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Claxon wrote:

The Red Mantis were followers of Achaekek, the assassin god.

They might still be around, but no one is talking about them.

They we're a smallish group on Golarion, as followers of a minor deity. Neither has been canonically mentioned in Starfinder as far as I know.

There is one mention in Dead Suns #1, in the Relics of Golarion section. However all the lore text we get is:

"Once the traditional headgear for an ancient cabal of Golarion assassins called the Red Mantis, the mask of the mantis is now a relic sought by scholars of the missing planet, especially those seeking evidence that the Swarm visited Golarion at some time in the distant past. "


Or it appears to be a suit of armor (conveniently sized just right for you) , so you strip down to put it on, and then...


Pulling a little bit of thread Necromancy here because my group has been looking at similar ideas.

As Breithauptclan mentioned, what are the Dynamics that we like, and it mostly comes down to attacking.

My players are finding the concept of needing to decide before they make an attack if it will be a full attack or a single attack frustrating. They would much rather make an attack, see the result, and then decide if they should attack again or not. Then having that second attack (and subsequent attacks if applicable) take the standard -4 (then -8) penalties.

Obviously this would cause a rise in successful attacks, and therefor damage, so it has me wondering if it is fair that way, or would require some modification to damage or hit point numbers.

Additionally they are finding the lack of a 5 foot step on a full attack to be an annoyance, but that's mostly due to being so accustomed to it from the 3.5/Pathfinder years. I would allow these again, but I an concerned it might put too much pressure on ranged attackers / spell-casters from melee focused characters.


Hmm, I really don't want to be spoiled too much, but would definitely be interesting to know how the march of technology has changed life beyond the material plane. I know we've seen some of the shadow plane now, but that was always a reflection of the material plane. Seeing somewhere further removed could be interesting.


I've not seen it yet, no.

I'm torn about buying APs. I want all the lore and stuff, but don't want to spoil any of the story. My group is about halfway through book 5 of Dead Suns at the moment, so I've read up to there.


I'm thinking of a shadow Lorespire Complex. A twisted tower full of
a paranoid secret society that collect secrets and forbidden knowledge locked away from all others, to use for unknown and esoteric plots against the material plane's Absalom Station...


The Nihili's gaze attack is specifically bludgeoning damage, and damage reduction reduces bludgeoning damage, so, as written, it should reduce that damage.


Unfortunately not. See the last sentence of Wireless Hack.

"If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks."

Certainly implying that you get Wireless Hack's normal range with Remote Hack, otherwise you have to be adjacent.


Sometimes you have to move into position before firing though, so it will let you get more out of that one attack.


Yeah, welcome to todays episode of 'we forgot to playtest this'.

Does at least benefit unwieldly weapons still I guess?


Instead of 5 targets for 10 ammo with automatic fire rules as written.

Does mean that if you had a slightly larger capacity, say, 20 rounds, you could auto fire 3 targets twice instead of just once.

Regardless I have to agree that automatic fire is very situational at best right now.


I was actually reading this the other night and the part of me that wants to break rules noticed it says you can use automatic, explode, or unwieldly special properties. It doesn't say you can ONLY use it with those, though I am 90% that's the intent.

But seriously if trying to read this RAW, then I think you could use a weapon with the automatic property, but you would have to make single attacks with it, not with the autofire option... Seems odd, but seems to read that way.

If I were GMing however I would let you add your Str to ranged damage on all shots on autofire.


Actually I think a lot of areas / organizations could really be fleshed out by APs more than hardbacks. Want to really see what the Hellknights or Stewards do? Here's three books where you can play as them and get an inside look. Want a better look at Vesk Prime? Here's a book set there. Etc.


Ixal wrote:
The cynic in me mostly expects a big power creep with the new classes and that they together with shields break the math for monster attack bonus.

My thought on shields is more along the lines of the developers expecting PCs to use cover more than they generally do, so it's more of filling in that gap in AC.


Best we have at the moment is the FAQ

https://paizo.com/paizo/faq/v5748nruor1hi


Maybe there aren't worth a whole book, but...

I would like to see some more of Paizo's ideas on how to handle a low tech high magic planet; either as a starting point before launching players to space or to crash land on.

