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If two books release at the same time, do i pay both cover prices?


Cordell Kintner wrote:

Eoran, what I was trying to say is that "Elemental Familiar" is not well defined, which you pointed out so you're basically agreeing with me. All the Kineticist feat says is that you gain an Elemental Familiar.

The actual text in the book says: "You gain an elemental familiar (page 42) with the trait of one of your kinetic elements."

Page 42 leads to the The Elemental Familiar section. This section of the book lists three new familiar abilities, one of which is called "Elemental", and then lists 5 Specific Familiars, which need at least 3 abilities to pick.

So does the feat actually allow you to pick a specific familiar? If so, it should probably say so. If we go with standard familiar rules, where you only have 2 abilities, the only way to get an Elemental familiar is by taking the Elemental ability, which requires the Resistance ability, thus taking up your 2 abilities.

THIS. ALL OF THIS.PLEASE PAIZO, GRACE US WITH ANSWERS!!


Eoran wrote:
Cordell Kintner wrote:

That's literally what the Elemental familiar ability does...

It says you gain an Elemental Familiar with no other clarification.

No, the Elemental Familiar ability is definitely not what the Kineticist Elemental Familiar feat does.

The Elemental Familiar ability is a selectable ability for a familiar to use.

The Elemental Familiar feat gives a character a familiar.

That is very much different.

There is the Elemental Familiar feat, which seems to give a standard familiar with the Elemental trait but no other adjustments.

There is the Elemental Familiar feat which gives a familiar with the elemental trait that follows the rules for a standard familiar, but also gains one additional ability that must be chosen from a specific list of familiar abilities.

There is the Elemental Familiar Ability that any familiar can use.

There is this Elemental Familiar, this Elemental Familiar, this Elemental Familiar, this Elemental Familiar, this Elemental Familiar, and this Elemental Familiar which are all specific familiars.

And I feel that I may still have missed a few meanings of Elemental Familiar.

THIS IS EXACTLY WHAT I BROUGHT UP!! There is TOO MUCH going on with elemental familiar, as a phrase in this game.


Alright, so. I have questions, and I need answers. I'm going to start by posting up the class feat in question.

"A small creature made of elemental matter springs forth from your kinetic gate. This elemental familiar appears to be made of one of your kinetic elements, though it might have unusual or distinguishing aspects. Like other familiars, your elemental familiar can assist you in various tasks and on adventures. You gain an elemental familiar with the trait of one of your kinetic elements. If you have more than one kinetic element, you can change the element you've selected for your familiar to a different one of your kinetic elements each time you make your daily preparations. The familiar uses your Constitution modifier to determine its Perception, Acrobatics, and Stealth modifiers."

So, this is the source of my problem. Some of my friends and I have been at odds with this feat. Does this feat (found on page 20 of Rage of Elements) give a familiar that has only the elemental trait, and therefore, allows for the basic two familiar ability choices;

OR

Does it mean that you get a familiar with the elemental trait, and then is REQUIRED to have the elemental ability and resistance abilities?

OR

Is it neither and the three of us are all wrong?

Some clarification from an official source would be nice, so that we can stop arguing over this feat, and get back to playing the game.


savage tide? is that a module or a rule book?


Also, as a side note, im using a homebrew cosmology and such, so RAW Cosmology and such, are kinda out the window. this is not taking place on golarion. its full on homebrew.


ok. so. titlae says it all! in my homebrew campaign, the main hook is that a conflict between two demon lords (orcus and malcanthet. yes, i know she's 3.5 material but i have roughly converted her over to pathfinder.) is spilling over into the world the players inhabit. The players will at some point have to make a few rather tough choices:

1. To side with Orcus or Malc against the other.

2. Decide the fate of many innocents and not so innocents on behalf of said force, in order ot impede the other.

3.To fight the "Champion/Chosen One" of the opposing side, and thus breaking their power on the mortal realm, and hindering their plans, as these "Champions" are basically conduits of their will, picked form their most powerful or devout followers.

As you can imagine, part three of this, is th emost difficult part, from a mechanic view point. Mostly because, i cant decide on how to tailor out Orcus' Champion. Malcanthet's champion was easy. (Hers is essentially a 15th level cleric with the Love and Lust Domains/Sub Domains) Orcus' is proving more difficult. i cant decide if i want to build them as an anti paladin, an evil cleric, an evil inquisitor, and evil oracle... cant make up my mind. This is mostly because of how i see orcus.

