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We play both PF2e and 5e, on loading I am seeing overhead tokens, not ring tokens.

The images and such show ring tokens. Has this changed? Does it load one type for 5e and another for P2e (which I don't have loaded to check).


Adding my vote to this, as this is why I came to the forums. I'm struggling to see what is P2e in my downloads.

My vote, a savable filter. At this point, I no longer need to see or grab older content and would like to see it vanish.


HammerJack wrote:

That's correct. You gain specialization with all weapons that you have class-granted proficiency in.

Basically, the only time you would look at taking Weapon Specialization with a single weapon type is on a multiclass character who is not reaching class level 3 at the same time they reach character level 3.

So, yes, a level 3 soldier adds their level to damage with everything except for small arms and operative melee weapons (half level) and consumable weapons like grenades and missles, which never gain specialization.

Perfect, thanks for the clarity. At first we thought for sure we read it wrong and were over powering ourselves.


Per the book it appears that most classes get the feat weapon spec at level 3:

"You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with."

Are we misunderstanding this, ALL of them? Not pick one and you can select this multiple times?

So as a Soldier, I can suddenly add my level (+3) to damage to Basic and advanced melee weapons, longarms, heavy weapons, sniper weapons. (not grenades)

And half my level to damage for small arms?

I just want to clarify were doing this right.


OK, and that's kind of why I'm asking, and making obvious assumptions. It appears to simply double the HP value (so to speak).

Now, you said only the Envoy, but doesn't the book say you can use 1 resolve + short rest to restore your SP (core p251) or are you speaking of in combat?

That said, if the SP goes as fast as you state, and it is expected to do so, by this it seems that I should let the monsters shine (so to speak) and not normally pull any punches.


I understand the story arc aspect of Stamina Points (SP) but I am not seeing the game value.

While you can easily recover them with a short rest, and some other means, in the end they appear to make most players treat 12 HP + 10 SP as 22 HP.

This can't be the intention, so what are we missing?

How does an 8th level Vesk Soldier with nearly 132 HP+SP combined not create a very long and drawn out combat scenario of grinding through SP into HP?

We've once played a different game where your first level HP (ex 12) is all you get, and you only gain +1 HP as you level. So at 8, you'd have 19. The weapons don't level, so a 1d4+STR knife is the same at 1 or 8. But... your Stamina does level and it is used for special actions, soaking up HP loss, recovering HP loss, pushing your limits, etc. So while it might be 10 and level 1 and 80 at level 8, its used in chunks to provide more benefit, and less as HP padding.

When I saw some into on Starfinder I thought this might work the same, but clearly not.


Pogiforce wrote:
If the beginner box is supposed to be an introduction, it seems misleading to present the game one-way, then another way entirely when they play actual Starfinder games.

Agreed that was part of my issue. There are some significant rule "changes", not just simplifications. It's like giving you 2 of the 4 rules, but the 2 you get don't even exist in the full game.

Rysky wrote:
It’s stripped down rules for beginners that you can pick up quick, rather than having to immediately digest a 500+ page rulebook.

I think this is what I had assumed it was, and while true to an extent, its not like you can necessarily use the beginner box and then move into the core book with fluid motion.


Excellent, feels to good to know I actually understood! Thanks for confirming.


Am I understanding correct. Operative gets 8+INT for Skill Ranks. If I were to have a 16 INT, that makes 8+3 = 11 Skill Ranks at level 1.

If I were to take Hacker, it grants not only Skill Focus (+3) to both Computers & Engineering, but also a free +1 skill rank at each level.

Is this correct? This effectively gives them 13/11 skill ranks at first level to spend at each level?

Also, Operatives get +1 skill check (globally) per the Operative's Edge ability? Granted I don't think these stack, so its still +3 to Computers & Engineering not +4?


Am I missing something in the fact that is appears the Exocortex as written in the HH gives you EITHER combat bonus or a knowledge/skill bonus.

"Choose whether the artificial intelligence in your exocortex enhances your combat effectiveness or your knowledge and skills."

This does not seem to even appear in the Core book.

I understand HH is a simplified version or the rules, but this seems to be completely different. Am I missing something?


Does the Beginner Box GM Guide include anything that teaches you how to play, or anything in addition to what the Core Rules provides?

