Judge Trabe

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The way I read it, Litany of Wrath and Aura of Faith both requires your allies to be Good-Aligned for it to work. Considering that my usual party are mostly always bordeline murderhobos CN (With me as the LG holding them on a leash), why are there spells that work in such a way that you require two precise alignments for them to work? (Evil on enemy, Good on ally)


It says that you need to have the spell in your spell list to cast it, and that you need to be able to "cast a spell".

By spell list, does this mean just having the spell in your school of magic? Does not knowing the spell itself affects anything at all?

For example, if a Bard wanted to cast "False Life" with a wand, does he need to have that spell in his "known spells" list?


I'm torn between the two for my level 3 Feat.

Canny Acumen (Perception) on one side will help my Initiative, and overall bad perception checks, while Adopted Ancestry (Gnome Weapon Familiarity) will let me access the Gnome Flickmace, which is a pretty awesome weapon.

Considering that I'm a Paladin (of Iomedae), which choice should I go for? Both seems really good, and I'm positive that I would take the other afterwards at lvl 6.

I'm overthinking it, I know.


I just wanted to clarify something real quick.

You get your actions and reactions back on your turn, but this also means that you have no reaction on the first turn of combat until it is your turn to act, correct?


While the 4 HP looks nice on paper and on low-level Characters, it feels like Charhide might be the overall best option defensively.

While making a defensive character such as a Champion, is it preferable to take Charhide over Unbreakable? The 4hp looks like a noob trap in the long run, while Fire resist looks to be a very good resist to have overall.

PS: Also, does Fire resistance work against Persistent Fire damage?


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Lost the multiple Lay on Hands per fights to a single Devotion spell per 10 minutes until lvl 6.
Lost the upgraded damage on martial weapons from Deific Weapon (Now only affects simple weapons).
Lost the ''Heal spell' via lvl4 feat.
CHA seems really useless now.

Did I miss something?


Hey all.

I've been GMing a game for 8 players, and although the beginning was a little rough around the edges (killed 1 player so far), since they became lvl 4 they have been cruising through every encounters easily, even when I manually upgrade the encounters based on Alien Archive arrays.

We are at book 2, and they just blasted through a CR7 Ksarik in 2 turns like it was nothing using Supercharged and pewpews.

I understand that 8 players gives them a massive advantage when fighting singular monsters (even upgraded for a better challenge), but I didn't want to just double the amount of creatures in every encounters, because it would still be incredibly easy for them (I mean, most of the encounters deal 1d6+8 or so damage at best, which is laughable when you have an Envoy and a Mystic healing everything easily.)

Their next encounter is at the Stargazer, I'm not sure what to do. I want them to have a challenge, and it's not fun for me if they plow through everything like it's nothing.


So I've asked on the rules sections and realized there wasn't any rules concerning riding a Dragonkin even though they talk about it in multiple instances.

I have 2 players that wants to make a Dragonkin-Rider duo, and I want to make it as fair as possible for them without making them broken OP, but I'm not sure how to do it. I'll admit that mounted combat was never a thing when I was playing Pathfinder, DnD or SW, so my knowledge is pretty bad there.

-How should the penalties be for the Dragonkin? He's the one moving around with someone on his back, surely this would affect his AC, Reflex, Fly ability (Average on Dragonkin)?

-Should it be an armor upgrade slot for a saddle?

-The Dragonkin wants to be a Solarian, and since they usually do AoE damage, should it affect the Rider as well? (Supernova, Corona, etc) I'd say yes and it doesn't really matter much since the Rider is gonna be a Summerborn Ryphorian anyway.

-Rider wants to make a Mystic, should spellcasting be affected when riding?

-Should I invent a feat for the Rider to be able to ride?

-What can the rider do in the "Ride a Creature" from the survival skill section? Since his mount is a PC, I'd imagine he wouldn't be able to control its movements?

-If he melee attacks, does he uses any of the 4 squares that the Dragon takes to determine his Threatening range? I'd say yes.

There's more to ask I guess, but I want to start there and develop something more consistent.


Hey all, I have 2 players that want to make a Dragonkin-Dragonrider duo, and I was wondering how it worked. The rules on riding doesn't seem to tell how flying and the Dragonkin is affected by having a rider on him. So here are a few questions:

-How is the Dragonkin affected by having a mount? Does he lose AC, Reflex or anything at all?

-Can he still fly with Average mobility as if he had nothing on his back?

-How is the Rider affected? AC, Ref, Spell, etc. How can he make a charge attack (with a Pike for example) if the only way to move is when the DKin moves?

-Are attack of opportunities calculated the same way? One for the DKin and one for the Rider?

-I imagine everything AoE hit both regardless? What I mean by that is if my AoE hits only one square where the DKin is, it still hits the rider.

Their idea was to ride around casting spells, while the Dragon hits people from above with his 15ft reach.


Hey all, I have 2 players that want to make a Dragonkin-Dragonrider duo, and I was wondering how it worked. The rules on riding doesn't seem to tell how flying and the Dragonkin is affected by having a rider on him. So here are a few questions:

-How is the Dragonkin affected by having a mount? Does he lose AC, Reflex or anything at all?

-Can he still fly with Average mobility as if he had nothing on his back?

-How is the Rider affected? AC, Ref, Spell, etc. How can he make a charge attack (with a Pike for example) if the only way to move is when the DKin moves?

-Are attack of opportunities calculated the same way? One for the DKin and one for the Rider?

-I imagine everything AoE hit both regardless? What I mean by that is if my AoE hits only one square where the DKin is, it still hits the rider.

Their idea was to ride around casting spells, while the Dragon hits people from above with his 15ft reach.


Hey all,

So one of my players wants to make a Muscle Mystic (I cast FIST!) and the idea is to use the Healer's connection to go and Steal Life while healing the team around him. I love the idea and wanted to make sure everything fits.

RACE: Vesk
THEME: Death-Touched
CLASS: Mystic (Healer Connection)

STR: 14
DEX: 13
CON: 14
INT: 8
WIS: 14
CHA: 10

Feat: Weapon Focus (Unarmed)

He wants to play the long game by reaching 18 in STR CON and WIS at lvl 10, and take a level in SOLDIER along the way for the Blitz and proficiencies bonus. DEX 13 is for Mobility to unlock other feats (I'm not sure where he's going with this TBH). He wants to get both Versatile feats and for his ranged weapon go with a Starknife (Thrown Weapon) with Called fusion.

I wanted to know: can he uses Cleave with Steal Life(Su)? The way the skill is written, it requires a melee attack against EAC, but it's obviously not a regular melee attack that could cleave around.


Hey all.

I'll be returning as a GM after a couple years off, and to get back on track I'll be using Dead Suns AP.

Problem is, I have 8 players. Everyone that I thought would choke when I proposed to play Starfinder didn't, and since Dead Suns is made with 4 players in mind, I'm stuck wondering how I could balance the encounters.

On my 8 players, 4 of them are completely new to tabletop rpgs, so I want them to have fun while being presented with a challenge. I'm not sure if I'll keep all of them with time, but for the moment I was trying to balance the encounters up until the Garaggakal.

I don't want to just double everything; even the boss aren't gonna be much of a problem if there are 2 of them if my PCs focus them one at a time. I'm also wondering how to distribute rewards for everyone.

I know 8 players is a lot, I'm expecting to lose a few over the adventure, but for the moment I'm concentrating on balancing the encounters/ rewards. I've tried asking Reddit to no avail: Everyone is telling me to not do it. I'm still set on doing it nonetheless; until I'm comfortable with the setting and storytelling and regain my old GM skills I just want to follow a story and not rack my brain over a homebrew setting.