Honestly, i havent even been able to pick out what kind of creature orcus would choose as his champion, and what kind of boons he would grant them. I would think, seeing as his thing is death/undead, he could grant them (if a spell caster) lichdom, or (if a non spell caster) vampirism. (as an aside, this champion will have th ehalf demon template put on them, as perverting their "humanity" to grant them more power, is something that i can see happening"

i was at first, going to use just a demon that had gained more of their lord's favor, but that idea is...too basic. a demon just rising up through the ranks and such...is meh to me. and i dont want to use an orc or gnoll, as they are always "the bad guy". im trying to ask i guess, what would be a good idea for the Champion of Orcus Race wise, and class wise?


all great suggestions! i shall work to move those in. at the moment, im still trying to figure out a good cr for the face huggers. once that's figured out, i can really get to work on the others. omg, could you imagine if the xenos could adapt magical or psionic ability...that would add to their deadly stature...


Now presenting the Face Hugger, V 1.3!!

Face-Hugger
CR 3
XP - (to be noted)
CN Small aberration (native)
Init +5; Senses darkvision 60 ft., blindsense 60 ft.; Perception +13

DEFENSE
HP 80
EAC 18; KAC 19
Fort +7; Ref +7; Will +9

OFFENSE
Speed 60 ft., climb 20 ft.
Melee tail +15 (1d6+9 B)

TACTICS
The Face-Hugger will often move in close with Stealth before attempting to make an attack, and will often use Athletics or Acrobatics skill checks to maneuver themselves into a favorable position. Upon a successful attack with its Tail Natural Weapon, It will attempt to use the Grab and Attach Special Abilities in order to use its Oviposition Ability.

STATISTICS
Str +3; Dex +5; Con +2; Int +0; Wis +0; Cha +0
Skills Acrobatics +13, Athletics +18, Sleight of Hand +13, Stealth +18, Survival +18
Other abilities amphibious, water breathing

SPECIAL ABILITIES
Attach (Ex) The creature can attempt a special attack against KAC as a standard action. If it succeeds, it deals no damage, but it adheres to its target. Once attached, the creature gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it is attached. An attached creature can't move (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC 12) made as a move action, or it can remove itself from its target as a move action.

Grab (Ex) If the creature hits with the indicated attack, it deals the normal damage. If the creature's attack roll successfully hits the target's KAC + 4, the creature also automatically grapples the foe as a free action. (If it hits the target's KAC + 13, it instead pins the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.

Oviposition (Ex) Any creature that is successfully affected by the Attach Special Ability (Hereafter Referred to as The Host Creature) must succeed at a ( Physical ), Fort DC 20, 1/hour, Cure: 3 saves or become implanted with one Face Hugger egg. Each day thereafter, the Host Creature must succeed at another FORT Save or suffer 1d4 temporary CON damage. When the Con of the target reaches 0, the Chest Burster erupts from the torso of The Host Creature, dealing 6d6 damage. This infection is treated as a disease and any magical or spell effect that affects such can alter, slow down or remove the infection. However, the implanted embryo uses the SR of the Host Creature.

Acidic Blood (Ex) The Face Hugger's blood is a highly concentrated acid, sealed within specially pressurized veins. Anyone striking it with a natural or melee weapon suffers 1d4 points of acid damage (REF DC 12). Weapons with reach or ranged weapons allow their wielders to attack the Face Hugger without personal risk.


all of these are great suggestions. right now, im thinking of looking inot dead suns, and some of the other adventure paths. ill probably give in and start the conversion of vampire from pathfinder, or just homebrew it up...and do my best.


these are all great! thank you all so much! i shall swiftly begin working on these asap! finally got a day off from work, so i will be able to actually do some work on this.


what is dead suns? is it a source book or an adventure module? if adventure module, i do not own any of the adventure modules at all. just the core book, alien archive, and the pact worlds book...i'd really like to not have to convert the vampire template from pathfinder to starfinder, because i have not yet attempted any conversions yet and it looks to be quite complicated.


All great suggestions!! i shall take them into mind, as this development continues.

that's a fairly good point, on the non-breathing subject. currently, i'm working on a good amount of edits....what core spells would you suggest for destroying this little buggers while inside a host. honestly, i would think that maybe using a detect spell of some sort, in hand with a check of some sort, and then applying a spell that could be damage dealing could kill the chest burster. and really, i think as long as one does not inflict damage on the chestburster that would actually spill blood, that the blood would not be much of a problem.

i actually was not thinking of magic at the moment when i started all this. i was trapped in nostalgia. which oft times seems to be a dangerous thing.

