Hobkins Gremlin

The Morphling's page

Pathfinder Adventure Path, Lost Omens Subscriber. Organized Play Member. 1,726 posts (5,000 including aliases). 2 reviews. No lists. 1 wishlist. 41 Organized Play characters. 31 aliases.


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Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

This looks neat! I'll read through the lore in a bit, *really* interested in FFd20. I'm eyeing a Blue Mage, possibly with the archetype which adds guns.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I'm definitely curious about this system and would love to give it a try!

Highly interested in playing a Blue Mage or a Red Mage.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting for interest! Getting over a cold right now but I'll try to get a concept together in the next few days.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting for interest! I'm interested in playing a Thaumaturge - I'll put something together in a day or two when I get back in town from vacation.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting with intense interest!

I'm thinking about a Half-Elf ranger with the Lantern Informant trait (who may know nothing about their organization now, but will eventually take the Lantern Bearer archetype and prestige class). I've always thought that was a particularly cool group and this is sure the campaign to play one in.

I've got a couple of other ideas in consideration too, but that's the one that jumps to mind.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting for interest, currently considering various character options! Leaning towards divine caster since we seem to have fewer of those.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I would love to play in a Strength of Thousands 2e game (PbP preferred but open to live play), if anyone's interested in running one.

Shadow Lodge

All the inspiration I had for my Akashic mystic drained out of my head in the last few months and I've been beating my head against a wall for the last few days trying to come up with something I like as much. I finally settled on a Star Shaman Mystic who is a Divine Champion of Weydan. Their divine powers and connection to the deity leads them to believe they could be one of Weydan's many mortal avatars, and who knows - they just might be right.

Build, a bit more fluff, and post will be up as soon as I can write them.

Shadow Lodge

PM sent.

There are also a number of races, including SROs - "Sentient Robotic Organisms" which are like Androids in most regards but are fully mechanical in form despite counting as humanoids too.

Shadow Lodge

Fighting Chicken wrote:

Morphling, would you go melee or ranged if you did so? Would mystic be your base class?

Castor: soldier
RavenVoren: mechanic

Unsure. Right now, is a Soldier and a Mechanic all we have? Are they melee or ranged?

Shadow Lodge

The Arcanamirium Sage basically lets you understand magic items, use spell gems better, and equip greater numbers of magical items.

Divine Champion gives you the effect of a ring of resistance for free, lets you do a pseudo-smite effect for a resolve point, and lets you cast a few spells from a single Mystic connection, at roughly the levels a Mystic would gain them.

Skyfire Centurion is all about teamwork with a single bonded ally, gaining bonuses to covering/harrying fire, sharing combat feats, and sharing each others' rolls for simultaneous attacks.

Star Knight gets heavy armor, a move+attack+intimidate action, and some choices of Order-specific options depending on what kind of knight you are.

Starfinder Data Jockey is a super-elite hacker and user of computers, able to scan enemies for weaknesses and letting you use your Computers skill instead of many other skills, so long as you have access to an infosphere.

Steward Officer gets a little martial training but mostly is a diplomat and negotiator, able to demand surrender from enemies.

Shadow Lodge

Themes:
Each theme has a planet they're inspired by, but none of them are restricted to any specific location.

Solar Disciple (Wis) - The Sun
Roboticist (Int) - Aballon
Wild Warden (Wis) - Castrovel
Corporate Agent (Cha) - Absalom Station
Gladiator (Con) - Akiton
Cyberborn (Int) - Verces
Tempered Pilgrim (Cha) - Idari
Space Pirate (Dex) - Diaspora
Death-Touched (Con) - Eox
Dragonblood (Cha) - Triaxus
Dream Prophet (Wis) - Liavara
Biotechnician (Int) - Bretheda
Xenoarchaeologist (Int) - Apostae
Cultist (Con) - Aucturn

Archetypes:
Arcanamirium Sage
Of course, envoys, mechanics, operatives, and solarians of all types can benefit from being able to wear more than the standard number of hybrid and magic items at later levels. Along with mystics and technomancers, solarians receive Mysticism as a class skill (as does any character with the priest theme), allowing them to take full advantage of the magic item scholar alternate class feature. A character who takes this archetype can benefit from the mercenary theme’s increase to bulk limit and the xenoarchaeologist theme’s (see page 137) innate familiarity with magic items of unknown provenance.

