Pathfinder Starfinder Roleplaying Game Subscriber
Hello brothers and sisters of Golarion I come with questions seeking answers. With the Razmiran Priest Archetype it allows you to take the Cleric Dedication with the condition you must choose Razmir as your deity. As Razmir is not an actual deity and all your 'divine' magic is actually occult magic disguised as 'divine' magic does that mean you can just ignore the Edicts and Anathema in his deity stat block and there is no mechanical backlash? I mean it's not like he can take away your 'divine' magic.
Pathfinder Starfinder Roleplaying Game Subscriber
Thank you all for your responses and I will answer Finoan's questions about this scenario. Note: I have not run a situation like this since I made the transition from 5e to 2e and wanted the opinions/takes from people who are more experienced with the 2e system/lore. 1. The cleric and champion are NPCS. 2. The PC's can choose to ignore both the cleric and the champion but I had it so it will make their job harder if they don't solve the problem of the two fighting. (Should I change this?) 3. They can have the two NPCS find a middle ground. (This is the "best" outcome.) 4. The PCs can rally the townsfolk and ignore the quarreling NPCs but it will be harder because of the sway the cleric and champion hold in the hearts of the commonfolk. 5. I had the scenario as a 'small scale siege' story in my head so I have not factored in if the PCs go out on their own to try and stop the goblin horde.
Pathfinder Starfinder Roleplaying Game Subscriber
Question: how would you run the following scenario in your game? The party is faced with the dilemma of helping a city that worships Shelyn that is under attack by a goblin hoard. But the ranking cleric and the ranking champion are butting heads and can't agree on what should take priority in the city. The two fighting is causing the people to begin to doubt and lose heart. The cleric wants to save all the works of art, music, and prioritize those that make them. While the champion wants to put the common folk first and prioritize their safety and well-being. Both are following the tenants of their goddess, how would you work this to the players as a moral quandary?
Pathfinder Starfinder Roleplaying Game Subscriber
Thank you all for your responses, a follow up question if I may: In the above scenario let us say that the fighter is already grabbed by the Giant Flytrap and it hits her with a Leaf Strike. Our champion uses Liberating Step on the fighter, does she get both the resistance to damage and a free escape attempt since she was already grabbed or just the resistance?
Pathfinder Starfinder Roleplaying Game Subscriber
Question to those who possess more wisdom than me. The line in the Energized Spark feat: You can choose for any spirit damage dealt by your exemplar abilities to instead gain the trait and deal the corresponding damage type. Does this included feats, for example Steel on Steel, and Ikons like Titan's Breaker or is it just their Spirit Striking feature? Apologies if this has already been answered somewhere else.
Pathfinder Starfinder Roleplaying Game Subscriber
Question to all, looking for personal takes and advice. From a lore perspective: would it make sense for the Horsemen Charon to be the patron specifically for a Devourer of Decay Witch? Does the Lore of the Horsemen intersect with the flavor text of the Devourer of Decay patron in your opinion?
Pathfinder Starfinder Roleplaying Game Subscriber
I have read over the rules multiple times now, built many characters using them, and played in a 5 session level 12 short campaign and I did not 'feel' anymore powerful than when I play my regular campaign which is also at level 12. For reference in both games I played the same character using free archetype and ancestry paragon. I selected the same feats, skills, and ability boosts, the only difference was the mythic calling and the first mythic destiny feat. Human fighter (I know generic) with wandering chef archetype, Hunter's Calling and Eternal Legend. At no point during those 5 sessions did I feel like I was a cut above my none mythic fighter. Sure from a story perspective I was but roll the dice by the numbers? No.
Pathfinder Starfinder Roleplaying Game Subscriber
Brothers and Sisters from near and far I come to you once more seeking your wisdom and answer to a question. Given what has been written in the lore about the Laws of Mortality and the fact that every mortal soul is judged by Pharasma: how would a follower of the Laws of Mortality reconcile the fact that in the end they are still subject to the whims of a deity?
Pathfinder Starfinder Roleplaying Game Subscriber
So I have a question regarding Liberating Step (Player Core 2, Pg. 92) and I am asking how it works RAW not RAI. Trigger An enemy damages, grabs, or restrains your ally, and both are in your champion’s aura. You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it's able to move. Let us set the scene: A Liberation Champion and a Fighter encounter a Giant Flytrap (Monster Core, Pg. 154) and all three are in the Champion's aura. The Fighter goes first and Strikes the Giant Flytrap with her greatsword, the Giant Flytrap in return uses its reaction: Quick Capture [reaction] Trigger A creature hits or touches the flytrap Effect The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is grabbed in that leaf. Lets say the leaf Strike hits and the Fighter becomes Grabbed by the Giant Flytrap. Now as his reaction the Champion uses Liberating Step on the Fighter and here is where my question comes in. If the Champion used his Liberating Step in response to the leaf Strike does the Fighter get both the resistance and a free action Escape attempt or just the resistance? And if the Champion used Liberating Step in response to the Grab does the Fighter only get the free action Escape attempt or would she get resistance as well? How is this handled RAW per the published rules?