Also a hacker's guide. I'm often not really sure what my Mechanic can really even do with his hacking when it's not written into the adventure.

We've already got solarions and vanguard are on the way. Both have powerful supernatural abilities without the use of spells. So some sort of super powers guide perhaps to keep building characters along that kind of theme.


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Something to make archery a worthwhile option to play something like a Green Arrow / Hawkeye / Hanzo / Aloy / etc. And for them to decide what route they want to go with bows, better bows (like AP4) or improved arrows (like armory)?


When using a grenade arrow, do you choose the kind of grenade it emulates when you buy/craft it, or when you fire it?

I could almost see the high cost being worthwhile if you've got one item that can turn into all sort of different blasts for different situations. Need to put it a fire, okay, I have a grenade arrow, so foam grenade. Need to cover your escape, smoke grenade. Need to take something alive, riot grenade. Etc.


I think an AP set in the Veskarium would also fill in a lot of blanks and help tide us over until a hardcover can come along.


legolizard wrote:
Dracomicron wrote:

There is an old quote attributed to Gary Gygax that says, "the secret that we can never let the DMs know is that they don't need any rules." If we have the tools necessary to make our own stuff, the developer's profit model falls off.

You know his word isn't golden right? Also didn't he run his company into the ground because he didn't feel the need to maintain the game? Also, why would I want to put my time, money, and effort into a system I know the creators don't want to support fully for their own gain? I started playing Pathfinder because Wizards screwed up, nothing is keeping me with Paizo if they decide to screw up.

Garretmander wrote:
They probably haven't included those rules because price and damage dice are non-linear. The huge number of special qualities and crit effects are also a barrier.
Garretmander wrote:
Complicated GM only rules that most GMs will never touch are not a great thing to dedicate time, money, and printer space to.

So how are they doing it than? They must have some system they are using and all I am asking is for them to share it. Also, are we talking about the same thing? Because designing your own weapons is at the top of a lot of peoples lists, it would be worth the time to spell out these rules, god knows they felt that starship creation and battles were worth printing. But weapon design is were you draw the line of "too complicated?" Are you even listening to yourself right now?

honestly, these responses are depressing. One person openly admitting this is only for Paizo to make more money and others just trying to say I don't need it I can just make stuff up. If I am just making the stuff up, why do I need their system at all? Why do I need Paizo?

This trend of defending any action, or lack of action, a company is doing doesn't lead to better products. It leads to stagnation and worse products.

Hey if you can make and publish a better game more power to you. Until then the rest of us will be enjoying Starfinder.


On the bright side after Armory we now have a wide range of weapon types, damages, levels, prices, etc to cross reference when building our own stuff, to help tell if it's balanced or not.


HammerJack wrote:

I did actually consider that... but IUS and bayonets don't threaten with enhanced reach, which makes them a lot less capable of using threatened squares as your only offense for a few rounds. I don't think they're useless, but I wouldn't recommend it to people, either.

Large races have an easier time, and the chained fusion would work for this, since the AoO would be the first attack of the round.

Also, consider some thrown weapons, for turns when you don't have an action left to move into range. With quickdraw, you can draw them as part of the attack.

Actually power armor has weapon slots so I do have several weapons available at once, just ending up with much better Str than Dex at the moment, 20 vs 14.

Also tons of HP (Con 22 + Toughness) to tank hits once I can get in the thick of things.

Definitely going to look into a reach weapon + large power armor with reach now.


Thanks. May see if the GM will me trade out energy shield actually. Playing a dwarf so got advanced melee for free, and have a ton of Con, so probably don't need it anymore like I did at lower levels.

I think it's really just needing the use my two opening moves for targeting and moving into range, while the solarian stellar rushes in that makes it feel slower than it really is.


So, I am playing an unusual build in Dead Suns with a power armor wearing, melee focused exocortex mechanic. And I simply don't have enough actions. I need to combat target, I need to use miracle worker, I need to move up into combat, I need to use energy shield, I need to full attack. It seems that the combats mostly over before I'm even ready to begin. Any ideas on how such a concept could perhaps come together in an efficient manner?


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In my game, well, Abadar's symbol is the key, and these are like his black ops, so I called them the Black Keys. XD


I think it can upgrade, don't see anything that would make it otherwise. It creates light armor, and light armor is a valid target.

