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Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 463 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




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Player Core wrote:


Needle Pistol
This snub-nosed pistol shoots syringes instead of bullets, allowing the wielder to deliver a dose of medicine or poison from a safe distance. Early needler pistols were red and white peashooters marked with a deity’s holy symbol. Antiques and replicas remain on the market, but are curiosities compared to subtler modern designs.

The Needle Pistol seems to be out of place so far in Player Core. It assumes a mechanic that isn't supported. They should have went with a Flechette pistol for player core.

Though my idea might just reskin the Semi-auto pistol into a flechette pistol.


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My Downloads needs a few updates.

First, the orgainization is atrocious-
I have several pages worth of downloads, and something like the 2nd edition bestiary (3 books) is separated by over three subjects all over the DL listing.

Next, the database needs to be cleaned up so the filters work properly. Again, something simple like checking "Pathfinder rulebooks" is a mess, and doesn't work correctly.

Last, having a filter based on search results would be nice. Any sort of search, using the website's search function, at best, just brings up the entire page of downloads, rather than the specific products.


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While it doesn't make sense for MOST classes to take their own Class dedication, Sorcerers are an exception, and have facinating conceptual effects. (Though it might also be interesting to have a Cleric of two deities!)

There is one balance issue that does come up with the dedication feats, the ability to get additional repetoir AND spell slots. To make it balanced, the additional repetoir from dedication feats would not add additional spell slots to cast them. On the other hand, this additional repetoir would have full access to the normal Sorcerer Class feats and abilities.

Does anyone have additonal issues that I'm missing that should be resolved?


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Normal flanking is that you must be on exact opposite sides of an enemy to grant them flat-Footed status. A third party can not take advantage of it.

Home Brew consideration-
If three or more creatures threaten an enemy, and at least one of those threats is on the opposite half of the enemy, they get a minimum of Partial Flanking status on the enemy creature.

The reason for this is this. Once you have people on near opposite angles from you, any more attackers then that will degrade your ability to defend against them.

Partial Flanking is a -1 AC on the threatened individual, not stackable with the Flanked Status.

Example- ( O=Empty Space, E=Enemy, #=Threatening Creatures )

A__ B__ C__ D__
O1O 123 O1O 12O
OEO OEO OE2 OE3
2O3 OOO O3O OOO

A. In this case 1,2 & 3 get partial flanking
B. No flanking benefits.
C. 1 & 3 are flanking E. 2 gets Partial Flanking
D. Because 1 and 3 are on opposite halves (diagonally split) 1,2 & 3 all get Partial Flanking benefits.


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Anyone think that Wizards should have an option in the class whether to be an Arcane Caster or an Occult Caster?

Should be pretty easily modded: Occult Casters would get Occult instead of Arcana as a class skill. We can leave the strange mutations to the Sorcerer class.


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In my last week's game, the party saved, what they discovered as being a young Osiron Prince. The prince and his guardian were being hunted by a Gnoll mercenary party. The prince's guardian was killed in the battle, and the prince honestly doesn't know what was expected of him, or where he was going to be protected from his evil regent uncle.

Fortunately, for game purposes, the players have latched on to taking the prince under their protection, and getting him to his throne in the next year's time.

The party is in Andoran, and just entered the city of Agustana, where the Caravan master dismissed the rest of the caravan, since he was taking hardwoods and wines to Absolom, so the characters are released from his service.

While I had a great idea that a teen prince, who no longer had the watchful eye of his guardian no longer on him would get into some sort of mischief in a strange city, I have ran into a mental block of what would be a good session of what to involve the players in. The chracters are a rogue, wizard, cleric, and ranger, who just recently made second level.

Ideas would be welcome!


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So...

Question becomes, can you use Quick Alchemy to poison a Hobgoblin's stew pot, or does the poison evaporate by the beginning of your next round?

By the same token, If you quick alchemy a sunrod, can you use it for it's own duration, or is it 'poof' after a few moments?


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I'm having a hard time justifying the anti-stacking for poisons.

From what I can get out of it:
Let us say you get hit by Giant Centipede venom-
It has a maximum duration of 6 rounds. If you get hit by another dose of this venom at or near the end of its duration, I would expect it to restart the duration over. Except, that it specifically states in the rules (p458 under Multiple Exposures) that it's the old duration that counts. The only effect of the new dosage is a single initial saving throw that may increase the stage, assuming that the stage isn't already at max value.

For poison to make sense, I'd rather have the new effect restart the maximum duration.


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I recommend that Paizo should do a character generation book earlier then the last edition. 640 pages for a player is a bit much to digest.

A book that has only what a player needs to create their character would be a very nice option.

Heck! I wouldn't mind taking on the effort to build such a book, if the Paizo gods are willing.


