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Liberty's Edge

SCPRedMage wrote:
BigNorseWolf wrote:

Mithral counts as one category lighter, so it won't slow you down.

Indeed. Mithril Kikko armor has three drawbacks:

  • Arcane spell failure: 10% (ignored by bard and magus, overcome by Arcane Armor Training)
  • The fact that it's armor at all (for monks)
  • It costs 4,030gp

If those aren't enough to chase you off, it's the best light armor around.

I have darkleaf studded armor

3 armor max dex is 7 no ac and 775gp

and your wearing crazy leaves and twigs and whatnot

Liberty's Edge

the main feats you want are

point blank shot
rapid reload
precise shot
deadly aim
rapid shot

the order is up to you, but the first should be point blank shot and either precise or deadly aim or rapid reload.

rapid shot is likely 4th or 5th. if you are going to get a double pistol then wait on rapid reload as that is per gun type so wont work with your starter pistol (and I think it is 3rd level at the earliest that you will have the fame for a double pistol).

I took precise shot last as it was situational. not sure if I would do this again, as even against touch ac I would still miss a lot when firing into melee.

after this there are good feats to take (extra grit being a good one), but none that are as "essential" as these first five

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I think they aren't officially clarified as light weapons anywhere, but yeah, you can dual wield pistols

two weapon fighting helps with the penalties and all that..

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I think like others are saying, gunslinger doesnt work well as a backup class. you'd probably be better off with a wand of magic missile then one lvl of gunslinger (then you'd be a missile slinger).
5 levels of gunslinger however would go very well with a wizard. having dex to damage and the most important/pertinent feats. but this would be more focused on the gunslinger part.
but if this isnt what you want, it isnt what you want.
if you want one level of gunslinger I'd go mysterious stranger, especially if you switched from wizard to sorcerer as mysterious stranger uses charisma instead of dex. and their 1st level ability adds charisma modifier to damage which is more useful if your gun isnt your primary weapon (you can do this only as much as your charisma modifier).

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1. you must take rapid reload for double musket (axe musket, etc.), this is different then the rapid reload for the single-barreled musket that you start with.

2. the lower range seems a typo, though to the best of my knowledge it hasnt been errate'd yet...

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Lexica Rose wrote:
Caderyn wrote:
Both shots are simultaneous, which means you get the 1 misfire + 1 hit (and the misfire chance is not raised for this 2nd shot), however remember if you get 2 misfires your weapon explodes (and this would apply instantly to a double barrelled weapon if both shots misfired)

Because "Both Barrels" are fired in the same action, even if you roll two 1's the gun will not explode, the misfire penalty does not have the opportunity to stack with the other shot. It gains the broken condition (misfire +2) for the next attack. If the next shot falls in the misfire value and it still has the broken condition then the gun would explode.

I always assumed that two misfires would explode the gun and that the penalty stacks as well. but I suppose that doesnt make sense as it is two separate barrels, so why would one being broken cause the other, which isnt broken, to go straight to exploding.

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I am wondering if there is an official pfs ruling on this scenario:
I fire both barrels of my double pistol, one misfires and the other hits-- do I still get to roll damage for the hit or does the misfire automatically negate both attacks?

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Lamontius wrote:


This may sound dumb, but uh...never start any fight loaded with paper cartridges. Load normal ammo for your first shots per barrel, everytime.

I dont think this is dumb at all!

I have suggested this in the past as well-- saves on money and lowers misfire chances

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I think the "penalties stack" is referring to deadly aim stacking with twf stacking with double pistol, etc. the reference to "do not have a type" is alluding to the bonus types (like competence bonus) and how they dont stack, so it is clarifying that the penalties do. but I dont think this means that they would increase in anyway.

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the devs. explination to the first question is very confusing, but I think he is saying that double pistol shot is one of the attacks, as in "an attack that is a part of the full-attack" i.e. in a full attack round you get (say) three attacks, 1st bab, 2nd bab, and rapid shot, the "double tap", referring to the original question, is one of those attacks, as in the 1st bab, but this does not mean that the other attacks being made couldnt also be attacks made with both barrels. in other words, your first attack could be both barrels with the -4 to hit for both, your 2nd bab could be a single barrel shot and your rapid shot attack could be single barrel as well. or they could all be double barrel shots. again, this isnt totally clear, but if you look to his response to the 3rd question, which is about an all out attack with twf and double pistols at 20th lvl, I think he clarifies his answer:

dev wrote:
firing all but 8 bullets (four attacks, 8 attack rolls) with the double pistol (at base attack plus double barrel pistol penalties at +12/+7/+2/-3 for each)

four attacks but 8 rolls-- double pistol means two rolls per attack. the +12/+7/+2/-3 is the bab at 20th lvl -4 for twf and -4 for double pistol.

and furthermore

dev wrote:
to get the off-handed weapon attacks (two at +12 and two at +7, just counting base attack and penalties for two-weapon fighting and the double barrel pistol)

again the +12 and the +7 are the babs and there are two because of the double pistol

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you need the two weapon fighting feat and then it is -4, -4

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lemeres wrote:


Since almost every gunslinger build I've seen on these forums end up like this, I am starting to understand why GM's keep on banning gunslinger... Why is no one ever happy with one gun? Why is there no love for muskets?

