages

Grimcleaver wrote:
There doesn't seem to be. I'd be inclined to be lenient since P1's insistence that all ammunition was destroyed when fired rubbed me wrong. But if there are going to be official rules on that, they look to be forthcoming.

Agreed. What concerns me is the 3 attacks per round with a bow may lead to archers carrying 120 arrows just to be sure...

Scarab Sages

I can't find any ruling regarding what happens to non magical ammunition eg arrows, sling bullets etc after you fire them?

Are they destroyed on impact?

Can you retrieve the ammunition that missed the target?

A page reference would be nice if the rule exists.

Scarab Sages

Basically the Heal/Poison bomb would work the same way as the Cleric's Channel Heal - heal PCs/damage enemies. Maybe reduced dice than a standard bomb?

Looks like I have some designing to do.

Scarab Sages

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I was really hoping the Alchemists bombs would be more versatile and at least have a Healing Bomb, like Ana's Healing/Poison Grenade from Overwatch.

Am I missing something or is there no way to do this with the Alchemist class unless you homebrew it?

Scarab Sages

Thanks guys!

Scarab Sages

Let's say a take an Elf which gives me an Ability Flaw in Constitution.

If I take a Background that gives me an Ability Boost in Constitution does that mean it cancels out the Ability Flaw giving me an Ability Score of 10?

I can't find anywhere in the rules that cover this specific situation.

Scarab Sages

James Jacobs wrote:
No pregens at all...

That sucks to hear. I have a 5e D&D group I was hoping to run the playtest with and it would have been nice to be able to just hand characters to them to play so they can get a feel of the rules as we learn.

Since I'm the only one buying the books, having them create characters themselves is not an option.

Any chance paizo will post pregnerated characters for each of the levels required to play Doomsday Dawn?

Scarab Sages

My final survey feedback was that Paizo start another Dungeon Magazine.

Scarab Sages

Warhawk7 wrote:
Reebo Kesh wrote:

"If we don't destroy the Black Star, all is lost!"

"If we don't destroy the Stellar Degenerator, all is lost!"

See the difference?

But the Black Star was already destroyed by Commander John J. Sheridan of the EAS Lexington....

lol. Never watched a single episode.

Scarab Sages

CrankyRWMage wrote:
Entropy's Arrow

SOLD! Thank you!

Scarab Sages

Jimbles the Mediocre wrote:

The attacking vessel(s), as the party will find out in the next chapter, is/are part of the exiled Eoxian Corpse Fleet. Learning more about them (and the Drift Rock) drives the plot in the second chapter, according to the adventure overview in the frontmatter.

If you go by XP, the PCs will hit 3rd level at some point in the Drift Rock. If you level up by milestones, I suggest leveling the party either right before or right after the final combat, depending on how kind you are.

Ok cool, man they are not going to like being left hanging like that.

Scarab Sages

Can this creature do this?:
Can the Garaggakal use its Phase Through ability to become incorporeal for one round to trick the PCs into wasting attacks on it?

Scarab Sages

Ok can someone clarify at the end of the Incident at Absalom Station

what happens?:
The PCs leave the Drift Rock aboard the Sunrise Maiden and are attacked by a ship but we don't find out what happens until Volume 2?.

Also do the PCs level to 3rd or are they still 2nd at the end of Incident at Absalom Station?

Scarab Sages

5 people marked this as FAQ candidate. 1 person marked this as a favorite.

It seems to imply that when you decide to dismiss it as a reaction the damage you just took gets reflected back at the target who needs to make a Reflex save for half.

It neither says you take or not take the damage in the description. So
how does it work?

Scarab Sages

Alundrell wrote:
And an added turret with light Toledo launcher.

You should add Holy to that Toledo launcher. LOL

I'm sorry, typos make me laugh.

Scarab Sages

Ventnor wrote:
Starfinder Core Rulebook page 167 wrote:
Rather than meticulously track every arms dealer, contact, guild, and license a character has access to, the game assumes that in typical settlements you can find and purchase anything with an item level no greater than your character level + 1, and at major settlements items up to your character level + 2. The GM can restrict access to some items (even those of an appropriate level) or make items of a higher level available for purchase (possibly at a greatly increased price or in return for a favor done for the seller).

