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And I finally piece for the adventure. I plan on being very open on background selection, maybe just tweeking some of the descriptions to represent the young age of the characters. However in the grand tradition of campaign specific backgrounds, I thought I'd try my hand at a few options for the players. I have 5 right now, but ultimately would love to have 6 for variety. ZORGO & ZETS FAN-ATIC
FALLEN ATHLETE
RESUME PADDER
STARFINDER EVACUEE
STARFINDER LEGACY
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Hello all... so a funny thing happened on the way to this post. After I had typed out all the adjustments and the final encounter conversion I found out that the site had finally been taken down for the new store update and that I lost everything I had typed out. So, round two lol. First off I'll run through the adjustments I've made based off of Jeremy Corff's suggestions. 1) In the initial foyer encounter use DC 12/14/17 for any Lore skill DCs.
I'm pretty sure before I lost the original post I had goblin lore 1 added in 1 other place, but for the life of me I cant remember where. Converting Gifts Ungiven - Part 7. Museum Mayhem Moderate 0
The characters will enter and roll initiative immediately as Palivhar Chooser of Hues will have just activated the trap portion of the hazard and been bludgeoned into unconsciousness. ROGUE ANIMATRONICS HAZARD 2
Palivhar Chooser of Hues begins the encounter unconscious and adjacent to the hazard with an initiative of 10 with a Reflex Save of +5, if damaged they will drop into Dying 1 which will advance or not per normal rules each round. Some of the characters should endeavor to remove him from the hazard and to stabilize him.
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Thanks, coming from the author and someone who has experience running the adventure to boot I appreciate the kind words. When I read the adventure I almost immediately though it would make a great conversion to showcase the breadth of the Starfinder setting and mechanics. Thank you for the inspiration and the framework!! I'll definitely take your advise on adding in Absalom Station Lore, I did use Goblin Lore once even though it would be a weirdly specific lore for a group of new players to have lol! Easy enough to port it in almost anywhere there is a Society check. For the Lore skills, most are in the range of DC 13 to 16 range. Thinking about it, a lot of PCs may not have any INT modifier, so a zero level Trained Lore would only have a +2 bonus. Make all of them DC 12 to 14 range is probably appropriate I'm guessing? For Loot, I was kind of already thinking about the kitchen staff giving away some minor consumables, possibly with effects based on Pathfinder talismans or alchemicals with short or single use effects. Who knew Triaxian Fireberry Tarts give you and hour of Fire Resistance 3! I was also thinking about giving the team a swag bag at the end of the adventure based on how well they do, things like the “Team Sfartinders Go!” t-shirt in the adventure, but also maybe a 50 credit gift certificate to the Starfinder Gift Shop in the lobby, or maybe everyone get an Armored Coat with Starfinder styling and a Glamer Projector mod installed. Another possible loot I was thinking of, espcially if anyone in the group decides they want to play a longer campaign with some of the same characters is an app with free access to the Starfinder Chronicles and Media stores that can be accessed as a single actions to trigger a DC 15 flat check to gain a +1 equipment bonus to a Recall Knowledge check to represent the wide ranging and eclectic assortment of information the Starfinders have access to.
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Converting Gifts Ungiven - Part 6. ** I still haven't decided what/which way I want to go on the Museum Mayhem conversions.... Once back in the goblins lair the described interactions happen, with the introductions, back story and motivations revealed if not intuited already. Whiles its entirely possible the party may decide to intimidate and march the goblins to the Starfinder leadership. Hopefully I can guide them to the big show stopper gift number the goblins want to give. Since I've already introduced Zigrigix they'll be the natural choice for who the character suggest as getting the gift, but I'll present all 3 options. Once the preliminaries are out of the way well lead into... Operation Friendship Severe 0
Glorgo Credstick
Fabulous Sheena
Tricks
6 20 minute influence round to create the presentation. Same influence break points with each goblin. Influence 2 - Each goblin ditches the most explosive elements they want to include in the presentation and conflicting ideas with the other goblins.
When the total influence points taken together act as victory points for the presentation in the Lorespire foyer. 5 or less Influence points total - a few polite claps and the Starfinders politely except their new neighbors.
