Pillar

Toxicsyn's page

*** Pathfinder Society GM. Starfinder Society GM. 52 posts (59 including aliases). No reviews. No lists. No wishlists. 16 Organized Play characters.


RSS

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>

You can easily make Mecha in SF using the existing rules with just a few modifications. I would recommend starship mecha from levels 1-6, power armor mecha from level 7+, vehicle mecha from levels 9+, or back again to power armor mecha for levels 12+.

Spoiler:
In Dawn of Flame, Fire Starters, there is a good example of a starship combat against a kaiju threat. The augmented fire whale is normally CR 16, while its starship form was like Tier 1/4.

Design humanoid vehicles and starships. Give starships and vehicles melee attack options. Use the living starship monsters as ideas for weapon mounts and facing rules.

High level game play is probably going to be teams of power armored suited PCs fighting against colossal threats and that one naked star shaman throwing magic missiles at the big bad. IF that is the kind of campaign you want to run.


4 people marked this as a favorite.

I also third the request for dogfights, or the idea of PCs piloting a squad of tiny starfighters against enemy starfighters.


1 person marked this as a favorite.

Ancient Bantrids? We're fighting Spaceballs?


Alexa, I would like to cast magic missile at the darkness.

1/5 5/5

2 people marked this as a favorite.

Looking forward to making a android strix. SilverHawks!


I agree with using Excel spreadsheet. You could also use Google Sheets, which is a online Excel spreadsheet program that is free.


Armory 2 idea, a powered armor that polymorphs into a vehicle. :D


From the Rulebook -

spell gems Holding a spell gem in your hand unlocks little-used portions of your mind, granting you the ability to temporarily cast the spell encoded within the gem without using up your daily spell slots. You must hold the spell gem in your hand throughout the spell’s casting time and must spend at least a standard action using the spell gem, even if the spell’s casting time is shorter. Each spell stored within a spell gem can be cast only once, after which the magic encoded within the spell gem’s lattice is forever expended.

Only spellcasters are capable of using spell gems — if you aren’t a spellcaster, you’re unable to make use of the knowledge that the gem unlocks. You don’t need to know the spell within a spell gem to use it, but the spell must be on your class’s spell list (or have otherwise been added to your spell list) and you must have a high enough key ability score to cast it. If the spell gem’s item level is higher than your caster level, once you’ve spent the full casting time of the spell, you must succeed at a caster level check with a DC equal to the spell gem’s item level + 1 or you fail to cast the spell. If you fail to cast a spell from a spell gem, the spell remains within the gem and you can attempt to use it again.

spell chips It is possible to create spell gems in the form of chips that can be slotted into a computer system. A user capable of utilizing an equivalent spell gem with access to the computer in which such spell chips are installed can cast the related spells whenever controlling the computer and gains a +2 circumstance bonus to any skill check involving these spells.

Complex Control Module When controlling a basic device that essentially has an on/off switch, the computer simply gains access to that switch and can activate or deactivate the connected device as instructed. When in charge of a device that can already operate autonomously (such as a robot or another computer), the controlling computer can give orders to that device. When operating a device that requires a skill check or attack roll (such as a computer hooked to a med-bed or weapon), the controlling computer can either allow a creature with authorized access to attempt a skill check or attack roll, or attempt the skill check or attack roll itself. When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2-1/2 × its tier. Such controlled objects are normally mounted to a specific location (such as a controlled longarm placed in a turret with line of sight to the computer’s terminal), in which case the mount and related components are included in the control unit price.

Honestly, I say it be up to the GM to allow this at their table. But if the PCs plan to use this, the GM are fair to use this tactic back at the players. And if the GM plans to use this tactic in their games, then players should also be allowed to utilize this option.

1/5 5/5

Favored object. So much fun RPing opportunities.

1/5 5/5

701 Soryn Th'sharona (ace pilot human male technomancer) is a corporate pilot for Life Innovations, hauling cargo across the Pact Worlds in either starships or trucks (corporate professional). Faction association is Dataphiles.

702 Madcutta (icon half orc male bombard soldier) is a blood sport athlete from Apostae (gladiator). As a quarterback of the Warboyz, he possess a good throwing arm in Murderball games. Faction association is Exoguard.

703 Associate Bob (corporate agent male ysoki drone mechanic) is a promoter of taco-related meat products for a Akiton food franchise company (corporate professional). Faction association is Wayfinders.

705 Popcorn Nebula (priest of Sarenrae male vesk guard soldier) is a instructor of combat performance from the Immortal Suzerainty of Ning (dancer). He blends dance and martial sword fighting. Faction association is Acquisitions.


Reading up the Perception skill rules, the DCs for Perception checks to search may be adjusted by the GM based on the circumstances and to reflect other conditions.

