Devis

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** Starfinder Society GM. 65 posts. 1 review. No lists. 1 wishlist. 16 Organized Play characters.



Scarab Sages

2 people marked this as FAQ candidate.

So I've been working on my SFS character and realised that even though nothing prevents an envoy from using Combat Expertise on weapons with the explode quality, there's no explanation on how those abilities interact.

Would it work similarly to how the errata says Stun & Strike to works on explode weapons?

Scarab Sages

This discussion arose in Discord a couple of days ago.

Even though the combo "Contingency + Raise Dead" is one that I have used in the past, I've noticed there's a line that would seemingly make that void.

*The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).*

Raise Dead is not a spell that affects your person when you are setting up Contingency (it's not even a spell that affects a person period)

Secondary (and here's where I get to read way too much into the spell), would Contingency even be able to trigger on death? I mean, the target of the spell was you, and the caster is now a corpse a.k.a. no longer a valid target for Contingency.

Scarab Sages

Hey everyone! I was wondering if there's any way, ruleswise, to communicate with the dead... without being a spellcaster with the Speak with Dead spell. I'm talking about domain powers, hexes, other spells, etc.

Let's see what you can come up with

Scarab Sages

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I’m getting a group together to play the Giantslayer AP, but since I don’t really care all that much about Golarion I’m adapting it to Eberron. Here’s a list of things I’m changing/adapting:

- I decided that since giants were most prominent in Xen’drik that’s where I should place the town of Trunau.
- As for the orcs, though it would be plausible to create a clan of orcs that resemble the ones in the adventure, I think the more flavorful way about it is to re-write them as Sulatar Drow (they are somewhat civilized and have a degree of respect for their former Giant masters).
- Taking into account the above stated, half-orc NPCs will be either left as such or swapped for half-drow where it suits the racial discrimination theme of the AP
- The hopeknives are crafted from small dragonshards (Eberron or Siberys, most likely).
- As for the dragonmarked houses, a small number of them is present in the town. Most notably Tharashk, Ghallanda (Cham Larringfass), Sivis (I’m probably changing Agrit Staginsdar to a House Sivis gnome) and Deneith (maybe Omar Frum or the even the Grath family).
- Since religion doesn’t play a big part, I barely gave it a thought but Dol Arrah would replace Iomedae rather seamlessly

That’s all I got for now! I will appreciate any and all feedback.

PS: Sorry for any grammar/spelling mistakes I made or if anything I wrote reads awkwardly, English is not my native language!

Scarab Sages

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so, I'm running an all-tech campaign and one of my players come up with the idea of a cavalier that has a bike instead of a mount. right now, im just throwing things in the air to see what sticks! Sorry if it comes up a little messy!

Steel rider

A cavalier does not take an armor check penalty on Ride checks while riding his mount. A ride consumes 1charge/hour and has a battery that can hold up up to 50 charges

Class Level HP Natural Armor Bonus Speed Special
1st 11 +2 60 Link, hardness 10
2nd 16 +2 60 —
3rd 22 +4 60 Evasion
4th 27 +4 60 Special Ability
5th 33 +4 60 —
6th 38 +6 60 Unbreakable
7th 38 +6 80 —
8th 44 +6 80 —
9th 49 +8 80 Special Ability, Improved ram
10th 55 +8 80 Hardness 15
11th 61 +8 80 —
12th 67 +10 80 —
13th 72 +10 100 —
14th 78 +10 100 Special Ability
15th 78 +12 100 Improved evasion
16th 83 +12 100 —
17th 89 +12 100 —
18th 94 +14 100 —
19th 99 +14 120 —
20th 105 +14 120 Special Ability, Hardness 20

Link (Ex)

A cavalier can sustain the speed of his ride as a swift action instead of a move action and accelerate/decelerate as a move action. He also receives a +4 bonus on drive checks.

Evasion (Ex)
When the cavalier succeeds on a reflex save for half damage while riding, the ride suffers no damage at all.

Unbreakable (Ex)
A ride is immune to the broken condition while being riden.

Special abilities (Ex): *just random ideas at this point

Side-spill (spill some oil or caltrops)

Fumes (makes a small cloud of toxic fumes)

Side-rider (may share a square with a friendly creature while riding)

move it or loose it (trample)

Drag along (improved drag)

Improved Ram (Ex): The ride's tire attack now deals 2d8 damage.

Improved Evasion (Ex): When the cavalier fails on a reflex save for half damage while riding, the ride suffers only half damage.

Scarab Sages

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I've finished successfully running the Age of Worms AP in Greyhawk. Lashonna escaped, a PC became the new Prince of Redhand and Kyuss was slain, with one of the PCs taking his place as the new wormgod.

I'm setting my Kingmaker campaign 20 years after that with a new cast of PCs, adventurers who answer the call of the Prince of Redhand to rid the Bandit Kingdoms of unlawful behaviour and the presence of the Old One's forces.

I'm planning on using Iuz and Lashonna to stretch the AP to lvl 20 (maybe even 21) but I've no idea how to implement it. Any ideas?