Obviously in the game i'll expand on all of this for the big final number. The encounters add up to 900 experience, and if the group wants to continue with the game and these characters I'll hand wave their advancement to level 1. Things still to do...
Otherwise I feel pretty confident about the conversion, but would love any advice.
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Converting Gifts Ungiven - Part 5. ** I still haven't decided what/which way I want to go on the Museum Mayhem conversions.... A Merry Chase Low - 0
Into the Tunnels Obstacle 0
Klickharp Crates Obstacle 0
Parting the Crows Obstacle 0
Down the Hatch Obstacle 0
Success in 3 or fewer rounds greatly impresses the goblins and grants a +1 circumstance bonus on the influence checks during Operation Friendship.
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I've been thinking about adding in Nova Rush, but right at the beginning as an in Media Res opening, and then doing a flashback to the Guilt of the Grave Worlds interview for any players that want to have that "background" and different flashbacks for any want a different background/origin story that doesn't really work for the interview. For them we would also work some sort of justification in for them continuing with the adventure, probably something like the interview flashback characters tell the non interviews that they are on the job and can get a cut/be hired.
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Converting Gifts Ungiven - Part 4. Panic at the Gala! Moderate 0 I think disarming and removing the crate without disrupting Naiaj's presentation works best using Victory points and a 3 part challenge over 2 rounds. 1) Disable the crate fanfare and explosive opening. (2 Victory Points)
2 or less Victory Points - Naiaj's presentation is disrupted and she is not disposed toward accepting the goblins at the end of the adventure.
Mess Hall Masterpiece Moderate 0 DC 16 fort save or Sickened 1 when approaching within 5' of the flaming pot, with a +2 circumstance bonus id the team disabled the Oh Gods! The Smell countermeasure on the Gobcom Mark2 as they have already experienced the joys of goblin olfactory chaos. DC 14 Cooking Lore/DC 16 Survival or Physical Science Lore/DC18 Athletics to immediately extinguish the cook pot fire on the first try. If they fire spreads, use the same skill checks to put out each square of fire, but reduce the DCs by 2. Additionally each attempt at putting out a square of fire requires a DC 10 Reflex save vs 1d3 fire damage. * just realized it might be possible for the team to use a Crafting check to salvage the fire suppression from the Scrapbots and use it here, providing an additional +2 equipment bonus. Salvaging the Meal will be a DC 16 Cooking Lore or DC 18 Society or Crafting check, with a +1 equipment bonus if the team achieved a critical success on hacking the Gobcom Mark2. This will be a good time to teach the Aid action if it hasn't already come up. Museum Mayhem Moderate 0 I have been going back and forth on whether to do a straight translation of this one as a hazard to overcome or convert it into a combat challenge. Pacing wise we have had 2 to 3 combats so far (the diathas can potentially be bypassed with perception and nature/survival checks) and have gone 1 to 3 scenes with no combat, additionally this the last realistic chance for a combat encounter unless the players drive the narrative ridiculously off the rails. Its a reasonable assumption that the team should be up to full hp at this point and my gut is saying a combat encounter would be good here. Opinions welcome. I will say that if this is to be combat encounter, I'll have the characters find a crate of weapons in the goblin lair to replace their weapons with the refurbished trait.
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Converting Gifts Ungiven - Part 3. So while I'll keep all the conventional clues listed for the goblins lair and reward them out through Perception DC 13 checks that each take 10 minutes. The main draw of the Goblin lair will be the Gobcom Mark2 computer the goblins have cobbled together. Goal is to highlight the Hacking system and how strange it can possibly get! Severe-0 encounter Gobcom Mark2 Level 3
Critical Success - The videos recovered are good enough to provide bonuses when dealing with each goblins gift/pranks; TBD and included in each of the encounter descriptions.
