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?
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.
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 3: I cast Possession. Black Genie fails saving throw.
Am I/did we miss something? Am I able to shut a major encounter down that quickly?
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:
THEIR GOALS ARE:
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.
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.
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...
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?
Jimbles the Mediocre wrote:
Ok cool, man they are not going to like being left hanging like that.
Ok can someone clarify at the end of the Incident at Absalom Station
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?
Ok that makes no sense, so if the PCs basically hang around Absalom Station higher level items appear for purchase as they level?
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?
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.
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?
Are they more like Private Investigators?
Joseph Wilson wrote:
Thanks for that!
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?
Joseph Wilson wrote:
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."
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?
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.
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?
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?
Tali Wah wrote:
Sounds like that's the answer. Thanks!
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.
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?
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?