Cleric of Pharasma

Tim Emrick's page

***** Pathfinder Society GM. Starfinder Society GM. 1,264 posts (2,075 including aliases). No reviews. No lists. 1 wishlist. 42 Organized Play characters. 10 aliases.


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You will almost always want at least one person who's good at tech skills, and more often than not, you'll want someone who's good at interaction skills. Beyond that, it very much depends on the scenario, but having a good spread of skills is best. That's where having an operative is handy, though a well-rounded enough group can survive without one.

As Taja pointed out, there are three essential crew roles that every ship needs. And it's often useful to be able to "switch hit"--for example, having ranks in Piloting even if you're never the pilot, so that you can jump onto a gun when your usual role isn't needed that round.

I've only run a couple of them before (1-01 and a low-level table of 1-99) but enjoyed playing pretty much all of them. My group is looking forward to it, and a couple of them already have ideas for interestingly weird PCs.

The part of this AP that concerns me the most is starship combat, particularly at the higher levels. Half of the adventures in this AP have at least one starship combat. My group are not huge fans of that subsystem, so I'm going to see if they're up for trying out the narrative starship combat rules from Enhanced.


Familiars use the Pet rules, but have access to special abilities than normal pets don't. You can never have more than one pet or familiar; if you have the Pet feat, but then gain an ability that grants a Pet through that feat, then you immediately retrain the old Pet feat to another general feat.

Animal Companions are a different category of companion, so use different rules, and you may have a familiar or pet at the same time as an animal companion.

Both groups of creatures use the minion rules, which limits what kinds of actions they can take. You use the Command an Animal action to give them actions. Minions are considered to be loyal and obedient, so you don't need to make any checks to make them follow your commands, and there is no need for the Train Animal feat or for expending downtime on training.

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TRDG wrote:

Do the maps listed have names or anything to maybe find something close on a flip map or other maps?

One of my groups just now asked if I have this yet to run....... GULP!!


I acquired the print version this past week, and have started reading through it in preparation for running it for my home group whenever we can fit it into the schedule. I've played all of the original adventures, and a couple of our other players have played most of them, but we certainly didn't play them in any kind of coherent order. (1-99 was my third SFS scenario ever.)

I haven't yet compared the maps in every adventure with the original scenarios (that's coming eventually), but there have been a few map changes here and there. It looks like most of the changes involve substituting newer flip-mats or flip-tile sets for maps that originally used map packs that are now long out of print (like Starship Decks, which saw heavy use in 1-99). Every map that uses a flip-mat or flip-tiles has a note with that map's product name (much like how they're labeled in SFS & PFS scenarios). And there are still a number of maps that were unique to the original scenarios, which have been reprinted with few if any changes.

As far as I can tell so far, there is only one jinsul-related Society adventure which was not included in the AP: 1-23 Return to Sender, which chronologically comes right after The Scoured Stars Invasion.

I do very much appreciate the Developer Sidebars throughout the AP. Some note connections to other scenarios (like Return to Sender, and the S1 Historia arc) that GMs can use to expand their campaign. Others point out changes that were made, such as one of the Commencement missions being replaced, and the reasons for them.

Finally, I just have to say that final adventure promises to be very exciting! I played the original at the highest subtier (11-12), but the AP version has been rewritten for levels 13-14, so that very last boss-fight promises to be even more dangerous and epic.

Has anyone else had any issues with the physical version of this flip-mat? The one I got from my FLGS was weirdly distorted, with the image (including gridlines) printed on approximately a 3/4" x 5/8" grid. I contacted Paizo customer service about a week ago, but haven't received any response yet beyond the acknowledgement that my email was received.

My home group plans to jump on the SF2 playtest bandwagon to try out the new rules, but I will also be running the recently released Scoured Stars Adventure Path for them as well. (A couple of them have played most of the original adventures, but not in any kind of sensible order.) And I'll be playing and running SFS 1E scenarios at cons for at least a couple more years. And debuting at least one more new 1E SFS character, because I had an idea for someone to make use of the new SFS GM boon.

Wow, I didn't realize this thread had been recently necro'd before I made that longish post. Oops.

When I was creating the setting for my last homebrew PF 1E campaign (a process that went on for many years before I ever ran a game in it), I went through a few different phases of how I approached the gods in the setting.

