Mahathallah

Tigerkralle's page

* Pathfinder Society GM. 14 posts. No reviews. No lists. No wishlists. 33 Organized Play characters.


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I say don't forget the starting gear for your character. Don't forget basic things like a personal comm unit or a hygiene kit to be able to take care of personal hygiene like clipping nails, brushing teeth and so on the character needs to go and pay for those things and has a problem when not being able to visit a barber or whatever suits the needs of that character to not be scruffy.

I assume one armour, one weapon and stuff like kits for disabling traps if that characters wants to do that and clothes is a no-brainer.

Every character should be able to fill a different role for starship combat or the party as a whole should be able to fill at least the most important roles.

Keep in mind you don't only have magic but also technology and lots of different species and cultures.

If you want to explore new worlds the characters have to be self-sufficient or hire expensive experts to be able to survive the untouched or nearly untouched jungle on planet 754834.

Radiation is a thing in Starfinder! So let one person check for it and be prepared to treat people being exposed to radiation.

Keep in mind for later.
Characters are not limited to natural ability scrores and increases, they can use augmentations!

Dib into cyberpunk genre and get yourself cool stuff like a biotech augmentation to breath acid like a tiny dragon or classic cybernetic arms.


I just stick with the 15 and rolled for my players after they gave me their perception skills and their saves with the modifiers. And the soldier a Vesk who also bitten one infectious who was still in the stage without any symptoms is still healthy. So that Vesk is tough and i will decide if he will develop an immunity for this artificial designed disease by crazy cultists later in the game.
We agreed for surprise attacks, traps and so on i roll for them with all their modifiers should they be not aware of things as a character.

And my notes say only 2 out of 4 players are infected. I should let a few children return now but they are still chasing the kidnappers of the children they are hired to rescue.

Sadly for them the threat of being killed is not so useful for those people they will soon learn who they really are and fight against.

Don't worry i will not role saving throws for all the living beings on Absalom Station ;) i was just thinking which tools a society with magic and modern medicine has to offer in case of a station wide outbreak.

And a slow progress for this disease is part of my custom design for the first part of my campaign. Not sure if those cultist will return later or not with a different approach.


So a DC 15 should be okay?
There is such an easy to read entry for traps with the CR right there ready to use but nothing for diseases and poisons.

Oh yes i should let casters do that once the disease is out there and they know some disease is out there at public places.
And i see that the caster using Detect Affliction can fail the skill check to see if it is the new created disease by that cult or something that is known for ages.


So i am a bit lost how to adjust and decide how high i should set the DC for my disease i know a cult is kidnapping children making them sick and let people like the PCs rescue the children or they get ransom money from the parents and hoping the children are contagious and still don't show any signs of being sick and so spreading something horrible.

But they all just created their characters and i don't want to kill them right away or kill the inhabitants of Absalom Station. Because Remove Affliction is a Mystic spell only and Starfinder is using the spells know mechanic for spellcasters having at least a level 7 Mystic and this Mystic happens to know this spell as one of the 2 level 3 spells... It seems not be so widespread to prevent a pandemic.

On the other hand i want to set up a threat for not only the players but also the ingame world.

My players are all only level 1 and on the way to rescue some children with a nasty surprise after they saved the day got paid and may or not may be disesase carriers.

I am giving the disease an onset time of 3 to 5 days.


We started with 5 and Seelah was replaced by Arueshalae, but that player did not have time for the whole Adventure Path.

Character Name: Enora
Role Card: Occularium Scholar
Skill Feats: Strenght+1, Constitution+1, Intelligence+4, Wisdom+2, Charisma+2
Power Feats: +2 hand size, Attepmt to acquire spell or item or defeat a barrier with Knowledge instead of any listed skill, Discard a spell to reduce Cold or Fire or Acid, Electricity or Force damage to you or any character at your location, May reveal a Book trait to add 1d4+2 to your check, At the start of your turn recharge Book to examine 3 cards from location deck and put them back in any order.
Card Feats: Spell+3, Item+3, Blessing +2
Weapons: (card), (card), etc.
Spells: Death's Touch (x2), Elemental Borbardment , Icy Prison , Refuge, Restore Mythic Power, Steal Soul, Time Stop, Transmogrify
Armors: (card), (card), etc.
Items: Pauper's Thighbone, Skinstitcher's Manual, Black Robe, Fasciculus Labyrinthum, Robe of the Rifts, Sacred Prism
Allies: Celestial Unicorn, Dire Griffon
Blessings: Ascension (x2), Nethys, Sarenrae, Shelyn, Nocticula
Mythic Path: Archmage