The DC to hear details of conversation is 0. The DC to hear Small or Medium creature walking is 10. To hear the details of a whispered conversation is 15. To hear a automatic door opening or a pistol drawn is 20.

If he is using the headphones to listen to his personal comm unit, I would allow him to hear radio chatter from his buddies if they're all on personal comm units, but force him to make a Perception check against a DC set by the GM.

1/5 5/5

1 person marked this as a favorite.

My 701 is a human technomancer ace pilot who works as a Space Trucker during his downtime. He wears Castrovelian flannel and sports a scattergun with superchage and empowered weapon magic hack. At level 8, pilot check is only +18 (8 rnks + 1 theme + 6 dex modifier from upgrades) but that may change upon gaining skill focus at level 9.

I use the Jack Burton miniature from Big Trouble Little China.


Revised wording:

Polymorphic Unit (Hybrid) (Expansion Bay)
The principle feature of the Polymorphic unit is its ability to transform a starship into a humanoid form and back. In essence, these starships are two separate machines that share the same basic superstructure. These transforming starships can have drastically different forms, while still maintaining the same crew and basic computer systems.

Starships of any given size can transform only into humanoids of that same size; thus, Gargantuan starships can transform only into Gargantuan humanoids. The engineer of the starship triggers the transformation on the engineering phase.

Starships in humanoid form can perform a slam attack during the gunner’s phase. Slam attacks are made only against a ship in an adjacent hex in its forward firing arc.

The base damage is 1d4 plus 1d4 for each size category larger than tiny.

Cost (in BP) 2 x size category; PCU 10 x size category

Laser Glaive (Starship Light Weapon)
The laser glaive is composed of a laser beam suspended in a magnetic field in the shape of a blade extending from the starship’s weapon mount. The blade can be extended or retracted during the gunner phase. Laser glaives can only be used against a ship in an adjacent hex in its forward firing arc.

Laser Glaive; Range Special; Damage 2d6; PCU 5; Cost (in BP) 9; Special Properties limited (front weapon mount), mecha weapon +

+ If the starship is in a humanoid form, it can add it’s slam damage with the weapon’s damage.


The Besmaran whelp, which is a medium size starship aberration (basically a giant kaiju space shark), does about 3d4 for claw damage. A Besmaran whelp can make a claw attack against an adjacent ship in its port or starboard firing arc.

I'll probably reduce the damage dice from 1d6 to 1d4 for each size category. So a medium size humanoid starship would do 3d4, which matches with the Besmaran whelp's claw damage.


The following house rules I plan to experiment in my home campaign. Many of these rules are adapted from d20 Future.

Polymorphic Unit (Hybrid) (Expansion Bay)
The principle feature of the Polymorphic unit is its ability to transform a starship into a humanoid form and back. In essence, these starships are two separate machines that share the same basic superstructure. These transforming starships can have drastically different forms, while still maintaining the same crew and basic computer systems.

Starships of any given size can transform only into humanoids of that same size; thus, Gargantuan starships can transform only into Gargantuan humanoids. The engineer of the starship triggers the transformation on the engineering phase.

Starships in humanoid form can perform a slam attack, but only during a pilot’s flyby stunt. The base damage is 1d6 plus 1d6 for each size category larger than tiny.

Cost (in BP) 2 x size category; PCU 10 x size category

Laser Glaive (Starship Light Weapon)
The laser glaive is composed of a laser beam suspended in a magnetic field in the shape of a blade extending from the starship’s weapon mount. The blade can be extended or retracted during the gunner phase. Laser glaives can only be used during a pilot’s flyby stunt.

Laser Glaive; Range Special; Damage 2d6; PCU 5; Cost (in BP) 9; Special Properties mecha weapon +

+ If the starship is in a humanoid form, it can add it’s slam damage with the weapon’s damage.

Please critique it! Any helpful feedback is welcome.


Here is my character build for 7th level, Realm of the Fellnight Queen.

Blothslag the Brawler
Chaotic Neutral dwarf shifter (oozemorph) 1/brawler (steel breaker) 6
Traits indomitable faith, glory of the old

Str 17, Dex 12, Con 14, Int 8, Wis 12, Wis 10
After Level and Racial Adjustments: Str 18, Con 16, Wis 14, Cha 8
Ioun Stone enhancement +2: Wis 16

AC 13, touch 13, flat-footed 10; CMD 24 (28 vs. bull rush/trip) or
increase AC and CMD by +3 with exploit weakness.

