Wacky-D's page

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Greetings all!

Was going over my character sheet and checking to make sure I had all the updates right when I noticed that the untrained modifier for 1.6 had been changed to -4. I shrugged but then realized I couldn't find anything listing modifiers at all, only the reference to the 1.3 update which was taken down.

Does anyone have either a link or could post what the current ones are? I have a game coming up and we're all trying to playtest this thing right.

Thanks!

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Wacky


Had a thought; my group is in a cavern right now on an island. We followed the path from the cave entrance through low-level undead infested caverns to a secret port that no one on the island knows about. (Island is about the size of Maui, so it's big enough to miss.)

Looking at what we've mapped so far, I noticed that it was solid stone from where we entered to where the cavern exited. Had the idea of tunneling past all the reoccurring undead and Rodents of Unusual Size (forgot to mention the giant rats).

Now, none of us were trained in Lore (Mining/Excavation/Stonemasonry). To make that tunnel, assuming we get someone who is trained to supervise us, how much progress can we "earn" per day of successful work?

Could I use my characters Craft trade with a formula for tunnel construction with a few extra hands if I direct them?

There's only a Trained listing for Craft and a Failure listing in Lore. Any ideas would be helpful.

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Wacky


My friends and I have started a Pathfinder 2nd Edition playtest group online and have a few questions about familiars.

I am running an Alchemist whom has the Alchemical Familiar feat. His concoctions have called forth Glorp who is used not unlike a pokemon.

My gnome (did I mention he was a gnome? Of course he is, what else would think this is good idea?) throws the vial containing Glorp into battle, says "Glorp, I CHOOSE YOU!" and has his familiar attack...

...Glorp rarely survives battles...

...according to the rules, Glorp's unarmed attack deals 1d4 points of damage. My gnome's going to use Minor Bestial Mutagen as well as Minor Juggernaut Mutagen on the little pokemon of his to boost the fellow's hit points to 13 and give him 3d4 on damage (assuming he can hit).

But while in combat, Glorp might be hit by a fire ball, or some other attack that offers a saving throw. What are the saves for familiars? The rules say their AC is that of their master but what of saves?

Any insight or future rules clarification/changes would be most helpful...

...and don't worry about Glorp. My gnome has a turkey baster that he uses to suck up the diminished, black puddle and puts him in a jar until Glorp can be reconstituted.

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Wacky


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Just last week my group decided to play Starfinder for the first time.

The GM ran the adventure, rules as written, but we--the players--were trounced. Thoroughly trounced!

All the NPCs had Attack Modifiers that were near double digits (the lowest at +8, most at +9). The best PC in the group was at a +6.

We paused and did the math and it seemed unlikely that all of the opposition had max starting attributes, specialization, and took solider as their class...and maybe a morale bonus, 'cause even all of that should be under the bonuses they all posed.

Now, it was only our first game. So I'm not going to accuse the module of doing something unfair for all NPCs involved. But did we miss something in the rules to this? I double check then, and even now right before posting, and it only says that the base attack is relevant Ability Modifier plus Attack Bonus for Class and Level.

I'm suppose to run Yesterday's Truth tomorrow and I'm already noticing that the first robot I came across has a slam attack for +6 base to hit and a ranged laser at +9. Its Strength offers only a +2 and Dex a +4. For a CR 1 creature it should be that good at hitting PCs.

Any advice would be much appreciated, especially if it can come before 4pm EST tomorrow, September 19th 2017.

Thanks!

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Wacky


Here's the scenario; my buddy and Pathfinder GM is going to run a horror game for this Saturday. He's warned us it's brutal and about survival. The good news is that we can bring a custom, home-made character to the event (but should we die we'll be limited to running one of the left-over pre-gens).

I agreed to this challenge a little to fast as I then realized I hadn't run in a Gothic horror setting in years! So I've come here for advice.

The limits are that it must be Pathfinder Society compatible, average starting gold, the character must have a back story with a little flexibility for the GM to play with, and you're limited to only 15 points for stats. It is a survival game after all. :)

Gnomes are my go-to race to play so that is the only other stipulation that I'll add. I enjoy spell-casters and the like but I'm not so engrossed that I won't play anything else. Be creative and go with what you like to design best.

I'll review the submissions Saturday morning and play the winning designer's character with a summary of how the event went afterward. Have fun with this and go wild!

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Wacky


For the Bloodline Arcana for the Starsoul Sorcerer, they can cast an evocation spells where if a target fails their save then they suffer from dazzling stars in the target's eyes.

My GM said that if an evocation spell doesn't have a save (Magic Missile) then this effect doesn't count.

I didn't see anything in the errata about this, but is it correct? I went with his ruling so as not to hold up the game but want to know for sure.

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Wacky


Hey, for the life of me I thought there was a feat that functioned like the Spring Attack to let casters move part way, cast a spell as a standard action, then finish moving their full allotment.

Does anyone know what and where this feat can be found?...assuming it even exists...

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Wacky


Greetings all and well met!

This is my first time posting here, and anywhere asking for help on a build.

I'm starting up in a new game where most of the characters are quite munchkin-like, but the GM does a great job at keeping everything balanced.

I've always leaned towards the Role-play aspect of RPGs and am not that good at making an uber-strong character. So I ask those of you here who can tweak the builds to offer advice on how to make a nicely powerful human sorcerer.

First, the concept I'm going for (like I said, I focus on the Role of roleplaying and it has already been approved by the GM. Please don't ask me to change it).

My character will be a human sorcerer, trying to redeem his family honor. He didn't become a wizard as his aunt had failed in a great task. He favors both illusion and evocation spells so he can perform with them in traveling shows. (There as a cantrip that functioned as a firework spell somewhere; if anyone can tell me what book that was in, it'd be great.)

I'm thinking of him crafting magic items later on, but that doesn't have to be right away.

I get 25 points to build his stats. While Charisma is the obvious choice, I'm going to have him favor Intelligence (to reflect his fail attempt at wizardry), and at least a bit above average in Strength and Con (to reflect his hearty life-style moving from town to town).

His bonus feat is going to go into Performance (magic shows) as well as a few skill ranks each level. Other skills would include Stealth as well as knowledge (arcana) and spellcraft...maybe Craft (some magic item?)...

Any suggestions?

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Wacky