At the beginning, I just had two rules:
1. No gods from other settings. (I wanted this to be an all-original world.)
2. A finite number of gods, so that neither I nor the players would have a prohibitively long list to keep track of. I also wanted to see how few gods I needed to cover all the domains in some way that made coherent sense for each god.

I briefly toyed with abolishing alignment, but it was too thoroughly ingrained in the PF 1E rules to implement without a ton of work. [So I am that much more impressed that the 2E Remaster tackled that!]

As I started to work out more details of the world's history and cultures, I realized that I needed to sort my gods into smaller pantheons linked by some common origin or relationships in order to give them some much-needed flavor. And also add a few more to fill gaps left by this sorting. My main groups ended up being:

* Elemental gods (one per element): Worshiped by elemental creatures and giants.

* Dragon gods (good and evil, plus a couple minor cults): Worshipped by dragons and kobolds. The Tarrasque, which had an aberrant-draconic origin in this world, was the most popular cult among orcs.

* Faerie gods (nature gods, one per season): Worshipped by elves, gnomes, and fey.

* Celestial gods (sun, moon, shadow, and void): Worshipped by halflings.

* The "original" human pantheon, with roles like lawgiver, general, artisan, merchant, and healer: Very imperialistic overall, but with some more benevolent members. Over time, some human nations abandoned this pantheon in favor of new gods (mostly elemental and celestial gods, plus at least one dragon cult). Those schisms feed into many of the big political conflicts in the setting.

Most of these pantheons ended up having around 4 members, with the human pantheon being about twice that size (but including more lesser gods). Overall there were about 2 dozen gods, which gradually became more distinct from each other, and had numerous ties to the history of the world. But rarely would more than one or two pantheons have significant numbers of worshipers in any one city or kingdom, so the PCs only needed to know the handful of gods who were most popular where the campaign started, or in whatever land each PC claimed as home.

Eventually, I also added cults for the most prominent groups of outer-planar outsiders, with at least one or two original lords' names for each of them (because my "no gods from other sources" rule still applied). But none of these had influence comparable to the major pantheons. It was mostly just added color for fiend-worshiping villains and the occasional other secret cult.

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A weapon fusion placed on a solarian weapon crystal will affect the solar weapon produced by the receiving mote exactly as a fusion placed on any other kind of weapon would. So if it's a melee-only fusion, you can use that crystal with a solar weapon but not a solar flare. If it's bludgeoning-only, you can only use it on a solar weapon that deals that damage type, not one that deals S or P damage.

Note that fusion seals can be used with weapon crystals, too. The text for the soulfire fusion (the most popular crystal-only fusion) explicitly refers to fusion seals. And like any other fusion seal, you can't attach it to a weapon that isn't a legal choice for the fusion.

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dirtypool wrote:

I loved the Unisystem rules for Buffy and Angel, and the group I was with before this one played in several seasons of two separate series that I ran. I also was lucky enough to get to playtest for Eden Studios.

That game was a blast

After a long hiatus, our main GM proposed a "reunion arc" to wrap up some old loose ends (while dealing with some new threats), and we did a 10-year jump in game to move things forward to match up with the then-current real-world date. We also switched over to Fate to simplify the mechanics, because in this alternate Buffyverse, most of our heroes had acquired more experience and power than Unisystem could accommodate easily.

That was in late 2019, and sadly, our GM died a year or so into the Covid pandemic (3 years ago today, by eerie coincidence). After the initial shock, the rest of us decided to carry on and finish the campaign she had started, led by her best friend, who had been her co-GM and co-conspirator. We finally finished that arc a couple months ago, wrapping up an epic, multiverse-shattering story. It was bittersweet but glorious, and a fitting tribute to our friend.

...And because we love the setting and our characters too much to say goodbye to them forever, we are still playing through some "aftermath" threads. We're also starting to make plans for a "next gen" type game set in the same world, some (TBD) years in the future, and focusing on new, younger heroes (starting with some of the children of our current PCs, and their friends). We haven't decided yet whether to stay with Fate, go back to Unisystem, or try something else. But that's going to continue to be a big part of my gaming plate going forward.

I was introduced to D&D through an "activity period" at my middle school (circa 1981-82), and requested and received the Basic Set for Christmas of my 8th grade year. I played Basic & Expert and some AD&D 1E through high school, mostly as the DM because my friends insisted that I was the most creative one of the group.

