Damiel

Toloriel's page

Organized Play Member. 68 posts (71 including aliases). No reviews. No lists. 1 wishlist. 3 Organized Play characters.


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Sovereign Court

Zarius wrote:
Pretend the tumor familiar is a 'regular' familiar, glued to the alchemist. They are technically separate creatures with separate bodies for the purposes of spells, attacks, poisons, etc. So yes, a cute light wounds that targets the tumor familiar would not affect the alchemist.

I get that. But, it's not what I'm asking. How do share spells and deliver touch spells work with extracts?

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How do "Share Spells" and "Deliver Touch Spells" work with regards to extracts?

My understanding is that an Alchemist can drink his extract or mutagen and grant the familiar the effect instead. Is that correct?

And, with regards to "Deliver Touch Spells," how does it work with extracts? Extracts aren't targeted. Does it mean if an Alchemist drinks an extract with the range of "touch," i.e Cure Light Wounds, then the familiar can deliver it, and the Alchemist is uneffected?

Just looking for clarification here. It's pretty confusing to me.

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Ultimate Equipment lists the "Alchemy Crafting Kit" on page 76 as weighing 50 pounds. In the APG, the same item (then labeled "Alchemist's Kit") on page 182 had a weight of 5 pounds. This doesn't make sense.

Additionally, the "Alchemist's Kit" gear kit in UE has a weight of 24 pounds, but includes said 50 pounf "Alchemy Crafting Kit." Which is the correct weight of that item, 5 pounds or 50 pounds?

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Michael Talley 759 wrote:

Usually this means a change of mechanics of Average Party Level which in this case at level 1 actually equals 2.

So early on, this is easy to deal with by adding a creature to the encounter if there is normally enough for all. Later on, it might mean custom rebuilding encounters for the module. I've played through the module and even read it now to tweak for a possible high level adventure later on for my friends.

early on in this module itself most of experience gaining will be from the town itself and getting the town ready for the coming storm. So you'll need minimum involvement with altering these events, just divide the exp as though the group had a standard group of 4-5 players.

Increasing encounters by 1 CR should make everything fine. Add the advanced template to a large group enemies 'commander' or add extra monsters to increase the encounter by a similar effect. (matching exp up to the CR of the encounter +1)

Or just hand wave it and have experience divided as though there was only 4-5 players in general and run the module as is if you wish.

So basically just scale up the cr by 1? Sorry I'm kinda new to all this so I'm a little confused but I appreciate the help!

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Not sure if this is the right place for this, but I figured people would see it here so why not. I'm running Ire of the Storm module in about a week and I'm finishing up final preparations.
I have confirmed 5 party members, and I think that should be ok in general for most modules. However, 6th player wants to join and I said ok.

My question is: in general are modules ok with 6 players? Is there a way I can change the scaling so it works?

And for those of those of you familiar with ire how do you think it will work out with 6?

Thanks

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Not sure if this is the right place for this, but I figured people would see it here so why not. I'm going to run the 'Ire of the Storm' module with a casual group in about a week, making some final preparations. The confirmed party is 5 players- which seemed fine to run through. I possibly have a 6th player joining us and I'm not sure if the module (or any) works for 6 players.

Is there a way I should run this for 5- or 6- players? Is there a way I can scale it up or change it around? What do you guys suggest?

Thanks.

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Hulo-

I am to for the first time Game Master Rise of the Runelords for two of my friends. I am to having Game Mastered before, but only brief modules and homebrewings. I have yet to reading through the whole thing and prepare maps, but our first session is on Friday so I have time. What is the best advices for running this for the first time?

What should I doing to accommodating two players and prepare? What is the biggest thing I should to be prepared for?

Thanks You!

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So if our play group begins as house ruled level ones and play the entire book, we apply credit in the appropriate level range to any PFS chracter in the level range or to a level one right? Do I apply to a brand new level one or can I apply to a level one with credit marked on it already?

Thanks.

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Can I split up what I play/use? For example if I wanted to play the first 2 sanctioned portions with a PFS CHARACTER, and then play the remaining entire chapters, would this be allowed?

I appreciate the help.

