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******* Pathfinder Society GM. Starfinder Society GM. 45 posts. No reviews. 1 list. 1 wishlist. 17 Organized Play characters.


Second Seekers (Luwazi Elsebo)

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M Human Construction worker 2

Starship combat is seriously time consuming in pbp. I tend to change it into two phases, pilots and everyone else.

Second Seekers (Luwazi Elsebo)

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When operatives take the enhanced and later uncanny senses exploits they gain blindsense and blindsight respectively. However there is no type given for the senses they use. Assuming that it is not based on sight as per the blindsense/sight description in the CRB, are players to assign one type of sense upon taking the exploit? Is the GM to decide what sense it uses? Does it work universally in place of all available senses? Clarification would be greatly appreciated.

Second Seekers (Luwazi Elsebo) 5/55/5

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I was originally going to ask about day job checks in relation to skills that are not craft or profession, but then I read up on Vanities in the Society Field Guide.

So instead I have a few suggestions.

Mercenary Company: You run a band of bodyguards, ex-soldiers, and ruffians. Protection is a valued commodity both inside Absalom, and out, and many will pay a premium price to secure it. Owning a Mercenary company allows you a +1 circumstance bonus on Profession (Soldiering) checks made for Day jobs.

Circus: You own a circus show with acrobats, jugglers, animal tamers, jesters, and all manner of other oddities. Sometimes you even partake in the festivities yourself, entertaining the masses of Absalom. Owning a Circus allows you to make an Acrobatics, Escape Artist, Handle Animal, or Ride check for your day job.

Diplomat: You have spent years navigating the political scene of Absalom, and have positioned yourself as a key diplomat with one of the other countries of Golarion. You may make a Diplomacy check for your day job.

Locksmith: All manner of boxes, crates, chests, doors, and any other opening have been unintentionally sealed by those who are less than careful with the keys that open them. You have decided to put your skills to use, helping everyone from common laborers, locked out of their homes, to eclectic adventurers who couldn't quite open that abandoned chest. You may make a Disable Device check for your day job.

Pawn Shop: All manner of goods and items in this world may bring riches or ruin to those who possess them. You have taken pride in your ability to distinguish which one is which. Many items pass through your store, some of great value some of little, but each one finds its proper place, and its proper value. You make make an Appraise check for your day job.

Essentially, I'm trying to figure out a way to encourage virtually any skill to be allowed for a day job check. With the emphasis on balance that PFS prides itself on, it would seem rather unbalanced if certain skills could be used for day jobs while others couldn't. I hope my above suggestions are reasonable and people like them!

Second Seekers (Luwazi Elsebo) 5/55/5

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If your crazy, then I'm right there with you.

I've got 4 kids, full time school, and a wife also in school who's schedule is almost exactly opposite of mine.

I just last week started to GM PFS games as well, and its been a great experience.

As stated above, the best piece of advise is to know that everyone makes mistakes. All you can do is grow and learn with your players.

Good luck to you, both of us in fact. haha