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So Liquid leap-
"Liquid Leap (concentrate, conjuration, teleportation) The slime
demon transports itself from its current space to any clear
space within range that it can see, as long as both spaces are
within a liquid."

What it doesn't give is, "What is the Range?"


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I'm on the Mirrored Moon adventure, and between games, but I'm foreseeing an action between the dragon and the party.

The party is on it's way to the red dragon lair, and the Dragon is going to fly over them on the way to do the cyclopses damage, again. Seeing as the party looks to be a light snack, the dragon is likely going to take damage before wing over and returning home.

The characters will take a few days to get there, I'm just wondering what sort of healing rate a dragon, or any monster, would have between bouts? While we can assume the dragon has access to magical healing, in the form of items or what, I would like to find out what they might do otherwise to heal. Are we just talking healing checks via skill?


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So, what happens if you use Quick Alchemy to create and then activate a sunrod? Does it continue it's duration, or go out at the beginning of the Alchemist's next turn?


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In the spell attack description, it states that the touch attack uses the Spell Proficiency. So, I'm thinking, that it ALSO, because it uses the spell proficiency, and there is no other use for it, it also uses the prime attribute for the magic type. It isn't specific though.


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It is one of the few things that I'm seeing as a problem in the 2nd Edition. The creators reduced the number castings per day, AND they reduced the power at the same time. (Except they front loaded a tiny bit)

I'm pushing for having spells -auto- heighten based on the maximum caster level, while using their base level slots. Either that, or give the ability to use spell points, or magic implements, to pump the spell level up to that maximum level.

While we are at it, can we not call spell points by that name? I'm looking towards a more generic Power Point name. Not every class that has 'spell points' has spells. (Such as the paladin)


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Am I missing something, or does there seem to be no way to get perception past Expert, based on initial class proficiency? I know there must be some way, considering there is a 7th level general feat that requires Master in Perception.


Pathfinder Starfinder Roleplaying Game Subscriber

Page 31 of Doomsday Dawn describes the power Touch of Corruption the AntiPaladin has.

Problem: It is absolutely, positively, useless for the adventure. At first glance, it seems like it might have potential as an offensive attack against the PCs. More careful reading shows that it can not be used against the PCs, since Undead PCs, or even undead using PCs can't be part of the adventure.

Target: one /willing/ living creature or one Undead Creature.

It isn't like the AntiPaladin has any skill in deception, to trick the PCs into taking a hit by Touch of Corruption.


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Order is still pending despite being a subscription officially submitted July 12.


Pathfinder Starfinder Roleplaying Game Subscriber

I have a question regarding the Cryptic's Disrupt Pattern ability. What damage type is it? It's an energy attack, based on its descriptor. Is it the Energy type based on what is chosen by the Psionic Focus?


Pathfinder Starfinder Roleplaying Game Subscriber

First-
If a target has full concealment, it states that an attacker can target the "square" they think the target is in and the target gets a 50% miss chance. This brings up a question. If you are targeting the square, does that mean a standard weapon can not be used, and only area effect weapons have a chance of hitting? RAW 'seems' to indicate that you would attack the square at AC5, but that is not attacking the target.

My initial opinion is you actually do attack the target and not the square, assuming they are in that square. Though, I don't want to assume anything with the new game.

Second-
When is it possible to recover stamina when you are unconscious? Can you recover it after an 8 hour rest? I am not quite sure what recovery actions you have available when you are unconscious with no RP.


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I'm looking at the Armor add-ons and Force Shields seem to be rather underwhelming.

Brown Shield (3rd Level)
Capacity:10 TempHP:1 FastHealing:1

So, what it looks like to me is by the time most PCs have 22hp and 18Stamina, for a total of 40damage soaking, one time per round, for up to 10 different rounds, you get to soak 1hp.

(I'm assuming this is what Capacity is used for. I can't quite tell if I'm right, since I'm assuming the Capacity effect. Or does capacity work like Melee weapons in that 1 Cap is generally for 1 minute of operation?)

Is this how everyone else reads it?


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Am I getting this correct?

A Cleric with Versatile Channeling has access to being able to Spontaneous Cast both Cure Wounds and Inflict Wounds, since Versatile Channel text states that-

Quote:
Having this feat means you qualify for feats and abilities that have “channel positive energy” or “channel negative energy” as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).

Since the type of Channeling determines whether a Cleric can 'Spontaneously Cast' Cure or Inflict spells, it makes sense that Versatile Channeling, granting all the abilities of the opposite channel type, also includes granting the spontaneous casting for that type.

Is this RAW, I don't seem to be able to find any info one way or the other on this specific instance.


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OK, what is it used for? Most of the other bonuses look like they can be of use in Kingmaker/Ultimate Campaign, but I can't seem to figure out what a "Danger +5" is used for.