Ok that makes no sense, so if the PCs basically hang around Absalom Station higher level items appear for purchase as they level?

Scarab Sages

Can a starting character purchase a Flame pistol (level 2 Small Arms) if they somehow had the funds to do so?

Scarab Sages

jcheung wrote:
Quote:

Signal Jammer

This handheld device, originally designed by the Stewards for military uses, is used by corporations and criminals alike. Signal jammers are available at any item level from 1 to 20 and can be purchased for a price equal to 100 credits × the square of the item level of the jammer. When activated, a signal jammer interrupts broadcast signals within 4 miles. If attached to a larger broadcasting station (such as those found aboard a Starship), the range increases to 12 miles. A signal jammer blocks all communication devices from sending and receiving broadcasts. Each signal jammer is designed to affect one specific broadcasting medium (such as radio or wireless). You can attempt a Computers or Engineering check to bypass a signal jammer’s effects or to determine the location of the jammer. The DC to bypass a signal jammer is 15 + the signal jammer’s level, and attempting this check takes 1 minute.

under technological equipment

Thanks but how does that apply to Starship combat? Specifically if you're trying to jam a ship from sending a distress beacon? How many miles is a hex in starship combat?

Scarab Sages

Claxon wrote:

I imagine it's a lot like the Pathfinder Society was on Golarion.

Some people and places liked and respected them. Some were annoyed by them. Some out right hated them.

But no, they aren't law enforcement. That's the Sentinels. Citizens aren't compelled by law to answer questions, anymore so than they are by any other person. They can arrest someone in the same way the other citizens can arrest people (citizens arrest is a thing).

They definitely don't get paid by the government. The society might give them a stipend for expenses but no real pay as such.

I wouldn't even liken them to PIs.

They're adventurers, explorers, and nosy busybodies who stick their nose in where they're not wanted ;)

Thanks Claxon, never had much reason to use the Pathfinder Society in my own games, only the Pathfinder rules. Now I know why I didn't, they organisation isn't a very original in concept.

Scarab Sages

I'm running Dead Suns at the moment and just curious to know how much power/recognition/responsibities will the PCs have once they are accepted in the Starfinder Society?

Are they like law enforcement?

Do citizen have to answer questions?

Can they arrest suspects?

Do they have a salary?

Or

Are they more like Private Investigators?

Scarab Sages

If so, where can the rules be found for that action?

Scarab Sages

My players decided to stop and loot the three in the storeroom at which point Nadaz opened the door and Hatchbuster tossed a grenade into the room.

Then we rolled for initiative, Hatchbuster went first and tossed his other grenade in the room.

They barely survived that fight.

Scarab Sages

I can see a lot of people picking "safe choices" like Sea Witch and Aquatic Druid etc and personally I don't want to do that.

I'm not really familiar with the classes beyond the Core Rulebook so I was wondering if there are any classes that will be poor/bad choices for this AP?

If so why?

Scarab Sages

Joseph Wilson wrote:
Reebo Kesh wrote:
Robert G. McCreary wrote:
The Drift Rock interferes with sensor readings (as mentioned on page 30), and the inability of sensors "to get a good reading" on the Acreon was meant to reflect that fact.

So can ship sensors detect life signs or not?

On page 325, under scanning, the first item listed that sensors are capable of is "basic information," including "living crew complement."

Thanks for that!

Scarab Sages

Robert G. McCreary wrote:
The Drift Rock interferes with sensor readings (as mentioned on page 30), and the inability of sensors "to get a good reading" on the Acreon was meant to reflect that fact.

So can ship sensors detect life signs or not?

Would it be advisable to tell the PCs "something is affecting your sensors" when they scan the Acreon?

Scarab Sages

Can someone clarify. Do you have to have a subscription to get the extra map PDF with the "hide encounter numbers" button or did they not do this for this AP?

Scarab Sages

Just need some clarification why the Hippocampus' sensors don't detect life signs on The Acreon? The path doesn't explain why they don't work.