As a severe encounter for Zero level characters, I am hoping the DCs and opportunities to reduce them are set right, but I'd appreciate any advice if they seem off. I don't want the encounter to be a block (and plenty of hardcopy leads are still in the lair) but do want the characters to feel rewarded with backstory that pays off throughout the rest of the adventure. Also, I'd love any weird and zany goblin vulnerabilities I could possibly add to the Gobcom Mark2 (or Mark3 even lol). Edit: Just realized I should probably add some sort of secret check to give a hint that the cups Tricks is shocking might be Proogs since they are common Pact World pets and to better foreshadow they are used later in the adventure... I'll need to lookup what recall knowledge covers Oozes, but also add Society because they are common pets and Absalom Station Lore since wild ones will have gotten loose, DC 12 probably. Also, need to remember to cover Recall Knowledge in the initial combat so the new players understand its a good thing to use in 3 action economy to learn about strengths and vulnerabilities of encountered opponents.
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Converting Gifts Ungiven - Part 2. For encounter purposes I set this as a Low-0 encounter.
The DCs for the investigation skill checks will be set at DC 14/16/19 for the three levels of results. Investigating the bomb will use Crafting or Survival. Diplomacy for canvasing the crowd or Media Lore/Infosphere Lore for reviewing video footage from social media posts or Computers to access the security footage. Society or Starfinder Lore to understand the significance of the spoiled yogurt. Perception or Starfinder Lore to piece together the clues leading to the Recycling Center. Once the team heads off to the Recycling Center I'll cover Exploration Mode and its options. The 3 diathas (Alien Core 40) are a Moderate-0 encounter. Scrap-bots and Disco Drama are a Moderate-0 encounter. For the Scrap-bots I'll reskin the Repair-class Security Robot (Alien Core 162); the Fire Suppression's hydraulic push list a DC instead of the correct Spell Attack roll, which I'll set at +5, I'll also add in that using the Fire Suppression action pushes the Scrap Bot back 5' and knocks them prone. Disco Drama trap
That's it for the moment. I need to review the hacking rules before I convert the next part since I want to add in a computer in the goblin's lair with videos that will have information on their upcoming "gifts".
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Converting Gifts Ungiven - Part 1. Adventure setup. The players will be playing as adolescent members of the Junior Starfinder Scouts. A youth organization focused both on what Americans/Europeans would think of as traditional scouting activities, but also adding in multi ancestory cultural appreciation, amateur archeological training and galactic survival skills. Carmellia a jolly pangender flowering raxilite from SFS 4-12 A Festive Operation is the JSS Scout Master and sponsor for the group and has arranged for some basic combat training at the Lorespire complex. They will take the group into a training area designed to look like ?? (haven't decided on the initial environment). There they will be introduced to Zigrigix (host shirren) who will be their combat instructor.
After the initial setup and framing well move into and convert the adventure proper.
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Happy Halloween All! I am looking for advice and feedback on several things. I have been a TTRPG fan for over 40 years, used to play and DM, then got a job that had me on the road traveling for almost 15 years and become a reader instead of a player. I stopped traveling years back, but never developed a good friend group to get back into active gaming, but that has recently changed. I have a friend who is an active D&D 5E GM and loves my descriptions of what I love about Starfinder. Between his encouragement and my own desire I have decided to build a zero-ish level adventure to introduce him and his group to Starfinder 2E mechanics and the setting. I am converting the SFS 6-11 Gifts Ungiven adventure into a 2E 0-level adventure. The player group has zero experience with any Pathfinder or Starfinder systems. My goal is to showcase/teach the many aspects of 2E mechanics through the various encounters while giving the players a curated selection of options to have to make for characters creation and system play. Since this is going to be a length set of posts I'm going to break it up in chunks, starting with the 0-level rules. While I like most of the 0-Level rules in the GM Core, I do want to showcase a little of what makes each class special and have made revisions to the 0-level apprentice rules. Ancestry, Background, 4 free Attribute points, trained in 2+Int skills, Perception, all Saves, Unarmed attacks, unarmed defense, and starting credits (50) are all per the GM Core.
Apprentice Options are completely revised so that it showcases some of what makes each class special.
Finally the 0-level characters will have Hero Points, but they will be called Dumb Luck points and I'll encourage the players to describe how dumb luck hopefully dramatically changes an outcome. With my goals I am pretty comfortable with these changes, although I do think the apprentice Soldier may be lacking in showcasing what makes the class special, but I am planning on staying away from area effect weapons for story reasons and at a loss to what might be better.