Hp 74; Fort +10, Ref +8, Will +6; hardy (+5 vs. poison, spells, spell-like abilities)

Feats:
1 - Power Attack
2 - Improved Unarmed Strike (brawler bonus feat)
3 - Weapon Focus (morphic weaponry), Dodge (brawler bonus feat)
5 - Steel Soul
6 - Mobility (brawler bonus feat)
7 - Dirty Fighting

Martial Flexibility favorites: Improved Grapple, Greater Grapple [grapple CMB +13; or dirty fighting +17; maintaining grapple +18, CMD 28 vs. grapple); I already deducted the -4 penalty for grappling due to not having hands.

or Improved Sunder, Greater Sunder (sunder CMB +19 or dirty fighting +23) or Spring Attack, Improved Disarm (disarm CMB +15, dirty fighting +19) or Spring Attack, Ratcatcher (can punch swarms), or Martial Focus, Advanced Weapon Training (natural attacks, increase morphic weaponry damage to 1d8).

Melee: 2 morphic weaponry +13 (1d6+4/x2) or power attack, 2 morphic weaponry +11 (1d6+8/x2)
SA: Exploit Weakness (+9 vs. 10 + CR; ignore hardness/DR, gain +2 to attack rolls), Martial Flexibility (6/day), Knockout Punch (Fort 17; save it for spellcasters)

Magic Items: Ioun stone that grants +2 to Wis (8000 gp), cracked Ioun stone that grants +1 to attack rolls (4000 gp), three dull gray ioun stones (one painted green, red, and yellow).


The steel breaker brawler gains a ability at 5th level known as Exploit Weakness. A monk with the martial artist archetype also has this ability, I believe at 4th level.

At 5th level, as a swift action a steel-breaker can observe a creature or object to find its weak point by succeeding at a Wisdom check, adding her brawler level against a DC of 10 + the object’s hardness or the target’s CR. If it succeeds, the steel-breaker gains a +2 bonus on attack rolls until the end of her turn, and any attacks she makes until the end of her turn ignore the creature or object’s DR or hardness.

A steel-breaker can instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saving throws, as well as a dodge bonus to AC against that opponent equal to 1/2 her brawler level until the start of her next turn.

______________

Honestly it is going to be hard playing the ooze form all the way to the higher levels. It is pretty good at the lower and mid level range, but I don't think your chances at survival are good at higher level. Unless you have a cleric spellcasting friend to help support you.
_______________
If you plan to go humanoid form, the idea stop point for the class is either level 4 (8 hour adventuring day, alter self +2 STR or +2 DEX) or 6 (three morphic weaponry, 12 hour adventuring day, alter self +2 STR or +2 DEX). And the cool ability to appear as any humanoid race you want to look like (or gender) with some racial benefits (swim speed, breathe in water, climb speed, dark vision on the go, scent, etc.)


I can share some of my experience in playing the Oozemorph. I made two oozemorph characters so far, one a 7th level character for Realm of the Fellnight Queen and another that I leveled up thru PFS, up to level 6.

In Realm of the Fellnight Queen, I played a dwarf oozemorph shifter 2/steal breaker brawler 5. He was a chaotic neutral cultist of Jubilex.

This char design was to play the oozemorph entirely in ooze form. He was dependent upon ioun stones as a means to boost his statistics and some minor bonuses to attack. I got around attacking monster DR with the steel breaker's exploit weakness ability. He had decent Fort and Ref saves, and a moderate Will save that was boosted with Indomitable Faith trait. He had decent saves when confronted with poisons or spells (Steelsoul feat). His hit points were boosted with Toughness, and he had Power Attack when he needed it. His AC was horrible and he often would get hit. But I played him like a barbarian and expected to get hit, and be hit often. Which brings up a problem for the char: he was highly dependent upon healers and wasted healing resources fast.

He got around speaking by pantomiming. Fun RP stuff!

In PFS, I play a half elf oozemorph shifter 4/hunter 2. He is a neutral align follower of the Eldest known as the Lost Prince, and specialized in finding lost things.

At the lower levels I managed to survive by supporting the tanks as a secondary oddball fighter type. He had a decent Fort, Ref, and Will save (Dual Mind and Indomitable faith trait). It was fun playing a ooze, but once you hit level 4, you might as well continue to adventure as a humanoid and benefit from the fluidic body class ability (alter self size modifier +2 to Str for 8 hours, and masquerading as a race you can't play in PFS). At level 5 I multi-classed into Hunter and took the Boon Companion feat, picked up a small cat (panther).

At the lower levels, I traveled around with a porter (acquired thru a vainty from the Pathfinder Society Field Guide) that carried things for me, and again, used pantomiming to communicate with the PCs.

Now, the char often disguises himself as that famous broody Dark Elf ranger, wielding two scimitars (he doesn't really dual wield, just Cleaves alot using different weapons). If he survives up to level 8, he'll pick up the Carry Animal Companion spell.


Hello, could you please delete http://paizo.com/people/Hogglestank so I could use my updated http://paizo.com/people/Hogglestank270ws? Thank you.


Where are we meeting at for Treacherous Waters? At the doubletree coffee shop?


1 person marked this as FAQ candidate.

