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Sharkbite wrote:
In fairness, you do get more AcP for running the game ... but since all of the SF2 options are completely open to everyone, and virtually nothing is gated at this point, it's far less of an incentive to accumulate more AcP. It seems like once Galactic Ancestries comes out, we likely won't even need to buy the 8 AcP boons to play ancestries like dwarves, elves, and goblins, unless they explicitly prohibit them without the boon. Hopefully they fairly soon introduce AcP boons granting access to PF2 classes and archetypes, which might provide some interesting flavor options for those who have taken the time to run SF2 games.
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DemiurgeMCK wrote:
Yes, I had a lot of hopes for that hoverboard myself.
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Warah wrote: It would be a hairy mess if your PC (and only your PC) leveled up in the middle of a scenario, hence waiting until they're finished to apply GM credit. Yes, I wasn't suggesting that the GM chronicle be applied in the middle of the scenario.
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bigrin42 wrote:
This makes sense for playing games, but I just want to confirm it doesn't also apply to GM credit. For example, can I play a game with my 2702 character and then also apply the chronicle from the game I'm running to 2702? (Assuming he survives, that is.)
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I know this thread's a few years old, but came up with a similar question and I'll try to resurrect it ... Am I correct in reading the updated Character Options that now EVERYONE in PFS has access to the uncommon firearms, with no need to spend AcP on the Avid Collector boons?
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I am sitting on a wealth of SFS1 AcP and I'm not going to buy unlocks for new alien species on new characters, since all of my new character energy is going into Starfinder 2E. One thing that occurs to me would be something like an "Unexpected Ineritance" boon (or series of boons) in SFS1E that allows you to designate a 2E character and give it some version of the following: * An extra dump of credits to a designated 2E character
I'd suggest these as two separate boons, since it's very likely you'd need an influx of credits to purchase a piece of advanced equipment, and that way you'd be able to purchase each of the boons. You'd probably want to put a restriction, for example that each 1E character can only purchase one of the boons or that each 2E character can only receive one of them (or one of each), although I'm not sure how unbalancing it would really be to the overall game if someone wants to load up a level 1 character with a bunch of level 3 equipment early on ... I also think adding some System Traveller boons (or calling them something else) would be good, so that if you wanted to unlock the core Pathfinder races in SFS2, you could buy those with your SFS1 AcP. Modifying or adding System Traveller boons in PFS2 to also work for SFS2 would also be helpful, as a way to spend those PFS2 AcP.
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Quote: As a reminder, you have three weeks before the September 5th deadline to register your first Starfinder Society (second edition) game and unlock a skittermander character in Pathfinder Society! To help our our play-by-post community, this applies specifically to games begun on or before September 5th. Can someone direct me to where the original post about this might be? Do we have to run a game to qualify for this, or do we qualify if we have a play of a SFS2e game? Is there a boon we need to download?
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I, too, created a Mystic priest of Sarenrae ... only to discover that if I did so, I wouldn't be able to actually use the Divine Bond feat for Sarenrae. I don't know if there's a lore reason that Sarenrae was excluded or not, but I decided to modify and rebuilt the character and save my Sarenrae concept for something later on when she is available. I did, though, run into another issue about Pathfinder content ... I created a Xenodruid Mystic, who gained the Summon Plant and Fungus spell upon reaching level 2 at GenCon ... but without Starfinder Alien Core out, I have nothing to summon! I asked the GM of my last game if I could summon from the Pathfinder Monster Core if needed, and he agreed, saying, "I try to err on the side of letting characters use the abilities they have." I am hoping they took into account low-level summoning needs when filling out the roster of the Starfinder Alien Core, though.
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mortalheraldnyx wrote: If you haven’t gotten the ‘your stuff shipped!’ notice or been charged, then yes, you wouldn’t have access to the PDF just yet. If it says it’s in your downloads though, you could try using the problems link like people above did? No, it hasn't shipped yet, but I thought they were saying subscribers were getting the PDF early (as in before shipping). Makes sense now. Just hope everything ships before GenCon starts!