Character Name: Balazar
Role Card: Eidolonmancer
Skill Feats: Strenght+1, Constitution+1, Intelligence+3, Wisdom+2, Charisma+4
Power Feats: +2 hand size, When you defeat a monster you mad add it to your hand and you may draw a card you may banish a monster from your hand to draw a card or add 1d4 to any check to defeat a barrier or to any check to axquire a weapon an armor or an item or move after an encounter or reroll your failed combat check, While you are displaying a cohort that has Eidolon trait use Strength skill insted of Constitition or Fortitude or Dexterity or Stealth skill, When a character plays a Blessing on your Strength check you may add1d12 instead of normal die if the Blessing has the Basic trait it may be recharged.
Card Feats: Spell+2, Item+2, Ally+3, Blessing+1
Weapons: (card), (card), etc.
Spells: Charm Monster (x2), Enchanted Fang, Fire Shield, Mirror Image, Terraform, Winds of Vengeance
Armors: Bastion of the Inheritor
Items: Horn of Battle Clarity, Lyre of Storms, Thorncrown of Iomedea, Scale of Resistance
Allies: Grizzled Mercenary, Kamilo Dann, Mendevian Crusader, Retainer, Scribe, Teamster
Blessings: Abadar, Iomedae, the Inheritor (x2), Nocticula
Mythic Path: Marshal

Character Name: Crowe
Role Card: Mauler
Skill Feats: Strenght+4, Constitution+1, Intelligence+1, Wisdom+2, Charisma+4
Power Feats: +2 hand size, Heavy Armors, You may bury a card to add 1d10+3, You gain the skill Arcane: Charisma+3, On your combat check you may add 1d8, Reduce damage dealt to you by the above power before you act by 2, When you discard a weapon.
Card Feats: Weapon+1, Spell+2, Item+1, Ally+2, Blessing+2
Weapons: Blackaxe, Disrupting Warhammer, Holy Glaive of Speed, Scizore +3, Sunword, Mournful Razor
Spells: Form of the Dragon, Ghost Wolf, Steal Mythic Power, Winds of Vengeance
Armors: Black Dragonhide Breastplate, Horns of Naraga
Items: Belt of Charging, Banner of Valor, Chalice of Ozem
Allies: Fortune-Teller, Merchant Lord
Blessings: Ascension, Nethys (x2), Sarenrae, Xoveron, Nocticula
Mythic Path: Marshal and later Sword of Iomedae

Character Name: Alain
Role Card: Lancer
Skill Feats: Strenght+4, Constitution+1, Intelligence+1, Wisdom+3, Charisma+2
Power Feats: +2 hand size, You may discard a card to add 2 plust its adventure deck number to defeat a non-villain monster if defeated rechardge a random card from your discard pile, At the end of your turn you may recharge any number of weapons or allies or items, Recharge a card or put it on top of your deck to search your deck or discard pile for a card with Mount trait, When you would discard a weapon with Polearm trait recharge it instead or shuffle it into your deck, On your turn discard a card that has the Mount trait or put it on top of your deck to move to another location.
Card Feats: Weapon+3, Item+1, Ally+2, Blessing+2
Weapons: Infinite Rod, Vorpal Blade, Blancher, Dawnflower's Kiss, Deskari's Tooth, Noriznigath, Soulshear
Spells: (card), (card), etc.
Armors: Demon Armor, Ebon Thorn, Barding of Pleated Light
Items: Amulet of the Abyss, Ball of Twine, Scale of Sacred Weaponry
Allies: Celestial Unicorn, Dire Griffon, Mendevian Crusader, Warhorse, Waxberry
Blessings: Abadar, Shax (x3), Torag
Mythic Path: Guardian

In addition, please add which cards you redeemed:
Cards Redeemed: Amulet of the Abyss, Anarchy Hammer, Black Robe, Blackaxe, Book of the Damned, Ghould Hide, Horns of Naraga, Lexicon of Paradox, Monkey's Paw, Robe of Rifts, Skinstitcher's Manual, Soulshear, Stalker's Crossbow, Unholy Aspergillum +3

One highlight: Insane Bythos all roles were shuffled and then all four got their own role back. O.o After we finished laughing and joking that monster was defeated.