AD&D 2E came out just in time for my college years, and I ran a 2E campaign my sophomore through senior years using a setting that a friend and I had homebrewed in H.S. (I've used versions of that same setting for a couple of other campaigns, in different systems, since then.)

I continued to play a lot of 2E for the next decade or so, until D&D 3E came out, then that became the new system of choice among my usual gaming groups. I also tried out several other RPGs during those years. The most noteworthy was GURPS, in which I played my first long campaign after moving to Boston for grad school, and GMed the first long campaign I ran for my future wife.

During the v.3.5 era, I started sharing some fan errata for Green Ronin's Freeport line online, which eventually landed me some freelance work as an editor and proofreader for the company. I also published a handful of articles in d20 Weekly and Pyramid.

I was also introduced to the Buffy RPG around this time, and have been playing with the same group in a highly-alternate-Buffyverse campaign on and off ever since (in person the first few years, then moving increasingly online).

I tried but didn't much care for D&D 4E, so kept playing and running 3.5 until my group decided to try out Pathfinder. That decision was influenced by the fact that GR was planning to release their next big Freeport title using the Pathfinder rules. I ended up using a hiatus imposed by a cross-country move to convert my latest Freeport campaign from 3.5 to Pathfinder. (Fortunately, 3/4 of my home group--my wife, her coworker, and the coworker's spouse--made the move with me, which allowed for any continuity at all.)

Pathfinder (first 1E, then 2E when it released) has been my home group's system of choice for the past 10 years. My wife and I have been involved in Society play for most of that time (starting around Season 7 of 1E), and almost all of our 2E experience is through PFS. We've played the first book from a couple of 2E adventure paths, but no homebrew campaigns yet, unlike our 1E years. And I've yet to GM 2E, but my wife has done so for a few years now because she became a Venture Agent for our FLGS, and then a VL this past year.

We've also played a good deal of Starfinder, also mostly Society play (and much like 2E, we've completed one or two of the shorter APs but haven't tried any homebrew campaigns). Most of my GMing the past couple years has been Starfinder Society, and I GMed my first convention games (and first special) about a year ago in that system.

My wife and I introduced our two kids (who are now college age) to RPGs at a very young age, and they've been hooked ever since. Most of the D&D 5E that I've run or played has been with them, and that was their system of choice for several years. The OGL fiasco from a year ago soured my wife and I on D&D, and has helped push my eldest back into playing PFS more regularly. He started GMing 2E a few months ago, both for PFS and for homebrew campaigns with his friends.

It's been a few years now since I've run a homebrew campaign. That used to be a huge part of my gaming time, but I experienced some bad GM burnout after starting an overly ambitious PF 1E campaign a few years back. Pathfinder Society and Starfinder Society have filled some of that void, and will continue to be a major part of my gaming time for the foreseeable future. But I'm hoping that sometime later this year, I'll finally find the motivation to start a new campaign of my own creation. I've been itching to play more of GR's AGE system, so Fantasy AGE 2E (for a new Freeport, or Freeport-adjacent, campaign) and Cthulhu Awakens are looking like good candidates.

Stephen Sheahan wrote:

look at the text for the Savant trait which just grants perform as a class skill.

it doesn't state any one, group of, or all perform skills - simply perform is a class skill.

Savant wrote:
Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

I would read "Perform is always a class skill for you" as meaning that all Perform subskills are class skills, because it says "Perform," not "Perform (x)" or "That performance type."

That interpretation seems balanced with the host of traits that give you a +1 bonus to a skill, and make that skill always a class skill. Most such traits apply to skills that don't have subskills, so in this case, the bonus to one single subskill is slightly higher. Gaining the class skill bonus on all the subskills is a very nice bonus, but you still have to spend a limited resource--skill ranks--to be trained in each subskill, so IMO it isn't too unbalancing.

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Qimok, my skittermander soldier, in his new brand-new powered armor.

Anohana, a new character (samsaran vidgamer witchwarper) who will be getting the new SFS "Game Store Owner" GM boon.

A close-up of Anohana, showing part of her haunted prosthetic hand.

I realized after drawing and coloring Anohana that she looks a lot like an Andoran from Star Trek, but that was completely unintentional! She has vestigial antennae because she was born to a lashunta couple. (I'll likely give her the limited telepathy species graft once she's high enough level to gain access to it.)