If I'm playing a early stage barathu (a blimp-like creature vaguely reminiscent of jellyfish, land base speed 0 ft. and average flight speed of 30 ft.) and I purchase the standard prosthetic limbs (legs) twice (200 credits)...

does this mean I now have a land base speed?

If I'm a blitz soldier (+10 ft. at first level to base land speed)

or have the fleet feat... (+10 ft. to base land speed)

does this give me a land base speed?


Hi, I'm also attempting to make a purchase today and received, "this order requires a valid payment method." And I'm using my debit visa credit card, which has been used in the past on this website to purchase items.

I also followed the steps suggested in my account in creating a payment method, but afterwards, it doesn't retain the information, reading no payment method.


Thank you for the responses. This was intended for society play, and it seems common consensus is that jolting surge only works for technological devices.


Lets say I have a tactical baton (normally a analog weapon), but it got the shock fusion (the shock fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage).

Can I now use Jolting Surge with my shock fused tactical baton?

(Jolting Surge = You touch a target with a device you’re holding that uses electricity).


A AP featuring corporations going to war with one another, with the PCs caught in the middle (working for various sides, or with a favored corporation), and other factions getting drawn into the conflict. The capstone of the AP would be the PCs taking down the big bad corporation.


Oh! In that case, yes. Ignore the suggestion about skill synergy.


SKILL SYNERGY
You understand how two skills work well together.

Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.


I'll go human.

Place your attribute bonus to Wisdom and use your bonus feat to gain weapon focus. This will net you with a DC 14 + spell level for your spells, a bonus skill rank in a skill of your choice (Diplomacy or Intimidate), and you will have a okay ranged attack (+2 or +3 with your weapon focus). You can also select skill synergy feat to gain a +2 bonus on Diplomacy and Intimidate checks. Your skill bonus should look something like +6. You also want to gain ranks in Culture every level to gain new additional languages for your language-dependent spell effects.

Str 10, Dex 14, Con 10, Int 10, Wis 18, Cha 10.


For melee Starfinder battle music, you need classic Trek battle music.

Spock vs. Kirk - https://youtu.be/_dnZHea_TI0
or the even better version - https://youtu.be/I5n28hpMFBE


Templates for items (weapons, armor, cyberware, universal items, etc). Kinda like what d20 Future (Future Tech) did for their gadget system (modifying a item with benefits or flaws). But also stuff like Borderlands 2's Weapon manufacturers. Each manufacturer had a distinctive "gimmick" which defines them. The weapon of choice for most Shadowrunners is the Ares Predator, etc. Also probably information about the manufacturer and adventure hooks associated with them.


JetSetRadio wrote:
Would you select your Revelations over something like Stellar Rush or Dark Matter which you get at lvls 2 and 4?

It depends on player choices. Not all players will select these revelations. The reason why I included these two revelations is because the class already contains a large number of Jedi abilities, and if players want to make their character more like a classic Jedi, why not give them the options to play those sort of characters.

You could argue that the player should be fighting defensively or using the total defense combat maneuver when performing these revelations. Then it be better balanced.


1 person marked this as a favorite.

The RPGs Shadowrun and Planescape did a great job with this. And Star Wars got the great phrases, like Bantha Poo.

http://shadowrun.wikia.com/wiki/Slang
http://www.mimir.net/cant/cant2.html
http://starwars.wikia.com/wiki/List_of_phrases_and_slang


Extra Stellar Revelation
You have discovered a new aspect of your abilities.
Prerequisite: Character level 3rd, Stellar revelation class feature.
Benefit: You gain one additional stellar revelation. You must meet all of the prerequisites for this stellar revelation.
Special: You can gain Extra Stellar Revelation multiple times.


To make the Solarian more like a Jedi. Instead of changing the class, I decided to add more revelation options.

2nd level Stellar Revelations

Block (Gravity): When an opponent makes a melee attack against you, as a reaction, you can spend 1 Resolve point and negate a melee attack by making a successful attack roll equal to the result of the attack roll you wish to negate. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. You must have a solar weapon in hand to use this ability, and you must be aware of the attack and not flat-footed.

Deflect (Photon): When an opponent makes a ranged attack against you, as a reaction, you can spend 1 Resolve point and negate a ranged attack by making a successful attack roll equal to the result of the attack roll you wish to negate. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. You must have a solar weapon in hand to use this ability, and you must be aware of the attack and not flat-footed.


A bounty hunter, shadow run, or smuggler AP that pits the PCs against space pirates, criminal scum, corporations, space racing, and a treasure that everyone wants. Han Solo scoundrel stuff.


This is why Luke and those fighters had a astromech droid. The droid does the other stuff while you fly and kill the baddies.