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RicoTheBold wrote: FYI that they ended up releasing the PDF to subscribers early after all. I'm a subscriber, and I do not yet have access to the PDF. Are only some subscribers being given access early? My order is still showing as Pending and hasn't shipped yet, so maybe that's the holdup. I'm scheduled to play some Starfinder at GenCon on July 31, and am concerned I won't have a digital copy of the sourcebook to reference yet when I'm sitting down for the game ... which is probably fine, since everyone will to some degree or another be learning how to play.
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I'll admit, I really liked the way unlocking ancestries worked with the Achievement Point system for Pathfinder 2E and Starfinder 1E. It made the Achievement Points worthwhile while still allowing the more unusual ancestries to be accessible. I get the idea that in a space-based game you want a bunch of unusual alien types, but this definitely strikes me as an "if it ain't broke, don't fix it" situation, and from my perspective it wasn't broke. That having been said, though, I'm very curious to see what other options you're putting out there for the use of Achievement Points.
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Haven't seen anyone point this out yet, but the description in the post mentions providing temporary Hit Points, but I didn't see any feats at this point that do this. I assume there'll be some Inspiring Boost-like class of feats that come along that'll provide the temp HP, but right now they appear to be missing. Another possible way I could see the buffs working for Envoys is giving them directives that affect the action economy. For example, maybe as a higher-level variant of "Watch Out!" you have a reaction where the Envoy calls out to the person being attacked, and they're granted a reaction to attack the attacker. I also think "Adaptive Talent" is a particularly great ability for the Envoy. I agree with some other points that you could build an Envoy that isn't actually driven by Charisma ... but that's also true in 1st edition. I don't see it as a critical flaw here. Maybe have more abilities tied to Charisma ... like your directives can only affect a number of allies equal to your Charisma modifier.
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And I offer you Xiung-Lau, a human witch. Xiung-Lau's Backstory:
Xiung-Lau is a young human, age 18, who was brought to Willowshire as an infant by his mother, a widow who never spoke of his father. When asked of him, she would quickly change the subject.
His mother raised him to be a creative soul, an artist. For years he has been making money selling small art pieces around the city, including clay pots to the leshy saloon, or wooden pieces at the mercantile, or even providing tattoos at the mushroom house. Xiung-Lau was complacent and, frankly, somewhat lazy, until a couple of months ago when his mother took ill with a wasting disease. He spent hours by her bedside, as she slipped into delirium. She died at the stroke of midnight, and as he sat by her bedside, he was sure that he could ... feel her leave this world. As he looked up into the night's sky, he saw a large spider hanging in the window. He closed the window. As he cleaned her simple apartment, setting her affairs in order, he kept finding the spider. He would shoo it outside, but then it would return. Then the spider seemed to ... talk to him. Not in words, but in feelings, and images ... and shadows, whispers, and power. The spider guided him to his mother's journals, where he discovered that she had once been a great adventurer. She had fought undead and had fallen in love with a morrigna, a powerful breed of Monitor who served in Pharasma's Boneyard. Their love had ended tragically, as such things must ... but Xiung-Lau was the child of that love. A Nephilim, who had power tied to the Boneyard. And on that night when his mother had died, some fragment of the Boneyard had reached out to him. He began intently studying about Pharasma, the Boneyard, and learning what he could from the spider, who he calls Crawler of the Night. His art has turned dark, both in color and mood. He realized that his mother had