As far as I know, point buy is strictly for PCs and NPCs with class levels.

You'd be better served looking at the ability score ranges for published demon lord stat blocks, and picking something comparable for your new demon lord's CR. If the demon is a bruiser type, lean toward the higher end of the range for physical scores; if they focus more on magic or charm or trickery, do that with their mental stats instead.

88. Player: But...but...this hallway goes right through where the map says that room is. So where are we really?

GM: Congratulations, you've just discovered that space is curved. Make a Will save vs. insanity...

87. You're saying the monster can't possibly fit through the door? Well, obviously it was smaller when it first got here. Then it grew fat on adventurers who asked stupid questions. Oh, hey, it looks pretty hungry! Roll for initiative...

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I'm rereading the anthology High Seas Cthulhu, which I received several years back because my friends know I've run multiple campaigns combining pirates and the Mythos.

I think between Tolkien, Eddings, and Magic: The Gathering, fantasy fans have long been conditioned to think magic is blue. ;)


I'll be playing this at a con next weekend, and now I don't know if I want to play it with my elf investigator (who's basically an archaeologist, without the archetype) or my ganzi halfling rogue (a Caydenite who is an expert in Alchohol Lore). Neither is particularly fond of undead, but the sheer weirdness of the place would appeal to their academic sides (and to the ganzi's xenophilia).


Under Pathfinder 2nd Edition Chronicle Boons, scroll down the list to the end of Season 2 and start of Season 3. You'll find it sandwiched between those two seasons:


PFS (2ed) Intro #1: The Second Confirmation

Second Confirmation Wayfinder: gain a free wayfinder with a note from a new friend.

I think it appears where it does in the list because that's when the intros were released.

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This weekend I finished reading Wonder Woman Historia: The Amazons, which tells the origin story of the Amazons in DC Comics continuity, up to the point of Diana's birth. Or a version of it, at least. (I'm still rather salty at the radical changes to WW's story immediately after her exceptional "New 52" era ended.) But the art is gorgeous throughout--even when it gets a bit weird (which it frequently does, to emphasize that the gods are Not Like Us).

I may end up stealing bits of characterization of the goddesses (and gods) from this for the Greek myth game I run for my wife, whenever we finally get back to it to wrap up the final chapter. I've established my own takes on several the gods over several years of play, but there's always room for more flavor.

Yes, and yes.

Set wrote:
There absolutely should be magical holy symbols with powers related to clerical spellcasting (like metamagic rods, for clerics), or channeling (bonuses to, variants of, etc.), or their deities domains (spontaneously cast domain spells, add the domain abilities of a third domain, enhance the domain abilities of one or both chosen domains), etc. Nearly every cleric has to have a holy symbol, and yet none of them seem to bother making them magical.

The channel foci in Adventurer's Armory went into this a little bit, but those were limited to items that gave other ways to spend your daily channels: giving a sacred or profane bonus to a shield, storing some healing in a cup, etc. A few of my PFS PCs acquired a channel focus or two for flavor's sake.

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Back during the last couple years before COVID disrupted in-person play at our FLGS, we had a PFS 1E player who was fairly new to the game, and struggled to keep straight all the rules that impacted how his characters worked, particularly those involving action economy. It got fairly annoying to have to remind him of the same rules, session after session, but he did slowly get better.

Then one night, he asked, in his usual slightly confused way, "Can I charge and Vital Strike at the same time?" When one or two of the other regulars started to bristle, clearly about to go off on him about trying to combining standard actions again, he stopped and cackled. He had learned enough about the rules, and had enough self-awareness about how irritating his struggling along had been, that he had deliberately baited them!

The Starfinder Beginner's Box adventure is technically sanctioned for Society play, but only if it's played under the Beginner's Box rules. That's the only reason I haven't tried running it myself yet, because my wife and I (and our home group) had been playing SF for a few years at the time we acquired a copy cheaply through a bundle deal. Having to learn new rules for a single adventure before going back to regular SF doesn't seem worth the effort.

On the other hand, we haven't shelled out for any of the Alien Archive pawn sets, so the small but nicely diverse selection in the Beginner Box were a godsend, and we use them constantly.

If the weapon in your weapon slot is one with which you have Weapon Specialization, then you still get that benefit.