Knights of Kenabres Medals: Valor, Vigor, Clarity, Spirit, Command

Champions of Mendev Medals: Valor, Agility, Vigor, Clarity, Spirit

Banished Cohorts: Lexicon of Paradox, Nahyndrian Chisel, The Suture (all to close the Worldwound)

Alain died early (must be the first half) but i (Enora) used the Wardstone Fragment before we won that scenario.


Donald Coyote wrote:

I would say determine its CR as a monster of its type, either animal or magical beast, with its HD based on your class level.

http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html#table-1-2- creature-hit-dice

This was the suggestion of the GM that i first ask this question. Then i would say it is a magical beast because with this feat it is a magical beast only the owner who picked this feat can handle it like it is an animal.

What i get if i use this suggestion:
For animal
CR 1 -> SR 6 Level 1
CR 2 -> SR 7
CR 2 -> SR 7
CR 3 -> SR SR 8
CR 5 -> SR SR 10 Level 5 animal companion has 5HD template adds +1 to CR
CR 5 -> SR SR 10
CR 5 -> SR SR 10
CR 6 -> SR SR 11
CR 6 -> SR SR 11
CR 7 -> SR SR 12 Level 10
CR 7 -> SR SR 12
CR 8 -> SR SR 13

For magical beast
CR 1 -> SR 6 Level 1
CR 2 -> SR 7
CR 2 -> SR 7
CR 3 -> SR SR 8
CR 5 -> SR SR 10 Level 5 animal companion has 5HD template adds +1 to CR
CR 6 -> SR SR 11
CR 6 -> SR SR 11
CR 6 -> SR SR 11
CR 7 -> SR SR 12
CR 8 -> SR SR 13 Level 10
CR 8 -> SR SR 13
CR 9 -> SR SR 14

I think this really represents the threat of my loyal animal or magical beast.

But if i use the first thing that the majority of you suggest it looks like this:
CR 1 -> SR 6 Level 1
CR 2 -> SR 7
CR 3 -> SR 8
CR 4 -> SR SR 9
CR 6 -> SR SR 11 Level 5 animal companion has 5HD template adds +1 to CR
CR 7 -> SR SR 12
CR 8 -> SR SR 13
CR 9 -> SR SR 14
CR 10 -> SR SR 15
CR 11 -> SR SR 16 Level 10
CR 12 -> SR SR 17
CR 13 -> SR SR 18

Okay let us say we ignore the +1 on the CR because it is PFS and my mount/animal companion cannot have a CR above my PC:
CR 1 -> SR 6 Level 1
CR 2 -> SR 7
CR 3 -> SR 8
CR 4 -> SR SR 9
CR 5 -> SR SR 10 Level 5 animal companion has 5HD template adds +1 to CR
CR 6 -> SR SR 11
CR 7 -> SR SR 12
CR 8 -> SR SR 13
CR 9 -> SR SR 14
CR 10 -> SR SR 15 Level 10
CR 11 -> SR SR 16
CR 12 -> SR SR 17

I am still not really convienced that this was intended. But if the majority of the PFS GMs out there thinking that this it is then i live with it.

Sorry for weird grammar but i am not a native speaker in English.


If i roll a natural 1 on my caster level check is this automatic failure?

If i roll an natural 20 on my caster level check is this automatic success?


Jeff Merola wrote:
LazarX wrote:
Tigerkralle wrote:

Who says that the CR of my cavalier will be raised?

CR is only relevant in gauging encounters, and companions by their nature will virtually always be accompanied by their masters.
It's also relevant in that the Celestial template uses it to determine SR, and you can (very easily) get a Celestial animal companion. Which is what this thread is about.

Yeah the only thing i want to know is HOW do i calculate the tiny spell resistance of my celestial animal mount for my Aasimar cavalier. :)

And for that i need to know the CR of this mount because it gets a SR equals the CR +5 that is ridiculous low but since my mount/animal companion/or familiar is able to participate in a combat and the NPC can try to cast a spell on it the caster has to do the check if SR applies to the spell.