Divine Champion
Divine champions can arise from any class, though some classes are more likely for worshipers of certain deities. Mystics who take the divine champion archetype usually want to cast their connection spells more frequently. The cultist (see page 147), dream prophet (see page 117), and solar disciple (see page 17) themes combine with this archetype to form some interesting character concepts.

Skyfire Centurion
Skyfire centurions who are envoys or operatives are usually the captains of starships, while others quickly form a bond with their captains. Mystics with the healer connection often keep their bonded allies close enough to heal, while technomancers typically focus on magic hacks that help them deal more damage with weapons.
A character with the wild warden theme (see page 37) forms bonds with those he wants to help survive, while someone with the space pirate theme (see page 87) bonds with her crew.

Star Knight
As this archetype encompasses two separate organizations— the Hellknights and the Knights of Golarion—star knights come from all walks of life. Mechanics who choose this archetype usually use an exocortex to aid them in attacking the targets of their challenges. Solarians often manifest a solar weapon, as the heavy armor proficiency this archetype grants doesn’t work well with solar armor. A Hellknight with the bounty hunter theme is able to swiftly find those who break the law, while a Knight of Golarion with the dragonblood theme (see page 107) might pattern her behavior on a famed dragon from the lost planet.

Starfinder Data Jockey
Any class that receives Computers as a class skill benefits greatly from this archetype. Data jockey mystics who take the Akashic connection are able to retrieve information from all kinds of sources. Soldiers who focus on this archetype often specialize in the sharpshoot fighting style. A Starfinder data jockey who works for a corporation as an agent (see page 47) can almost always find the information she is seeking. A character with the icon theme who takes this archetype is most likely a famous hacker, known among his fans by his infosphere handle.

Steward Officer
Stewards focus on diplomatic solutions to problems, turning to violence only when needed, and any class can gain benefits from this archetype. Mystics often focus on the empathy connection, and technomancers usually specialize in divination spells (especially those that allow them to speak alien languages).
Soldiers who choose this archetype take the guard fighting style. Though it plays against type, a Steward officer with the outlaw or gladiator (see page 57) theme would make for an interesting roleplaying challenge. Alternatively, the deathtouched theme (see page 97) could give a Steward officer a touch of endurance when diplomatic options are no longer on the table.

I am strongly considering playing a Divine Champion now. They are sort of like paladins.

Shadow Lodge

Does anyone else have a copy of Pact Worlds yet? I just got mine and I'm going to have to page through it to see if there's any content in there I want to use for my character. There's a LOT of new themes and several archetypes available.

Shadow Lodge

I'm still around! Wasn't sure when we'd be back underway so I'd been lax about checking the thread. :)

I may end up changing my mind about what I want to play though, given how long it's been.

Shadow Lodge

Then I will stop dragging my heels and get my bit done too. :)

Shadow Lodge

Been preoccupied with other things, this slipped my mind for a few days. I do think I've got a character picked out though. After originally dismissing the connection as uninteresting, I've been struck by a sudden interest in playing an Akashic Mystic. I'll get back to you with details once I've picked a race and put the character together.

Shadow Lodge

Yeah, I've lost too many posts. I obsessively copy/paste now.

Shadow Lodge

Alright, that settles it. I'll be a technomancer or a mystic. Time to start looking at my options. :) I could even be a decent pilot myself if I decided to go Star Shaman...

Shadow Lodge

I adore Envoys, I'm glad we'll have one aboard.

So what do we have picked out so far? If we have no spellcasters I think I'm gonna play one of those instead of a second/third mechanic.

The fluff of a Star Shaman Mystic captivates me but I have to take a look at the other ones to really decide more based on crunch.

Shadow Lodge

Pilot means I need to max out my dex so Operative seemed the obvious choice, though I have played one of those before. Piloting checks are the most crucial element of starship combat and getting them as high as possible is essential to success.