cultivated his mind rather than his body, seeking to drive him away from the adventurer's life ... but he wonders if, perhaps, she has unwittingly prepared a different sort of adventurer. Xiung-Lau's Stat Sheet: Xiung-Lau Male human nephilim witch 2 (Advanced Player's Guide, Dark Archive, Secrets of Magic) Medium, Human, Humanoid, Nephilim Heritage nephilim Background artist Perception +6; low-light vision Languages Common, Draconic, Fey, Goblin, Necril, Tengu Skills Arcana +8, Art Lore +8, Boneyard Lore +8, Crafting +8, Deception +6, Diplomacy +6, Intimidation +6, Medicine +6, Nature +6, Occultism +8, Performance +6, Religion +6, Society +8 Str +0, Dex +1, Con +0, Int +4, Wis +2, Cha +2 Items familiar, purse (30 gp) -------------------- AC 15; Fort +4; Ref +5; Will +8 HP 20 -------------------- Speed 25 feet Occult Witch Spells DC 18, attack +8; 1st fear, illusory disguise, soothe Cantrips (1st) detect magic, figment, prestidigitation, read aura, telekinetic projectile, warp step[DA] Focus Spells 1 Focus Point, DC 18; 1st Patron's Puppet, Shroud of Night Class Feats Cauldron[APG] General Feats Pet Skill Feats Oddity Identification, Specialty Crafting Other Abilities cantrip connection, familiar, restorative familiar
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I present Yagak the Clanless for your consideration. Background:
For much of his life, Yagak was an honorable family man, who used his strength to serve his clan. He was not a great warrior, nor a powerful sorcerer, but he was respected among his people. He was particularly well known as a diplomat among his people, able to negotiate between rival clans and tribes. He even did well speaking at the tribes of other creatures that lived nearby, be they giants, goblins, or humans.
But then came the dark times, a series of calamities, invasions, and wars. The details are unimportant, but within a span of two years his thriving clan, his family, his wife, his children ... all were dead. Except Yagak. He collapsed to the ground, staring into the sky, crying out that there must be some reason behind it. There must be some plan, some order, some sense that came from such a loss. He begged the universe to understand. He ordered it to reveal its secrets. And, sadly, he got his wish. The threads of fate, of the unfolding of time, began to appear to him, guiding his actions. He slowly drew greater and greater power from this connection with fate itself. Knowledge comes to him unbidden. He now follows those threads, devoted to being an agent of fate. If the universe's plan is so important that it was worth the price of his clan, then he is devoted to that plan... wherever it leads him. Stat Sheet: Yagak the Clanless Male orc oracle 13 (Advanced Player's Guide 67, Dark Archive, Lost Omens Ancestry Guide, Lost Omens World Guide, Secrets of Magic) Medium, Humanoid, Orc Heritage grave orc Background astrologer Perception +20; darkvision Languages Common, Elven, Goblin, Jotun, Orcish Skills Acrobatics +16, Arcana +20, Astrology Lore +18, Athletics +22 (+22 to the distance you move.), Crafting +18, Deception +20, Diplomacy +20, Intimidation +24 (+25 circ to Intimidation when physically menacing the target.), Medicine +18, Nature +18, Occultism +24, Orc Lore +22, Religion +18, Society +18, Survival +18 Str +3, Dex +1, Con +1, Int +3, Wis +3, Cha +5 Items +1 resilient invisibility studded leather, +2 greater striking greataxe, +2 greater striking orc knuckle dagger, javelin (4), armbands of athleticism, greater pendant of the occult, Spellbook, purse (30 gp, 9 sp) -------------------- AC 31; Fort +19; Ref +19; Will +23 (Successes are crit successes instead.) HP 140; Resistances void 6 -------------------- Speed 45 feet Melee [1] [i]+2 greater striking greataxe[/i] +22 (sweep, magical), Damage 3d12+5 S Melee [1] [i]+2 greater striking orc knuckle dagger[/i] +22 (disarm, agile, orc, magical), Damage 3d6+5 P Ranged [1] javelin +18 (thrown 30 ft.), Damage 1d6+5 P Arcane Magus Spellcasting DC 30, attack +20; 3rd haste 2nd loose time's arrow[DA] Cantrips (7th) ignition, prestidigitation Divine Oracle Spellcasting DC 32, attack +22; 7th (2 slots) energy aegis, regenerate* 6th (3 slots) awaken entropy[DA], suspended retribution*[DA], truesight 5th (3 slots) banishment, blessing