Winged Boots are a solid choice for a martial character at that level--flying 3/day for 5 minutes each time is probably all you'll ever need unless you're in a heavily aerial adventure. And 16,000 gp should be easily affordable by then.

Until then, carrying a potion of flying is probably the best way to make sure you can fly for a few minutes when you really need to, without relying on an ally who can cast it for you. (My stonelord paladin HATED leaving solid ground, but after his first visit to the Plane of Air, he never went anywhere without at least one potion of flying in his pockets.)

Enlarge person will improve damage and reach, at the cost of some defense (but a properly-built tank will have AC to spare).


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Korkael Koronna wrote:

Aasimar = 80

Resurrection = 40

I have 6 aasimars :(

But you still have 480 points' worth of bragging rights for having 6 aasimars before they were free.

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DungeonmasterCal wrote:
Tim Emrick wrote:

After some part-IC/part-OOC chatter about booze and Cayden Cailean, one of my PCs got their zen on and intoned:

"Alcohol is a solvent, but it is not always a solution."

This is awesome.


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After some part-IC/part-OOC chatter about booze and Cayden Cailean, one of my PCs got their zen on and intoned:

"Alcohol is a solvent, but it is not always a solution."

Dragonchess Player wrote:
There is nothing in the RAW that prevents SROs from wearing a mindlink circlet or installing a Limited Telepathy Graft.

Or becoming a Phrenic Adept.

By RAW, the limited telepathy possessed by lashuntas, shirren, phrenic adepts, etc., isn't tagged as mind-affecting, so arguably should work even on creatures who are normally immune to mind-affecting effects (like undead and constructs) as long as those creatures are intelligent enough to have language, and have one in common with the telepath. On the other hand, many magical means of telepathy (like the telepathy spell) are explicitly mind-affecting, so can't affect such creatures.

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Fun minis and excellent review, HMM! I'm looking forward to running this sometime next month, so the suggestions about maps and such were very welcome.

Rereading Joseph Carriker's queer superhero novel Sacred Bond. I wanted something good that I'd read before for the ride to and from Origins, and for occasional downtime when I was too wiped to game or socialize.


Scenario art quality has been pretty consistently high these past couple of seasons, and these are no exception to that trend!

I think I already know which candidate my own nominee would favor, but I look forward to meeting them all in play.

I think I was in one campaign with 5-6 PCs, where half of them had some kind of companion: the wizard had a familiar, the summoner had their eidolon, and somebody else had a cohort.

I've also played a number of Society games where there was an overabundance of companion creatures. Sometimes it feels like the number of pets is inversely proportional to the amount of space for them on the encounter maps! However, Society play does have rules banning Leadership and limiting PCs to only one active companion, so that does avoid the worst excesses.

Off the top of my head, I've had PCs with the following companion types in PF1:

- Cavalier with a mount. Easy to remember they're there, it's the character's main schtick.

- Hunter/rogue with an animal companion. Ditto on the main schtick, optimized for flanking tactics.

- Sorcerer with a viper familiar. Usually hidden in his robes, very rarely seen. It nearly died the once or twice it ever tried to deliver a spell. I'd probably dispense with it altogether if not for the skill bonus and Alertness.

- Undine white-haired witch with a crab familiar (for the grapple bonus). She usually carried it around in an aquarium ball (ugh, so heavy!), until she learned merge with familiar. In both cases, it rarely played an active role, outside the usual passive familiar bennies.

- Shaman with a spirit animal. His first one was a thrush, so could talk, and regularly aided with social skill rolls, but not much else. His second one was a unique Improved Familiar from a PFS boon (a wyrmling dragon), with which he used merge with familiar, but she was a Sage so would emerge regularly to roll Knowledge checks, then go back to hiding during fights. I loved the cool, creepy visual (nightmare dragon covered in stars, looking like a tiny dragon-shaped hole in space, emerging from this half-orc covered in arcane tattoos) so would mention it at least once a scenario.

- Oracle with a cohort in a non-PFS AP campaign. The party lacks other spellcasters, so the cohort is one, too (witch), but with an archetype giving spontaneous casting so I don't have to spend time agonizing over which spells to prepare every day for a secondary character. The GM lets me run the cohort with only minimal input (which was mostly limited to her initial introduction, before becoming a full-fledged cohort). She provides AOE spells, occasional hexes (when she's closer to the fight than she wants to be), Int skills, and emergency healing if the oracle ever goes down. So she gets a fair amount of screen time, but not remotely as much as any of the PCs.