As for the junk vanishing, well, I know the junk bot spells say the junk can only be used once, but I don't see a similar restriction on Junk Armor. In the worst case scenario, take the zero level spell Fabricate Scrap for an easy supply of free junk.


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I think they are giving it some time, do some 6 part ones, see how the sales and reception compare, then, if it makes market sense, they'll get back to making more.


Also I'm not sure that once you have five all wired together it's going to be easy to throw anymore. I would say non-proficient with a 5 or 10 ft range increment at that point?


Themetricsystem wrote:

Lets see what the rulebook says.

Quote:

Detonator - Tech Items pg 128

This conical device primes and detonates explosives (including grenades) with a push of a button. Programming a detonator to a specific package of explosives takes 1 minute, after which the detonator can be triggered in one of several ways. The detonator can be set to ignite its payload with the simple press of a button (no action), a four-digit command code (a move action), or a complex input method, such as scanning your retina or thumbprint (a full action). You choose the triggering method when setting the detonator. A detonator detonates its payload only if it is within 500 feet, but some detonators can make use of signal-boosting technologies at the risk of becoming vulnerable to countermeasures like signal jammers and other effects. Explosives have the same price, effect, and weight as grenades. If you successfully set an explosive on a stationary object with a detonator using the Engineering skill, the explosive’s damage ignores half of the object’s hardness.

Also if you see the Table 7-26 under "Capacity" it lists 5 for this item with 1/use.

To me this pretty explicitly states that you can take 5 INDIVIDUAL Explosives/Grenades, pack them in a "Conical Device" (Like a breaching Charge). It notes "package" of explosives which tells us that it detonates everything you place inside of it once activated in whichever way you setup.

This may seem powerful being able to trigger up to 5 grenades at once but mind you still have to have access to/loot/pay for them and they would all go off with their own independent Saving Throws none of would be raised by a Dex Modifier. Getting caught in this explosion would trigger 5 Saving throws with each corresponding to a different Grenade.

So, they were incorrect but only in terms of the total capacity for destruction by a digit.

It probably was just five and I was mis-remembering a few days later. Thanks for pointing out the capacity 5 was on a table, that's what I must have been overlooking.


It was for an organized play game too, so that really made it odd to me, but they convinced the GM the rule existed and he didn't want to stop play to search the CRB for a single line of text somewhere.


As I see it, that Will save does not require any action on their part. And it's at the start of their turn, so, if they pass the save they are not Dazed.

As for falling prone, yes, they can act normally. But acting normally while prone gives huge penalties to melee attacks, and AC versus melee attacks, plus limiting them to a crawl. So could really mess up a melee focused group of foes.


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I've had some of my fellow players swear that in the CRB there are rules that state you can hook up to six grenades to a single detonator, and use it as a single powerful (and expensive) grenade. I can't find this rule anywhere for the life of me.

Has anyone else seen this or are they pulling a fast one on our GM?

A six grenade bomb took a huge chunk out of what was supposed to be the BBG for the adventure.


I find this aspect to be a bit odd because it's abilities don't play well together, specifically it's aspect embodiment and catalyst.

The Embodiment encourages double move or run actions to get into the fray quickly. Great, for a melee focused class this makes sense.

Then the catalyst blasts your opponents back out of melee range. Why would I ever want this? I want to stay close at that point, and be able to make full attacks, or at least have the option to, not to keep chasing my targets.

I get these both have a flavor of motion, but it may not add up to the best effect.


You could always do something crazy for a Str Vanguard too and not use your entropic strike. You have advanced melee weapon proficiency, you can always pick up something else to swing around. You will still have trouble getting into melee quickly, but I've noticed that with a lot of lower level melee characters anyway, so you've got company.


I definitely noticed the same. For such an skillful class fluff wise this missing bonus is noticeable.


So, I have earned the Half-Orc admittance boon on a previous character. If I roll a half-orc now, does that mean if, for some reason (say I pick up a different, fun personal boon), I choose not to use my personal boon slot for that one session, her ability score would also drop two points? But I could re-equip the boon and restore those points in another session?

Do I have to benefit the same ability score (of 14 or less) every time I slot this boon then? Or can I use it as a variable benefit?


Where do I even begin with these crazy items.

