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James Jacobs wrote:
I hope you get around to it. I think it would be cool to see more APs use/focus on the elf gate network. I'm using them in my game so that I don't have to have the drudgery (IMHO) of trekking via ships, caravans, on foot, etc., when I really just want to move the action to the next location hundreds or more miles away. Thanks
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I have tried to piece together what info I have about the aiudara (elf gates) from PF1e and PF2e material, but if anyone has put together a map (or graph) of how the elf gates are interconnected, I would love to have a copy. I've learned a bit from the link Elf Gates, and the AP #17 A Memory of Darkness, as well as from PF1e's Distant Worlds. A map (or graph) of the elf gate system would still be mighty useful. advTHANKSance
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Try this link: Elf gate - PathfinderWiki
Don't forget Hellknight Hill from Age of Ashes. My Question:
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Cordell Kintner wrote:
Wow! I'm a GM that hasn't gone thoroughly enough through all of the PC feats. I hadn't considered that they could boost your speed to such heights. That does make the description of Search and Expeditious Search make more sense. I wish they had written it better.
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Sorry if this is a repeat; I searched and found only one other thread that discussed Expeditious Search... Preface: I know of no PC with a move higher than 35, most are around 25. This means that maximum speeds are around 250 fpm, with a half speed of 125 fpm. Even a fleet elf with speed 35 has a half speed of 175 fpm. So how do the 150 and 300 fpm numbers in the definition of Search ever come into play? Even Expeditious Search says "(up to half your Speed)," which seems to nullify its usefulness. If a PC moves at "full" speed at 250 fpm what are the consequences? Are you no longer taking "educated guesses," (> half speed) or are you still being "thorough and guarantee you checked everything" (< 300 fpm)? Background Info: Quote:
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It looks like I need to add some disclaimer material to the "product." Quote: This [website, character sheet, or whatever it is] uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This [website, character sheet, or whatever it is] is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com. Thanks for the warning.
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Saedar wrote: EDIT: Important caveat... I see that you are using some of Paizo's IP (icons). You need to make sure you compliant with the community use guidelines. Thanks for the heads-up. I'll check it out. Do I need to check what Archives of Nethys's IP policies are, as well?
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I've created a static HTML/CSS project for myself that allows me to create Bestiary-like stat blocks using an XML-like format.
That doesn't mean I don't want feedback, but please remember this is only a pet project, by someone who is just beginning to learn about CSS. (Any CSS suggestions are definitely welcome.) The project repository is on GitHub: PathfinderCreatures Clone the repository into a directory, and click on the .html file of your choice to load it into your browser.
BTW, they seem to save to PDF pretty well. advTHANKSance,
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Charon Onozuka wrote:
Charon Onozuka, would you please provide a latest (or sticky, if you can) post with links to all of the [fantastic] sheets you've been working on? advTHANKSance,R^2
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Welcome everyone, and congrats on the promotions! I especially want to thank Brian. I know not everyone appreciates the software developers and architects, but since I'm one it's one of those things that I notice. I want to say that over the last months I've seen a noticeable improvement in the web facing portion of Paizo. I still think there is room for improvement, but it's definitely coming around. Thanks. One more thing. When this Covid mishigas is over, I would really like to come out to Seattle and visit y'all at Paizo. I hope that's allowed (during more normal times).
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dharkus wrote: Hey - my players have have come up with a way to pretty much completely negate the dragon pillar encounters. they use invisibility, then mage hand a bedroll or equivalent light item on top of the pillars eyes, making it essentially blind. the DP entry specifically says it sees through its eyes, so presumably attacks using them for sight. Does anyone have a way that this shouldn't work? Or some other way to get around this? they discovered this on DP 2/8! so I'd rather not have 6 encounters made much easier due to something this simple. I realise that player creativity should be rewarded, but negation of 6 sever enc seems way too much! As a GM you have to give the players credit when they come up with something clever. My players figured out that a successful 3rd level Dispel Magic will disable the pillar (level 4 counteract). It worked the first time; the caster does have to get in range to do it. Let's see if they can do it to the rest of them. Remember, they still have to fight the protecting monsters. Those seem to be the real challenge of the pillar encounters. (Also, finding the locations of the pillars, in the first place.)
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Kennethray wrote:
Thank you, Keerthray. I had glossed over that passage. No. By the full size ones, I mean the ones at A5, A7, A8, etc. What do you mean by "and they wouldn't need to send people out to see what's going on since it's in their yard?" So, as the ones at A5, A7, etc. are damaged, the color should drain out of Dahak's Shell, then. Should the corresponding replicas become inactive, as well?