I am curious to get to 7th lvl and get the targeting shot deed, seems like it could be very useful and super fun. could be a good signature deed for a musket master, especially nice with that extra range. on the other hand 20% misfires would be a drag...

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blackbloodtroll wrote:
andersen wrote:

I mean I like rolling d10s and d12s because of their shape, d4s are just too weird, you dont roll a d4, you drop it onto the table. even d6, its too much like monopoly. this is why I dont like greatswords.

I have my Great-Grandfather's Ivory D6, so I love using them.

They are so nicotine stained, that they got nicknamed my "smoke dice".

dice with a history are definitely cool,

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I mean I like rolling d10s and d12s because of their shape, d4s are just too weird, you dont roll a d4, you drop it onto the table. even d6, its too much like monopoly. this is why I dont like greatswords.

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mplindustries wrote:
A highly regarded expert wrote:
'Cuz rolling 2d10 on a crit with one hand is just cool.
Why is it cooler than rolling 2d8? Or rolling 2d6 50% more often?

I agree, rolling a d10 is so nice, or a d12 is even better. I'd never want a falchion, even though it is the uber crit weapon, just becuase rolling 2d4 seems like such a drag. even d6s seem kinda rough...

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the price you pay for being so awesome....

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I love this idea, way to go!

better initiative, surprise round attacks, wands-- amazing

and there is no real 12th lvl gunslinger ability that you would be missing.

also, to get even more initiative there is a good ioun stone (dusty rose cracked) that is +1

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deadly aim does work with guns.

you might want to stay gunslinger to at least 13th level where you no longer misfire. if you are twf using double barrel pistol misfires will probably be more common then you'd like.

also signature deed at 11th level.

edit: valmoon got me!

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kaisc006 wrote:


Why is Str not a problem? Because your Dex will be so high you'll only need leather armor. At level 8 you should have 20 Dex and a +4 stat belt. +7 Dex armor bonus = Leather. Also, because you're playing a gunslinger gunslinger style you don't need any melee weapons.

darkleaf cloth studded leather is max dex +7, no armor penalty, ac +3, 10 lbs, 775gp, and counts as masterwork if you want to add to it later..

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yeah, no need to be a switch hitter. and it isnt really one trick pony, there is a lot of tactical decisions to make, to position yourself well and move as little as possible, all pretty close to melee. I looked into zen archer, but in the end it seemed pretty boring, just sit in the back and unload. gunslingers are a bit more on their toes, which is fun.

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yeah, and the double musket would be 1-4, with the possibility of an explosion, which wont happen with a normal musket.

one trick to do, once you have 3rd lvl, and reloading with alchemical shots is a free action, reload your weapon at the beginning of your turn. this way when the combat/encounter is over you can reload with a normal shot/gunpowder, this saves money and also helps with the misfire range on the next shot you make.

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yeah, so in effect, you dont get the free rapid reload at 1st level if you want to go double musket.

but this isnt all that terrible, or even you could not go double musket.

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rapid shot is very good-- not too expensive, but dont take this until 3rd level as you wont be able to take advantage of it until you get fast musket.
point blank is good and a prereq for other stuff.
precise shot is good too, as is deadly aim. the order you take these is based more on how you see your pluses and minuses to to hit and to damage. keep in mind you are touch ac, so it isnt that hard to hit. I took deadly aim early on because I liked the inconsistency of hitting but with higher damage. I wonder too if being musket master with better range then pistol you will be able to take guys out before they even enter melee...

if you are going to multi-class, at least get to 5th level so you can add dex to damage.

and get a double-barreled musket whenever you have enough fame to afford (usually in 3rd level at some point). it is a -4 to hit, and adds a misfire, but doubles the damage. try to get a +1 on that asap as well, if not when you buy it-- if a non-magic gun explodes you're out the gold, but a magic weapon you can "make whole" for 60gp..

one question I have, is rapid reload and the issue of it being for a gun type (like muskets) or a specific gun (like either musket or double barreled musket). discussion on the boards seem to be that they are for specific guns. though in musket master archetype it mentions you get a bonus feat lvl1 rapid reload (muskets), plural, implying it is for all muskets. this makes sense to me as it is just two musket barrels, but with pfs it seems prudent to be very conservative... does anyone have any thoughts on this? has there been an official ruling?

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if it is wrecked you can get a "make whole" spell for 60gp in pfs. the rules mention using gunsmithing feat to fix a wrecked firearm as well:

Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat).

though gunsmithing feat doesn't clarify this, and I am not sure how this would work in pfs-- anyone know if this was ever ruled on? though 60gp is cheap so maybe it doesnt matter...

but yeah, double pistol explosion before you can get the +1 to it seems a real bummer...

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there are some nice ioun stones you can get as well that are listed in the seekers of secrets pathfinders chronicles book.

for instance for 2 prestige points you could get:

dark blue cracked: +2 to perception and sense motive checks
dusty rose cracked: +1 to initiative
also, a bunch that add to other skills...