They are listed on the small arms table, but they are 2 bulk, and their description on P. 53 says they are heavy weapons. Which is correct?

I'm going to make an assumption that you don't need to make an attack roll to hit with them, if only because touch spells that effect allies don't require a roll to hit, so there is precedent, yet nothing clearly states either way.

Also they don't exactly cause damage, so does anything (specialization mostly, but also trick attack, deadly aim, overcharge weapon, etc.) make their temporary hit point gain scale? If not they seem under-powered. A 1d4 temporary HP isn't a lot, and they don't scale any better leveling up.


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I've played enough Starfinder to see that bulk can work well. Just the bulk value of a lot of equipment needs to adjusted down yet IMO.


Will there be any forthcoming boons to play any of the new species in society?


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I like the +1 per level for combat (even if monster stats are a little broken right now). It's like base attack bonus and the like. But I dislike it for skills because it causes artificial skill DC bloat where things get more difficult for no reason except because you are higher level.


LordVanya wrote:

As I posted before, I like most of what you have.

I'm of the opinion that there should be at least some support for universal half-heritages.
Aasimar are actually called out as coming from any race in PF1.
There just isn't any mechanical benefit.

Exactly. I personally a 'half-human' heritage option that can be applied to any non-human medium sized humanoid would work out well.

With an option to still be like, a half-elf aasimar.

Like....

Half-Human (Heritage)
Prerequisite Medium sized humanoid, non-human
You may reassign one of your racial ability boosts to another ability score of your choice that is not already boosted or flawed. Additionally you a bonus language known, and may choose human ancestry feats.
SpecialYou may use your first level ancestry feat to choose a second heritage.


master_marshmallow wrote:

I sorta agree.

I pushed for the current change to Ancestry, and I'm glad to see it. I do think more heritage options like this would benefit the game, but not necessarily in core.

However, I do like the idea of looking at stuff like the Drow noble (and the feat chain to create it in PF1) to give us a baseline for what power scale the ancestry feats could be giving.

The racial feat chains from PF1 could easily be incorporated here, with base humans getting less options, but more versatility in getting generic options more often.

Look at concepts like the racial combat styles available to dwarves and elves, or even the chain of aasimar feats you have here.

That's where Ancestry feats should end up.

Good stuff, +1.

I've certainly thought the same, been thinking of doing Drow as another example. Additionally with something like Drow, half-human, etc adding a bit where you may use your first level ancestry feat to take another heritage with different traits. Ie. You couldn't take both Drow and Aquatic elf heritages, but you could take Drow and half-human, or Drow and Tiefling.


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I currently find the heritage options to be, well, not very flavorful generally speaking. I would really like to see something big picture, like Aasimar, Teifling, Ifrit, Drow, Duergar, etc. With an Ancestral Paragon option for an extra feat from your base ancestry if you want to keep closer to the base line.

With that in mind, I decided to write up aasimar, as a base heritage feat that can be taken by any ancestry, and a series of ancestry feats available to assimar of any ancestry.

This is obviously a first draft, and may not balanced, but I wanted to get my ideas out there.

Universal Ancestry Feats

Aasimar – Feat - 1 (Heritage)
Holy power courses through your veins, a distant and faint flickering light for now, but burgeoning with potential. For now you gain the Light cantrip as a divine spell you can cast at will, except rather than touching an item the glow emanates from your body. This spell is heighten to a level equal to half your level, rounded up.

Dazzling Brilliance – Feat 5 (Aasimar)
You gain the Dazzling Brilliance reaction.
[Reaction] Trigger You are attacked in melee while the Light cantrip gained from the aasimar heritage feat is active.
You may immediately end the Light spell to force the triggering creature to make a Fortitude save.
Critical Success The target is unaffected and bolstered against further uses of this reaction
Success The target is unaffected
Failure The target is dazzled until the end of it's turn
Critical Failure The target is blinded until the end of it's turn

Exalted Resistance – Feat 5 (Aasimar)
Your skin takes on a metallic sheen as your celestial heritage protects you from certain elements. You gain resistance 5 to acid, cold, and electricity.

Angelic Wings – Feat 9 (Aasimar)
You gain access to the Angel Wings power, which costs 2 Spell Points to cast, and you increase your Spell Points by 2. If you do not have spell points you gain a pool of Spell points with a maximum of 2 points.