The game, Mass Effect: Andromeda, was basically the PCs were Pathfinders working aboard a Colony ship trying to find a new homeworld for their people. A similar storyline can easily be adapted for Starfinder Adventure Path. Just beware of players naming their planets, "Planet Bob."


Is there going to be a Starfinder RPG conversion thread like in the Pathfinder RPG threads? Because I imagine there is going to be alot great ideas and advice on how to adapt Pathfinder Adventure Paths to Starfinder (such as using Iron Gods but with the Starfinder rules) or adapting older Sci Fi games (like Gama World or Stargate) or new games (like Mass Effect), or even creating new classes or adapting old classes from the Pathfinder RPG.


Hi,

Now that Strange Aeons has finished, can you please cancel my AP sub?

Thanks,
Jon.


Hitchhiker's Guide to the Galaxy!


Again thanks for all the suggestions!


Gambit wrote:

Have your plans changed now that the new adventure path has been announced?

For your original idea, I would leave out the Kineticist from the rest of the Occult classes available, Human Torch flying around throwing fireballs doesnt really fit the theme. ;)

Regarding the other classes, I would say yes to Alchemist and Witch, maybe to Oracle, Inquisitor, and Shaman, and absolute no to Wizard, Cleric, and Arcanist.

Ha! I just seen that bit of news. I might very well put this campaign on the back burner and see what that new AP introduces, since it pretty much might cover what things I want.


Thank you for the suggestions!

I plan to have the player's characters be part of an organization based in Miskatonic University.

The campaign structure so far is to adapt the Carrion Crown adventure path to 1920s Earth.

***

* The Haunting of Harrowstone would be set in New England.

PCs investigate a haunted abandoned asylum that once was a prison and learn about cult activities.

* The Trial of the Beast would be set in New York.

PCs head to New York due to leads from the first adventure, get caught up in the media frenzy surrounding the trial of a child killer, and learn more secrets.

* The Broken Moon would be set in Colorado.

The PCs head to Colorado due to the events from the second adventure and get involved in werewolf politics, native americans, a military fort, and attempting to stop a occult ritual.

* Wake of the Watcher would be set back in New England, Innsmouth.

The PCs head back to Miskatonic University and follow a new lead about the cult while heading to the town of Innsmouth, and are caught up in the strange events of that town.

* Ashes at Dawn would be set in New Orleans.

The PCs head to New Orleans based on new clues from the previous adventure, encounter another secret society, encounter witch covens and vampire covens, and learn who is the big bad of the campaign.

* Rasputin Must Die would be the final adventure and upgraded to give the PCs a good challenge.

The PCs fly to Siberia/Russia, where they must confront the leader of the cult and stop Rasputin from summoning a elder horror into the world.

***

Coming up with a story and series of creepy adventures isn't the problem. Its the mechanics.

As much as I wouldn't mind using the d20 Call of Cthulhu book (or the BRP rules in general), I want to use the Occult Adventures book and the Pathfinder RPG rules.

The problem I'm facing so far is what classes should be allowed and what classes shouldn't be allowed? Coming up with rules that adapt a Pathfinder RPG game to a 1920s Earth setting.

Rule elements such as Wounds and Vitality rules, Defense bonus to AC due to lack of armor, Sanity Rules, advanced firearms availability and martial proficiency, and Professions would determine starting wealth and bonus class skills in place of traits.

The idea is to use Lovecraftian investigative horror and combine it with pulp action. Like a combination of Hell Boy, the Laundry RPG, Pathfinder RPG, and Trail of Cthulhu.


I want to run a pathfinder campaign set in 1920s Earth, using the Carrion Crown adventure path, set in America, using Cthulhu elements, and then ending the campaign using Rasputin must Die instead of Shadows of Gallowspire.

Wounds and Vitality rules and Sanity Rules would be used, advanced firearms availability and martial proficiency, and Professions would determine starting wealth and bonus class skills in place of traits.

The only allowed races in the campaign would be human and gill folk.

But I'm struggling on trying to determine which classes from the various supplement books (core, ultimate, advanced, occult, etc) should be allowed in the campaign.

Classes allowed so far just by looking over the various books are:

* Brawler
* Cavalier
* Fighter
* Gunslinger
* Investigator
* Rogue
* Slayer
* Swashbuckler

All of the occult classes would be appropriate for the campaign.

I'm also considering allowing

* Alchemist
* Arcanist
* Cleric
* Inquisitor
* Oracle
* Shaman
* Wizard
* Witch

Any other class not listed would need a special review to fit with the setting.

I would love for some suggestions and ideas to help shape the campaign out.


1 person marked this as a favorite.

After reading Souls for Smuggler's Shiv, I wasn't really much of a fan of the introduction of the adventure and was thinking of a different method for the PCs to become castaways.