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thistledown wrote:


Sorry to burst the bubble on this one (I've got two gunslingers myself)

Additional Resources wrote:
No character may purchase a firearm unless she possesses the Gunsmithing feat and firearms are never considered Always Available; a character must possess enough Fame to purchase any firearm not found on a Chronicle sheet or granted by a class feature
Got to have enough fame for the gun you're buying. And you can't get it free as an arcane bond either.

ah, yep, straight from the additional resources pdf you can download.... well, I guess I wasnt crazy after all!

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Azaelas Fayth wrote:
@andersen: I am so glad I am not the only one who has moments like that.

they happen all too often :)

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kaisc006 wrote:
andersen wrote:
though with fame, it isn't until 1/3 into third level that you have the fame to make the double pistol purchase (and this is assuming you are getting 2 pp every game). in pfs you dont get the half cost craft firearms.
Reread the section regarding fame. Double Pistols are always available so long as you have the cash, so is mithril or adamantium armor.

omg, you are totally right, what was I thinking??? it must have gotten into my head somewhere that double pistols were outside of "always available"... though ironically, the whole impetus for my comments in this thread was to suggest not taking rapid reload, but now that I dont have it, I cant take full advantage of a double pistol! but thanks, glad I found this out..

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Azaelas Fayth wrote:
Hmm, I really need to read about PFS some more.

yeah, so many little rule variations to remember! and you have to be so RAW since the idea of pfs is that you can play anywhere and so need to maintain an objective as possible understanding of the rules. thus the annoying rapid reload for double pistol being different then the starter pistol. but it is fun and makes sense that as a pathfinder you would work/adventure with multiple different adventurers...

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kaisc006 wrote:
andersen wrote:
kaisc006:I am curious as to why you take rapid reload so early on.

Sorry I took so long to reply was at U Con today but looks like people explained it :) Some other considerations:

Movement: You mentioned that a gunslinger needs to get used to not moving, but a gunslinger actually moves a lot. You must move within that first range increment so movement becomes key. Also, you may not be able to afford alchemical charges so early in the game so sticking with normal bullets means you can fire every round. I envision the gunslinger like a melee reach fighter that doesn't threaten and in many ways handles like a whip fighter.

Double Pistol: I play pfs too so didn't begin with a double pistol. However, in society play you should get one at 2nd level. With rapid reload, you now can fire twice every standard action. This is the only time I use double shot unless in an emergency to avoid a potential explosion (plus rolling so many attacks gets obnoxious lol). Also you'll be dealing fantastic DPR so double shotting all the time isn't necessary.

yeah, I guess I have been lucky thus far with encounters, moving into place in the that first round, and then reloading the beginning of each following round, the 5ft step being enough to do any repositioning. in one instance I stealthed into position before the melee started. it didnt quite work, I was busted at the last moment, so was in position, but rest of the party wasnt in the room when it all started. it was fun to try!

though with fame, it isn't until 1/3 into third level that you have the fame to make the double pistol purchase (and this is assuming you are getting 2 pp every game). in pfs you dont get the half cost craft firearms.

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ossian666 wrote:
If you want to 2WF then I recommend 2 levels in Alchemist. Gets you the arm needed to reload 2 pistols, gets you Extracts (Shield is my favorite), and you can buff that Dexterity up with your Mutagen. Bombs are kind of a lame bonus but at least you can snag some Stingchucks for free and add Int to their damage...I typically do for swarms although it doesn't make sense how Stingchucks would damage a swarm...

hasnt it been concluded that using weapon cords allows for two weapon shooting? cheesey yes, but rule-wise totally legal?

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lantzkev wrote:

well spell slinger is a lame duck of a archetype anyhow, despite the cool artwork with it!

the only advantage the fighter has is in weapon training really, I'd actually see a fighter out performing early, but falling quickly behind at lvl 5+

I love that picture too...

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Azaelas Fayth wrote:

I seem to have been playing it wrong... my gunslinger player isn't going to be happy...

No more starting with a Battered Double Barrel that she can sell later on to get her Pepperbox. Though I like the crafting and upgrading method.

Hmm, Now how does their free gun work with advanced firearms?

double barreled pistol is probably the best gun you can get, just because every time you fire a shot you actually fire two. there could be some argument made for using a pepper box (or an advanced firearm for that matter-- I play pfs so never really think about them) and never getting rapid reload, but I dont think it would be a convincing one...

and glad you like my avatar :)

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Azaelas Fayth wrote:
To be able to move and fire in every turn.

yeah, using alchemical shots to reload as a move action makes movement a bit more difficult in firing, but a) it is good to learn to move as little as possible and b) if your gun is loaded you can shoot and move in a round, and the next round reload and shoot. (I am almost 3rd lvl and only a couple times have not been able to make a shot because of needing to move two rounds in a row). so is it just a matter or preference between a bit extra damage and more flexibility with moving then?

for the record, this would be my feat build (with a double pistol)

1 point blank shot, deadly aim
3 rapid reload
4 rapid shot
5 maybe precise shot or twf depending on how tough hitting targets is at that point with the double pistol and rapid shot

maybe another thing to consider is that rapid reload for double pistol is different then normal pistol. this rule gets waived often, but I am in pfs where the rule is a reality, and you cant get a double pistol until after 3rd level...