Pathfinder Starfinder Roleplaying Game Subscriber

I _just_ finished DMing "First Steps, Part II: To Delve the Dungeon Deep" with four players. I am a PFS member, who has only played at DunDraCon. None of the other players are PFS members as of yet.

The question is, Can I get DM Credit if none of the players are PFS members?


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I understand that the Retraining rules for 1st level characters are free, but I have a question that goes beyond that.

Are the retraining rules, and the costs associated with it, in the Ultimate Campaign book legal for PFS play?


Pathfinder Starfinder Roleplaying Game Subscriber

I've been considering different and alternate magic items to give my players. One idea I came up with is a rod/wand that adds an effective caster level for the purposes of Spell effects, up to a certain level maximum.

In effect, this rod would be like meta-magic rods in that there are Lesser, Regular and Greater rods. A lesser rod would effect the caster level to a maximum 3(natural caster level)+1(for a maximum of level 4 adjustment). Also like meta-magic rods, they could only be used 3 times a day.

So a 2nd level caster casting a 1st level spell, such as Burning Hands, using the +1 Rod's power would act as if casting that spell at 3rd level. (Giving the damage three dice of damage rather then just two!)

However, these rods tend to be outgrown fairly quickly, since a caster over level 3 will not gain any benefit from a lesser (6 from a normal, or 9 from a greater) rod.


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Feat: Magical Physician [Special]
prerequisite: Able to cast arcane spells.

Benefit: Arcane caster has access to be able to learn the cure wounds and inflict wounds series of spells. The limit is that the cure versions of the spells are unable to heal beyond the caster's total bonus to their Heal skill. Any result that would exceed this amount is lost.

All cure spells learned by means of access to this feat are considered Transmutation, rather then their original school.

This feat gives the caster automatic access to 'Minor Wound' spell. The spells afterwards are learned as a single spell and may only be learned as the spell(s) gained per level, by a feat, learned from another caster's repertoire who has the spell access by using this feat or by successful spell research. They are unable to learn them from scrolls, divine casters, or other means.

New Spell access-
Level 0: Minor wounds. Caster chooses to use the effect as if Bleed or Stabilize on casting. Effect of Stabilize requires a successful heal check that is granted as a free action for purposes of this spell.
Level 1: Light Wounds. Caster may cause the effect of either Cure Light Wounds or Inflict Light Wounds upon casting of this spell.
Level 2: Moderate Wounds. Caster may cause the effect of either Cure Moderate Wounds or Inflict Moderate Wounds upon casting of this spell.
Level 3: Serious Wounds. Caster may cause the effect of either Cure Serious Wounds or Inflict Serious Wounds upon casting of this spell.
Level 4: Critical Wounds. Caster may cause the effect of either Cure Critical Wounds or Inflict Critical Wounds upon casting of this spell.

Note that despite begin granted to the possible access to the cure wounds spells through out the levels, the effect is minimized by having a ceiling of the caster's heal skill bonus, not roll. The use of the higher level spells contains lesser returns as that ceiling becomes more restrictive. The Heal skill represents the level of detail that the caster can concentrate on of mending injuries. It is possible to get bonuses both permanent and temporary to the Heal skill though the various means. This Heal bonus counts for purposes of the maximum HP healed by a spell.


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One of the _very_ few things that I could appreciate in 4th edition is how they used the primary stat of the character and used it for bonuses to hit and damage.

If your primary stat is Reflexes, it should be capable of being used as a bonus to hit and damage, you hit more precise, rather then harder. Intelligent characters know where to hit to do more damage. Etc.

Maybe it can be added by burning a feat to take Melee and use another stat as it's primary bonus, rather then strength?


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Is there any source Material on how one goes about to determine a census on how common levels are (Both PC and NPC classes) in the Golarion campaign setting?


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I'm just placing a feeler out to see if there would be any interest in a book on being student wizards? In other words, a set of rules and adventures in the light of the Potter in Pathfinder.

Also, maybe someone could indicate if there is a Pathfinder sourcebook already covering that topic, if one is known.


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I'm working on an adventure where a fairly low level caster and a rogue, together have trapped a crypt. The caster is a 4th level sorcerer while the thief is a mere 1st level rogue with trap making.

The question comes to how does one, using the rules, create a magic trap. I know one requires Craft Wondrous Item, but there seems to be multiple ways one can craft one shot traps.

The cheapest route would seem to be to craft an 'oil' that would go off when touched. That could use the potion creation rules and costs, which would be just fine. The caster/trap maker would just have to go around and check to see if the trap went off from time to time and reapply the trap from scratch.

Then there is the 1 charge trap using wand creation. That would be a bit cheaper.

I just want to make sure that what ever route that may be the proper one, the players may use it as well for their own purposes.

Then there is the Spell Trigger. Alarm is an obvious candidate. So would we be adding the Alarm spell in the same creation as the trap effect?