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So I've been Halloween reading these 3 volumes as I've been catching up on my backlog of unread books. I finished volume 2 last night i have a lot of the same issues that others have mentions with the first two volumes, but specifically wanted to mention the two new Point systems introduced. I really fail to understand why in a complex with dozens of prisoners and npcs camped out in supposedly resource poor areas we need to add an artificially imposed Food and Water Points system. From the writing, it seems like the prisoners a kept waiting between transport legs for days or more at a time, with the dero guards having been stationed in the area for a significant time. Honestly with the adventure as written it bothers me that the dero guard running this slaving operation don't already account for their own needs and their prisoners needs by already having bulk food and water stores present. Honestly if I ever run this adventure I will ditch this unnecessary mechanic and just have the dero have the logically necessary stockpiled provisions for themselves and their prisoners. The Underheaven Trust system. I think my main problem with it is your players are somewhat railroaded into having to care and engage enough with these brainwashed idiots to not simply bypass them. Bypassing them will inevitable result in the population's eventual panic and saving these people is built into the adventure as part of your goal due to the XP awards at the end of the adventure. Logical actions like showing them they lie they are living without building absolute trust means wrecking their trust in the players, not the blood sucking monsters they should be concerned about. I would ditch this entire system and build up 3-4 npcs that you gain influence (as in the already existing system) with. Probably a doubting but trusted Kartho, a not-dead rebellious Claithe, and secret bad guy Danva. Increased influence will let the fake nature of Underheaven be accepted by these influential citizen and then the populace. Also, as a final thought (I have just started reading the 3rd volume and that may alter some of these opinions) I really think that the first two volumes work better as two unconnected adventures. I realize that the prison complex, atlanti technology and blood-drinkers themes are all supposed to link the adventures together. But, the entire opulent palace/vampire fiefdom doesn't feel like its part of a prison complex and could easily be dropped almost anywhere you want a subterranean vampire fiefdom (hello Ustalav or Nidal). The werebat cultists do feel like a great low-level tropical island threat, but their lair could literally be any old abandoned complex. Finally, as written the second volume completely cuts you off from the events/locations of the first, so any momentum you build up on the mysterious atlanti technomagic is cut off and discarded in the second adventure, which is a shame, because i thought the (essentially) AI Azlanti personality you find in the first Volume has a lot of potential as a through thread for the campaign.
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Not a rules change, but pretty sure its a setting change... I could have sworn in SF1 every use of the drift brought planar chunks into the drift from somewhere. Now is SF2, according to the GC... "In rare cases, when a Drift engine is activated, it somehow pulls a chunk of extraplanar matter from a seemingly random plane into the Drift with it."
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I certainly agree that that is a possibility. The false information from a success could also simply be bias corrupting the interpretation.
I steal time from real life to read, so of course I may have missed something, but I don't recall anything definitive on the fidelity of the Akashic Record. I'm looking forward to seeing where Paizo goes with this. We already know well be getting at least one linked monster in the Akashic Dragon.
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This is going to be a little long, so apologies, but I finally got a chance to read the planar section of the the GM Core and here are some of my random thoughts... Plane of Wood.
The Netherworld
Abaddon
Axis
Boneyard
Heaven
Hell
Outer Rifts
Akashic Record
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I like either the Evertoil or the Nevergoal personally. Also as a manager who has had to do both too many self evaluations and direct report evaluations. I would give this hell a review of 2.2 for not meeting expectations and unsatisfactory results. ;)
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I'm working on developing a solarion character that comes from a devout Desnan background who's taken the twin weapons feat at first level. I'm planning on making the weapons appearance standard appearance to be versions of starknives. In graviton form they will be swirling representation of the Desna's Path Galaxy with his closed fists gripping the center of the galaxy. For photonic attunement they will change to his fists gripping a tiny sun with multiple solar flares (as in the stellar phenomenon, not the class ability) projecting out. When he uses solar flare (class ability), either a swirling galaxy or a solar flare will fly from his solar weapon.