Though if you want to take the pilot role as our Operative I could take another role on our ship. I've been tossing around the idea of a Dwarven Exo-Cortex Mechanic, using the racial proficiency in advanced melee weapons to be a master of ranged and melee. Heavy armor, combat tracking, advanced melee and even heavy weapons at higher levels.

Shadow Lodge

I haven't really made a decision yet but let me get on that. Things have calmed down now after the holidays.

Shadow Lodge

Lolo Aeolo wrote:
F. Castor wrote:
I think the closest way to sum up what I like would probably be a combination of the style of Firefly (a crew and a ship against the world and the camaraderie and humor and fun had between its members) with the elements of an overarching and perhaps epic plot of, say, Star Wars and Babylon 5 (a bit of space opera and Big Bad thrown in, important plot elements being discovered now and then and here and there, the scale of the adventures and stakes slowly becoming greater, etc), and I do like a bit of horror just to spice things up now and then (but not too often or it loses its... bite). Basically the whole trope of small-time guys and girls being thrust into something world-changing and through which they become (appropriately or adequately high-level) legends or at least well-known enough to maybe once in a while be bought a drink in some bar or other.
This works for me!

Couldn't have put it better myself. Thirded!

Shadow Lodge

I've considered a similar thing before. I like it.

Shadow Lodge

Oh hell yeah. Glad to see this starting up! I will have a LOT more free time in January, as my contract is up at the end of the year.

I'm a fan of lots of kinds of sci-fi, but the Star Wars universe is a particular favorite. I happen to really enjoy the pilot role but it'll depend on the class I choose to play. They're all fun - I'll want to pick which one I'm interested in once we know more about the game we're going to be playing.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Dotting. I'll start working on a character shortly... :)

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Tryn wrote:

Isn't a ships CR equal to it's tier?

So if the players have a APL/Ship Tier of 3 the encounter table would look this:

Easy = Tier 2 (Tier – 1)
Average = Tier 3 (Tier)
Challenging = Tier 4 (Tier + 1)
Hard = Tier 5 (Tier + 2)
Epic = Tier 6 (Tier + 3)

That is not correct in Starfinder. Ship encounters are very different from monster encounters, and tier is not to be used like Challenge Rating. Metaphysician is correct - as the Starship Combat chapter confirms.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I get the sneaking suspicion that they were more inspired by TIE Fighters, photon torpedoes, and wave motion guns when they made this game, rather than World War 2 era technology.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Andrew Harasty wrote:


Grenades need to only target AC 5 (or 9 if you are lobbing over/though cover). If you are proficient, your BAB will take care of it. Even if you are not proficient, hitting AC 5 isn't a big deal after a level or two.

None of that alleviates the problem that the only grenade specialist, the Bombard soldier, is heavily Strength based.

And it's highly illogical. Presumably, a grenade is harder to avoid (higher DC) because its throw placed it in an advantageous location. Why this is based on Dexterity, an ability score which is in no way used to determine the accuracy of a thrown grenade, I have no idea.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Aah, found it.

What an incredibly disappointing decision. They're for some inexplicable reason forcing grenade users to be MAD. If your accuracy is what adds to the DC, then you should use the same stat for the DC as your accuracy. What is the reason for using Dex here?

House rules will have to correct that outside of SFS, I suppose.

Shadow Lodge

1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Lost Omens Subscriber

I've noticed a few inconsistencies in the chapter on weapons, specifically thrown weapons and grenades.

p. 20 wrote:

Strength (Str)

Your character’s Strength modifier is factored into the following:

Melee attack rolls and attack rolls made with thrown weapons (such as grenades).

So in Starfinder, thrown weapons use Str to hit and damage. So far, so good.

p. 181 wrote:

WEAPON SPECIAL PROPERTY AND

CRITICAL HIT DCS
Unless stated otherwise, the ability modifier corresponds to the ability score you’d normally use to make an attack with that weapon (Dexterity for a ranged or thrown weapon, and Strength for a melee weapon).