of defiance[SoM], invoke spirits*[SoM] 4th (3 slots) planar tether, seal fate*[APG], unfettered movement 3rd (3 slots) bind undead, holy light*, impending doom[SoM] 2nd (3 slots) blood vendetta[APG], cleanse affliction, spiritual armament* 1st (3 slots) disrupting weapons, heal*, spirit link Cantrips (7th) daze, detect magic, divine lance, message, read aura, stabilize, time sense[DA], vitality lash *Spells marked with an asterisk are signature spells; these spells may be heightened freely Focus Spells 3 Focus Points, DC 32; 7th Delay Consequence, Read Fate, Temporal Distortion, Time Skip Ancestry Feats Hold Mark[APG], Lifeblood's Call[LOAG], Orc Lore[APG], Orc Weapon Familiarity Class Feats Advanced Martial Magic[SoM], Advanced Revelation[APG], Basic Magus Spellcasting[SoM], Basic Martial Magic[SoM], Bespell Weapon[APG], Cantrip Expansion[APG], Domain Acumen[APG], Expansive Spellstrike[SoM], Knowledge Is Power[SoM], Magus Dedication[SoM], Quickened Casting[APG], Reach Spell[APG], Spellstriker[SoM], Striker's Scroll[SoM] General Feats Incredible Initiative, Toughness Skill Feats Additional Lore, Battle Cry, Break Curse, Combat Climber, Consult The Spirits (occultism)[APG], Group Coercion, Intimidating Prowess, Oddity Identification, Terrified Retreat Other Abilities component substitution, curse of turbulent moments, fate, major curse, time, time, weapon specialization
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I'd be very interested. Not able to really stat up a character until Jan. 2, though, so not sure what your deadline is. Hope to get something together for it. I have played the Rise of the Runelords version of the Adventure Card Game, though have never played the adventure path itself. Looking forward to the opportunity.
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AoW_GM wrote:
Playing out those difficulties would be part of the fun of it. In a text-based situation, it would be easy enough to describe out the reactions and roleplay, so I would think it would actually be easier to play this type of character in this format. In addition, I'd be happy to spend feat slots on Sign Language or Read Lips feats, or you could grant them for free to fit the concept (See Core Rulebook references here) Treasure Vault has an assistive device, a voicebox, that I could wear to speak in social situations, and I would be able to speak in sign language in Common. And then there are hearing aids, so we could say that my character has those as well. The assistive items are incredibly cheap, so there's no problem with me starting out with them, if you'd allow them. They are listed here. They don't have any mechanical impact, just allow for hearing/speech. Also, if you want to avoid all of that, I could just go with Desna as my primary deity instead of Black Butterfly, which means the deaf/mute aspect wouldn't be needed.
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AoW_GM wrote:
Sorry, I missed the restriction to Core Rulebook. New concept/application, then: Kamau, dwarven champion (liberator), grew up a deaf and mute orphan on the streets of Otari. He would often spend his nights in the nearby swamplands, looking up at the stars and embracing the stillness of his surroundings. He gradually came to worship those stars, in the form of the Celestial Caravan, but was specifically drawn - some might even say chosen - to serve as a champion of the Black Butterfly. He has recently decided to prove his devotion by offering his services to protect others as they travel at night.
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Are there still any slots? I know you mentioned you were looking for 3 people, but in my experience most of the APs are designed for 4, and have heard that Abomination Vaults in particular is pretty lethal. If you are looking for more, then I offer: Bogrir Shadowstone, dwarven thaumaturge (ruin delver). Bogrir grew up in Otari, and he always loved ancient stories about ancient civilizations. His first adventures came from exploring old ruins in the swamps around Otari, until he stumbled onto his ability to draw on the power of the artifacts he found there. If you'd like Bogrir to join the group, I'll do a more complete background and a full stat up of the character. Thanks!
