Truman's page

Goblin Squad Member. Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


Turns out, years later, I need this. Thank you!

I've GM'd one smaller con for Starfinder Society (Cleveland ConCoction 2018) and this was a very different experience. So much energy! I was so anxious about running a table during the special, but my players were great folks who rolled with all the punches and the material was so great that my anxiety was replaced with enthusiasm.

Even though I basically lost my voice after my first or second table on Friday! Thankful for the patience of folks who sat with me.

HQ volunteers were awesome, every single one. I had everything I needed from them and on top of efficiency they were just really fun and friendly. I'm driven to do this more often where and when I can, even if I can't afford to make it out to other big conventions very often. I expect to be lining up to volunteer for Origins 2019.

I'm proud of you all. This is deserved and it was a delight to be there for the announcement during the Starfinder Special at Origins!

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Wow! My Second Seeker PC, Kylex, became heavily invested in the events of Yesteryear's Truth and there was a bit of a conflict brewing between the characters about the final course of action they would take. Learning the ghibrani language became an imperative and Kylex vowed to be of service to their needs should he ever be called upon. I look very much forward to this chapter.

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I'm sharing in the love and pride I feel for the wonderful humans of Paizo. Y'all are amazing.

My players can't quit SMC. I'm excited, too, but mostly because Kylex, my Second Seeker shirren envoy, is entirely smitten with Zigvigix.

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My table loved this mod more than words. The vesk blackhole metal rockstar in particular was going to ascend to heaven. I lay it on thick when I portray Zo! so he's hard for the players to forget. I could really go on and on. My favorite module so far.

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Thurston Hillman wrote:

The reason for this request is that people wanted to learn the game, and at the time of launch,...

I can't stress enough how much I appreciate the slow valve release of new material and options. I think everything is going swimmingly and I'm especially happy as a GM these days.

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The writers are KILLING IT on loyalty bonuses for those who've paid attention to the NPCs and lore breadcrumbs along the way. I'm so impressed and absolutely loving my time in SFS.

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Saashaa wrote:
Thurston Hillman wrote:
I'm glad that people are so receptive to these tidbits! It's one of the neat things we can work in when starting up a new campaign.
Those are definitely one of best things about the SFS scenarios. You all are doing a fantastic job. Thank you.

I want to echo this SO HARD. These little loyalty bonuses make the whole campaign so much more engaging than it would otherwise be, and it is already written so well.

Didn't check to see if this was captured. The tooltip when selecting Plutarchy is:

"A small council comprised of the wealthiest individuals direct society. The rule of coin runs this society, with heavy BRIDES and wealth buying position."

I like women with curves, but I don't think that's what was intended here.

Eleven CR 9

XP 6,400
Female young human oracle 11 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 295)
NG Small humanoid (human)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +21

----- Defense -----
AC 23, touch 16, flat-footed 20 (+6 armor, +2 deflection, +3 Dex, +1 natural, +1 size)
hp 69 (11d8+11)
Fort +9, Ref +9, Will +12

----- Offense -----
Speed 30 ft.
Melee darkwood quarterstaff +8/+3 (1d4-2)
Ranged +2 sling +14 (1d3)
Space 5 ft. x 5 ft.; Reach 5 ft.
Oracle Spells Known (CL 11th; concentration +17)
5th (5/day)—lesser astral projection[UM], mass cure light wounds, feeblemind (DC 21), summon monster V, telekinesis
4th (7/day)—black tentacles, cure critical wounds, divine power, holy smite (DC 20), rigor mortis [HA] (DC 20)
3rd (7/day)—cure serious wounds, dispel magic, locate object, magic circle against evil, speak with dead (DC 19), tongues
2nd (8/day)—augury, cure moderate wounds, delay pain[UM] (DC 18), dust of twilight[APG] (DC 18), hold person (DC 18), levitate, minor image (DC 18), oracle's burden[APG] (DC 18), shatter (DC 18)
1st (8/day)—cause fear (DC 17), command (DC 17), cure light wounds, detect evil, doom (DC 17), entropic shield, protection from evil
0 (at will)—bleed (DC 16), detect magic, detect poison, ghost sound (DC 16), guidance, mage hand, read magic, resistance, spark[APG] (DC 16), stabilize, virtue
Mystery Dark tapestry

----- Tactics -----
Before Combat Eleven casts divine power and entropic shield
During Combat Eleven uses telekinesis as often as possible, as well as spells with the fear descriptor, to separate and confuse enemies that are working cooperatively. She focuses her attacks on beings she knows to be evil.

----- Statistics -----
Str 7, Dex 16, Con 12, Int 12, Wis 14, Cha 22
Base Atk +8; CMB +5; CMD 20
Feats Additional Traits, Alertness, Divine Interference[UM], Endurance, Great Fortitude, Spell Penetration, Warrior Priest[UM]
Traits Sensitive Mind (Perception), Vagabond Child (Urban)
Skills Appraise +2, Disguise +16, Escape Artist +4, Heal +11, Intimidate +20, Knowledge (planes) +15, Knowledge (religion) +9, Perception +21, Profession (cook) +8, Sense Motive +16, Spellcraft +13, Stealth +18
Languages Abyssal, Common
SQ oracle's curse (haunted), revelations (brain drain[UM], dweller in darkness[UM], pierce the veil[UM], read the tapestry[UM]), Automatic Bonus Progression
Gear oil of shillelagh, potion of misdirection, potion of water walk x2; Other Gear +2 mithral chain shirt, +2 sling, darkwood quarterstaff, sling bullets (20), handy haversack, air bladder[UE], bedroll, belt pouch, blanket[APG], masterwork tool, mess kit[UE], soap, spell component pouch, travel cake mix[UE], traveler's outfit, waffle iron[UE], waterskin, 424 gp, 7 sp, 9 cp

----- Special Abilities -----
Brain Drain (11d4 damage, 6 rounds, 3/day, DC 21) (Su) Foe in 100 ft makes Will save or takes 1d4/lvl and you make knowledge check w/ their modifier
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Dweller in Darkness (Phantasmal Killer, 1/day) (Sp) Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness.
Read the Tapestry (1/day) (Sp) Once per day, you can spend 10 minutes meditating on the mysteries of the Dark Tapestry to send your mind to another plane and communicate with the strange or alien beings there. This functions as the contact other plane spell.
See in Darkness See perfectly in darkness of any kind, including magical darkness.

Sources Advanced Player's Guide, Horror Adventures, Occult Mysteries, Strange Aeons, Ultimate Equipment, Ultimate Magic