This is an alternative beginning for Serpent’s Skull that I’m considering for my campaign. I plan to run this adventure path sometime in July. Any suggestions or ideas to expand upon this would be appreciated.

spoiler:
Like all good cast away stories this one begins with a storm. A neutral-align secret society dedicated to stopping the resurrection of the Serpentfolk god receives an omen about his impending return. Their oracles determine that the cause of this chain of events (through divination, augury, etc) will be aboard the Jenivere (possibly the PCs or Yarzoth). The society sends a powerful spell caster to Desperation Bay where the caster conjures a storm to sink the Jenivere. The storm kills most of the crew and the Jenivere crashes against the reefs of Smuggler’s Shiv, ironically creating the chain of events that will lead to the resurrection of the serpentfolk god.

The PCs wake up on the beach and meet one another, which also includes the NPCs: Captain Kovack (captain of the ship), Alton (the first mate), Israel Hands (the cook), Aerys (bounty hunter who was watching over Jask), Ishirou (shipmate), Ieana (mwangi scholar), Gelik (scoundrel), Sasha Nevah (merchant)

Option: One (or more) of the PCs is suffering from memory loss. This could occur from a bolt of lightning during the storm. This PC could very well be a Serpentfolk (she or he doesn’t realize it until the last adventure in the module series or until a PC gains access to true seeing [potentially level 9 or 10th level spell caster]).

The Captain orders the group to build a base camp (he gets into a fight with Sasha). Alton asks the PCs help in gathering supplies from the wreckage of the Jenivere. Aerys asks the PCs help in searching for Jask.

Alton, Aerys and the PCs find the Jenivere submerged in the reefs and Alton recommends returning during low tide in the morning. They gather what supplies they can from the beach and return to camp.

If PCs insist to swim up to the Jenivere, allow them to retrieve what they can before they encounter an aquatic danger in the water (such as sharks or scavengers).

The PCs and NPCs speculate on what may have occurred, and determine their watch schedule. Yarzoth receives a dream from the serpentfolk god and is inspired to find the hidden temple on the island. Divine class-related PCs (such as Oracles, clerics, etc) receives nightmares warning them about the Serpent folk.

In the morning the PCs and Alton fight a poisonous scavenger on the Jenivere. Alton should be poisoned in this encounter and later perish. They find the remains of Israel Hand and realize there is an imposter in the group. The PCs return and find that the Captain, Ieana, and Israel Hands are missing. The other NPCs have been rendered unconscious from a spell.

PCs must figure out what to do. The discovery of a doppelganger inspires paranoia among the group.

The PCs begin to track the missing NPCs to area V. They find Jask in area F. PCs must determine what they plan to do with Jask.

The adventure continues as normal

In Caves of the Mother encounter, have the Mother let slip information dealing with the Red Mountain…

“Are you also here looking for the Red Mountain?” or something along those lines.

In the final encounter with the Serpentfolk, have the Captain and Ieana there. Ieana and the Serpentfolk were both busy transcribing the markings on the wall. The dominated Captain fights the PCs along with the Serpentfolk while Ieana cringes and hides. When the PCs defeat the Captain or the Serpentfolk, Ieana can inform the PCs about the ruins and explain the importance of this discovery.

This bait and switch allows Yarzoth to survive and continue to journey with the PCs as the big bad. She eventually leaves the group in Book 3 in order to organize the other Serpentfolk. This allows her to return in Book 6 as one of the big villains of the story. Optionally she attempts to persuade the PC serpentfolk (if he or she survives) to join her.

This storyline also introduces a secret society that will do all they can to stop the PCs and the other Factions as they perceive them to be villains (ala similar to Indiana Jones and the Last Crusade’s Brotherhood of the Cruciform Sword).


thank you for the responses!


I'm about to reach 3rd level soon in my DM's campaign but I wanted to make sure if I read this feat correctly.

A squire can only take levels in a class that grants proficiency with all martial weapons as a class feature, such as paladin, gunslinger, cavalier, or fighter. She cannot multiclass, though she may take any archetype she qualifies for.

Is it possible for me to select a squire who isn't a paladin, gunslinger, cavalier or fighter by the feat's write up? Such as a magus, monk (sohei), or oracle of battle (with the skills at arm revelation) as examples?


Curse
You suffer from a curse.
Effect The character suffers all the hindrances and none of the benefits of an oracle’s curse class feature.
Special A variant of this flaw is the character isn’t cursed but suffers from a physical impaired sense (cloudy vision or deaf), physical limitation (lame) due from a battle injury or birth defect or bodily suffers from the ill effects of debauchery (wasting).
Note A player character cannot select the same curse as their class feature’s curse.

Deep Sleeper
You are only awaken when disturbed by a very loud noise, or by physical prodding, shaking, etc.
Effect When you wake up, you gain the staggered condition for 1d3+1 rounds as you groggily try to figure out what’s going on.

