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I'm beginning to find myself wondering if its worth bothering. By which I mean converting my current ongoing campaign (which has been ongoing since 1981, and which survived the transitions from 1E to 2E to 3.0 and 3.5 to Pathfinder... Now, its natural that with a campaign of this advanced age and complexity we've accumulated a lot of "extras." House rules, third party material, things adapted from other settings, other rules systems, and so on. In prior conversions all of this stuff was pretty easily done when it came to conversion. Somehow this time its been a struggle. We've got feats that no longer exist in the game, we've got spells that are gone, we've got entire races and classes that are no longer around. The players were looking to switch to the new rules, but right now its looking like we're all going to take a pass on it just because of the daunting nature of the conversion. Don't get me wrong, we think the new rules are an improvement in many ways, but so much of the new rules are utterly incompatible with the old ones -- and cannot seem to ever be reconciled, that I am wondering. Am I alone in this feeling? I hope not.
Next Saturday, I'm going to be running Skitter Shot and Skitter Crash for the upcoming RPG Day event locally. Thing is, these adventures are set for four player characters (and helpfully four precon characters are provided). So the *other* thing is, I've got seven people signed up for each of my GMing sessions, none of whom have ever played Starfinder before. I thus need to find three more precons. Even worse, I need them to be three Skittermander characters. Anyone got any level 1 Skittermanders they don't mind me using as preconstructed characters next week when I introduce these new people to the game? Any help would be graciously appreciated.
I have a player who just brought a question during the construction of her character. The player wants her character (an android technomancer with the roboticist theme) to be able to understand -- as she put it -- the "bloop-bleep language of robots," further clarifying that it would be like "in the Force Awakens, where BB-8 makes noise, and Rey can understand him clearly." It fits the character concept, promotes interesting roleplaying, and is within genre convention. If this wasn't Society play, I'd allow it in my home game in a heartbeat. But it *is* Society play, and it *is* technically against the rules since "R2D2 Speak" is not an approved Starfinder language. Is there a Society legal way for her to do this?
I'm starting up a new Starfinder Society game here in Kissimmee, and ran into a situation from the get-go. One of my players -- this is actually her second RPG campaign *ever* and she's very enthusiastic -- keyed to the fact that if she gets her character's reputation maxed out with the Wayfinders, can get a boon allowing her to play a nonstandard alien race. Finding the idea of her *second* character being some cool non-standard people that no one else is playing enticing, she immediately announced her intention of doing just that, as quickly as she can within the rules. So far, no "non-standard alien race" as been approved for play, even though the Boon is in place and has been since the beginning. So my questions: 1. Am I just missing something and there are already approved non-standard alien races?
Thanks in advance for the help.
Anyone recognize this feat, and if so do you have a source for it? ----
Through hard work, study, and dedication, you have learned to combine your arcane knowledge with your innate spell-casting ability, enabling you to prepare certain metamagic spells. Prerequisites: The ability to cast arcane spells without preparation, Int 13+, Any Other Metamagic Feat. Benefit: When learning a new spell, you can choose to learn a metamagically altered version of a standard spell instead. The metamagically altered spell counts as a spell of the effective level the applied metamagic feat would impose. Such spells can only be altered using Metamagic Feats the character already knows (not including this one). This choice is permanent; the spell cannot be cast without the metamagic effect unless the character uses a second spell slot to learn an unaltered version of the spell. Metamagic spells used in this way can be further altered by applying Metamagic feats as normal. Applying the same metamagic feat to a permanently metamagically altered spell has no effect. For example: a Sorcerer who possesses the Empower Spell feat reaches 10th level, and rather than learn a 5th level spell as normal, he chooses to learn Empowered Fireball. Fireball is normally a 3rd level spell, but with the Empower Spell feat applied counts as a 5th level spell. If the character ever wishes to cast a normal Fireball he must learn an unaltered version of the spell. Lastly, the sorcerer could not apply Empower Spell to the Empowered Fireball.
I've been GMing a Pathfinder conversion of the classic G123 D1234 campaign for a while, and the question has arisen if or not an Alchemist's bombs are magical. Pathfinder has done away with magic fire damage. It's all elemental now, so normally it would be irrelevant. But the players have been facing down beholders, so the beholder's anti-magic cone comes into play. So the question is this: seeing how the anti-magic cone from the main eye disrupts all spells and removes all of the magical effects on magical items and disrupts all supernatural abilities (such as a Paladin's lay on hand), how should alchemist bombs be handled? The book says that they are created using the magical aura of the Alchemist, but that they are *not* spells. I wasn't sure if or not to rule them as magical items or not, in which case they would cease to function. What do you guys think?
In my Homebrew, I use the racial Domains created by 4 Winds Fantasy Gaming for use with Pathfinder. Those racial Domains only cover the usual races (Dwarf, Elf, Gnome, Halfling, Orc) and I find myself in need of a domain to cover Goblins. And I'm coming up dead empty as to what sort of spells or granted powers it would contain. Anyone have any suggestions?
I'm beginning a new campaign (first time with these rules) that's set in my homebrew world. I've been working and developing this setting since I first conceived it back around 1988 or so, which means that its detail heavy (remember when you first read all those Forgotten Realms articles in Dragon and wondered how Ed Greenwood could come up with all those tiny details for his world? Longevity, boys and girls... that's the secret). But because my players are a mix of long-timers who've been gaming with me since we were both teenagers and newbies for whom this is their first game, I decided to put together a "player packet" that contains enough information to get them into the world without drowning them in detail. One of my long-timers suggested that, rather than bombing everyone with the gameworld's rather large and extensive pantheon (three war gods, four nature gods, four death gods, four gods of magic... it makes sense in context) right from the start, I present some detail only on those gods that are likely to be chosen by a player as a patron for a cleric, oracle, monk, or paladin (not to mention the non-divinely powered classes whose player just wants them to have a religion). Here's the quandry: from my pantheon, which gods do I choose? I mean, some are obvious (Awin, Goddess of Good Fortune; Miwayne, Goddess of Healing and Mercy; Brend, God of Justice and Patron of Paladins; Cownerild, God of War), but... okay, now that I've included those, who else? Which "divine archetypes" should I also include? A god of magic? A god of nature? Any suggestions? Thanks in advance for the advice. |