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Elfteiroh wrote:
Thank you so much! I doubled checked the archetype rules in the Player Core 1, but completely forgot to follow up with the Player Core 2 section to see if anything had been added. You even mentioned it in your original post and I still missed it. Feeling like and idiot, but at least now I know lol! Thank you for your patience!
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Samsaran Healer Samsaran: past lives as healers: Medicine skill
Yaksha
Deny the Firstborn Pursuit: protect from cruel fey: mental resistance & bonus on Recall Knowledge for fey
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Quote: Your interpretation completely makes sense to me, and makes sense as the intent since both of the subsections reference formula books. Not trying... Sorry for the double reply and quoting myself, unfortunately I came to the following conclusion after the edit period had expired. So after rereading the Alchemist's Alchemy section and all three Dedications I realized the intent probably isnt to give any of the Dedications the Alchemical Crafting feat at all since it would allow the Dedications to craft any alchemical item. Each Dedication instead gives the ability to craft a narrow subset of alchemical items in the Dedication itself. Wandering Chef allows Quick Alchemy to create "consumables, and the consumables must be alchemical food" Herbalist allows Advanced Alchemy to create "alchemical consumables with the healing trait" Poisoner allows Advanced Alchemy to create "alchemical poison consumables" Alchemical food is a little wobbly since it isn't an actual game trait as far as I can tell, just a designation for certain items in the Tian Xia Character Guide, Treasure Vault, and Grand Bazaar. But at least they are all called out as alchemical foods in those books. So after research and reflection, I think what the Dedications are actually missing is granting four level 1 or 2 formulas for items with the indicated traits and that's what I will run with going forward. That's a potential 8 gp savings for a 2nd level character whose average wealth per the GM Core should be 18 gp.
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Elfteiroh wrote:
I was under the impression that since the Alchemical Crafting feat was listed under the second paragraph of the main Alchemy class feature for the Alchemist and since the Dedication each only give a subsection of the Alchemy class feature (ie either the Advance Alchemy or Quick Alchemy benefits) that technically the Alchemical Crafting feat would not be included. Your interpretation completely makes sense to me, and makes sense as the intent since both of the subsections reference formula books. Not trying to be argumentative, I just wish as written the access to the Alchemical Crafting feat was explicit instead of implied.
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I'm not sure of I'm just missing something or its just intended as a modifier, but The Wandering Chef Dedication mentions a modification to the Alchemical Crafting feat, but doesn't appear to give it as part of the Dedication, nor does anything else in the dedication seem to give alchemical food formulas. Other than spending money to buy formulas, I'm not sure how your actually supposed to use the feat as written without also purchasing a formula book and formulas.
Am I just missing something? - Thanks
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Personally, flying needs to be standardized and either have a reduced or no feat tax. Personally I would favor 2 tiers, Inexperienced Flyer and Experienced Flyer followed with certain feats that removed standard penalties or added capabilities to flyers. I'm not super familiar with the rules so forgive me if some of this already exists. Things I would like to see... 1) Any Winged ancestry automatically being Uncommon and requiring GM approval
Also, acknowledging that this does tend to make flight more useful, I'd suggest pairing with a flaw (possible based on ancestry)...
Anyways, just my back of napkin thoughts, still waiting on Player Core 2 so forgive anything said in ignorance.
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I really wish the samsaran was a versatile heritage, mostly to make the options it would open up in Starfinder 2E. It seems really limiting that only human/humanoids would be able to begin a cycle of earthly reincarnations. In Starfinder it would be pretty cool if you could have samsaran from all the various galactic cultures and heritages.
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The Raven Black wrote:
To paraphrase William Wallace.. Run and you'll live – at least a while. And dying in your beds many years from now, would you be willing to trade all the days from this day to that for one chance, just one chance to come back here and tell our enemies that they may take our Gelatinous Cubes, Drow and Otyugh, but they'll never take our Owlbears! In all seriousness, regardless of whether they ever see print in Golarion again, they have been a part of the world and will always be a part of my Golarion and Hasbro and WOTC can never take that from me, no matter how many Pinkertons they send to my apartment.