Improved Exalted Resistance – Feat 9 (Aasimar)
Prerequisite Exalted Resistance
Your heavenly heart helps to protect you from more insidious aliments. Whenever you succeed at a saving throw versus paralysis, petrification, or poison you critically succeed instead. Whenever you critically fail such a saving throw, you fail instead.

Blinding Brilliance – Feat 13 (Aasimar)
Prerequisite Dazzling Brilliance
Your light shines so much brighter, increasing the effectiveness of your Dazzling Brilliance reaction with new saving throw effects.
Critical Success The target is unaffected
Success The target is dazzled until the end of it's turn
Failure The target is blinded until the end of it's turn
Critical Failure The target is blinded for 1d4 rounds

Consecrated Strike – Feat 13 (Aasimar)
You gain the Consecrated Strike reaction
[Reaction] Trigger You succeed or critically succeed at an attack roll against an evil creature, or an evil creature fails or critically fails a saving throw against on of your damaging spells or powers.
You cause an additional 1d6 good damage against the target or targets and regain hit points equal to the level of the highest level creature affected.

Superior Exalted Resistance – Feat 17 (Aasimar)
Prerequisite Improved Exalted Resistance
Your skin becomes fully metallic, improving your acid, cold, and electricity resistance to 10, and granting you resistance 5 to bludgeoning, piercing, and slashing damage.

Radiant Blast – Feat 17 (Aasimar)
You gain access to the Radiant Blast power, which costs 2 Spell Points to cast, and you increase your Spell Points by 2. If you do not have spell points you gain a pool of Spell points with a maximum of 2 points.

Angelic Wings – Power 5
Casting Somatic Casting, Verbal Casting
Duration 1 minute
Feathered wings sprout from your back, giving you a fly speed of 60 feet. When the duration would end, if you have Spell Points, you can spend 1 Spell Point to increase the duration by 1 minute. When it ends, you float to the ground, with the effect of feather fall.
Heightened (7th) The duration increases to 10 minutes. Spell points increase the duration by 5 minutes.

Radiant Blast – Power 9
Casting Somatic Casting, Verbal Casting
Area 40 foot aura
Holy light explodes outward from your body is an explosive wave, blinding and damaging your enemies. Each enemy in the area takes 6d10 good damage and may be blinded. You may choose any number of targets within the area to exclude from the effects of this power.
Critical Success No damage and no blindness
Success Half damage and dazzled 1d10 rounds
Failure Full damage and blinded 1 minute
Critical Failure Double damage and permanently blinded


So, I mentioned my idea for Aasimar as a heritage, and, rather just leave it at that I decided to write it up. I will give this a separate post as well, but figured I would throw it here first. Obviously totally untested, but I think it's a fine first draft.

Universal Ancestry Feats

Aasimar – Feat - 1 (Heritage)
Holy power courses through your veins, a distant and faint flickering light for now, but burgeoning with potential. For now you gain the Light cantrip as a divine spell you can cast at will, except rather than touching an item the glow emanates from your body. This spell is heighten to a level equal to half your level, rounded up.

Dazzling Brilliance – Feat 5 (Aasimar)
You gain the Dazzling Brilliance reaction.
[Reaction] Trigger You are attacked in melee while the Light cantrip gained from the aasimar heritage feat is active.
You may immediately end the Light spell to force the triggering creature to make a Fortitude save.
Critical Success The target is unaffected and bolstered against further uses of this reaction
Success The target is unaffected
Failure The target is dazzled until the end of it's turn
Critical Failure The target is blinded until the end of it's turn

Exalted Resistance – Feat 5 (Aasimar)
Your skin takes on a metallic sheen as your celestial heritage protects you from certain elements. You gain resistance 5 to acid, cold, and electricity.

Angelic Wings – Feat 9 (Aasimar)
You gain access to the Angel Wings power, which costs 2 Spell Points to cast, and you increase your Spell Points by 2. If you do not have spell points you gain a pool of Spell points with a maximum of 2 points.

Improved Exalted Resistance – Feat 9 (Aasimar)
Prerequisite Exalted Resistance
Your heavenly heart helps to protect you from more insidious aliments. Whenever you succeed at a saving throw versus paralysis, petrification, or poison you critically succeed instead. Whenever you critically fail such a saving throw, you fail instead.