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My friends and are are going to play Rise of the Runelords together and we decided we wanted to get credit for playing. We all have existing PFS characters which we can apply credit to. What are the specific rules for Campaign Mode? If we all use existing Characters, do we apply credit immediately it wait until the sanctioned level? And if we want to use house rules, how do we apply credit then? Do we get it all at once?

Hope someone can clear up the rules for me- it's our first time running an adventure path.

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All of this is good advice guys, I appreciate the help. I guess I'm still hesitant just beacsue as Castilliano said, the demoralizing is kind of weak so it's hard to set up. With only DC 15 at level 1, opponents can easily male a will save against my spells. Demoralizing makes it a little harder to save, but at the cost of a Standard and probably only one round. I think that for now the best way to go is Fear and then use my control spells. Improved Initiative should help position this early. I'll still invest in Intimidate I guess. I'm going to roll with Lashunta. Seems like it could work pretty well.

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Thought it would be neat to try Overlord Mystic. I want to take fear and charm person as spells, but I'm struggling with the SoS aspect. I thought it might work to build some CHA for Demoralizing so that opponents get -2 on their saves but if I want 18 WIS there is not much room for that. Can you guys help me decide on a good race and point distribution to make this work? Mainly just want a way to increase the DC or make it hard to save. This is level 1, I have around 1700 credits. Appreciate the help!

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Is it ranged touch? Targets EAC or KAC?

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Going to build one, just struggling with race/feat choices. Was leaning towards Ratfolk or Damya Lashunta or Android, but curious what you guys think is best. Lashunta having those extra spells and skill bonuses are great. With regards to feats, what do you guys suggest? At some point I plan to dip Blitz Soldier.

Thanks guys.

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Got it, thanks. I usually refuse to heal people, so maybe I'll go Technomancer or a Blaster Mystic. Thanks guys!

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I don't understand why anyone would pick technomancer over mystic. Technomancer has way less class abilities, effectively less spells known (because of mystic connections), cant heal, and overall seems weaker. For some reason, I still feel drawn to make one. Can someone help me understand what the differences are? DO they have different roles?

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Thanks guys!

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Scot. With one T.

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Custom rig is a comm. Don't need to buy one. Pretty sure it's also a tool kit.

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First of all, why is there a mod for profiecisncy feats? Drones can already use almost any weaoon provided the have enough weapon mounts. They don't need Small Arm Proficiency. Secondly, are they allowed to use grenade in any circumstance? Do they get resolve points? There's space for that in the Drone Sheet from the character folio. Additionallly, would using the arm mod to physically let go of a grenade count as an attack? If they just dropped it and say had their mechanic waiting with a detonator? And can you control it without seeing it? The way I read it basically means up to 2500 ft. you can control it, regardless of where it is and where you are?

Thanks

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How do you get one individually?

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Thought it would be interesting to make a mechanic build that uses basically only Explosives. You get the arm mod on a hover or stealth drone so it can rig explosives. All you need is a detonator. Still not sure how you'll figure out exactly where to put the bombs until camera mod, but could't you theoretically just have the drone tell you exactly what it sees?

Let me know what you guys think of this build. Mechanic gets trash damage so it seems like a cool way to put in work. You could technically have the drone fly over enemies and literally just let go of a grenade and then you could detonate. Seems good.

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Sounds good, thanks.

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First of all, does the poor save/good save bonus get added to the ability score associated with the save or is the bonus the only thing used? Also, how do you heal up drones if they're constructs. I would think that it would involve the custom rig, but all it mentions is rebuilding. Additionally, you can use the custom rig to give it commands and stuff, up to a range of 2,500 feet. Does it have to be able to see the mechanic?

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I see this abbreviation everywhere. Can someone explain?

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I'm the kind of person that has to have everything organized. I recall that Pathfinder had a companion sheet layout. Does star finder have one for Drones? If not, where would I record the stats? Under abilities?

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Envoy can.

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Are any of these races legal in Organized Play?

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I don't recall exactly but one of the build suggestions for Envoy uses Greater and Improved Feint as feats. The Envoy Improvisation (or expertise I don't remember) is the Clever Feint or whatever. I'm not good with names. It's a first level selection. In the description, it specifically says that it does not work with Improved Feint. It seems really odd that the build would invest in Feint feats when the improvisation is basically always better. IS this a mistake or is there something I'm missing?