*whispers* I can always hope for a natural 1 on the d20 of the GM. ;)


Who says that the CR of my cavalier will be raised?

The CR from creatures with the celestial template only raised up if my mount has 5 hit dice and more otherwise the new SR is CR +0. ;)

So that means in Pathfinder Society my mount for my cavalier has a SR which is 1 (one) point lesser than in a non-PFS campaign beginning from level 5 onward an keeps all the cool stuff? Fascinating O.o

But it still feels odd to just take my effective druid level.


1 person marked this as FAQ candidate.

I want to take the aasimar feat "Celestial Servant" for my aasimar cavalier.

This feat gives my mount who is practically an animal companion the celestial template.

My problem:
This template gives also a spell resistance equal to new CR +5.

So how do i calculate the CR of my familiar, animal companion or mount?

By the way this feat is legal for PFS and i plan to take this feat for my Pathfinder Society aasimar character and there i really don't want to speak with five GMs and get five different ways to do this. ;)

PS:
I am not a native speaker in english.


Sorry for the second post in a row.

In the whole campaign no deaths and no time-outs.


Poor Karzoug in the first round Valeros hits him with 60 damage and in the second round with 92 damage. Not a lucky roll, just all the things we can put together.
This last battle was all or nothing.

Character Name: Valeros
Role Card: Weapon Master
Skill Feats: Strength+4, Dexterity+1, Constitution+1
Power Feats: +6 hand size, Add 1d4 +3 to another character's combat check at your location., When you play a weapon, you may recharge it or shuffle it into your deck instead of discarding it., You may use Melee in place of Ranged when using a weapon with the Ranged trait.
Card Feats: Weapon+7, Armor+4, Item+4, Ally+4, Blessing+4
Weapons: Flaming Icy Axe+1, Greatclub+3, Longbow+1, Chellan Sword of Greed, Impaler of Thorns, Karzoug's Burning Glaive, Mokmurian's Club
Spells: -
Armors: Deathbane Shield, Elven Chain Shirt, Magic Full Plate, Snakeskin Tunic
Items: Amulet of Fiery Fists, Belt of Physical Might, Sage's Journal, Revelation Quill
Allies: Archer, Black Arrow Ranger, Shaman, Soldier
Blessings: Blessing of Gorum (x3), Blessing of Lamashtu

Character Name: Seoni
Role Card: Celestial Sorcerer
Skill Feats: Dexterity+2, Charisma+4
Power Feats: For your combar check, you may discard a card to roll your Arcane die + 1d6 +2 with the Fire or Acid trait and the Attack and Magic trait., You automatically succeed at your check to recharge a spell or item with the Arcane trait., Reduce Fire and Electricity damage dealt to you by 1., When you play Blessing of Pharasma, add d12 instead of the normal die.
Card Feats: Spell+6, Item+5, Ally+5, Blessing+7
Weapons: -
Spells: Augury, Detect Magic, Disintegrate, Scrying, Sign of Wrath, Summon Monster
Armors: -
Items: Headband of Alluring Charisma, Holy Candle, Ring of Protection, Robes of Xin-Shalast, Wand of Enervation
Allies: Black Arrow Ranger, Burglar (x2), Charmed Red Dragon, Shalelu Andosana
Blessings: Blessing of Calistria, Blessing of Desna, Blessing of Gozreh, Blessing of Norgorber, Blessing of Pharasma (x3)

Character Name: Lini
Role Card: Wild Warden
Skill Feats: Strength+2, Wisdom+4
Power Feats: +6 hand size, weapon proficiency, You may reveal an ally with the Animal trait to add 1d4 +4 to your check., Add 1d8 with the Magic trait to your check to defeat a bane with the Animal trait.
Card Feats: Weapon+1, Spell+8, Item+3, Ally+6, Blessing+5
Weapons: Fanged Falchion
Spells: Cure (x4), Fiery Weapon, Invoke, Major Cure (x2)
Armors: -
Items: Greater Luckstone, Headband of Alluring Charisma, Magic Spyglass
Allies: Cat, Crow, Dog, Lizard, Sabretooth Tiger, Snake
Blessings: Blessing of Abadar, Blessing of Gozreh (x2), Blessing of Lamashtu

