Hey there. I worked some weeks on it, but I converted the whole #10 to 2nd edition and want to share it with you (google drive), if you want to run it with your group. You won't be able to run it without owning the AP though.
If you want to pay me, sure! I'll take comments of gratitude, corrections, and questions as payment! ;)
Some noticeable changes (for GMs only):
1.) Adjusted most rewards to better fit the SF2 economy. Many are low level items, so I used the selling value.
2.) Inserted a whole optional part to use a variation of the Influence System into the first part of the adventure (as Paizo may have done it if it were a 2nd edition adventure).
3.) Made the last bit of Part 3 a chase, so skipping the starship combat there. My idea was to make it a bit more organically, instead of somehow buttering in Kane in a fight and still the players that retreating is the smarter choice. I still converted Kane's stats.
4.) I changed Shadow Corruption to use a variant of the Free Archetype rule (so don't use it), using the Corruption Value instead of level to determine the number of feats. This is more streamlined than the original, but seems to be a good fit.
Hey there. I worked some weeks on it, but I converted the whole #10 to 2nd edition and want to share it with you (google drive), if you want to run it with your group. You won't be able to run it without owning the AP though.
If you want to pay me, sure! I'll take comments of gratitude, corrections, and questions as payment! ;)
Some noticeable changes (for GMs only):
1.) Adjusted most rewards to better fit the SF2 economy. Many are low level items, so I used the selling value.
2.) Inserted a whole optional part to use a variation of the Influence System into the first part of the adventure (as Paizo may have done it if it were a 2nd edition adventure).
3.) Made the last bit of Part 3 a chase, so skipping the starship combat there. My idea was to make it a bit more organically, instead of somehow buttering in Kane in a fight and still the players that retreating is the smarter choice. I still converted Kane's stats.
4.) I changed Shadow Corruption to use a variant of the Free Archetype rule (so don't use it), using the Corruption Value instead of level to determine the number of feats. This is more streamlined than the original, but seems to be a good fit.
as a selfish wish of mine, I like to request to move a Starfinder NPC Core up in your release schedule. While you may think "Isn't Alien Core not enough for a while", truth is, that for many GMs having a large cadre of NPCs makes things much easier.
Like for me, who is currently converting an SF1 AP into SF2 and while borrowing from PF2 NPC Core can serve as a starting point, I'd really like to have stats for vidgamers, coporate agents, and the like on my hand without the time-consuming convertion (which may still come with special NPCs, but then I only have to add and remove some abilities most of the time).
Just a random thought, but going down that route was fun. PF2 Alchemist is almost like the Biohacker, as long as we exclude the bombs.
Now with Guild of the Grave World, we got a little weapon... the Needler Pistol (though it is missing statistics like what kind of ammunition and proficiency) of the Wight Scientist.
So if we treat needles as projectiles and replace the bomb proficiency of the alchemist with "injection weapons" instead, it's already possible to play a rather SF1-like biohacker, with elixirs and poisons for the Boosters and Inhabitors.
Of course, an actual Biohacker would probably diverse quite a bit I imagine, but I wouldn't be suprised if the alchemist (as a craft-oriented class) would serve as a chassis anyway.
Hi there, I'm currently working on convert the SF1 Adventure Path Signal of Screams into 2e. When I'm fully done, I plan to make it public, but in the meantime, I will need some help here and there, or at least some more eyes.
1.) Make corruption a condition with a value (to interact with other rules).
2.) Make manifestations akin to Archetypes, grouping them together
3.) Every even corruption value, the PCs will get a manifestation, using the Free Archetype rules as a basis
4.) Try my best to somehow rebalance the benefits and demerits into 2e, like cutting all "roll twice and use the better result", stuff about Resolve Points, etc.
I made a draft (Google Drive) and I hope you could help me to finish it, by giving some feedback. Most of the fluff text was copied from Nethys though.
I used https://scribe.pf2.tools/ for the formatting and stuff.
I also needed to add a feat, as there were only 15 manifestations and 16 seemed to be ideal. 4 Archetypes for 4 players, each having 4 feats and with the fifth, they get to be NPCs anyway. :P
I'm about to start my first adventure path in PF2 (GMed some oneshots and I'm rather experienced in many other systems and do play in PFS sometimes), and stumbled upon the free archetype rule. Considering, that it'll be my first PF2 campaign, I lean towards to play as strictly as the rules to learn how they actually work, however...
I want to GM the remake of Kingmaker, and the idea to combine the kingdom's leadership roles with fitting archetypes makes me consider that stance, especially as this would enforce that the right PC is doing the job as they learn new abilities from it as the kingdom grows (using the kingdom level instead of the character level to see how many archetype feats they would get).
So before I decide, I want to learn your experience with the Free Archetype Rule, my more experienced PF2 players and GMs and how much it broke your games or made them better in your experiences.
Had a rule discussion with a player here (both lawyering ;)) and wanted to get more insight on this, as we will still play several Adventure Paths of Starfinder 1, and I couldn't find much about this topic and less that's definitive.
Here the ability first:
Quote:
Inspiring Combo (Enhanced, Ex) - 2nd Level
You have learned to synergize your combat actions with acts that inspire your allies or adapt to the current tactical situation. As a full action, you can both make a single attack and use one envoy improvisation you know. The improvisation must be one you can use as a standard action, move action, or swift action. You choose in which order to resolve these actions. Once you use this ability, roll 1d10 and subtract your Charisma modifier; you cannot use this ability again for a number of rounds equal to the result (minimum 1 round).
(...)
Now let's assume the result of the roll is 1 round. Does that mean that this ability can be used next round again as in tactical rules it states:
Quote:
When the rules refer to a “full round,” they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count on which they began. Thus, if a spell with a duration of 1 round is cast on initiative count 14, it ends just before initiative count 14 on the following round.
For me, it reads like it could be used immediately in the next round, but the "cannot" of the Inspiring Combo makes the player think otherwise. Any insight, official ruling I oversaw, or the like?