This appears to contradict the above, by implying that Dex is used to hit with thrown weapons (most likely a mistake due to a holdover from Pathfinder).

p. 183 wrote:

Grenades

The DC of the save is equal to 10 + half the grenade’s item level + your Dexterity modifier. Any penalty you take to your attack roll also applies to this save DC.

And again here, Dex is used.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Yeah, no dice on using an unwieldy weapon with Rain of Fire.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Any attempt.

Shadow Lodge

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Pathfinder Adventure Path, Lost Omens Subscriber

Or, hear me out here, your ship requires a key.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber

Found a typo. Page 18:

Quote:
If no PC wants to purchase the item, the PC must sell the item back for 10% value, reimbursing each PC for half of what she paid into the pool.

I suspect that the players are not intended to receive more money back than was recovered from the sale of the item.

Shadow Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber
John Kretzer wrote:
It is probably just a typo...

Context elsewhere in the book confirms it is not. Soldier even gets an ability which lets them negate the "charge penalties" along with some other bonuses.

In Starfinder, charging is inaccurate.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

This bit really surprised me.

Page 248: "Attacking on a Charge: After moving, you can make a single melee attack. You take a –2 penalty to the attack roll and a –2 penalty to your AC until the start of your next turn. You can’t move any farther after the attack. Some classes, including solarian and soldier, grant abilities that modify attacks made on charges."

Is it just that they want charges to only really be great for soldiers and solarians? Is it just that double moving and attacking is more valuable now that full attacks are limited to only two attacks?

Shadow Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber

I noticed a typo:

In the second sentence in the Iseph iconic entry, you used "he" instead of "they" to refer to Iseph. You got it right in the rest of the paragraph though.

Thanks for this consolidated collection of info! It's a very helpful resource.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber

Many years ago I played in a very unusual D&D campaign as a noble from a creepy, "Addams Family" style evil family. The most memorable of the characters was Grandfather Vossler, an ancient and decrepit warlock who never moved from his hidden chamber within the family manor, but who used his warlock powers to detach his hand and eyeball to roam about the manor (and beyond), spying on the outside​ world and letting him use his magic through the detached body parts. With the addition of Possessed Hand, the GM and I have managed to recreate the wizened grandfather as an Eyebiter Mesmerist with levels in Beast-Bonded Witch.

Shadow Lodge 4/5

Pathfinder Adventure Path, Lost Omens Subscriber
MadScientistWorking wrote:
I don't see how Silksworn can't though. One level of monk fixes a lot of their issues and your really not missing much in terms of progression especially if you want to hit stuff.

What would a monk dip give you?

You basically get Wisdom to your AC, on a class that needs to be heavily invested in intelligence AND charisma. If you're expecting to be in melee too, you also need strength (to hit, and add to damage) and dex (to have a useful armor class) - not to mention con, which you need anyway, for hit points as a front-liner. That's all six ability scores you now need to be high.

And as Isabelle said, even if you go Scaled Fist, you need to focus on five of your six ability scores and you're gaining at most a few points of AC, while delaying your casting, your implements, your mental focus, and reducing the power of all your other class features.

Shadow Lodge 4/5

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Pathfinder Adventure Path, Lost Omens Subscriber

It's certainly better at spellcasting than a normal occultist - but spellcasting (and its focus powers, which are very much like spellcasting) is all it does. And it's worse at spellcasting than a wizard, a sorcerer, or an arcanist.

Ragoz wrote:
These arguments never come down to being better than a full caster (because nothing ever will). It overshadows the base Occultist too much.

An occultist gets a lot of mileage out of being able to go toe-to-toe in melee. Lacking that means you're basically a caster - without the raw power of a full 9/9 caster. Just because it's better at magic than the base class (while paying a large price - all armor is gone), doesn't make it better than the base class overall.

Ragoz wrote:
Trading some armor and weapon proficiency is nothing. Many races can even get stuff like that back at no cost, many items will grant it, you can just take a feat etc. This is not a sacrifice to the class' martial ability.

Get it back? On an arcane spellcaster who now suffers arcane spell failure chance? I don't think you'd want to, even if you could.

