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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.


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?


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.


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.