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ossian666 wrote:
Because reloading firearms as fast as possible is a bigger damage increase than deadly aim is.

at low levels you wont have rapid shot/extraBAB/twf, so reloading as a free action is unnecessary. I mean, I am saying you take rapid reload at 3rd level and then rapid shot at 4th. but I am just wondering if there is any other reason to take rapid reload at 1st level...

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kaisc006:
I enjoy your posts in general, and think I will take two weapon fighting at a later level after reading your last one, but I am curious as to why you take rapid reload so early on. the only reason I could see to do this would be to save money, which, granted, is a good reason, and moving and shooting is a bit easier as well, but to me it makes sense to take deadly aim for more damage. or even precise shot if you were concerned about your to hit at low levels.

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oh right, duh. the first table in the whole book...

thanks!

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Helaman wrote:
1 for level, 1 for Int, one specialist school spell and 1 for arcane bond.

maybe I am totally missing something here, but doesnt Int bonus give +4 for 18, +5 for 20?

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unfortunately gunsmithing gives no half off discount to buy a new gun in PFS. and like big norse wolf says-- in the first few levels at least, even tougher then having the actual money is having enough fame to actually be able to spend it.

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Crysknife wrote:

Bracers of the falcon aim are simply unbelievable, more so because someone at paizo looked at the lesser bracers of archery and thought: man, archers sure have it rough this days, better make them more powerful!"

catman123456 wrote:

IMO for the gunslinger,a gunman's duster.

+4 ac can add full dex bonus :)
+2 ac for fire arms(kind of meh for me)
+1 to grit up to max if amateur gunslinger or gunslinger

only 36,000gp

This could be the first trap of the lot.

+4 ac is worth 16k gp.
+2 ac against fire arms is kind of meh, a gunslinger will hit you anyway.
+1 to grit is not bad but not worth me 20k gp more.

also, concerning that grit, it says "this extra point does not increase her maximum grit total" so I am assuming this means, well, I have no idea what it means, except for that you aren't getting any extra grit, except in the case that you go to sleep with less grit then maximum you will get an extra in the morning... which seems utterly pointless...

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Quatar wrote:

No it's just Wis. Other classes have some of their limited resources at Wis+3 or Wis+1/2 level, that's what he was refering to. That Gunslingers don't get that.

Theres also always the Extra Grit feat I guess, but the first few levels are filled with other stuff, before i'll think about that.

ok, thanks!

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Lemmy wrote:

So that's 11 levels of sucking. Grit is pretty limited, since it's only Wisdom(or Charisma) modifier instead of Wis/Cha + 1/2 level or even Wis/Cha+3.

where is the wis/cha +1/2 level coming from? I have seen other mention of it, but cant find the rules about gaining grit with level... is it new? favored class bonus? have I completely missed something?

thanks!

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Flashohol wrote:
andersen wrote:
you would need to take rapid reload double barrel musket if you plan on going the double barrel musket route. it is different then the rapid reload you get as a musket master as a free feat. maybe gm would let you start with double-barrel though instead of the normal...

I disagree.

Musket Master gives you "Rapid Reload(Muskets)" and the firearms are listed as "Musket, Blank" and in the discription they all say "this Musket..." so to me it seems like they are all muskets.

believe me, I wish it werent so, and I'd be happy to be proven wrong, but if you search for rapid reload double pistol it brings up multiple posts like this one:

http://paizo.com/forums/dmtz50ly?Another-Rapid-Reload-question#1

it does seem like something that gms might over look, but I think PFS-wise, that is the way it is...

truth be told, for pistoleros at least, it isnt that big a deal, if you take it at 3rd lvl you should be fine (even 5th level is maybe fine...). you aren't going to be doing multiple attacks first two levels anyway. it gets a bit crunchy with moving and shooting two rounds in a row, but it is doable, and if anything builds good practice with learning to move as little as possible for when you do have more attacks and want to take a full round attacking..

as for musketeers, it is maybe tougher, and again, I dont know how you'd deal with starting off with rapid reload feat. I play a pistolero so...

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you would need to take rapid reload double barrel musket if you plan on going the double barrel musket route. it is different then the rapid reload you get as a musket master as a free feat. maybe gm would let you start with double-barrel though instead of the normal...

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kaisc006 wrote:
Emil Refn wrote:
Michael Brock wrote:
Weapon cords do not prevent reloading.

Ahh thank you!

The argument over two-weapon fighting order of attacks was clarified by Jason Bulhman HERE.

Also, I keep seeing people state a gunslinger expending 100+gp in a round. In PFS, alchemical cartridges cost 50% base price (6gp per shot). Yes it's still expensive but not unmanageable.

also, it is good to still have gunpowder and shots with you as well, no need to reload using alchemical cartridges after an encounter.

and if you've taken rapid reload you can use gunpowder and shots as a move action (with pistols at least) so if you are positioned well-- and dont need to move, you can shoot and reload the old fashioned way in your turn. of course, this only works well at lower levels...