Frail
You are thin and weak of frame.
Effect Every time you suffer damage from a blunt weapon, or a mishap such as a fall, you suffer 1 extra point of nonlethal damage for each die of damaged rolled.

Illiteracy
You never had a decent education.
Effect You cannot read or write. You have difficulties learning or may have superstitions about such things leading you to never learning how to read or write, even if you multiclass into other classes. Spell casters with formulae books, spell books, or scribe scrolls must use a different method to record their spells.  

Irritating Personality
This flaw can make it difficult for you to obtain cooperation and aid from others.
Effect During encounters with NPCs, the GM can require you to make a Wisdom check to resist the effects of this flaw. A failed check means the irritating aspect of the PCs’ personality rises to the surface. It is best to role-play the specifics of the character’s behavior. The player is free to devise the irritating element of the character’s persona, and if encounters are role-played, the flaw will take care of itself. Examples of an irritating personality could be conceited, contrary, curious, easily fall in love, greedy, blatant liar, soft hearted, stubborn, etc.
Special Another variant of this flaw is the character suffers from a derangement such as mania, paranoia, psychosis, schizophrenia, etc.

Kin to Whales
Your girth is measured in tonnage.
Effect You suffer a -2 penalty on all Dexterity-based skill checks, and an additional -2 penalty on Escape Artist checks made to slip through tight spaces or out of manacles. When calculating your weight, you increase your multiplier by 5.

Lazy
You will never do more work than is absolutely necessary. You will rely on your companions to do things such as build campfires, cook, and keep watch through the night.
Effect You will generally neglect details of preparedness in favor of catching a few minutes more of sleep. However, if you really want to do something that does not have a clear and urgent need (digging a trench around a camp in case an attack is made against them; for example), you can roll a Wisdom check. Failure means that you decide the time could be better used by catching a little shut-eye or at least by lying in the shade somewhere.

Loose Lips
Loose lips sink ships. Whether you are outgoing, talkative, or simply absentminded, you cannot keep your mouth shut. While this is nothing more than an annoying trait in polite company, it is dangerous indeed when one travels with rough characters.
Effect Whenever a situation arises when you are privy to a secret and happen to be in the company of those who should not be hearing it, the GM can call for a Wisdom check to keep your trap shut. Failure means that you let something slip that you shouldn’t have. The exact nature of what was said, and the consequence, is up to the GM. You suffer a -2 penalty to your check when you are “in yer’ cups”, exhausted, or fatigued.

Oath
You follow a code of conduct.
Effect The character is sworn to uphold a code of conduct. If the character ever violates this code of conduct intentionally or unintentionally, he/she suffers the sickened condition for 24 hours.
Special A variant of this flaw is that the character must uphold superstitious taboos.
Note A player character cannot select the same code of conduct as their class feature’s code of conduct.

Phobia
You are consistently afraid of one particular thing (or category of things).
Effect If you encounter your phobia (examples include type of animal, insect, or monster, crowds, darkness, enclosed spaces, heights, magic, undead, or water) you suffer the shaken condition for the duration of the encounter. The character gains no benefits from effects that grant bonuses against fear effects or abilities that grant immunity to fear when facing his/her phobia.

Powerful Enemy
A powerful and resourceful NPC wants you dead or to suffer.
Effect This enemy might be a pirate hunter, naval captain, government agent, magistrate, plantation owner, rival adventurer, or whoever else seems appropriate. Do not take this flaw lightly; you will never be rid of it. Every time you remove your enemy, a new one will take their place.
Special A variant of this flaw is that you owe a great debt to someone powerful. Control over you can be exerted through a variety of methods including blackmail, coercion, magic, royal decree, or even threat of violence. Should you act against the wishes of the person or organization to whom you owe a debt, dire consequences await.

Tongue-Tied
This flaw crops up when you try to discuss important topics with companions or NPCs.
Effect You have a tendency to incorrectly state facts, forget names, and just generally say the wrong thing. This disadvantage is to primarily enhance role-playing, though you suffer a -2 penalty on all Charisma ability and skill checks.

Unlucky
You seem to always have the worst possible luck.
Effect You have a knack for being at the worse place at the right time. You can be in a city of 10,000 people – and if there’s one person you don’t want to see, chances are good that individual is approaching around the next corner. If you make a pass at a young woman, she turns out to be the Captain of the Guard’s daughter. And if one member of the party loses his bedroll in a downpour, you naturally are the one to sleep on the cold, muddy ground.

Vice
You have a weakness for a specific vice, usually gambling or women, but some characters might be hooked on snuff, gourmet food, drinking liquor, or an exotic sexual deviancy.
Effect When the object of your vice is available, the GM can call for a Wisdom check or you take part in an orgy of indulgence, ignoring larger goals in your pursuit of pleasure. This disadvantage is to primarily enhance role-playing, though you suffer a -2 penalty to Sense Motive skill checks.
Special A variant of this flaw is an obsession for a single goal that he/she will sacrifice anything to achieve. The character will turn on his/her friends and family, even sacrificing his scruples to gain his/her goal.