I have the Core, but its big and while its full of rules, it doesn't seem to give you any "so this is how you play" type guide.

I'd love a quick and dirty, here are the basic rules and items needed to start and play a game, here are more complex things you can add later.

Suggestions?


I have the PDF for the Core Rules.

A lot of great info on building and a LOT of rules, but not a lot on "how to play"

Does the Beginner Box GM Guide include anything on these lines, or anything in addition to what the Core Rules provides?


Ah ok, thank you.


The Mindbreaker connection on Mystic states:

Spells: 1st—6th mind thrust; replaced by 1st—lesser confusion,
2nd—inflict pain, 3rd—synaptic pulse, 4th—confusion, 5th—
feeblemind

Forgive, but we don't seem to understand this. Do they not get Mind Thrust, or can they optionally use the other spells instead when desired?


Think I lost my original post...

The Mechanic Themes listed under the class. They have feats and skills listed, that the others themes do not.

Are these just suggestions on what to take to make "this" theme, or do these themes grant them?


I'm assuming drone feats must have prereqs met, but if so I see you can't take any +1 BAB unless you are level 3, which unless I am missing it, the limited list of feats is basically useless at level 1?

Am I not understanding this?


So, let me be open. I LOVE Iron Kingdoms. D&D + Steampunk

But, my players want to try Starfinder... but they still want their warjacks.

I assumed this might be easy to do, but I have tried to find (we don't own books yet) info on if there are robots/droids that can be used as a similar item, and cannot find it.

Quick summary, a Warjack is a player controlled semi-sentient war machine that operates on steam, mechanika and arcana. Often controlled by a Arcane Mechanik, Jack Marshal or Warcaster.

Example: https://ironkingdoms.fandom.com/wiki/Charger

When I think of this in "space" I immediately think of K-2SO as a smaller, but decent example.

Anything?


We just finished House of the Beast, and while fighting the Kracken the player with the moldspeaker died.

I have time till the next session to consider this, but do I allow it to move to a new player, as a sentient force?

Apart from the magic power it gives, if they do not have it will it affect the game?


Perfect, thank you!!


We're playing the Skull & Shackles path, my PCs are after a few islands. I'd like to populate a few side adventures with specific avian-humanoids and primate humanoids.

I have Bestiary 1-3, but nothing is sticking out when I Google, to go find in the books.

Party is lvl 5 but I can adjust monsters as needed. They plan to search for the "Lost Messenger" treasure first, so bird-like is most important. I know the Kenku, but was hoping for something else.

Suggestions?


OK, then I will do a little creation for the adventure next week (assuming they still plan to do it come next session). I wasn't sure if this was the wreck, it seems like the bird was sent as a rescue attempt, or if this is where the bird flew to and was never seen again, leading to a treasure hunt...

Thanks!


On their way near Tidewater, my party wants to look for the possible Last Messenger treasure. Is there anything for this? I'm not seeing it in book 2.


OK, well, if he can summon them all, then I'll bear that in mind. Thanks, for clarifying this.


My first time having one in a group and really even reading it. It is a replacement 5th level character.

They can summon their eidolon as a spell-like ability(ritual). He can also summon a different creature with a spell-like summon monster I, but NOT at the same time.

He wants to also take SM I and SM II as actual spells, and summon swarm. He even took summon eidolon.

My question is, is there a limit to the number of summons you can have as a summoner? I know my necromancer has limits, but I see none for this.

Good or bad, this can lead to a LOT of creatures, so I need to prepare and know the rules!

Thanks!


Were just starting book 2, but were struggling. My players love the "idea" but hate the whole infamy/plunder thing.

To be honest, they simply aren't pirates. They have no desire to whip the crew, force the work, rape, pillage, etc. But they do want to do ship to ship, explore, take an island and so on.

I think they are (and I say this half joking) more like the Disney pirates. Lots of action, not so much a bunch of SOBs.


I'm not sure if this is a "rules" question but...

We don't play with any option rules that indicate a critical severs limbs, so we assume that a critical is just a really bad cut.

So, when a player asked to have his party sever his wrist, to remove a cursed gauntlet, I was unsure how to handle this.

Lucky for me, I have time.

So, thoughts?

First, will severing the wrist, remove the cursed gauntlet? I'd assume so.