TheDarkPrince wrote:
Any horrible experiences multiclassing?

Not necessarily horrible, but rather frustrating: My wife's Bluff-focused envoy dipped operative, but she ended up retraining back to envoy (via mnemonic enhancer) after a couple levels because clever feint and trick attack directly competed with each other.

[The character was largely based on a favorite 3.5 PC she played ages ago, a charismatic rogue who had dipped into fighter and sorcerer. Most of her schtick could be done with just a single-classed rogue in PF1, but she had a hard choice between envoy and operative in SF.]


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I've managed to scrape by with judicious use of mnemonic editors on a couple of my PCs, but this is definitely a useful fallback to have!

I'm also excited to see Marked Starfinder made available to everyone, not just those PCS who played one of two specific scenarios. I'll be buying that for most of my other PCs just as soon as I get home to my character binders...

A Huge creature (15 ft x 15 ft space) defaults to 16-32 ft tall or long (roughly 5-10 m). That means that a "long" creature like a dragon will frequently be longer than their space on the map. I tend to visualize that as most of the creature's bulk fits into their space, with some limbs extending further, represented by their reach. In a dragon's case, their reach with their bite is even longer, but they are frequently depicted with their head held up, whether to see their surroundings better, keep it out of reach of enemies, or some other reason.

Another thing to consider is that dragons are always growing, so length with vary over the entire range of a size category, depending in the dragon's age. That's probably why the Bestiary doesn't give dimensions for dragons, like it does for some other creatures that come in different sizes (like elementals).

As far as artwork for tokens, I tend not to stress too much over getting the size just right. For a dragon, as long as I can fit enough of the head and body into a square or circle shape to be recognizable as the creature I need, that's good enough for me. I do tend to favor artwork using poses that fit more easily into a square, so that I can avoid both too much negative space and cropping off too many extremities.


There are no mandatory first scenarios in SFS. There are, however, a number of scenarios designed for starting characters, which are very newbie-friendly.

Intro 1: The First Test and Intro 2: For the Factions are a great way to learn the basics of what being a Starfinder is all about, and get to know something about the factions and leaders within the Society.

Starting with Season 4, the first scenario of each season is a low-level adventure that introduces that season's metaplot (the overarcing story that will tie together many, but not all, of that season's scenarios).

I highly recommend that new players play Intros 1 & 2, plus the current season intro. Not only will that give you a good grounding on what to expect in future games, it will also earn you enough XP to reach 2nd level.

I learned this past week that the webtoon Lore Olympus is available in print collections, so I picked up and read Volume 1. (There are at least 2 more volumes, but the bookstore I saw them at didn't have v.2, alas.) I started reading this series online years ago, but couldn't keep up with it despite enjoying it a great deal. It's a retelling of Greek myth focusing on the budding romance between Hades and Persephone, with modern touches including cars, smartphones, apartments, clubs, etc. The art is pretty, and frequently on the cutesy side, but the story is surprisingly deep, and doesn't shy away from the darker sides of the Greek gods. (The front matter includes a somewhat vaguely worded, but justified, content warning.)

For reference: Eye King template. (Links go to, because this template is from Green Ronin's Advanced Bestiary, not a Paizo product.)

This template "can be added to any living creature that is not blind." Its defining trait is the Eyes or Eyestalks quality, which states: "An eye king has a roughly spherical body with a single central eye on the front of its body. It has a number of eyes or eyestalks equal to the base creature’s racial Hit Dice (minimum 1, maximum 20) that protrude from the top of its head."

You can add this template to a PC humanoid race, but the result is a bit underwhelming because of how humanoid racial HD work.

The humanoid creature type reads: "Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are typically presented as 1st-level warriors, which means they have average combat ability and poor saving throws. Humanoids with more than 1 Hit Die (such as giants) are the only humanoids who make use of the features of the humanoid type."

Therefore, a dwarf eye king, which has no racial HD, gets only the minimum of one eye or eyestalk, regardless of character level.

Senko wrote:
Tim Emrick wrote:

81. As you wait for a train in the subway, you see the usual rats poking around the rails looking for dropped food. Then you see a group of them working together to drag an old-looking book down the tunnel.