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Does the restricted status on Gorum for PFS play only apply to character options with divinely-granted abilities, or to worshiping him in general? (Or something in between?)

The reason I'm asking is that I'm considering rebuilding an old 1E PC for 2E. He was an inquisitor of Gorum, and the vindicator class archetype that replaces that class in 2E still requires a divine patron, so he'd clearly have to choose either a new class or a new god, or both. And I'm definitely interested in making that traumatic loss of his patron integral to the 2E version.

Would Gorum still be available as a deity for the Raised by Belief background? That doesn't grant any divine powers, just the usual boosts, skill training, and skill feat that almost all other backgrounds do. If that is explicitly disallowed, or is too much of a gray area for comfort, I can easily pick another background that focuses on a slightly different aspect of his history (most likely Martial Disciple or Warrior).

Advocates 2/5

I realize this thread may not be as timely as it would have been a year ago, but frankly I’m surprised that nobody else here ever started one, as it’s a very flavorful (and very meta) sort of boon. (I may start a similar thread for the 2025 boon, Planetary Explorer, if there is enough interest.)

“Game Store Owner” was the 2024 Regional Support Program Boon for Starfinder Society (1E) GMs. The tiers you could earn through GMing games started with small bonuses to social and professional skills, later progressed to increased income, and eventually granted a franchise (give a copy of the boon to another character with the first few boxes already checked).

For me, this boon inspired a brand new character who would benefit from the early skill bonuses, and embrace the gamer/Starfinder theme. Anohana is a samsaran vidgamer witchwarper who is used to living in multiple alternate realities at once: the memories from her past lives, the virtual reality of games, and the glimpses of other worlds that manifest through her magic. She is an enthusiastic member of the Advocates faction, firmly believing that playing games together is an excellent way to build stronger community ties, both within the Starfinder Society and without.

Anohana was born to lashunta parents on Castrovel, so has the blue skin and white hair and eyes common to samsarans, but with vestigial antennae. Once she acquired enough experience and wealth, she “corrected” her lack of telepathic powers through a species graft and learning witchwarper spells mimicking lashunta racial magic. Anohana’s store is Blue Shift Games, named for both her distinctive coloring and for the blue shift experienced as things come closer to the observer (as he hoped customers would to her store).

Here is my initial portrait of her, and here is a close-up showing part of her haunted prosthetic arm. (I didn't realize until after I'd drawn her that she bears a very strong resemblance to a Star Trek Andorian. That wasn't remotely intentional, but perhaps it's a hint about one of those other worlds she gets occasional glimpses into...?)

I do roughly as much GMing of SFS as I do playing, and have several other PCs, so I completed the boon this past March just as Anohana reached 4th level, having only played her once. I also loaded several other boons onto her right off the bat, because I could (and because 2E was on the horizon–use ‘em if you got ‘em!). My Tier 4 Wayfinders character earned the Alien Allies boon, which I used to give Anohana her species boon without using her Personal Boon slot. That allowed me to give her the Possessed Augmentation convention boon, which I’d had since 2019 but never found a home for. She is also the protege of that same Wayfinders PC, through their Forum Member boon. Finally, she acquired a Hireling (her full-lashunta nephew, who provides tech support for the store), bringing her to 6 boons before she ever earned her first XP.

Most recently, Anohana earned credit for Clone Batch Catastrophe, and I decided that she had been infected but cured. She shared most of the Joros’ hobbies already, so the most notable changes for her were an interest in disk-shaped weapons and singing. (If I ever make a Joro PC in 1E, they’ll be the character who gets her franchise.)

I need to find (or make) more opportunities to play her now that she’s 5th level, with a completed GM boon (but an incomplete Possessed Augmentation). I haven’t decided which adventures I’ll seek out with her, but there are still a number of 1E scenarios for levels 3-6 and up that I haven’t played yet. I may give her even more augmentations (wings? breath weapon? finitrium?) as she grows even weirder and more fantastical, but only time can tell.

Advocates 2/5

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It's taken a little over a year, but I finally marked off the last two boxes on my Game Store Owner boon last week. And that makes me curious: What kinds of characters have other Starfinder GMs out there applied this boon to?

My game store owner is Anohana, proprietor of Blue Shift Games on Absalom Station (portraits here and here). I very much used the boon as the starting point of her concept, and she's just reached 4th level (mostly through GM credit, but I have played her a couple of times, and hope to again at some cons this year).

I made her a samsaran vidgamer witchwarper. She routinely gets flashes from past lives, virtual realities, and alternate worlds, respectively, so occasionally gets a little confused about which reality she's operating at every given moment. But that rich array of experiences gives her plenty of inspiration for new game material. She's a member of the Advocates faction, because she sees playing games as an excellent way to help people bond with others, and escape from their own troubles for a time.