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Dahak's Shell Question **Spoilers (maybe)**
page 54, the description wrote: As dragon pillars are destroyed, ... Does this refer to the replica dragon pillars, or the previously (hopefully) destroyed, full size dragon pillars? Should destroying full size pillars affect the efficacy of this hazard? On the next page (p.55), it seems to refer, under the Disable section, to the replica pillars, but, again, it doesn't say so explicitly.Thirdly, the XP Award section must be referring to the replica pillars, right? At this point I am assuming a fully armed and operational battle station, er, I mean Dahak's Shell, no matter how many full size pillars have already been destroyed.
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DireLemming wrote: So failing the flat check when firing magic at a target in low light results in firing magic missile at the darkness... :) Bien has been getting off easy. Not any more. Now your GM knows the rule! Beware of dim light, my friend.
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The Gleeful Grognard wrote:
That is a very compelling argument, very convincing. You've made me vacillate again. My brain hurts. I'll flip a coin (d2) next time I need to make that decision. :-) Actually, you've convinced me to put the DC 5 flat check back on the menu.
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Ubertron_X wrote:
That description of Touch Range feels less emphatic than the Magic Missile description. I would impose the DC 5 in most cases. If you are already in touch with the target some other way then I would skip the DC 5 check.
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I vacillated on this one, but the spell description says "You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage."
BTW, I am the GM referred to by the OP. I have now offically changed my ruling for our home game.
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Charon Onozuka wrote:
That would be exactly what I'd be hoping for. Thank you for even considering doing this.
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Charon Onozuka wrote:
I mostly would like a tool where I can create the stat blocks that you see in the PF2e Bestiary. Roll20 has an NPC version of their PF2e sheet that works fairly well, but I really love your PC sheet, and would like to be able to fill out NPC/Monster stat blocks with something like it. I guess you wouldn't need the GM Mastery Guide for that. The Bestiary has everything I need, for now. In the future, having a tool that implements the NPC/Monster creation process, as promised by Jason Bulmahn, would be icing on the cake.
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Charon Onozuka, This is fantastic! I'm greatly impressed by the quality and attention to detail. I have one major request, though... After the GM Mastery Guide comes out would you please consider making one of these for NPCs and Monsters? advTHANKSance
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Joana wrote: I'm not sure about that, since... "Hellknight Hill AP - A6 wrote:
That doesn't sound like regalia to me. You may be right, though.
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Hellknight Regalia
I've seen Hellknight regalia mentioned several times in the thread and in the Hellknight Hill AP, but I have not found where or how to acquire such regalia. Granted, I've just skimmed the AP, and searched the AP PDF for the word "regalia," but have not noticed the means by which the PCs can acquire them. Any pointers as to where I can find the section that describes the PCs' acquisition of Hellknight regalia? advTHANKSance
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stevelabny wrote:
Mark Seifter confirmed to me at Gen Con that the bulk for the Adventurer's Pack was calculated incorrectly in the gear list, but was correct in the Class Kits. He said that if you add up what's in the pack it comes up to 1 Bulk, but I have not yet confirmed (should take a minute to confirm, but I'm still on my second cup of coffee). Do we have a 2nd Ed Errata or FAQ forum for these? I haven't found one with a quick search.
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Bob Jonquet wrote:
Thank you, both Bob Jonquet, and Blake's Tiger. That was exactly what I wanted to know. I still hope to pick up my PF2 pre-orders at Gen Con. I'm leaving space in my suitcase for them.
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Both "PFS(2) #1-01: The Absalom Initiation (Levels 1-4)" and "PFS(2) #1-00: Origin of the Open Road (Level 5 pregens)" say "Materials Provided: No, materials are not provided for this game. You must bring your own." What materials may those be? And must we have Gen Con pickup of PF2 rulebooks in order to play???? Also I just created my Pathfinder Society Badge. What else must I do before I show up to the game? The FAQ seem a bit opaque to me. (I've never played an organized play event before.)
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BigNorseWolf wrote:
Thank you BigNorseWolf. I'll create a character, and read the guides.
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Sara Marie wrote:
When you do make a decision, please make a very big, noticeable, announcement. I have subscribed to several items that are available now for PF2 (still waiting for APs and World Guides, will skip accessories) and plan to attend Gen Con. I hope to come back with a very full and heavy suitcase.
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Dracomicron wrote: Yeah... we had two deaths just in AP1. AP2 is even more cut off from civilization and infested with poison and disease. If they are breezing through those, I think the GM has bigger issues than Stamina points. Poison and disease did quite a number on the PCs, but combat usually didn't get them down in HP very often.
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No!!!! Please don't add Stamina to Pathfinder 2nd Ed (PF2e). I'm a Starfinder GM, and have been totally frustrated by not being able to significantly hurt any of the PCs during Dead Suns. (PCs need to be hurt sometimes, in order to give them a sense of mortality.) I can usually get a couple of them to lose some or most of their Stamina in a single combat, but as soon as the combat is over they rest for 10 minutes, spend a resolve point, and viola! back to full health. Our Mystic was totally frustrated. She had nothing to do. Medpatches? Who needs them? Medicine skill rolls? Only for diseases... I finally homebrewed a rule that the Mystic could "cure" Stamina instead of HP on a case by case basis. I don't think that was a good solution, but at least it gave the Mystic something to do, at least until we made it to Eox. (But that's another story.) PLEASE, PLEASE, PLEASE... No Stamina in PF2e.