(I'm stealing from myself here. I used this scene in a modern-day Cthulhu Mythos campaign to creep out my players while giving their PCs their first opportunity to acquire a Mythos tome. It worked--my wife and her best friend, who were players in the game, refused to get on or off a train at Boston's Haymarket Station ever again!)

Strangely my mind goes to the rats of Nimh or the Amazing Maurice and his Talented Rodents more than the Ratking when I hear this.

One of the rats was a rat-thing, but the PCs had no idea what that was (and I'm not sure their players did at the time, either), so to them it was just a creepy-looking, slightly deformed rat that appeared to be directing the other rats.

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81. As you wait for a train in the subway, you see the usual rats poking around the rails looking for dropped food. Then you see a group of them working together to drag an old-looking book down the tunnel.

(I'm stealing from myself here. I used this scene in a modern-day Cthulhu Mythos campaign to creep out my players while giving their PCs their first opportunity to acquire a Mythos tome. It worked--my wife and her best friend, who were players in the game, refused to get on or off a train at Boston's Haymarket Station ever again!)

I recently acquired and read Volume 2 of the recent The Sandman reprints, so I am now halfway through rereading the series.

I'm currently rereading Tales of the Lovecraft Mythos, which collects early stories of some key Mythos elements contributed by other authors.

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For races, it's a little harder to define, since the Bestiaries included a scattering of additional races that could theoretically be used as PCs, and there are tons of race-centered splatbooks. But the essential sources are:

Core Rulebook
Advanced Race Guide
Inner Sea Races

Dragonchess Player wrote:
The hadozee/yazirian didn't have tails, so swapping the vanara's Prehensile Tail for Gliding Wings would probably work.

I'd have to dig out my old notes to be sure, but I'm pretty sure that's what I swapped out.

When I was converting a v.3.5 campaign to PF1 halfway through, I had to find a way to convert a hadozee PC (a simian race with gliding flaps like a flying squirrel's). Vanara was already a good match for everything but the gliding, so I used that race as-is, with the kobold's gliding wings alternate race trait added as a new option.

Driftbourne wrote:
In Acts of Association, [...] Casting spells or using weapons is an option, just one that will land you in prison. There are two other encounters in that scenario that also have penalties for using lethal force.

I've seen a number of scenarios that do address this to some extent. Using lethal force on civilians is a clear path to infamy, in almost any scenario. In some encounters, diplomatic solutions are harder, or impossible, if the PCs have drawn weapons. A few adventures give the option of borrowing merciful fusion seals (or some other kind of "loaner" substitute) to reduce potential casualties and collateral damage. And I can think of at least one scenario where the PCs are expected to hand over ALL weapons to security during peace talks, but they are allowed to keep their armor--and most of the NPCs are openly wearing armor because of their warrior culture.

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I play PF1, SF, and PF2, but the amount of each relative to the others has changed dramatically over time.

I got into PF1 first, converting a v.3.5 campaign to PF1 after a move-induced hiatus. I've run a couple other PF1 campaigns since then, but for a few years now, most of my PF1 play has been PFS (which I started in Season 7 or so), but the amount that I played petered off after Season 10. I'm still playing in a non-PFS AP (though we're currently on a break between books), and I still play or run an occasional PFS 1E session online, but beyond that, playing PF1 has largely fallen by the wayside. I haven't started a new homebrew campaign for a couple years, because I'm still feeling a little burned out from my last attempt, which turned out to be a bit over-ambitious. I'm honestly not sure how much longer my home group will be playing PF1, whether PFS or not. But there are still a couple of modules that I would very much like to run someday, at least.

I've been running and playing a fair amount of Starfinder Society ever since very late Season 1 or so, and it's been the main thing I GM for organized play for the past year or two now. (I ran SFS at a con for the first time last month, as well as my first multi-table special in any system.) I've played through one of the shorter (3-book) SF APs, but haven't run one myself, or run any non-Society games.

I enjoy PF2, and have been playing a fair amount of it since PFS 2E started, but I still haven't made up my mind on whether I want to try running it myself. My wife, OTOH, is a V.O. who recently became a V.L., so she's VERY focused on PF2 right now (and SFS to a lesser extent, but she has me to help with GMing that).

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