Anohana was born to lashunta parents on Castrovel, so had vestigial antennae, but did not actually possess telepathy until very recently, when she was finally able to afford a limited telepathy graft. She has also learned a couple of spells that duplicate innate lashunta magic, because her family identity remains important to her. As a samsaran, she matured and ages more slowly than the rest of her family, so she doesn't look much older than her nephew Query, who provides tech support for her store--and occasionally her Starfinder missions. (Anohona may be a vidgamer, but she's hopeless with any other tech.)

Because I don't know how many more new characters I'll be making for SFS 1E with 2E on the horizon, I am also loading up Anohana with as many boons as I can. Besides Game Store Owner and Samsaran Admittance, she also started off as the beneficiary of two boons earned by my high-level Wayfinder PC: Alien Allies (apply a race boon without using the Personal boon slot) and Forum Member (stat boost to a new 1st-level protege). With her Personal slot freed up, I was able to finally give someone the Possessed Augmentation boon that I received at my first SFS con game a few years ago. (You can see hers in her portraits.)

2/5

Is there ever a time that a GM can use the effect of a boon already possessed by a character when applying GM credit for a scenario to them? The reason I'm asking is because some Social Boons (such as Known Quality and Game Store Owner) can increase the amount of credits earned from the adventure or from downtime. Can these extra credits only be earned when getting player credit for a scenario, but not GM credit?


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I noticed that the lists of deities for the Avatar spell (page 222) and the list in the Deities section of Chapter 8 (page 245-249) do not match up exactly: Desna, Iomedae, and Sarenrae only appear under Avatar, while Lambetuin, Lissala, and Meyel only appear in Chaper 8.

Are Desna, Iomedae, and Sarenrae no longer considered core deities? (I did notice that the new list numbers 20, same as the core deities in PF2.) These three were all fairly prominent in 1E, so I'm curious about the explanation, if any.

If those three are still available as deities, should we be using their Player Core entries for relevant character options? At the very least, favored weapons would need to be updated.


I know there are tons of threads on these boards for theory-crafting character concepts, some of which involve dipping into multiple other classes, but I'm curious about how often you actually see characters with more than just two or three classes being played at the table?

Our former Venture Lieutenant became infamous for arcane builds that cherry-picked low-level abilities from multiple classes--usually taking an unusual archetype for every class--in order to achieve some combo he had in mind. It became something of a running joke for us to express shock and amazement any time his PCs took more than one level in a single class. One of his more effective weird builds was focused on sunder attacks with multiple natural weapons. IIRC that PC had 4-5 different martial classes by level 5-6. He's gone to similar extremes to achieve a specific schtick at least once or twice since then. (He's particularly fond of dipping two levels of paladin for divine grace, and even when he doesn't he almost never dumps Cha because he enjoys being the party diplomat too much.)

I have rarely multi-classed my own characters simply because many classes' core abilities require investing levels in them to remain effective, and many higher-level abilities are too good to want to delay access to them. Casters are the ones most obviously affected in this way, but even a rogue's effectiveness in combat will suffer a serious hit if their other class doesn't make up for their sneak attack progression in some way. (At once point, my dash-1 rogue took a level of cleric for RP reasons, but soon retrained out of it because he could better serve his god by becoming a more effective rogue.) Out of my 17 PFS 1E characters, only 5 are multi-classed, and two of those are because I specifically built them to qualify for a prestige class. (I have one more who was aiming for a PrC, but the advent of 2E meant she never got played enough to get there.)

Speaking of PrC's, there are a few that require two classes to qualify for them (mystic theurge, eldritch knight, rage prophet, etc.) but I have yet to play any of those myself except as NPCs. I did GM for one back in my v.3.5 days. That PC was a cleric of the magic god, and had always intended to go mystic theurge once she acquired enough levels. Along the way, she also picked up a level or two of loremaster while advancing her arcane spellcasting, just because it was more interesting than taking more levels in wizard.

Radiant Oath 2/5

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I just made a post as my Radiant Oath PC in another thread, and his faction symbol displayed properly.

I checked my Characters list on my OP page, and none of them had a broken faction symbol.

[cue rapturous angelic note]

Praise be to Sarenrae, Triune, and whatever blessed goblins and skittermanders made this possible!

2/5

I finished running the Frozen Ambitions arc this weekend, and one of my players (the only one to play all four parts with me) had a question: Can he earn the Ghoran Admittance part of the Friend to the Ghorans boon a second time by GMing all four parts?

As a test, I found that I could download the boon a second time for one of my other characters who got credit for part of the series. But I wasn't sure if the boon was intended as 1. you can complete it once and that's it, or 2. you can complete it as many times as you have legal plays to tick boxes (so, twice if you play and GM all four parts, not counting any potential replay options).

I'm in no particular hurry to start playing the ghoran I've already earned from this series (I already have a couple other race boons I haven't used yet), so getting a second one is not a priority for me. But if leadership could shed some light on this question, I know my player would appreciate it.

Acquisitives 2/5

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I recently played

Spoiler:
#4-12: A Festive Occasion, which has a downloadable boon for an item that casts Dazzling Flares once a day.