I can understand why the "aliens" might be undetectable, alien physiology, but what about the "scavengers"?

Scarab Sages

Isn't the premise of Knights of the Old Republic to find an ancient alien super weapon? Dead Suns feels kinda Star Wars to me.

Scarab Sages

Joseph Wilson wrote:
Rysky the Dark Solarion wrote:
Reebo Kesh wrote:

"If we don't destroy the Black Star, all is lost!"

"If we don't destroy the Stellar Degenerator, all is lost!"

See the difference?

Not really, sorry.
I see the difference. And Stellar Degenerator is waaaaaaay better.

So do I and I can't stop laughing when I hear Stellar Degenerator.

I really hope the final boss is asking for "1 million credits or he'll fire it."

Scarab Sages

"If we don't destroy the Black Star, all is lost!"

"If we don't destroy the Stellar Degenerator, all is lost!"

See the difference?

Scarab Sages

Rysky the Dark Solarion wrote:
Well it's kinda hard to suggest a new name when we don't know precisely how it functions, although we can certainly guess. Other than being "on the nose" what don't you like about the name?

Spoiler:
Simple it's not scary or awe inspiring and it basically tells the PCs what it does (we assume collapses stars?)

Would be cooler if it had an alien name and then they learn what it does.

Scarab Sages

If you're a player in the Dead Suns AP don't read the spoiler unless you want to be... spoiled.

Ok seriously I hate the name of this...:
Stellar Degenerator? Really? I know Death Star and Starkiller Base were taken but that name is seriously on the nose, like early 60s B-grade Sci-Fi bad.

Anyone got any better suggestions?

Scarab Sages

Vanykrye wrote:
I started replying to this before I realized it was a Starfinder thread and not a Pathfinder one...and in Pathfinder a whole lot of open flame and a failed reflex save is going to ignite a few wicks. Thank goodness for advanced technology, huh?

So, in the real world, you toss a grenade into a box of grenades the only thing that will happen is the grenades get scattered intact everywhere?

Scarab Sages

Vanykrye wrote:
Leon, aka The Professional.

I figured that but I checked, the movie was never called Matilda in any country as far as IMDB is concerned.

It's been too long since I've seen it but there was a pull the pin scene? Towards the end?

Scarab Sages

Tali Wah wrote:

In game an item would have to at least be damaged (most likely destroyed) to blow up. Since there is no rules about objects you have taking damage from area effects (no roll a "1" damage an object rule), you'd specifically have to target an attended grenade to damage it.

I'd tend to not have unattended stacks of grenades blow up, otherwise you'll end up with players using that tactic.

Sounds like that's the answer. Thanks!

Scarab Sages

Kittyburger wrote:
Also: "This is from... Matilda."

Sorry, missing the reference?

Scarab Sages

One of my players built his character, a Vesk, as a melee tank with a Doshko and Step-Up thinking things were the same with AoO, and now believes his build is useless.

Is it?

Would he be better off rebuilding to a less Unwieldy weapon?

Should he drop Step-Up since you can do AoO with it and the laser pistol wielding alien can just shoot you in the face without provoking?

Scarab Sages

If someone uses "Pull the Pin" on an enemy wearing a bandolier of grenades, do the other grenades go off if they are caught in the explosion?

What if someone carrying grenades is hit by a thrown grenade?

Scarab Sages

Ah ok thanks guys, just listened to the Rogue Exposure podcast this morning and they talked about Resolve and how your dead if you run out of it.

Scarab Sages

Ok it seems a character cannot be killed via hit point loss unless they take damage equal to double their hit point total after stamina is gone in a single attack ie death from massive damage, correct?

So if a character at 0 hit points and laying in fire doing d6 damage per round does that mean they cannot burn to death because the fire doesn't do massive damage in a single round?

I assume characters can still die from lack of oxygen, CON drain, and various death effects?

Scarab Sages

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I'm about to start running Dead Suns with 6 players. Anyone else doing the same thing?

Just wanting some advice on how to scale the 1st book of the adventure path for 6 players instead of 4?

Thanks in advance.

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