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Glad to know that I'm not the only one who was confused by this. Digging around, I found a Reddit thread that was asking about this reference in Bestiary 1, and it looks like someone with the username Paizo_Luis indicated that it was a typo in Bestiary 1 ... but apparently it's solid canon now. In my Strength of Thousands campaign, we have a Witch whose patron has been fluctuating between plant-based and flame-based powers, and I've been undecided on where I was going to settle as her actual patron ... but Atreia's Edicts seem like they'd align well with how her powers have been manifesting. And there are some plot threads in the campaign later, related to the restoration of some lost deities, that might also be something that works in Atreia's interests. I might also throw in a subplot where they are able to find a fragment of the Garnet Brand, perhaps restoring it to Atreia in the Plane of Fire.
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Definitely interested in this. I'm open to pretty much any of the 2E APs and am fairly proficient in the system. Fair warning, I *have* run the following AP books: Age of Ashes (books 1 & 2)
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I have a chronicle that gives access to a firearm that is classified as a martial weapon. Since my Ranger is proficient with martial weapons, I am thinking of having him buying the weapon, but it just occurred to me ... firearm ammunition is actually Uncommon. If I have access to the weapon, do PFS rules also grant me access to the ammunition needed for the weapon? I can't find anything that explicit says so. In other words, is there *any* way to have this weapon be functional without multiclassing into Gunslinger or getting Alchemical Crafting?
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Character name: Highwire
Concept: Highwire is a non-binary wellspring gnome from Jalmeray, who believes in striving toward personal excellence as a worshiper of Gruhastha. They travelled the world in search of new experiences as a circus performer for several years, before returning to Jalmeray to study at the Monastery of the Unfolding Wind. Having reached what they feel is the most to be gained from monastic study, they now seek to push themself to the limits.
In combat, their emphasis is mobility, using leaps to disorient opponents and get into optimal positions with allies. For years, their closest companion has been a multi-colored squirrel familiar, named Zagnut, who acts as a meditation focus to help Highwire maintain the flow of ki energy even during the most harrowing battles. From a build standpoint, my initial concept was a Monk with a Student of Perfection Dedication, but if we have other Monks in the group the concept could work well with a Swashbuckler as the initial class, with the Student of Perfection allowing access to focus spells/ki powers. I was picturing the Acrobat background, but if wanting to use one from the player's guide, then Attention Addict might also work.
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From what I can tell in 2E, there aren't any alignment restrictions or implications for a good character summoning evil creatures. Specifically, I am thinking of my NG bard summoning evil creatures with Summon Fey. Am I missing anything in the 2E rules related to this in regard to summoning?
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I wonder if anyone is taking credit for Kingmaker if they've played the video game. I didn't select Kingmaker as an AP that I've played, though I have made it a decent chunk of the way through the digital version.
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Mystic, Level 3, Skittermander
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Well, since it looks like you're still considering ... Here's one for Junker's Delight. Name: Klepf
Note: Given the adventure concept, he could either have been hanging out on Akiton for a while, or he could *just* have crashed and show up to meet the group that way. Personality: Being raised without many other children or people of any kind around, Klepf has taken to be largely isolated, spending time with his devices, particularly his spy drone, as opposed to other people. He is somewhat nervous and twitchy around others, though deeply wants to develop friendships, and is loyal to those who treat him kindly.
Look forward to the decision. :)
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Yes, I would be extremely enthusiastic if this were built on Hero Lab, and all of my already-re-purchased content were suddenly becoming more useful. As it is, I'm very intrigued to see where it goes. I wish it well, but am not sure how deeply I'll get into it. There are a couple of books I own only in print format, and I might buy the digital content for those (and then get the PDF access), to explore the functionality and give it a chance. In the abstract, it seems like this further incentivizes a shift away from paper products, making them a luxury that we soon can't afford. Given that the Pathfinder subscribers would seem to be a strong core audience, they're now in the position of paying for the paper books, getting the PDF for free, and then having to pay another $20 for each content if Nexus proves valuable. At that point, they might as well drop their subscription, buy it in Nexus for the digital tools, and get the PDF for free. Given increases in shipping costs and delays, I almost wonder if this isn't a feature instead of a bug from the business perspective.