Which raises a question about how the Dazzling Flares spell actually works. The save entry says "Fortitude negates," but the description never mentions a save, or the effects of failure or success. It just says the flares impose a penalty to Perception in the area. Does a successful Fort save negate that penalty?

My character will cherish his new toy regardless, simply based on its source, but a better understanding of the spell would encourage him to use it more.

Acquisitives 2/5

Last year, I received the Tune-Bot 2000 RSP boon, and immediately built a new envoy musician to give it to.

Tune-Bot 2000 (Ally Boon):

Spoiler:
Benefit: The Tune-Bot 2000 accompanies you on your missions. The robot takes no part in the scenario, but can be called upon to provide extra musical accompaniment. The robot's presence grants you a +2 on Profession (musician) checks. In addition, when slotting this boon, you can select a single boon you possess related to the acquisition of music (such as the Star Sugar Heartlove!!! boon or Abysshead Download boon) and slot that in addition to this boon--Tune-Bot 2000 having downloaded the associated music. You can install a computer onto the Tune-Bot 2000, which can be used to store important data, or even impart the robot with a personality subroutine that you determine. (emphasis mine)

I've yet to acquire any music-download boons on this PC, but now that I've applied credit from Band on the Run to him this past weekend (and downloaded the two associated Chronicle boons today), I've reread the Tune-Bot 2000 boon and have a couple of questions.

1. If I'm understanding the wording of the Tune-Bot boon, the music-related boon essentially becomes part of this Ally boon, and doesn't count as your one boon of whatever its usual type is. Is that correct? (Both of the examples in the text are Slotless, so that's usually going to be moot. But that leads into question #2...)

2. I'm wondering if Top of the Charts could be slotted with Tune-Bot 2000? As written it's not explicitly related to acquiring music, just having knowledge of a group. But since it's a Social boon, I'd love to have that point clarified. I won't be bent out of shape if the two boons are ruled incompatible, it would just be cool if they could be linked. (Tokno already has more Social boons than he'll ever use, and he's only 2nd level!)

Top of the Charts (Social Boon):

Spoiler:
Top of the Charts (Social Boon): When you slot this boon, you are treated as if you have a boon indicating your knowledge of a specific musical group (e.g. Abysshead or Strawberry Machine Cake!) if a scenario calls for it.

2/5

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I apologize if this has been answered elsewhere, but my search-fu has failed to find an answer on the boards or in the PFS 2E guide or the APG.

How you determine the rarity of the native languages of ancestries that do not appear in the Core Rulebook? Is the language treated as the same rarity as the ancestry itself? So, for example, would I be able to learn Tengu with the Multilingual feat because the tengu ancestry is uncommon?

2/5

I had a great time playing #7-99: Through Maelstrom Rift at PaizoCon Online earlier this week, but have a question about the Elemental Awakening boon on the Chronicle sheet:

Spoiler:
Whenever any of your characters earn a Chronicle sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include a copy of that sheet with this character's records and check a box below corresponding to that boon's element; Chronicle sheets applied to a different character do not grant you any benefit or rewards beyond serving as a record for this boon.

I have already played through nearly all of the Scenario 8 scenarios that would grant a benefit for this boon. Can I count those Chronicle sheets towards this boon, or can I only apply scenarios that I play or run after receiving this Chronicle for #7-99?

Scarab Sages 2/5

First, I'd like to preface this by saying that I DO NOT want to see any spoilers here for what happens in the Season 9 adventure(s) focusing on the Scarab Sage faction. I haven't played Salvation of the Sages yet, but now that Neferanu is finally in-tier for it, I look forward to doing so.

My question is specifically about the language about faction changes in the Season 10 Roleplaying Guild Guide. Page 32 states:

"Halfway through Season 9, the Scarab Sages faction became inactive. While the Pathfinder Society campaign is unlikely to produce more content to support this faction, characters who are already members of the Scarab Sages can retain their membership in the faction and continue to spend Prestige Points on faction benefits. Characters who are members of the Scarab Sages can also switch to another faction at a cost of 0 Prestige Points at the beginning of the next adventure they play after August 2, 2018."

If my Scarab Sage character stays in the faction, can he still earn Scarab Sage-specific boons on Chronicle Sheets from previous seasons' scenarios?

The Guide states the faction is "inactive," not "retired," and the section on Retired Factions (page 33) still lists Scarab Sages having access to Osirion boons. So I think this means that nothing has really changed other than not getting any new faction-specific missions in Season 10, but I would appreciate clarification on that before I next play Nef.

Irori be with you.


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I've been a huge fan of Green Ronin's Freeport setting ever since the very first adventure, Death in Freeport, in 2000. I've run Freeport campaigns in v.3.0, v.3.5, and Pathfinder, I've compiled unofficial fan errata for the setting, and along the way I've become an official contributor to the setting.

Ever since my Pathfinder Freeport campaign wrapped last year, I've been pondering using D&D Fifth Edition for my next Freeport game--though I have no idea yet when that will be (my plate's pretty full running my "Time of the Tarrasque" game, plus occasional D&D games for my kids). However, I have taken the time to write a number of columns for my "Studded Plate" blog exploring the combination of Freeport with 5E. This week's, about The Book of the Righteous, is probably my most ambitious yet.