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Evan Tarlton wrote: WotC owns the oozes we know, but they don't own the concept of living, semi-sentient slimes that devour everything organic in their path. We could get new oozes the way we're getting new dragons. I wonder about that though. The Blob was a movie in 1958, long before D&D. HP Lovecraft's The Colour Out of Space can arguable be called an ooze monster and that's from 1927ish. I'm sure there are others out there. I'm not well enough informed to know if any of the D&D expressions of oozes are actually based on earlier open source or public domain sources. I seem to remember a Tales of the Crypt movie with a Steven King cameo where he got melted by a green slime from a space meteor. Maybe I'm misremembering?
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I wouldn't be surprised if along with the new cultural names announced for half-elves, half-orcs, deep dwarves, and gnolls if there are unannounced one we aren't aware of yet. No reason halflings couldn't be one of them.
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bugleyman wrote:
And now I'll be floating a point about our rational and complex prime game having a root in the imaginary and irrational that is integral to the natural whole of our real life.
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Vali Nepjarson wrote:
But what if I use the metric system?!?!?!
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I personally would love a lore change to both half-elves and half-orcs. In my personal Golarion Half-elves have been a true breeding race that has slowly grown in prominence since the elves vamoosed during Earthfall. Left without their elven parents they banded together and created a nomadic culture based on trade and diplomacy. Over the millennia the elves were gone, distinctive wagon, sailing, and settled half-elven cultures developed. In the majority of Avistan approximately 5% of "human" households are actually settled half-elves that married into human families that recognized the advantages having longer lifespans than their human neighbors could give to trade and craft expertise. Additionally, for millennia the half-elven culture felt it was their duty to preserve what they knew of elven culture while blending it with their own traditions to make it their own. I've done less with the half-orcs, but do love that Paizo has increasingly painted the half-orcs as being seen as value add members to orcish society. In short I'm all for ditching the standard D&D trope that half-elves/orcs are torn between cultures fitting in neither. Both have been around for thousands of years, more than long enough to be both parts of their parent cultures and to develop their own earned places in the many cultures of Golarion.
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Regarding the various Lore posts. I would really like for PCs to get a separate Lore boost each time they got a Skill boost. Its great flavor for a PC to be able to have varying levels of Lore expertise as they advance based on their actual adventures. Spend forever in a Jungle, drop your next Lore boost in for training. Spend a lot of downtime carousing at the local tavern, increase Alcohol lore or Inn keeping Lore. Find yourself constantly fighting Will'O'Wisps, get trained in Will'o'Wisp lore.
Another area I would love to see remastered is rituals. Specifically I would love to see anything that takes 10 minutes or longer to cast moved over to rituals (probably some of the 1 minute casts as well). A greater number of rituals only requiring a primary caster and ways to reduce secondary casters requirements. Also better integration of them into play by making them inherent parts of caster builds, with options to gains rituals with level progression and actual purchase/learn costs.
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Veltharis wrote:
I don't know, suddenly having all those infernal contracts in Cheliax be null and void because Asmodeus didn't survive the remaster would be pretty darn funny. First you lose Aroden, then Asmodeus. Who's next on down the alphabet !?!?
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Scalable equipment 1000% yes - I have hated SF 5-tiered weapon scaling from the beginning because in all the science fiction i grew up with nobody changed out their weapons more than once in their career. Hans modified blaster is as icon to him as the Falcon. Equipment modding and refining I am fine with, but its how a character handles the weapons that should scale in power (with their levels) not the weapons themselves. Now if Paizo would please kill the exponential economy scale and divorce wealth from character level and power I would be even happier.
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Just thought I'd post a homebrew teacher I've added to the teaching staff... Octavuh D'kura
Octavuh is a caldaru woman well into her seventh decade of life. Blind since birth Octavuh is an expert in metamagics and languages who has taught at the Magaambya since she graduated over 40 years ago. While her golden lion tamarin familiar Yusta frequently reads aloud anything she needs help reading, Octavuk is well known for having created a tactile language of swirls and geometric figures that she uses to encode each of a her spell onto a separate bracelet she wears. The gentle clacking of the numerous bone, metal, wood and stone bracelets is a constant backdrop to her lectures on how to change spell effects through vocal adjustments.