Pathfinder Starfinder Roleplaying Game Subscriber
So I have just started Triumph of the Tusk and my GM (who is awesome by the way) has allowed me to play this and we have had one combat so far. We are level 3. I play with a scimitar and a bladed gauntlet. During combat my first turn was getting into position to flank with our barbarian and do a Strike. Second turn was casting Bane and Shield because I got flanked. Both enemies in the Bane failed their saves so -1 to attacks which saved me from getting crit. The rest of the combat was sustain Bane to make it bigger and catch more enemies in it, make Strikes, and using Shield when I thought it was needed. So the basic loop was to Strike, Sustain, Flank, Shield, Strike, Repeat. I found it fun and simple, also it was funny as s!$@ to see a forty foot aura on screen LMAO!!! I understand this is not everyone's cup of tea and it could have been done better.
Pathfinder Starfinder Roleplaying Game Subscriber
So I have only read both the original Oracle as it appeared in the Advanced Players Guide and the Remastered Oracle in Player Core 2. Could someone who has played the original Oracle chime in and give their personal thoughts on what they believe the Oracle lost/gained in the transition to the Remaster? I read a few threads on Reddit about this topic and turned out to be a big mistake as it always devolved into fighting.
Pathfinder Starfinder Roleplaying Game Subscriber
Player Core 2, Pages 91 & 92 So I have made a post about this before but with the slight word changes in the Remaster I once again call it into question. In the description of Destructive Vengeance it says: ".....You increase the amount of damage you take by 1d6, and you deal 1d6 spirit damage to the triggering enemy......" For this portion my question is: do you role just 1d6 and use that result for both instances of damage or do you role a separate 1d6 for each instance of damage? Relentless Reaction (9th Level)
I put this in to be thorough. Exalted Reaction (11th Level)
My question for this is: Would creatures in the champion's aura that are damaged by the Exalted Reaction also take persistent spirit damage from the Relentless Reaction? If you do decide to help me could you please explain why you would rule one way or another and how you interpret the way the abilities are written to come to your conclusions?
Pathfinder Starfinder Roleplaying Game Subscriber
Follow up if you don't mind, for Destructive Vengeance do you role the d6's once or twice? Bloodshed begets bloodshed as you drag your enemy toward oblivion. You increase the amount of damage you take by 1d6, and you deal 1d6 damage to the triggering enemy, choosing spirit or void damage to deal to the enemy each time you use this reaction. In addition, until the end of your next turn, your Strikes against the triggering creature deal 2 extra damage of the type you chose. I have ruled only once in my game. Thoughts?
Pathfinder Starfinder Roleplaying Game Subscriber
So I have a player who is playing a level 11 Antipaladin of Gorum and she is loving it but I have come across a ruling that I need a second opinion on. Her divine smite states that a creature damaged by her Destructive Vengeance reaction takes persistant spirit or void damage equal to her charisma modifer her choice, simple enough but its her exalt that is tripping me up. It states: When you use Destructive Vengeance, each enemy within 15 feet of you other than the triggering creature takes half the damage you deal to the triggering enemy, of the same damage type you chose. So does this mean that all creatures that took damage also take the persistant damage from the divine smite? I have currently ruled they do and she lives to be surrounded so she can mini nuke everything in 15ft. Was curious as to how to properly read the rule as well.