Blinding Brilliance – Feat 13 (Aasimar)
Prerequisite Dazzling Brilliance
Your light shines so much brighter, increasing the effectiveness of your Dazzling Brilliance reaction with new saving throw effects.
Critical Success The target is unaffected
Success The target is dazzled until the end of it's turn
Failure The target is blinded until the end of it's turn
Critical Failure The target is blinded for 1d4 rounds

Consecrated Strike – Feat 13 (Aasimar)
You gain the Consecrated Strike reaction
[Reaction] Trigger You succeed or critically succeed at an attack roll against an evil creature, or an evil creature fails or critically fails a saving throw against on of your damaging spells or powers.
You cause an additional 1d6 good damage against the target or targets and regain hit points equal to the level of the highest level creature affected.

Superior Exalted Resistance – Feat 17 (Aasimar)
Prerequisite Improved Exalted Resistance
Your skin becomes fully metallic, improving your acid, cold, and electricity resistance to 10, and granting you resistance 5 to bludgeoning, piercing, and slashing damage.

Radiant Blast – Feat 17 (Aasimar)
You gain access to the Radiant Blast power, which costs 2 Spell Points to cast, and you increase your Spell Points by 2. If you do not have spell points you gain a pool of Spell points with a maximum of 2 points.

Angelic Wings – Power 5
Casting Somatic Casting, Verbal Casting
Duration 1 minute
Feathered wings sprout from your back, giving you a fly speed of 60 feet. When the duration would end, if you have Spell Points, you can spend 1 Spell Point to increase the duration by 1 minute. When it ends, you float to the ground, with the effect of feather fall.
Heightened (7th) The duration increases to 10 minutes. Spell points increase the duration by 5 minutes.

Radiant Blast – Power 9
Casting Somatic Casting, Verbal Casting
Area 40 foot aura
Holy light explodes outward from your body is an explosive wave, blinding and damaging your enemies. Each enemy in the area takes 6d10 good damage and may be blinded. You may choose any number of targets within the area to exclude from the effects of this power.
Critical Success No damage and no blindness
Success Half damage and dazzled 1d10 rounds
Failure Full damage and blinded 1 minute
Critical Failure Double damage and permanently blinded


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My thought was to turn heritages into much more of a big picture of your ancestry, for larger, more flavorful options. Such as Aasimar, Tiefling, Ifrit, Undine, Drow, Human-blooded (instead of Half-elf / half-orc), etc.

Things that really speak to an uniqueness about your heritage. With a simple Ancestral Paragon heritage that grants a bonus ancestry feat if you don't want to play something more extreme.


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I have to agree. Not only is having to constantly reference this table a headache but too many things scale with level.

My thoughts are that if I had the formulas so I could quickly figure the DCs without referencing a table it would help me, personally a lot.

As for the scaling DCs, it makes sense sometimes, like trying to craft a high level magic item. In others, like those ryric mentioned, there is no reason for it.


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May be true, but I also know that player outrage speaks far louder at the table than math and statistics. I may be that only one PC has to pass the check, but no one likes to feel like they keep failing. We dropped it back to the originally published DCs pretty quickly when failures were far out stripped successes.


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Agreed. I started running this last night. Three PCs had +11 perception or survival, one had +8. They failed the skill checks around 2/3rds of the time, taking a lot of extra time.

By dumb luck they found the Moonmere as their first location. The DC to scout it is 31? Yeah, that would be natural 20s only for them. It didn't happen.

On top of all this they have the gall to have rules for a critical success on these rolls? Even with the original DCs critical successes would have been impossible, they simply can't hit 10 over those DCs. It's impossible even with a character specialized towards perception.

Skill check DCs definitely did not need to go up, even if the whole party can make the check.


So, if we can't get to a con for 1-99 are we just SOL for the ongoing story? I understand wanting to make cons special, but leaving other characters behind like that feels like a low blow.


Our local GM has a habit of forgetting to fill out parts of the chronicle sheets before handing them out, namely the Reputation and Fame gains.

Is there a list anywhere of what the gains for each scenario are?

I'd like to make sure everything is properly tallied on my character before I take it to another table.

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