Second, what type of damage are we looking at. Clearly to me, this is more than a critical hit. Could it kill him from shock? They have a Cleric handy, and a pool of lava is need be.

Suggestions?


Very sweet, thanks!


OK, thanks!


OK, this helps explain it a bit more.

I assumed he had to find the skeleton to animate, as the rules implied, but I think he intends to do so to "living" things the party kills.

Are there any general rules for determining if a corpse is still usable? I would think if you rush in and kill of 8 orcs, that most of them are usable bodies minus say any critical hits or perhaps bludgeoning kills.

Maybe is really doesn't matter, I can always say there is a 30% chance that any given kill is a usable body or such.


Crazy as it may seem, first time DMing when a player (Cleric 5) wants to use this spell.

I'm a little fuzzy on what he can actually animate, and how many.

The wording says create no more than 2x his caster level (5*2=10)
and control no more than 4HD per caster level (4*5=20)

It also lists skeletons and zombies. Is this RAW skeletons and zombies, from the book using their respective HD, or can he create a (as he said) "megaskeleton"?

Finally, DMs advice on dealing with a Cleric and his possible 10 minions?


Cosmo, I'd like to re-up this post.

I received 4 and 5 of Skull & Shackles Adventure Path.

I'd like to put in a request to cancel my subscription AFTER Skull & Shackles (6 of 6), but before Shattered Star (1 of 6) ships.

Thank you for this!


OK, we just finished the 21 days at sea Thursday, next we start the Man's Promise battle. So my group took roughly 4 play sessions, each about 3 hrs each.

I had to really work at quelling the Wormwood mutiny talks, and did so with a lot of divide and occupy.

I dropped a lot of the rolling and story-arched the days, we also pulled in some character background to liven it up. Thanor was pushed into fighting Owlbear. It was a clean and generally even fight, till Ownbear got his weapon and then Thanor let go and shifted.

This lead to a good section on the crew wanting to throw Thanor over, and Harrigan (while not friendly) taking an interest in him. Harrigan knew the stories of a ship of Lycans long ago, he has plans for the shifter. Not 100% sure where this will go, but it added some fun.

Surprising as it may sound, my group is heavy into character-play, which is similar to roleplay, but not quite. They all have personalities, some have voices, habits, behaviors and what not, and express them heavily when we play. Lots of camaraderie, but they are not good at 21 days at sea, that's for sure.


Good plan.

With luck no one will detect the change, such as the ships wizard or, more importantly, Plugg who knows where the pirates were headed.

You do realize, being reefclaws, Harrigan will likely asked them to be stewed.


Thank you!


I have a subscription question on the Skull & Shackles Adventure Path.

I see this month July 13 I am getting 2 books together (Skull & Shackles 4 and 5). Why?

I'd pretend I'm thrilled (which I am to get them) but I'd prefer them once a month for financial reasons like I thought I was agreeing to when I subscribed. I added a side cart item to this month, not expecting to see 3 items.

In August I see you have also added Pathfinder Adventure Path #61: Shards of Sin (Shattered Star 1 of 6) (PFRPG), to my last Skull & Shackles book, making this a double order.

How do I cancel my subscription after Skull & Shackles (6 of 6) but BEFORE(Shattered Star 1 of 6). How do I do this without jeopardizing my last book in the Skull & Shackles series?

Thank you


I know, the answer is 21 days... what I'm asking is, the first part of Wormwood has you at sea for 21 days, how did most people play this out?

It didn't take long before I could tell my players really did not want 21 days of this. Rolling for work duty, picking ship activity, role playing, checking success, taking consequences, picking night activity, role playing, checking success, etc.

I'm looking for some ideas.

We started last night, player introductions:

1. Thanor - Thanor is a shifter (we pulled in the race from Eberron). Thanor is the great great grandson of notorious Captain Grimclaw, a feared and hated pirate that commanded a crew of lycanthropes. Story says his ship was eventually caught by the navy and blown to hell, all survivors killed. Truth is, a fishing boat picked up the only survivor, a young girl, daughter of Grimclaw, lost at sea. She carried the gene of lycanthropy and passed in on to her son, and her son's son. Thanor is the direct and only descendent of this line, and he carries with him the key to a locker holding claims to his origins and his inheritance.