About FingernipperPROFILE: ◈ Male Ysoki Envoy [Corporate Agent/Paranormal Investigator] LEVEL 3 ◈ LN Small HUMANOID [Ysoki] PACT WORLD PROFILE◢:
◈ FULL NAME▸ Fingerniper of
VITAL STATS◢:
◈ AGE▸ 20
MOVEMENT+INITIATIVE+SENSES◢:
SPEED▸ 30 FT INITIATIVE▸ +2 SENSES▸ Darkvision 60' PERCEPTION +6 HEALTH+RESOLVE◢:
HP [Hit Points]▸ 21 = [CLASS Value + Race Mod] SP [Stamina Points]▸ 21 = [CLASS Value+CON Mod] RP [Resolve Points]▸ 4 = [Starting 1+CHA Mod] ARMOR CLASS◢:
EAC [Energy Armour Class]▸ 14 = [10+Armour Mod+DEX Mod+Misc Mod] KAC [Kinetic Armour Class]▸ 15 = [10+Armour Mod+DEX Mod+Misc Mod] AC vs Combat Maneuvers▸ = 23[8+KAC] SAVING THROWS◢:
FORTITUDE [Constitution]▸ +2 [Base Save+Ability Mod+Misc Mod] REFLEX [Dexterity]▸ +5 [Base Save+Ability Mod+Misc Mod] WILL [Wisdom]▸ +3 [Base Save+Ability Mod+Misc Mod] ATTACK BONUSES◢:
BAB [Base Attack Bonus]▸ +2 Melee ▸ -1 Range ▸ +2 CMB ▸ +1 MELEE ATTACK▸ +1= [BAB+STR Mod+Misc Mod]
WEAPONS◢:
WEAPONS◢: LASER PISTOL, AZIMUTH ◁ [LEVEL▸ 1 ATTACK BONUS▸ +3 (+3 BAB ) DAMAGE▸ 1d4 F CRITICAL▸ BURN 1D4 RANGE▸ 80FT TYPE▸ FIRE AMMO/USAGE▸ 20 CHARGES/1 CHARGE SPECIAL▸ - ] KNIFE, SURVIVAL ◁ [LEVEL▸ 1 ATTACK BONUS▸ +0 DAMAGE▸ 1d4+0S CRITICAL▸ - RANGE▸ - TYPE▸ Basic Melee AMMO/USAGE▸ - SPECIAL▸ Analog, Operative ] Teeth ◁ [LEVEL▸ 1 ATTACK BONUS▸ +1 DAMAGE▸ 1d3+0 CRITICAL▸ - RANGE▸ - TYPE▸ Basic Melee AMMO/USAGE▸ - SPECIAL▸ Analog, Operative ] GRENADE, FLASH[LEVEL▸ 2 ATTACK BONUS▸ +0 DAMAGE▸ - CRITICAL▸ - RANGE▸ 20FT TYPE▸ Basic Melee AMMO/USAGE▸ - SPECIAL▸ Explode (blinded 1d4 rounds, 5 ft.) ] GRENADE, SMOKE[LEVEL▸ 1 ATTACK BONUS▸ +0 DAMAGE▸ - CRITICAL▸ - RANGE▸ 20FT TYPE▸ Basic Melee AMMO/USAGE▸ - SPECIAL▸ Explode (smoke cloud 1 minute, 20 ft.) ]
ABILITY SCORES◢:
STR▸ 8 [-1] DEX▸ 14 [+2] CON▸ 12 [+1] INT▸ 12 [+1] WIS▸ 11 [+0] CHA▸ 16 [+3]
RACE: Ysoki◢:
Ability Adjustments +2 Dex +2 Int –2 Str Hit Points: 2 - RACIAL TRAITS-
Natural Weapons:Ysoki can have long, sharp teeth. A ysoki with this trait is always considered to be armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and the attack doesn’t count as archaic. Ysoki with this trait gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). This replaces cheek pouches. Darkvision: Ysoki can see up to 60 feet in the dark. Moxie: Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter, a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check. Scrounger: Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks. THEME: Corporate Agent◢ +1 CHA:
Theme Knowledge (1st) You are deeply connected to the world of corporate culture, and know all the movers and shakers. When attempting a Profession or Culture check to recall knowledge about corporations and their executives, reduce the DC by 5. Diplomacy is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation. SECONDARY THEME: Paranormal Investigator◢:
Theme Knowledge (1st Level) You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill. You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. ENVOY:
ENVOY IMPROVISATION[1ST] Get ’Em (Ex) [language-dependent, mind-affecting, sense-dependent] As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet. Clever Feint (Ex) [sense-dependent]
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success. EXPERTISE (EX) 1ST LEVEL
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results. SKILL EXPERTISE (EX) 1ST LEVEL
EXPERTISE TALENT Convincing Liar (Ex; Bluff)
FEATS:
1st - Weapon proficiency (long arms) 3rd - Weapon specialization (long arms) SKILLS ◢:
Class Skills List▸ Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), Medicine (Int), Perception (Wis), Piloting (Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) Class: 9 Skill Ranks per level [ 8 Class; +1 INT (+1d6 Expertise for Sense Motive and Bluff)] ACROBATICS +8▸ 3 Rank; +2 DEX; +3 Class
LANGUAGES ◢:
COMMON;YSOKI, Eoxian EQUIPMENT + CARRYING CAPACITY◢:
CARRYING CAPACITY [Unencumbered]▸ ≤4 CARRYING CAPACITY [Encumbered]▸ 5-8 * CARRYING CAPACITY [Overburdened]▸ >8 ** * [While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.]
[B]LASER PISTOL, AZIMUTH ◁ [LEVEL▸ 1 BULK▸ L]
TOTAL BULK▸ 1 CREDITS + VALUABLES ◢:
605CR |