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Thanks. The Guild Guide lists a URL but it doesn't link, so I assume basically anything goes for Organized Play?

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Can't find anywhere.

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I have a level 3 wizard with Augment Summoning and Spell Focus Conjuration, as well as Summoner's Charm from the School Ability. If I were to use a wand of Summon Monster or a Scroll of Summon Monster, would these abilities affect the spell? Thanks!

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After some deep thought and consideration, I've realized a way to become rich, or at least famous in Pathfinder. You have to publish a Druidic Dictionary. Now, normally this would be certain death, but if you get a Cohort or Friend to do it for you and then you take the profits, it might work. What do you guys think? Is tgis possible?

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Thanks for your help guys.

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Say for example I was wearing Haramaki and cast Mage armor. Is the armor bonus now +5? Is this different for shield? Thanks.

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Yeah, I was, my bad. Thanks for your help.

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Ok, lets mark this as an FAQ candidate.

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Noticed this item wasn't individually for sale in UE, was only included in class kits. Is there a way to purchase the separately?

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1 person marked this as FAQ candidate.

Hey guys-

I'm looking to make an Ancestors Shaman as well. My question is, is the Cohorts and Companions incorrect? It says the levels that you get spells instead of the spell level like other spirits, so you're getting your first spirit magic spell a bit later. Is there a change to this? Or do I have to play it like that?

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It is from Cohorts and Companions, an Paizo published document. Therefore, is Paizo in error?

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Then it would seem to void the point of Spirit Magic, because normally you have one extra spell slot of each castable level. However, it seems like you unlock the spell at level 2? This is confusing. Does anyone know about this?

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1 person marked this as FAQ candidate.

So you are getting spells later? Normal it would be a first bonus spell at level 1, when you can cast level one spells, but the earliest you get in the book is level 2, which is a level later. This seems wrong. What should I to do? Does anyone else know?

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2 people marked this as FAQ candidate.

Hello-

I have just reading the only Shaman guide on the collectin, and I am having noticed some interesting. In the guiding by JBurz, he is to stating that the Ancestors Spirit Magic spells are to come at 1st level, 2nd level, and then consecutive levels. However, in the book Cohorts and Companions it is to say that the spells come at 2nd, 4th, 6th, and follow this patterning. Is this a mistake in the guide? Is there a change of rules to it?

Thanks you.

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So the spirit is different in that it is to giving a spell at every even leveling? I'm not sure of what to doing. Should I be treat it like a normal spirit or use the book rules? Does anyone else know the rules of this?

I can be to messaging my local GM, and see but does anyone else have feedbacking?

Thanks you.

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Hello-

I have just reading the only Shaman guide on the collectin, and I am having noticed some interesting. In the guiding by JBurz, he is to stating that the Ancestors Spirit Magic spells are to come at 1st level, 2nd level, and then consecutive levels. However, in the book Cohorts and Companions it is to say that the spells come at 2nd, 4th, 6th, and follow this patterning. Is this a mistake in the guide? Is there a change of rules to it?

Thanks you.

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Ok thanking you guys I appreciate what you said but I'm curious what your advising is for to the other things above.

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Hello guys-

I made a Dark Tapestry Oracle for fun, and it is a great build idea and I am to thinking that it is cool. I am a Halfling right now and my scores are: Str 5, Dex 14, Con 12, Int 10, Wis 12, Cha 20. As I have mentioning is a Dark Tapestry. I was going for to a Stealth based creation, and right now I am having a +10. I was thinking on making my feat Skill Focusing on Stealth so I can take Eldritch Heritage (Shadow) at 3rd leveling. My spells are Cause Fear and Murderous Command right now. What do you guys thinking of this buuld? What spells do you recommending?

Thanks

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Thanks you I undertand.

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For an Oracle mystery, how are bonus spells are to working? Does it add the spell to your list of known spells? Or does it allowing you to cast the spell whenever? What are the rules for this?

Thanks

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To everyone on this post thread-

I am sorry one of my friends was took my account and made this posting. I am sorry that they were wasting your time. I had was telling him about this and he thought it would being funny to make a joke like this. I am sorry

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