Character Name: Ezren
Role Card: Evoker
Skill Feats: Intelligence+4, Wisdom+2
Power Feats: +9 hand size, Add 1 to your check to recharge a card., Add 2 to your Arcane check with the Force or Acid and Cold or Electricity and Fire trait(s).
Card Feats: Spell+11, Item+6, Ally+5
Weapons: Venomous Dagger+2
Spells: Augury, Bewilder, Disintegrate, Frost Ray, Incendiary Cloud, Lightning Bolt (x2), Poison Blast, Scrying, Swipe, Toxic Cloud
Armors: -
[b]Items:
Headband of Epic Intelligence, Staff of Heaven and Earth, Robe of Runes, Sihedron Medallion, Sihedron Tome, Staff of Hungry Shadows
Allies: Black Arrow Ranger, Charmed Red Dragon, Grizzled Mercenary, Pyromaniac Mage, Poog of Zarongel
Blessings: -


No deaths, no time-outs. It was very often close to time-out or regulary close for Seoni... but we are all alive and have beaten every scenario.

Character Name: Seoni
Role Card: Celestial Sorcerer
Skill Feats: Dexterity +1, Charisma +3
Power Feats: For your combat check Arcane die +1d6 +2 with Fire trait, You automatically succeed at your check to recharge a spell or item with the Arcane trait., When you play Blessing of Pharasma, add d12 instead of the normal die.
Card Feats: Spell +4, Item +4, Ally +5
Weapons: --
Spells: Detect Magic, Levitate, Lightning Bolt, Scrying
Armors: --
Items: Holy Candle, Staff of Minor Healing, Medusa Mask, Wand of Enervation
Allies: Burglar (x2), Sage, Shalelu Andosana, Sheriff Hemlock
Blessings: Calistria, Pharasma (x3), Sarenrae

Character Name: Ezren
Role Card: Evoker
Skill Feats: Intelligence +4
Power Feats: +8 hand size, Add 1 to your check to recharge a card., Add 2 to your Arcane check with the Force trait.
Card Feats: Spell +11
Weapons: Heavy Crossbow
Spells: Acid Arrow (x2), Augury (x3), Enfeeble, Force Missile (x2), Frost Ray (x2), Lightning Bolt
Armors: --
[b]Items:
Masterwork Tools, Sihedron Medallion, Headband of Vast Intelligence
Allies: Black Arrow Ranger, Merchant, Poog of Zarongel
Blessings: --

Character Name: Lini
Role Card: Wild Warden
Skill Feats: Strength +1, Wisdom +3
Power Feats: Proficient with Weapons, You may reveal an ally with the Animal trait to add 1d4 +3 to your check.
Card Feats: Ally +5, Blessing +5
Weapons: --
Spells: Cure (x4), Holy Light, Inflict
Armors: --
Items: Spyclass, Sihedron Medallion
Allies: Crow (x2), Dog, Sabretooth Tiger, Snake
Blessings: Abadar, Calistria, Lamashtu (x2), Sarenrae

Character Name: Valeros
Role Card: Weapon Master
Skill Feats: Strength +3, Constitution +1,
Power Feats: +5 hand size, Add 1d4 +2 to another character's combat check at your location., You may use Melee in place of Ranged when using a weapon with the Ranged Trait.
Card Feats: Weapon +6, Item +3, Ally +3
Weapons: Bastard Sword +1, Glaive, Longbow +1, Shock Longbow +1, Warhammer, Impaler of Thorns
Spells: --
Armors: Deathbane Shield, Half-Plate, Snakeskin Tunic
Items: Chime of Unlocking, Sage's Journal, Sihedron Medallion
Allies: Black Arrow Ranger, Merchant, Soldier
Blessings: Erastil, Gorum, Torag

1/5

Is that right, that all elven equipment in the "Advanced Race Guid" are not legal?

I just want a hanging tent and a bear bag for my elven fighter. :(

The compact spellbook weights only 1 lbs. thats very useful for Wizards with a strenght score of 10 or less...

The Arcane Family Workbook would be nice to have for my wizard.

And yes the "Artificer's Lab, Portable" is something that's not legal in PFS. ;)

So why is the elven equipment not legal in PFS?

And yes i'm not a native speaker in english so the grammar could be weird.