2. Max and Roki - two separate characters but a pair in the adventure. Max is a halfling alchemist and engineer, Roki is a golem-esq dock worker (read worforged from Eberron). Roki was built to work the docs loading and unloading. Max found him interesting and in his spare time studied the golem. Using his skills and fate, Max tinkered with Roki in the late evening hours often altering his design and improving on the golem's construction. Roki spoke for the first time a month ago, "why am I here?" the golem said, "who am I?" Since then the two have been inseparable. Roki, working late on the docs, attempted to stop the pirates from taking Max, an action that resulted in his own capture.

3. Wolfgar - Wolfgar is a gunslinger, waiting in Port Peril. Wolfgar is a professional sailor, and works the boats up and down the coast. His last big assignment was aboard the Merry Weather, a merchant vessel from the orient. It was here he met Gin Mor. She was not only a beautiful women, but an expert in a rare substance called black powder and gunsmithing. The two became close friends, perhaps more. During their time together, Wolfgar learned the art of black powder and gunsmithing. One night, the Merry Weather docked in Port Peril on her way South to Sargava. Wolfgar woke the next morning after a night of celebration to find the ship, her crew and Gin Mor gone. He's spent the last 6 months looking for the ship. No one has heard from, or seen the ship since. It has never docked since.

We've made it 5 days into the journey so far.

On the flip side, my story details have already got the players hating Plugg and Scourge, and speaking of mutiny. Heck, even the consideration of an assassination and frame of an NPC.


I am allowing a player to be a gunslinger in our Skull & Shackles adventure, or so I initially have agreed. For this specific adventure, I am allowing guns.

My initial though was, in the end it generally a Ranger-esq class, and not too much more to worry about.

My concern came at the cost of the bullets and powder. Am I right to understand a single bullet is 1g? How do normal players afford this?

I started him off with 20 bullets (knowing he will lose them when captured, but anticipating he can get them back later)

For as much as I don't want guns to be rampid, I also see no reason why rarity can't compensate for cost.

Any thoughts from others who allow them?


I didn't see it in my current books, but I may not have looked int he right ones or may not own it.

Is there an easy/quick chart to help with cost of living?

I did see the notes for 3/10/100/1000 on owning a house, but this seems high for a small town. My party has been given a mansion for their work. They have paid for restoration, and now have a year off to live and earn money.

Two of them have professions, one has a craft skill, the other plans to start a small temple and sell potions.

The town is small, but on a trade route, average of 200gp (with chance for more).

Suggestions or advice?


Harley Quinn X wrote:
I believe it's the plural form of "schir" from Bestiary 3. See here for the stats.

I would never have guessed that, thank you! OK, so that's a huge difference, basically if it is successful, this can summon 1d3 more of itself on the battle field.

That could really flip the odds in a bad way, this could be interesting...


Legacy of Fire, Kezurkian can summon 1d3 schirim, but no reference to what they are, no stats. I see no reference on the PRD.

Anyone have stats on these?


I can't answer the bonus, this is what was listed, I simply copied it over. I'll read the text again and see if anything sticks out.

On the other hand, thank you for confirming the attack situation!


With low lvl players, this is the first encounter against a creature with multiple attacks, just looking to clarify.

Melee +1 halberd +11/+6 (1d10+5/×3 plus disease) and gore +4 (1d6+4)

Does it get all 3 on a full round, what does it get on a standard?


Hum, I like a lot of this, both ideas. I'd like to let them finish the rafts, I think it was a good plan on their end, and while I thought about adding a random encounter, I'd prefer not to destroy the rafts.

Perhaps, as you said, a cannibal raiding party. And I like grabbing a castaway. They don't have a LOT of love for them yet, but they do see the value of the cleric seeing as they have no specific healing themselves. This gives them a reason to care AND a sacrifice if they opt not to.

Thanks!!


So, I think this is a potential interesting situation.

My party (bard 3, fighter 3, cleric 3, monk 3 and rogue 3) just killed Old Bonegrinder.

The fight got the attention of the Schir, who came upon them just as the bore was killed.

The fighter is at 2 hp, the monk down 8, the rogue down 9, but otherwise the party is intact.

The party is higher than I think they might be normally since they explored a lot before entering the village, but I left the Schir alone because the 4 Gnolls arrive 2 rounds later.