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Feeroper wrote: Secondly, if characters approach an area where there are enemies that are hiding, and the enemies then try to launch an attack, as I understand all that would change is that I would do the initiative roll with stealth for the monsters and perception for the PCs right? There is not surprise in this playtest? That's how I would do it.
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It's my understanding that it's based on what Exploration tactics the individual PCs are using. On pages 330 and 331 of the Playtest Rulebook it says, under Searching tactics,
pp 330-331 wrote: To be absolutely certain of having a chance to detect any hazard or secret before walking into it requires an overland Speed no more than 100 feet per minute (1 mile per hour). If the group moves faster than that, a searching character should get a chance to attempt a Perception check to detect any secret that’s in a place that stands out (such as near a door or a turn in a corridor), but not one that’s in a more inconspicuous place (like a random point in a long hallway). My interpretation would be if there are a couple of PCs who are in Searching tactics during exploration, and they are moving at no more than 100 feet per minute, I would give them secret perception roles, as per the beginning of the Searching section on page 330. If they are moving at most half speed, I would roll for the more obvious trap and secret door locations. Any faster, and I would skip the rolls completely. See also page 317 wrote: You Seek meticulously for hidden doors, concealed hazards, and so on. You normally move at half Speed and make an educated guess as to which locations are best to check. In order to guarantee a chance to detect any hazard or secret before walking into it, you must move at a travel Speed of no more than 100 feet per minute. You can slow down to that travel Speed if thoroughness is necessary.
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I don't like the word "basic" in basic Reflex save. I'd use a more specific term like "damage Reflex save," or "basic damage Reflex save." Just using the term "basic" makes it sound like it is an unmodified saving throw, instead of a more specific damage-related saving throw.
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Jason Bulmahn, Director of Game Design, posted in this post about these rules. I would make sure to reply in that post to make sure he knows that we want those rules released during the playtest.
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Jason Bulmahn, Director of Game Design, has a post where he mentions such a long sought-after magical device...
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Jason Bulmahn wrote:
I would love to get my hands on these rules!!!! (Edit: Right Now! During Playtest) BTW, I loved the monster creation rules in Starfinder Alien Archive (similar to Pathfinder Unchained). I'm currently running Rise of the Runelords with Playtest rules, and would love to convert some of the monsters and NPCs from the adventure to PF2 (those that aren't in the bestiary, or have been modified from the vanilla bestiary versions, e.g. Erylium the Quasit spell-slinger.
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Singularity wrote:
OK, I can see how the Disruptive Weapon Fusion Seal can work against the Driftdead, even though the Driftdead has no DR nor Energy Res. SFCore p. 264 says incorporeal creatures are immune to all non-magical kinetic attacks. A weapon fusion makes the weapon magical, SFCore p. 191. I'm going to lower the level down to 1st and allow it to work on all kinetic weapon types, B, S, and P. Any comments?
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Dragonchess Player wrote:
Even that won't help agains void zombies or the driftdead. Neither one has DR nor Energy Resistance. Only the Bone Trooper has DR, and you would have run into it on the Acreon.The Ghostkiller fusion would work, but it's a bit high level, 5th.
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Name Violation wrote:
I just wanted to put the complete rule into the post... AA p. 155 Alien Archive p. 155 wrote:
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Deadmanwalking wrote: Looking at the chart, it appears to be the same way they determine other NPC Save DCs. By the chart (or within a point of that in one or two cases). Which makes perfect sense given how NPCs work (ie: their stats never effect Save DCs). So the Item Level of the grenade does not enter into it. I can sort of see why. Thanks
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I know from the CRB p. 183 that Grenade DC is DC = 10 + 1/2 Grenade item level + attacker Dex Mod (ignoring penalties). But looking through Alien Archive example NPCs the Grenade DCs are all over the board, and don't seem to be related to that formula. I thought then they must be related to the Ability DCs listed in tables 1, 3, and 5. But they don't seem to be related to those, in any way I can determine. For example take the Nuar Specialist on p.86 of AA. It has a frag grenade III DC of 18.
DC = 10 + 1/2 8 + 0 = 14 Table 3 for Experts of CR 8 have Ability DC of 18. Ok, I thought, just use the Ability DC for Grenades. But that doesn't seem to hold. Aeon Guard (CR 3) p. 6 of AA Grenade DC of 14, regardless of Grenade level. But Table 1 has Ability DC of 12. The NPC has a Dex mod of +4, so that can't be it. How does one determine the Grenade DCs for NPCs?
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DireLemming wrote:
Maybe have the Str.Mod apply if trying to move through an occupied square. |