Looking at this now, i think a spell that could remove a disease (or parasite) could easily just poof a chest burster away.

a now definitive tactic for killing a chest burster for pcs: cast detect affliction (zero level spell) then use something like Mind Thrust, or if you are feeling brave, something that otherwise could harm both host and parasite. Honestly, thinking about it, a chest burster could be dealt with with nanomachines, or even maybe, a type of pill that could be taken. we are waaaaay ahead in tech here. and im honestly in campaign supporting the idea that the xenos are not an unknown, just...a rarely encountered species, they are classified as highly hostile and dangerous. and really, thinking on it more and seeing just how all this is playing out currently, maybe the facehugger should be of a way higher cr, and that this kind of encounter should be moved at a higher level party. my players love the idea of having a brush with the xenos, but im now starting to see that this venture is much more dangerous for them, and waaay more work for me.

Which isnt to say im backing out, just reconsidering the lay of the land as it were.


So, i'm not really sure where this would go, so i'm going to post it up here, and hope for the best. Recently, my players asked me if vampires exist within the universe of StarFinder. with it being the distant future of PathFinder, i told them i would assume so. But now the question has me thinking. So, i have went through the Core Rulebook, the Alien Archive, and the SRD. And i have found nothing of mention for vampires. Honestly, i find the idea of Vampires wandering the galaxy upon extravagant tomb ships looking for the next buffe- ehrm, that is, i mean, perspective business associates, a great one.

So i guess my question is, is there a way to apply the Vampire Template from Pathfinder to Starfinder, or am i in vampire limbo here? i know there are the conversion rules, but honestly, i have no clue how i would convert a template over. ive done a stop gap not so pretty conversion of kobolds using those rules, but they are utter garbage i think as the conversion makes my head spin. i mean i am totally willing to do this, but i just want to make sure that it hasnt been done already before i spend the time to do it, and make my players wait.


Face Hugger
CR 1/2
XP 200
CN Tiny aberration (native)
Init +3; Senses darkvision 60 ft., blindsense 60 ft.; Perception +4

DEFENSE
HP 12
EAC 10; KAC 11
Fort +2; Ref +2; Will +3
Weaknesses Extreme Temperature Change

OFFENSE
Speed 50 ft., climb 20 ft.
Melee tail wrap +5 (1d4)
Space 2-1/2 ft.; Reach 0 ft.

TACTICS
The Face-Hugger will often move in close with Stealth before attempting to make an attack, and will often use Athletics or Acrobatics skill checks to maneuver themselves into a favorable position

STATISTICS
Str +2; Dex +3; Con +0; Int +1; Wis +0; Cha +0
Skills Acrobatics +9, Athletics +4, Sense Motive +4, Stealth +9, Survival +9

SPECIAL ABILITIES

Grab (Ex) If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the creature's attack roll successfully hits the target's KAC + 4, the creature also automatically grapples the foe as a free action. (If it hits the target's KAC + 13, it instead pins the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.

Implant Embryo (Ex) Upon a successful Grapple Combat Maneuver, (or successful implementation of the Grab Ability) the Face Hugger can attempt to implant an Embryo into the body of their target. If the Grab/Grapple is successful, the target (hereafter referred to as "The Host") is Entangled and/or Stunned (or one or the other, cant decide which is more appropriate). Once implanted, the embryo incubates within the Host for 1d8+1 hours, and the Host receives 1d6/hour Bludgeoning damage until the the stamina of the Host reaches 0, at which the point the embryo becomes a Chest Burster, and begins to prepare to leave the Host, dealing an Extra 1d6/hour until the Host falls Unconscious. Once the Host is rendered unconscious, the Chest Burster Erupts from the Host, (either killing them or putting them into bleed out, whichever is proper, don't have my books at hand atm, so i'm going off of poor memory). The Embryo can be removed before it advances to the Chest Burster stage, Requiring a Medicine Check (DC to be Decided) performed by another character on the Host. With the assistance of a Med Lab or a Med Bay, this check will become increasingly easier to perform, and with additional personnel, the risk of the Host dying or having lasting side effects can be mitigated.