How does one determine Ranged Touch bonus or detection DCs?

Thanks for the help.


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I was considering a different way of multi-classing that was very similar to the Gestalt character concept.

A character is initially created with a single class, just as any normal character would be. Once the character reaches the second level, a character can start accumulating experience points as if multi-classing from the original first edition. Each class having it's own experience points to work with. I suggest using Character Level increases as Medium XP, and other classes using the fast XP, until reaching the CL.

The difference between that concept and the one I have, is that the character will only get the best of the two classes, when it comes to the generic level granted abilities. The Best Hitdice, Saves and Skill points. The Class skills are combined, and other class level items are granted individually normal for each class. The number of experience to get a first level of a class, is the same number as to reach the second character level.

An example-

A fighter built has increased to second level with the medium exp growth of 2,000 (medium). The player now decides to add a level of Rogue. Instead of the need of getting 5,000 (medium) xp and becoming a third character level as a Fighter 2 and Rogue 1, The character only requires another 1,300 (fast) xp for the rogue level.

The feat gain for first level is a generic level based increase, and was already taken. So no new general feat for the new first rogue level is granted. The same would be true of ability score increases and other 'character level' based increases, such as granted by some races.

The class skills combine, and the character gets an additional 6 skill points, ( 2 was already used by the fighter. ) You can optionally let the character lose the fighter skills that they didn't use yet, and exchange them for the wider list of skills.

The hit points do not increase, since Rogues Hit points can not be greater then the fighter class. Though at later levels, assuming that you keep track of the hit dice gained per level for each class, a new roll for the rogue HP might be better then the fighter class rolled, and thus be exchanged for the older level HP gain.

Base Attack Bonus stays at +2, since the Rogue's first level is +0. But even gaining a level of rogue to level 2, the Base attack bonus will not increase, because the Fighter +2 is better then the Rogue +1.

The Saves (Fort/Ref/Will) end up for the fighter bases for second level (+3/+0/+0) and the Rogue's first level, (+0/+2/+0) ending up being the base saves coming to (+3/+2/+0).

The fighter keeps his bonus combat feat, and the rogue class gives the character 1d6 sneak attack and trapfinding abilities. In addition. The Weapon and Armor proficiencies would combine, which wouldn't do the rogue much good as nothing he has is not already included in the fighter proficiencies. Though Armor would still provide normal penalties to skill checks. A rogue sneaking in Full Plate isn't going to be all that effective.

To gain 2nd level as a Rogue, would require an additional 1,300, as that is the (fast) xp requirement to gain 2nd level.

A new class as a Cleric would have the same requirements as a rogue. An additional 1,300 xp for first level. A gain of +2 Will Base save, an opening of new class skills, but only having skill points for exchange if the character still hasn't used skills yet. (I'm considering now if we shouldn't just give the character one additional skill point per additional class on top of the max skill points, just so he could gain at least one skill for that class, but not the ability to exchange skills. Thoughts?)

Since the character can only do one action a round, and only has the maximum skill points, HP, Saves and others rather then cumulative of each, there shouldn't be _too_ much problems in simply using the Maximum class level as the CL of the character within a group. Though, I admit, you may have to fiddle with the CL based on how close the other class levels are to the Character Level.


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Does anyone have an opinion on how the classes compair ckmpatability-wise with pathfinder?


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I would like to throw this idea of a Feat out to see the response it gets as to power level and usefulness.

Bind Summons (Item Creation)
Prerequisite: Able to cast Summoning Spells like 'Summon Nature's Ally' or 'Summon Monster'
Character is able to invest the time and resources to bind an outsider that suits the needs of the caster. The creature can be no more powerful then the creatures from the summon spell that it is linked to. This feat effectively extends the caster's summon list.

Any creatures who are bound with this feat are unique individuals. If Summoned more then once in a day, they will continue to have any damage that was inflicted on them. If killed, that creature is unbound, and no longer available to the caster. The creature is assumed to heal all damage at the same time the caster rests to regain spells.

Summoned creatures from this feat are unable to take new or leave items behind. Any items removed, such as being disarmed, will leave along with the summoned creature.

Creatures may be 'upgraded' similarly as magic items. If upgraded to a higher CR, they may only be summoned by the new level of spell, and no longer by the old level. This upgrade may be the creature becoming tougher, or may have better equipment that increases their CR.

The cost is equivalent to making a scroll with the level equivalent to the level of spell used to summon the creature.


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I was looking through the rules and checking around and found a slight disappointment.

It doesn't look like any of the optional bonus hit point beyond the initial class HP doesn't seem to be around any more.

I like the idea of first level characters being a bit more survivable then one chop away from death, without having to resort to increasing their starting level.

Any idea if I'm missing the optional rules, or if there will be rules put in a supplement?