Shadow Lodge 4/5

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I was also very confused to see this archetype not make the cut! I looked at it closely when I first got my hands on the book and I was very much hoping I'd get the chance to make one. It's a specialist - it trades away much of the Occultist's defenses and melee combat capability in exchange for increased spellcasting ability, which seems to me the perfect role for an archetype (trading away one feature to specialize in another).

The Silksworn plays like an unconventional wizard - but certainly won't overshadow one. With only six spell levels and a reduced collection of spell schools, this archetype certainly won't be breaking the power curve, but it does add a unique and fun twist on how to play what is one of the most unique and stimulating classes from Occult Adventures.

I feel strongly that it does not present any power concerns and would not impact the balance of gameplay or be disruptive at a PFS table. I fully recognize that sometimes the Additional Resources process goes in waves, erring on the side of "ban now, legalize when we're sure" so I'm hopeful this archetype will be able to find its place in Pathfinder Society in the future. To anyone on the PFS team on the fence about this one, I wholeheartedly support its inclusion as both a player and a GM.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Round 1: Straightforward. You grapple as a standard action.

Round 2: You decide to maintain the grapple, which is a standard action. You have no actions remaining with which to attack, so you get no attacks. However, if you chose to damage the target of your grapple instead of to move or pin them, you at least get to deal some damage.

Round 3: Same as before. Maintaining is a standard action, so you have no actions left to spend attacking them.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

The first version of Kazreh was excellent.

This one is much better.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I actually had a vague "little girl and giant golem" idea in mind (Hat-Trick and I are old friends, and we both like the idea of a duo). Giant golem with an adorable (but dangerous) little girl riding on its shoulder. Master Blaster!

I think that my character will definitely be friends with whatever big, scary monsters also live in/around the tower. I imagine Albarath keeps his "students" separated from the goblins for the most part, but she'd think his right-hand wyrm or his giant clay golem were friendly playmates.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Obviously, one of the holy days should be the day of Albarath's awakening - the day of his first blood sacrifice. I'm not sure about the other two, though.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Okay! That makes me feel a lot better about picking a humanoid, haha. Thanks for clarifying!

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

You're letting us use 20 Point Buy and the +4/+4/+2/+2/+0/-2 stat adjustment for monsters? That's pretty extreme - makes me tempted to create a monster instead of a humanoid who's going to have much, much lower stats.

I'll keep working on the arcanist though, I love the concept.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

All hail the dark tower! I'll get to statting up my child arcanist soon, hooray!

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I'm already building a character in the hopes of serving the glorious tower. I'm going to make a young girl - one of the children kidnapped by the goblins - who has the inborn potential of a sorcerous bloodline. Under the tutelage and influence of Albarath, however, she has gained power as an Arcanist, blending her inherent sorcerous talents with the arcane traditions of wizardry, passed onto her by the mysterious voice of the Tower. However, lacking the intellectual might (and maturity) of an adult wizard, she relies heavily on the magical power of the deceased Wizard's enchanted headband of vast intelligence +6.

Without it boosting her childlike mind to superhuman levels of intelligence, her magical power is restricted to first-and-second level spells at best, and she loses all her ranks in Spellcraft and Knowledge (Arcana). This is good news for a party of adventurers seeking to subdue the innocent child without causing her harm - once they figure out the source of her strange intelligence for a young child.

She serves Albarath because he is the only teacher she knows, and doesn't understand the full implications of her actions. Much of the challenge of defeating her is inherent in the need to not let her come to harm, for she is as much a victim as any other kidnapped prisoner.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Oh! Here's another reason Albarath has little to fear from siege weapons. From the rules on Idols:

Occult Realms wrote:
Difficult to Destroy: An idol can’t be destroyed by normal means. Though it has hit points and can be broken like other objects, it can’t be completely destroyed by taking additional hit point damage. Idols are instead destroyed when a creature successfully performs a very specific and often difficult task. The GM should determine what action is necessary to destroy an idol when she designs the idol, and these destruction requirements should be thematic to the idol’s background, abilities, and role.

Even if an army of gathered nations topple the tower with brute force, it will persist, somehow still able to bring its dark magic to bear. Only a team of brave heroes can end its reign by discovering its hidden weakness and putting an end to it once and for all.

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