In order for this ability to be used, the The Host must be organic in nature, and be a living being. Therefore, Constructs, Undead, and otherwise inorganic or non living creatures are immune to this ability. (looks like androids are safe...for now)

Creator's Note(s):

An ability id like to implement, that i have left out, is the Acidic Blood that ALL Xenomorph types/species/life stages have. id like to find a way to implement this. Also, seeing as how there are MANY different kinds of Xenomorphs (runners, drones, praetorians, queens, warriors, sentries) id like to (once the face hugger is done) ask for suggestions on the other types as well.

A better Cr suggestion would be amazing. honestly, Xenomorphs in my mind, start showing up in the campaign i'm running (its already off the rails) at about the point when the party members reach about 3rd-4th level.


Pantshandshake wrote:

1. Ok, cool.

2. So, I think either you have 1d8+1 hours to remove it or die, or maybe 1d6 stamina damage per... I don't know, 3 minutes(either this doesn't heal, or you use a separate tracking system.) If you do the stamina damage per round, players would likely need to already be in their ship or down the road from the hospital to have any chance of not being killed by a 1/2 cr creature.
3. I only asked to find out the basic theme. If I was playing Starfinder, and a 1/2 cr creature killed me because it rolled a 15, I had no way to remove the embryo, and not even a saving throw to avoid death, I'd never play with you again. But, if I was playing... like, an extra colonial marine in an Aliens game that just happened to use Starfinder characters, well, 90 percent of the cast of an Alien move gets killed by some kind of an Alien, so that would be fine.

Basically, I like your idea, but without a reflex save or something to avoid getting implanted, or a fort save to cure or delay the hatching, you've made it so that low level starfinder characters are going to die every time they fight a facehugger.

i totally agree. i just posted up an edit (robably got put above your current post, fml.) what would you suggest, as far as say a fortitude save to resist going unconcious and a reflex save to avoid being grabbed?


question 1- was a typo on my behalf, to be corrected.

question 2-honestly, i did not think of that! this is why i need people like you, who answer questions. Honestly, i would think that maybe 1d6/round or 1d6/2 rounds would be ok, but maybe a bit iffy.

3rd question....embryo removal would require a Medicine Check, probably in the early stages of implantation it would probably require the use of a Med Lab, and in the later stages (we are talking before death...or if you are lucky before then) a full on Med Bay on a ship, with trained staff to assist. it is totally possible to remove an embryo, it's just fairly dangerous, and time is of the essence. I shall fix the critical grapple phrasing...other than that, aside form the obvious thing of this probably being waay to OP or waay too under powered...anything else? i am very appreciative of your inputs.


So, i am currently at the moment working on bringing everyone's favorite jet black killing machines into the starfinder universe, a.k.a., the Xenomorphs. Not as a playable species but as a monster group to be fought against. So far, i have managed to do some work on Face Huggers, the beginning of the Xenomorph Life Cycle. As this progresses, we shall see in what direction I take all of this. Below, is a stat block I thought up while watching Alien. Suggestions are welcome.

Face Hugger
CR 1/2
XP 200
CN Tiny aberration (native)
Init +3; Senses darkvision 60 ft., blindsense 60 ft.; Perception +4

DEFENSE
HP 12
EAC 10; KAC 11
Fort +2; Ref +2; Will +3
Weaknesses Extreme Temperature Change

OFFENSE
Speed 50 ft., climb 20 ft.
Melee tail wrap +5 (1d4+NaN B; critical grapple)
Space 2-1/2 ft.; Reach 0 ft.

TACTICS
The Face-Hugger will often move in close with Stealth before attempting to make an attack, and will often use Athletics or Acrobatics skill checks to maneuver themselves into a favorable position

STATISTICS
Str +2; Dex +3; Con +0; Int +1; Wis +0; Cha +0
Skills Acrobatics +9, Athletics +4, Sense Motive +4, Stealth +9, Survival +9

SPECIAL ABILITIES
Constructed (Ex) For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.

Grab (Ex) If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the creature's attack roll successfully hits the target's KAC + 4, the creature also automatically grapples the foe as a free action. (If it hits the target's KAC + 13, it instead pins the target.) The creature does not need to have a spare limb free to perform this grapple, as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.

Implant Embryo (Ex) Upon a successful Grapple Combat Maneuver, the Face Hugger can attempt to implant an Embryo into the body of their target. Once implanted, the embryo incubates within the host for 1d8+1 hours, and the host recieves 1d6 points of damage until the the stamina of the host reaches 0, at which the point the embryo becomes a Chest Burster and erupts from the chest of the host, instantly killing the host.