Our cleric rolled a 26 on Knowledge and identified the Schir and its abilities. He plans to cast align weapon good on the rogue.

Here is why this is interesting... (my opinion perhaps)

Our rogue is cursed. He has the potential to turn at any time. He foolishly equipped En-Nebi without checking the weapon. He wields the vicious punch dagger, plus has sneak attack. With a well placed hit, and the good alignment, he ignores the DR5. He could do: 1d4+1 + 2d6(vicious) + 2d6(sneak) = 29 maximum (higher with a crit), taking 1d6 himself. Using the dagger, and assuming the Schir gets at least one good hit on him, he's got maybe 3 attacks in him max before he's unconscious.

The party rescued Oxvard and just reached Felliped. Both were told to hide in a ruined building 10 feet away when Bonegrinder charged out. If I need to, they will rush out when the Gnolls enter, and make their stand with the party.


My group started this on Monday, we played a 5 hr session, and they have cleared the boat of goods, set up a base camp, and began building a series of cargo rafts.

Ranger - Human, profession soldier
Fighter - Half-Orc, profession soldier
Sorcerer - Human, profession sailor, feat skilled driver (water)
Wizard - Elf, profession engineer (ships)

They do not plan to get to shore, instead their general view of the island from the map, and observation, they scored a 26 on their knowledge check for Shiv information, they have decided to cross the bay to the silent island.

Their logic is sound, it puts them far closer to the rumored lighthouse. They do not even plan to stop on the silent island, unless they have to.

I plan to have a storm kick up and force them ashore, or I'm thinking of it, I've also considered something in the water, but the trip itself is barely 2 miles from beach to island.

I don't want to stand in the way of logic and planning, but I'm not sure I should let them get too far inland at first level...

Thoughts?


I am also in the playtest, and to be honest, I can simply toss in 1 or 2 things, and remove 1 or 2 things from Pathfinder and the game is the same.

Understand that this playtest is very limited on options, so that may change, but seriously there is not much to test.


Found this, love it. Not sure what Open Source means in relation, or C#, to my question, but are you considering moving this to tablet format?

I do love it, but my PC is no where near a table we play, nor do I want to try and put a large screen laptop into my view at said table.

But a nice 9" flat laying tablet version would be the goblin's knees.


TOZ wrote:
Quite honestly, I give XP for every encounter, no matter what. (By virtue of not tracking XP at all, and leveling the party as I see fit.)

This was actually how I ran it in 4E, but the adventures were very linear.

The current one, is very open ended. While it does say, your players should be level x before entering this, or that, it leaves the rest wide open, so there is no firm guide for when the next time to level is.


So were playing Legacy of Fire, our rogue hastily put on En-Nebi.

He is now cursed with lycanthrope. No one in the party has a way to cure him. He is aware of the potential implications of changing.

I know I can add some extra adventure by having them look for a cure, or a task from a priest who can cure him, in payment.

I know in good time, he will have enough cash, and can make it to a city where someone could cure him.

But until then, I need to creatively deal with this. I am not sure where to find any rules on this for pathfinder, so maybe there is already a system in place?

So I had some creative thoughts:

His CON is 12 (+2 Fort)
His WIS is 12 (+2 Will)

I set a DC at 20 (high for a reason)

If he gets hit by a critical and fails his Fort Save, (+2 Fort plus 1/2 level) his body cannot resist the change and it happens...he turns uncontrollably.

He then becomes an enemy of everything on the battle field. For sake of ease, he attacks the nearest "creature" to him.

If that creature is a former ally, he gets a Will Save (+2 Will, plus 1/2 level). If he beats the DC he "pulls" his attack, knowing he shouldn't be doing this, but unable to stop. He deals half damage to his "ally". If he beats the save by 5 or more (impossible at this early stage) he resists the urge to attack, seeing something in himself that identifies the enemy as an ally. if he fails, he attacks outright.

So anyway, why am I considering this?

I don't want the character to be hindered too much while we play.
I want him to fear the change, but not kill the party the first time. I don't want to suddenly over balance the fight because he does change.
I think he will want to remove this, but I have no guarantees.
Finally, in the idea that the longer you have this affliction the more control you "may" have over it, I feel that as he "grows", his increasing CON/WILL (plus level bonus) will give him the ability to better control it.

So, open to opinions?