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GM Aerondor wrote:
Yes, this one looks like a lot of fun. I haven't investigated the pregens, but am flexible.
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I'm interested ... Here's my info: Character Background:
Aritix Zenpetol is a gnomish author of pulp adventures, mostly focused around an occult investigator who is somewhat similar to Sherlock Holmes in overall tone. Aritix's core class is Investigator, with some Bard and maybe a touch of Swashbuckler thrown in, resulting in a character who is a mix of Arthur Conan Doyle and Alexandre Dumas ... intellectual, curious, adventurous, and flamboyant. Though Aritix has some modest magical ability, he focuses on utility magic, preferring to outthink and outmaneuver his enemies than attack them with spells.
Aritix is in Galt to research it as the setting for his next series of adventures, which will have his character confronting a nemesis who is influential within the Grey Gardeners. He is obsessed with getting as much detailed information as he can to inform his stories, which provides the motivation for him being committed to pursuing the investigation through any difficulties that arise. My background: I've played several PBP adventures. In addition to a lot of Society scenarios, I've also played Fall of Plaguestone and the first book of Iron Gods, and enjoy the opportunity to get deeper into a character in a longer adventure. I haven't played up to 16th level in PF2E before, so am looking forward to the opportunity. I am running an Age of Ashes adventure IRL that is in the second book.
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AnotherGuy wrote: I'd love to see the psychic get better health scaling / saves / armor Proficiency. I know the general consensus seems to be that the Bard is overturned in part because he gets that, but I don't understand why that's not baseline. Especially if this is a all day resources caster without as many spell slots. I understand wanting a less squishy caster class, but I'm curious why this argument is being put forth specifically in regard to the PSYCHIC class. A Psychic is specifically based on mental discipline, so there's no reason to inherently make them tanks. While you could picture a Psychic having a force field or something, the ability to throw people around with your mind doesn't mean that you can tank much damage. Also, I don't really feel that casters are defined too strongly by their tradition spell lists, because pretty much every caster class modifies the base spell list in some way based on other choices made during character creation. The Psychic, for example, seems to be strongly defined by the Subconscious Mind and Conscious Mind choices, as much as by the spells laid out on the Occult spell list. (Which, having played a Bard, I'll say is a pretty solid and versatile spell list.) The different spell lists, and the ways that Focus spells are utilized, means that you can easily get two casters of the same class who draw from the same spell list but are radically different in their overall abilities, let alone casters of different classes.
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I just posted this in a response survey, but it's really not clear to me from the playtest rules if their "implement" is a general class of items, or the specific item itself. For example, if I have a "Lantern" implement, and mine gets misplaced, can I just grab any old torch and attune to it to begin accessing my implement traits?
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The Morphling wrote: I would love to play in a Strength of Thousands 2e game (PbP preferred but open to live play), if anyone's interested in running one. Doubt there would be a shortage of interest, but if anyone wants to run it, count me in.
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The archaic wayfinder allows a spellcaster to cast a cantrip into it, and it'll hold the cantrip until it has been cast, at which point it becomes empty again. If a non-spellcaster has the archaic wayfinder, is it allowed for one of the spellcaster characters to cast a spell into it? Would it get recorded on the Chronicle sheet, and then remain in the wayfinder until it's cast out of it? Or, alternately, is there somewhere that there's a cost for spellcasting on cantrips? The spellcasting services chart seems to start a 1st level. Or is the archaic wayfinder really only useful for non-spontaneous spellcasters who can fill it with one of their own cantrips that they aren't memorizing/preparing that day? Enchantor has not participated in any online campaigns. |