Vow
You have made a vow.
Effect The character is sworn to uphold a vow.
If the character ever violates this vow intentionally or unintentionally, he/she suffers the sickened condition for 24 hours.
Special Another variant on this flaw could be the character possesses a psychological quirk. Examples include he never tells a lie, shall remain celibate until marriage (and even then have problems with sex), etc.
Note A player character cannot select the same vow as their class feature’s vow.


Hello! I’m currently in the midst of preparing for my Pathfinder Savage Tide Campaign and was thinking of introducing a flaw system from the old Unearthed Arcana supplement but found many of the flaws in that book weren’t exactly what I was looking for. I kinda miss the old disadvantages from the D&D Player’s Option: Skills & Power booklet, where the flaws were more roleplaying aids and also gave the GM more fuel to make the game more interesting.

I would really appreciate some feedback on some of the flaws I plan on introducing, that way I can tinker with them before the Campaign starts or perhaps change my mind and drop the entire system entirely if it doesn't look too promising. The following is what I plan to give my players: (Many of these flaws are adapted from D&D Player's Option and Green Ronin's Mystic Vistas Skull & Bones).

Character Flaws
When a character is created, the ability scores of that PC include inherent advantages and disadvantages. A character will be strong or weak, fast or slow, brilliant or stupid, handsome or ugly. These categories are general, and players have a great deal of freedom in interpreting the numbers for their characters. Some disadvantages are more specific than these character abilities, and they provide backgrounds for players who like to role-play. A player whose character passionately fears spiders, or becomes tongue-tied in social situations, has specific suggestions about role-playing.

At the time of character creation, a player can select one or two character flaws. The choice is purely optional – no character must have a flaw. Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to. A player can remove a character flaw by expending his next available feat slot. Players can suppress a flaw by expending a hero point unless the player is an antihero (in which case, he/she has no hero points to expend).
Special Animal companions, eidolons, familiars, and mounts do not gain bonus feats from flaws.

Flaw Descriptions
Each of the flaws described here has a specific game effect. Some flaws may require an ability check. The DC for these checks range from 10 to 25.

Allergies
This disadvantage is typically a hay fever problem, where you are subject to sneezing outdoors.
Effect The game effects of allergies can come up in several ways. The GM can call for a Wisdom check to stifle a sneeze when the character’s party is setting up an ambush along a forest trail.
When exposed to a specific type of allergy (PC’s choice), the GM can call for a Constitution check or you gain the sickened condition for as long as you are exposed to the allergy and 1 hour thereafter.
Special Other allergies can be created. A character who is allergic to mold, for example, might suffer these same effects when in a damp, underground location.

Antihero
You rely more on your skills and abilities.
Effect You do not receive hero points, regardless of the source, and can never benefit from their use.

Bad Temper
You have difficulties with the niceties of social interaction, and are quick to take insult at any number of slights – real or imagined.
Effect The game effects of bad temper can come up in several ways. The GM can require you to make a Wisdom check when you are given some cause to be insulted. If the check fails, you are likely to shoot off your mouth in a rude fashion. This disadvantage is to primarily enhance role-playing, though if you fail a Diplomacy check to change a creature’s attitude, the creature’s attitude toward you is increased by one step towards hostile.

Clumsy
You have a habit of dropping things, tripping, or knocking things over at inopportune times.
Effect The game effects of clumsy can come up in several ways. The GM can require you to make a Dexterity check at an inopportune time. Failure means you drop whatever you are holding, stumble, or trip and fall prone. This disadvantage is to primarily enhance role-playing, though the check can be required as often as the GM desires (but as a general rule, two or three times a gaming session probably will be adequate.)

Colorblind
This relatively innocuous disadvantage means you cannot distinguish colors.
Effect For game purposes, you see things in black, white, and shades of gray.

Coward
You are very, very susceptible to fear. You might want to be brave and to fight heroically, but an inner voice of caution constantly suggests the merits of flight or concealment.
Effect When a violent encounter begins, the GM can call for a Wisdom check to overcome his cowardice. If the check is successful, the character can behave in any fashion for the duration of the encounter. If the check fails, however, the character gains the shaken condition for the duration of the encounter. The character is allowed to make another Wisdom check each subsequent round during the encounter to remove the condition. The character gains no benefits from effects that grant bonuses against fear effects or abilities that grant immunity to fear.


If three 10th level casters cast Control Winds. Does the severity of the winds stack?

Example: Environmental condition (light winds). The first caster increase the wind level to strong winds. The second caster increase the wind level to wind storm levels. The third caster increases the wind level to tornado level strength.

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>