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Thanks, I will pass on your best wishes. As an aside it does fascinate me how GOlarion can be both more progressive and less than our world. Most places LGBT is a non-issue but be born under 3' foot tall and its ok to enslave or commit genocide on whole tribes of creatures (the entire clear the caverns of "evil" humanoids always bugs the crap out of me).
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Andrew Besso wrote:
I can completely understand why you would question why my player would want to play such a character having lived your experience. I won't try to put words in his mouth other than to pass on what he has already expressed to me. Mainly that he want the challenge, the experience, and the present a different kind of heroism. I can't say how any person with a real world disability would feel regarding this other than he definitely doesn't mean any offense and opened the character concept up to a table veto in case it overstepped the bounds of anyone at the table. In this case it didn't. Two other times characters have vetoed characters when it come to close to personal experiences (neither of which I will pass on as they are intensely personal). Thank you for you post and have a blessed day...
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I don't think remove curse, regeneration, and wishes will be much of a concern. We are much more a group of role players vs roll players and tend to focus more on the story telling experience than mechanical benefits anyway. As a group whoever DMs doesn't tend to penalize suboptimal choices while rewarding character driven choices. Since his legs not functioning and the bond he forms with his chosen mount are what he wants to emphasize, I doubt he will every seek to change that unless he wants to explore how suddenly being independently mobile will affect the character dynamics.
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I'll definitely pass on the reality of such a condition, and the lose of legs to some accident or monster is always a possibility as an alternative. The decision on which way to go with his character will be up to the player (an the comfort level of the players at the table), and if he goes with a form of paraplegia instead of loss of legs, we will hand wave the majority of the real-world medical concern. I mean no disrespect to real-world suffers of said conditions by this, just as the many other game appropriations of real world concepts/cultural touchstone are not intended as disrespectful. I also respect anyone else who disagrees with this position. Thanks to everyone for the advice and have a blessed day...
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I agree regarding Dex, that's why I am thinking a flat AC/TAC penalty when dismounted instead of a Dex penalty, and will go with the above mentioned -5 unless someone gives me a better suggestion. Unless I am mistaken, Halflings have a base speed of 20 (I'm not near by books at the moment), so halving it would be 10, but as I think about it that assumption was based on having both arms to move, which would preclude combat, so a 5 seems more reasonable in combat situations. Completely hadn't thought of the prone thing yet, so good catch on that one. The special trick idea is a good one, and I will mention it to the player, maybe even allow it to be trained without costing against the max tricks.
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powerdemon wrote:
Thanks for the terminology advise - just the pointers I am looking for.
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I have a player that has been partially inspired by the characters of Ivar on Vikings and Wendal on Fear the Walking Dead to play a disabled halfling cavalier (order of the paw). I'm looking for advice on two fronts, mechanics & addressing/portraying this topic. I'm not really aware of anything rules wise on the mechanics that may have been written, but I am leaning towards a -5 AC/TAC and half movement when out of the saddle with a possible bonus feat or bonus feat for the mount to represent the heightened training the character will have put in to have the dog/wolf serve as his legs. I am aware that depending on the type of disability (nerve damage/lack of sensativity) thing like damage could be problamatic in the real world, but I don't think we want to get into that level of detail. As far as covering the disability at the table, I have a pretty good socially aware group, but I don't personlly have any experience with this specific form of disability and wanted to know if there was any specific advice out there. Thanks
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I also am unsatisfied with Resonance in its current form. As much as I hate the idea of adding another component to track, for me a large part of the problem is that Resonance is trying to do two things. Investing to create constant effects and spending to create one off effects. I'll wait to see the final version at PF2 launch, but right now, if it stays in its current form I am thinking of something along the line of this... Resonance points as is, but are not used for investing, only for activations. Each character gets an Investment Pool equal. 1 pt at 1st and 2nd levels, then +1 every 3 levels after. 1st - 1
It then takes a day to invest a point in an item, which remains invested until an action is taken to uninvest or someone else takes a day to overwrite your investment with their own. No need to invest every single day. As a costly action, 3 Resonance points can be used to temporarily (1 hour maybe) to overight an investment or go beyound a characters maximum, allowing for someone to heroically use an evil wizard's staff against them or quickly use some other aquired item. Feats or special class features could increase the available investment points as well. Anyway, that's my idea.
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Goth Guru wrote: What about the mutant couples who want to continue the family tradition of mutant horror bodyguards and adventurers? Do you discuss the DNA editing options with the couples? Flippant answer - you would visit an Abominable Offspring Clinic (a subsidiary of Nyarlathotep Incorporated) for that service.... Serious answer - as a long time DM a tend to write everything with the idea of adventure or scene hooks imbedded in the idea. For example, the intent of this was an in game document that could be found that actually raised the suspicious that there had been incidents involving mutant offspring/DNA mishaps and this was part of the PR attempt to clean it up. There is nothing to say that all the Blessed Bundle clinics are actually above board...
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Goth Guru wrote: What about the mutant couples who want to continue the family tradition of mutant horror bodyguards and adventurers? Do you discuss the DNA editing options with the couples? Flippant answer - you would visit an Abominable Offspring Clinic for that service.... Serious answer - as a long time DM a tend to write everything with the idea of adventure or scene hooks imbedded in the idea. For example, the intent of this was an in game document that could be found that actually raised the suspicious that there had been incidents involving mutant offspring/DNA mishaps and this was part of the PR attempt to clean it up. There is nothing to say that all the Blessed Bundle clinics are actually above board...
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The Sensorum Institute of Sensory Science (SISS) Hello fellow sentient, I am Dr. Migua Si’Vick, a sensory engineer at the Sensorum Institute of Sensory Science (SISS) on Absalom Station. Please stay your appendages’ and allow me to extoll the many virtues of our fine Institute. The galaxy is a many splendored place with more to it than can ever be perceived by any one species. Founded in 263 by Greenspeaker Kah, the Sensorum has always specialized in using the full range of magic and technology to allow sentient beings to better understand each other and the various creatures of the galaxy by allowing the direct transfer of unique sensory experiences that they themselves cannot experience. Thanks to our advances in environmental engineering, holographic technology and illusionary terrain manipulations, visiting the Institute’s Sensory Habitats allow you to observe creatures imported from across the known galaxy interact in perfect simulacrums of their native environment. Further, our proprietary technomagic Sensory Transfer Pads (STPads), allows visitors to briefly experience the unique sensory inputs of each habitats residents. Thrill as you smell individual calcium particals when you visit Little Bip our pigmy albino cresteater. Marvel as you sense the web of energy conduits in the Electrovors’s Starship Habitat. Quell at the supernatural ability to perceive the visual world without any light when you visit the (non-sentient) undead on loan from Necrotech at the Mausoleum Annex. Those of you lucky enough to visit our Sharpwing Aviary during nesting season can experience not only the complete vision awareness of the brooding parents, but also the sensory input they receive from their eggs. As spectacular as the Sensory Habitats are, they are just the end result of years of study and research in the many sensory abilities that can be found in the greater universe. As a sensory engineer I am partial to my specialty of designing sensor systems for individual and industrial-use that allow the many ways the universe is perceived to be translated into information available to all, but we have both dedicated research and research fellowships that tackle many other areas. The Sensory Habitat’s Environmental Simulacrums are the province of our environmental & life support engineers and terrain illusionists, all of whom have made great advances in making isolated environments like space stations and starships for more enjoyable habitats than the ancient flying tin cans of yore. Our neurosensory scientists work to understand the pure science, while their work often allows cybernetic and bioware specialist to perfect sensory augments. You wouldn’t believe some of the prototype augments they have come up with over the years. Some of our most exciting work happens all over the galaxy as newly discovered species with unique sensory abilities are encountered and the dangerous work of bringing them to Absalom Station for controlled study is carried out. Likewise, our environmental impact studies are often hazard filled but fulfilling as SISS research assistants track down and analyze how various environmental changes effect the instinctual behaviors of creatures when those changes impact their unique abilities to sense their environments. Are you an education institute looking to bring your charges to the Sensory Habitats on a school outing?
SISS is a non-profit organization that rolls all proceeds and donations back into our research. OOC
Also I am not really happy with naming it the STPad, so if anyone has a better idea I am open to suggestions.
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