I've decided to start a thread here (separate from my "Studded Plate" thread in Gamer Talk) as a way to highlight these Freeport 5E columns, and see what discussion I can start with others interested in the setting.

Here is the list to date:

2/5

I've recently downloaded the Season 9 Roleplaying Guild Guide, but have had very little time to compare it in detail to the Season 8 guide yet. Apart from the usual changes to faction goals for the new season, what else has changed in the updated guide? I did notice the new options for paying for raise dead in the footnotes for the PP cost table. Anything else?


I was recently introduced to the Condition Cards and Buff Deck through a fellow PFS player who brings them to game. I was able to order Condition Cards very easily, but the Buff Deck is listed as Unavailable. Does that mean it's out of print? Does Paizo have plans to produce any additional print runs?

The Condition Cards have already proven very useful at PFS and in my home game. From what I've seen of the Buff Deck, it would be just as handy to have at the table, too. I've looked for it on auction and reseller sites, but the prices are always absurdly high. I very much hope that Paizo will make this product available again.


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Back in 2000, I wrote a GURPS adaptation for the webcomic Sluggy Freelance. It was well received by both Pete Abrams and Steve Jackson, even earning a mention in the Daily Illuminator. However, I eventually drifted away from reading Sluggy and playing GURPS, and I never got around to doing more with it.

I've changed website hosts a couple of times since then, and lost the original files somewhere along the way. But thanks to the magic of the Internet Archive Wayback Machine, I was able to recover that content and have now uploaded GURPS Sluggy Freelance to my current gaming site, Thastygliax's Vault.

Due to the time that's passed since I was up-to-date on either the comic or the system, I have no plans to update this project, but I wanted to be able to share this labor of love again.


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Since October 2014, I've been writing a weekly blog titled "Studded Plate" devoted primarily to RPGs and LEGO, with occasional columns about my other geeky hobbies.

Today's post, "Building the Bestiary #121: Aquatic Animals," is part of an ongoing series in which I discuss building LEGO miniatures for role-playing games. (See the bottom of that post for links to past installments.)

I also frequently discuss RPG campaigns that I'm running (or have run in the past). Last week's post was a summary of the second session of my brand-new homebrewed Pathfinder campaign, "Time of the Tarrasque." (A link to part 1 is included in that post.)

A few other subjects I frequently cover include Green Ronin's Freeport setting (for which I've run multiple campaigns, and maintain an errata wiki), new monsters I've created for Pathfinder (or converted to that system), and reviews of new LEGO Minifigure series (with an eye towards using them for RPG minis).

I will try to post a link here to each week's column when I publish it. Please feel free to post any feedback here or (better yet) post comments directly to the blog entries. I hope you enjoy them!


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Every few decades, that dreaded abomination, the Tarrasque, reawakens from its long slumber. At such a time, the world's greatest heroes must defend the land from its nigh-insatiable appetite. Sometimes these heroes fail, and civilizations fall. And even when they succeed, the lands in the Tarrasque's wake are forever changed.

This month, I was finally able to start my first campaign in a homebrewed setting that I've been tinkering with for several years (ever since D&D 3.0/3.5, but we ended up running it in Pathfinder).

I've created a public wiki with information for my players. The Lands of the Sun page gives the basic pitch for the start of the campaign (quoted below), and links to information on character creation and world background.

Quote:

The region known as the Dragon's Wing is dominated by the coastal Sultanate of Asasor and the Lokoran Desert of the interior. Asasor is a subtropical nation of dark-skinned humans and halflings, ruled by the priests of the sun and moon gods. The sultan claims the borders of the Lokoran, and this frontier serves as a buffer between his realm and the sun-adapted orcs of that desert.

The Dragonspire Mountains, beyond the Lokoran, were once home to the evil hobgoblin empire of Rizagarn, but that nation's power was broken by the alliance of northern nations who founded the Shield. The hobgoblins' territory once extended as far as Asasor's borders, and the surviving eastern tribes remain a thorn in the sultanate's side. Fortunately, the hobgoblins and orcs hate each other as much as they do humans and halflings, which keeps their numbers from growing too great. But one of Asasor's greatest fears is that a charismatic warlord will arise among one of those races and undo the precarious balance along the frontier.

The priests of Asasor are also vigilant against the cult of Asmolon, the evil god of darkness and undead. This cult was responsible for the destruction of the halflings' ancestral homeland across the southern sea, and the sun god's champions try to prevent another such catastrophe by finding and destroying any evil they can uncover. They are also wary of the Cult of the Tarrasque, which has numerous adherents among the orcs, who zealously guard sacred sites in the desert where the beast has appeared in the past.

"Lands of the Sun" will initially focus on the hills and deserts of the frontier, with the heroes dealing with threats from orcs, hobgoblins, and death cults. Most adventurers here are humans, halflings, or half-orcs, but the other core races do visit and live within the sultanate in small numbers.

I've posted summaries of our first two sessions to my gaming blog, Studded Plate: