I will admit to finding a huge problem in his first ability. When combined with Illuminate he gives all ranged combat + 1d8 I'm thinking to change it to "When you cast these spells on your turn" Otherwise that just turns into a powerhouse. I think I like the recharge because he's a very weak character otherwise. With a hand size of 6 monsters can tear him apart. Though I guess his first power if kept the same is a bit tacky. I've played a couple times with him and I can say that being able to through a force bolt all the time puts him in line with people like the swashbuckler without the extra ability to discard the weapon. I'm mostly also trying to keep the warlock theme. The reveal is because warlocks could throw the same thing all day but I didn't want to jump on the "discard a card so your combat check is X". The ally part is meant to keep with the using up people to charge your rituals. One original Idea was to banish an ally to add a d12.
Raynair wrote:
100% sorry I didn't type in the clarity i thought I had. Though i've just played a game with it and here are my changes. Choose 1 ([] 2) spell(s) with that have the arcane trait. When you cast these spells treat them as a reveal instead of a discard. - When casting a combat spell you may recharge an ally for an extra 1d6 ( [ ] 2d6 ) on the combat check. The first one is worded the same as the magus. Since we weren't clear on how it worked I kept the same wording so people with their own ruling would be able to use their ruling here. We play it as once per scenario on your turn.
Shent the Human Warlock.
POWERS
- When casting a combat spell you may, reveal,recharge,discard,bury, or banish for a d4, d6 ,d8 ,10, or d12 respectively.
Here's some people i liked D'shawn- He the the crime boss of a one side of a supernatural gang war Aspect: Ghoul Gang Lord Gredel- He is a necromancer living out in the swamps and leader of the gang boss Aspect: All dead shall rise Lindsey Kirink - a psychic cursed with Cassandra's tears Aspect: Seer of the strangest futures Ed Bowers P.D. - Only supernatural person in the police he can see the history of objects at a touch Aspect: Cursed with Psychometry Rumplestiltskin - Resident leader of the goblin market Aspect: Pending Andy - Bar keep of the Mistress of the Mississippi Aspect: Sounds advise/ Knows when to be quite
Okay this is where we need to have a dm ruling because sorry to burst your bubble byt true mortals can't take items of power ass seen by " Pure mortals may take as many mortal stunts as they can afford without putting them at or over the zero refresh cut-off. That said, some NPC mortals do exactly that." the game system is designed so that true mortals can only take mortal stunts as to balance their plus two ability otherwise all true mortals would be wandering around with items of power. Now i have dm's rule that item of power isn't supernatural and some have but i'm just pointing this out.
Pierre Gustave Toutant Beauregard was the most famous Civil War soldier from New Orleans and fought in the Battle of Shiloh; his ghost is said to roam the streets of New Orleans whispering “Shiloh“, which means “place of peace” Another possible person. Also updated one of my characters on the site under player one
Apparently New Orleans is a big vampire place also with a nearby swamp it could be easy to write about unearthed tombs that hold powerful entities, Maybe we could have a location named Swamp with the aspect of
Also apparently the french quarter is a hotspot for supernatural activity and could easily be another location.
I was planning on two character as seeing which one you guys would want me to play. My first is CoG who until now flies solo going down the streets with blessed Molotov cocktails taking down evil. My other is a New Orleans witch doctor style character who uses Thaumaturgy to make deals with people for a living.
Sounds like a pretty good idea. Though i'm still confused on what this research is for. Also new site is looking pretty good. I do have a couple questions just in general to you guys/gals. First to the site manager: Are we going to be editing our players in the player slots or you. Second: How many players do we want. Third: does anyone have character concepts they need help with or any help in general?
Okay guys been reading your comments and what I like for the templet is "small problems in the big easy". Also I love the autumn court idea and have played in a couple games that included them. They make for a really good game because they are not too powerful like the winter or summer courts. However, sometimes their "parent" court can come in and stop the players if things get to out off hand. City building seems really confusing because primarily it is. What i have seen is three different ways city's building can go down. First being the Gm creates it all. Second being each player makes his/her section and you put them all into the city. And finally the best but longest and most complicated is to create each part of the city as a whole group. For power level, i find that submerged is best because it allows for character ideas to be more filled out. On the other hand unfortunately at that power level playing a true mortal becomes less appealing because the bonus it give isn't proportional. Also for game style I prefer Mystery( though it is hard to write) with few serious fights that require planning on the players part ( only one or two a Story).
That works, Dresden takes slightly shorter than normal to learn though there is a couple things in the system which are unspecific, most groups have ruled different things. Though i'd be happy help people along and the GM(If you want help). I can also tell a couple things that need to be house ruled.
So I was looking to play a Duel Cursed Oracle. Now I know that one of my curses is Deaf (Got this thing going with my sister where she speaks for my character) and was wondering how a couple of combinations would work for example Deaf + Legalistic (I can kinda see this one with written vows but is does say break your word) Deaf + Tongues(A deaf person talking?) Deaf + Wolf-scarred face (Great combo because all spells I SPEAK get 20% fail but they are all silent due to Deaf) Also final side note I haven't found a straight answer on this: For Tiefling and Assimar i know the other abilities aren't useable but what about the stat adjustments?(Before you look it up) Other: variant tiefling abilities are not legal for Pathfinder Society; oracle curses on page 26 are legal; Inquisitons on pages 26–27 are legal; Other: variant assimar abilities are not legal for Pathfinder Society; Oracle Curses on page 26 are legal; Inquisitons on pages 26–27 are legal;
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So i was searching for avatars on this board for Kasathas and Shirrens and then to find space elves and Ysoki although some Ratfolks can be found... Sadly something exotix as Quorlu is hard to find or non-exitent. Normal users like me don't see the option for Kasatha under type althoug when i hover over a potential avatar when i have all avatars displayed for me to pick one i can see Kasatha mentioned as the type for specific avatars. So my way to get an official implemented Avatar for a Kasatha or another Shirren then one of of the two (2!) Shirren you can see if you tick the box the the left to show all Shirren avatars is i don't tick any box and sort the avatars by date and select next again and again after i can see something i like.
Any chance the awesome avatars will be easier to handle in the future? Right now tons of users pile up using certain avatars because a lot of the avatars are not connected to the system to let's say show me Type: Elf. I am using an avatar for my Alias Agrona Amabilis which does not show up when i select Type Elf but has the descripiton Type Elf when i hover over that avatar with my mouse when selecting an avatar. Right now for some of the awesome avatars you need at least a few skillranks in using Paizo Forums to select one of the newer avatars. Would love to see more users having an easier time to get a wide variety of avatars for Play by Post or just in general.
So looking at one specific Starfinder Society scenario and in general how to balance this because conditons can be awful as they should be. We do know how long the conditons last for the grenades from Core Rulebook and Starfinder Armory and i am too lazy to look up any other sources with more grenades and the same problem in need of an errata! Grenades from Core Rulebook and Starfinder Armory:
Riot Grenade I (item level 2) only gives the staggered condition but for how long?
So was the time of effect simple forgotten?
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So we need to know for how long that conditon will last like all those lovely other grenades.
I accidently signed up for a Starfinder Society Scenario i already played and since i have no clue if i am able to replay or if i want to replay that scenario i let the GM in a message and the others know in a post that i want to be removed from that campaign can this be done for a play by post game if you have already dotted into Gameplay thread for that Campaign and are listed with a character and as a player?
This character is meant for Starfinder Society and i don't have access to Near Space, Starship Operations Manual or any Adventure Path! All other Society legal sources should be available. I picture a Mechanic using a Welder or a Seismic Pick as main weapon and in general using advanced melee weapons in combat instead of ranged weapons.
I reduced the list of themes to Guard or Gladiator. I want to keep the weapon familarity from Dwarves so that i can use advanced melee weapons for sure with my mechanic. Alternate Ability Adjustments are not fun because -2 to Strength although standard Dwarves will let me have a -1 modifier for Charisma.
I was thinking like STR 16 DEX 10 CON 13 INT 14 WIS 12 CHA 8 for the Gladiator themed Mechanic with the feat Laugh at Danger or Positive Conduit.
Should i really go that low for my key ability? I don't want a drone for this character because he or she will be in the face of the enemy with the tool/weapon. Mechanic with Powered Armour looks also nice but to keep track of the batteries and not being able to really improve the movement of Powered Armour (only very late on a high level) made me rule that option out. And Powered Armour comes at level 5 and before that i can use heavy armour without reduced movement speed by the armour as a Dwarf. Would love to hear more input before i will build this character and use my boon to start that character at level 2!
Hello! I figured this section of the board would be the best place to ask the above question. So i figured how to create an alias, but how can i create 'the crunch' for that alias? Would be nice to put in everthing i need for a play by post on this board like i did for my first and so far only play by post on this board for Starfinder Society. If this part is the wrong section feel free to point me where i should ask about that.
So in Character Operations Manual on page 25 i saw the name for a skill i very well know from my Pathfinder First Edition games. Profession Mastery has a very long list because for all different professions.
I am sure we can all agree, that each group can create a houserule in that case.
So a friend asked this question but has not yet come to the forums. We do have this Fighting Style since more then 2 years form the Core Rulebook and nobody dared to ask? So starting as the level 5 Style Technique for Arcane Assailant Fighting Style a Soldier can imbue a weapon with the following fusions: ethereal, flaming, frost, merciful, or shock. Let me go through the list. Of course it only works if i have attuned my weapon before any combat situation.:
So with so many themes and options we have now, the lists of professions in the CRB are no longer enough for me. So let's say i am going for the theme Law Officer, pick a class combine it with the Steward Officer archetype and now to add the final detail Profession Steward Officer.
Do we need a clarification that no GM will deny my Profession and cripple the ability to use a situatable Profession skill instead of whatever else can be used for a skill check in a scenario? What about other professions not listed as common, just pick a mental ability you think is the best to express how your character is tackling that particular profession?
So the Biohack of a Biohacker is not magical, can the Quorlu ally from a Biohacker still be affected by benifical effects from the class abilities of a Biohacker? Quote:
So far i see nothing magical used for a Biohack and it's an exceptional ability. Quote: Specialized micropharmacy of catalysts, nanites, and specialized chemicals Quorlus do have a few drawbacks as a playable race, so i really wonder if a Biohacker in my party can buff my character or remove a condition when i am playing my Quorlu.
So my question is, if i am as a Quorlu can't benefit from drugs, medicinals, or similar nonmagical substances is First Aisd and any treatment which could by done by medicine skill and with a medlab and/or medkit must be done by magic? So a Quorly can only receive First Aid? As far as i can tell we don't need special equipment for First Aid and a trained character can easily do the DC 15 check for Medicine or a good roll from an untrained character! Weird that my Quorlu trained in Medicine can only heal and treat any kind of affliction for carbon based lifeforms.
So this Society Subdermal Graft states it is a mark to let others know you are an agent of the Society. Sure imposters do exists. Is there an option for a character past level 2 to get this thingy that all Starfinder agents could have?
I literally would forgo my downtime and pay and get in line for that thing. Be it the 150 Credits or 2 fame or so. Just a suggestion and it's crazy to call this the ingame signature thingy for agents of the Society and normal agents only being out in the field not doing that evergreen never ever can get it.
So we are talking about Small Arms and it seems Starfinder is designed to only have a good damage output for pistols for Operatives. Then we found this!
Copy and paste from Archives of Nethys wrote:
Starting at level 1 a Biohacker has profiency with all Small Arms and some do have the injection property! So is it really intended to give full damage for pistols for a class with such an amout of buff and debuff?
So i wonder which kind of build would be best to be a cowboy right out of a spagetti western. Who wants to be the stranger who makes a point when you laugh about the cowboy's mule [insert correct species]... Thinking out loud:
The Outlaw and Bounty Hunter themes do sound great for the right feeling. I would go for projectile weapons only, but having a few fusions for being able to overcome immunities would be necessary later i think. Oh and just a nice for the melee. For Soldier the Hunter fighting style looks nice on paper, i would pair it with Bounty Hunter theme. I need more input from you guys. I tend to get lost in details and lost track of the greater picture. Edited because typoqueen.
So i am a bit lost how to adjust and decide how high i should set the DC for my disease i know a cult is kidnapping children making them sick and let people like the PCs rescue the children or they get ransom money from the parents and hoping the children are contagious and still don't show any signs of being sick and so spreading something horrible. But they all just created their characters and i don't want to kill them right away or kill the inhabitants of Absalom Station. Because Remove Affliction is a Mystic spell only and Starfinder is using the spells know mechanic for spellcasters having at least a level 7 Mystic and this Mystic happens to know this spell as one of the 2 level 3 spells... It seems not be so widespread to prevent a pandemic. On the other hand i want to set up a threat for not only the players but also the ingame world. My players are all only level 1 and on the way to rescue some children with a nasty surprise after they saved the day got paid and may or not may be disesase carriers. I am giving the disease an onset time of 3 to 5 days.
I want to take the aasimar feat "Celestial Servant" for my aasimar cavalier. This feat gives my mount who is practically an animal companion the celestial template. My problem:
So how do i calculate the CR of my familiar, animal companion or mount? By the way this feat is legal for PFS and i plan to take this feat for my Pathfinder Society aasimar character and there i really don't want to speak with five GMs and get five different ways to do this. ;) PS:
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