Cruel Instructor

james014Aura's page

Organized Play Member. 299 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.

Let's say I'm an arcane Sorcerer with the Wizard dedication and a few spells. Or the other way around. EDIT: or Cleric/Divine sorc or Druid/Primal Sorc. Not Occult sorc, though, because no prepared occult casters yet. And let's say I have a staff I can use with this.

Can I use BOTH methods for a staff? That is, can I sacrifice a Wizard spell slot to power up EDIT: charge up the staff, and then, when casting from it, sacrifice Sorcerer spell slots to cast for reduced cost?

Since Healing Touch gives the Lay on Hands Champion Power, does the character qualify to take the Benediction feats to snag Warded Touch and Channel Life?

(Sorry if this is the wrong subforum; I couldn't find a better one.)

I believe that a more Pathfinder 1e-style version of NPC building (as in, any ancestries that are/can become valid for players) would be better than more arbitrary versions.

1) Promotion of an NPC to PC for narrative reasons. Something similar has happened in at least my group and I've seen some talk of it elsewhere.
2) While I don't see Leadership in 2e yet, it was in 1e and not having the option would either severely hinder later introducing a more-balanced version of the feat or, if such the feat is brought into 2e in some manner, would take agency from the player taking the option.
3) NPCs that work with the players for extended periods of time
3a) leveling the NPC.
3b) because they can work better with a more PC-esque skillset.
4) The option for a GM to, as arbiter, hold themselves to the same standard players are held to in a field where players operate.

Note: In this, I'm not asking this for monsters, just the player-available ancestries (and likely-to-be-available-later, like Darklands and Planetouched).

While this could take longer than the current system, it feels like a variant of the set of guidelines for NPCs in PF1, such as feats or skills to take, could streamline it a fair bit.

Spells and powers had some things in red/orange, and items appear to have the same.

I don't see a reason for the distinction (which means I probably missed reading something). What do colors other than black mean for an item or spell?

EDIT: and why does this post appear in that color to me?

1 person marked this as a favorite.

While I quite like the multiclass dedications as a better VMC, they don't feel like a COMPLETE replacement for multiclassing to me. They cost feats, for one, and you have to spend 3 feats total before you can go to another class. One thing I liked in 1e doesn't seem to be here is the *option* of old multiclassing, or actually taking a hit to class advancement but not losing out of feats.

In general, I like the new system a fair bit. But, I think it would be better both mechanically and RP-wise to also have the option of multiclassing.

Mechanically: There are some niches that this can fill that other things can't. By way of example, getting Attack of Opportunity requires Fighter 1 OR level 6 and 2 class feats. A Fighter level dip would sacrifice advancement of other powers to do this in exchange for freeing up a pair of feats.

RP-wise: Abandoning a class would allow playing someone having a change of heart about their methods. A Barbarian trying to put aside his rage or a Rogue trying to abandon their deception to be an honest soldier.

Yes, I know this would require a couple new rules for Proficiency interaction and possibly consulting two tables for leveling up (one with things all classes have, one with the class you're taking), but there are a few important niches I think having the option for old multiclassing could fill.

If I buy rounds for Longarm or Sniper (charges/cartridges 25) for a weapon with a capacity of 2 rounds (Tactical Shobhad Horizon Striker), then is it 25 cartridges = 50 shots? Or do I only get 25 shots from that?

Very cool blog, I like that hazards encompass traps, haunts, and magical effects.

The only thing weird to me is Complex traps, it should not be a construct? I don't see much difference

Can an Occultist with the "Trappings of the Warrior" Panoply simply wear the shield on their back and use a 2-handed weapon and still get the benefits of the panoply?

panoplies below regular implements; has some stuff re: this
the panoply itself

So, in Blood of the Coven, Changeling witches get to make covens - what about non-witches who have the Coven Hex? Do they have to take Coven-Touched or do they count and just weren't accounted for?

And, if they need Coven-Touched, would it be reasonable (I'm a GM in the game this would matter in) to rule that they count anyway?

Do claws (Bludgeoning and Slashing) count as blades for honing them on a whetstone?

(And if so, does a +0 Agile Amulet of Mighty Fists count as nonmagical for this purpose??)

Asking because I'm making a Changeling for a campaign elsewhere.

1 person marked this as FAQ candidate.

(the question is, which way is right: do ships of size huge and larger automatically have room for more power cores, or are they just allowed to take more housings? Is it "Medium and Large" or was that a typo in the PDF and it should be "Medium and larger")

The way I've seen it done here (aka: I did a search for this question) has, you have to have the power core housing bay for a second (or more) power core, despite ship size. Which is confusing me, because:
Page 296 of the CRB PDF, downloaded Sep. 1
"Each Large and smaller ship has room for only a
single power core by default, but Medium and Large starships
can be fitted with an extra power core housing (see Expansion
Bays on page 298)."

The previous interpretation of that I saw thought it was "Medium and larger" starships that can get a power core housing.

(And then lists X power cores per ship size after)

So, I'm thinking of trying to create a ship that is suitable as a colony ship. However, I can't find any that would fit the 50/500 rule; even a dreadnought with 20x guest quarters can't get to more than 120 without the crew staying there, too.

Is there anything that might fix this situation?

too long; won't read version: Should Turrets have Point Weapons or Long-Range weapons?

Longer version: I've been designing some ships, and I almost always slap a Point weapon on a turret just so the ship can often shrug off the more-powerful tracking weapons. However, I recently helped someone playtest a homebrew, using a T4 Drake from SFS. And there, I found the Coilgun/High Explosive Missile Launcher Turret was actually a strong option. So, which is generally better?

So, I've been on a ship designing spree lately, and I came across these rules:

Starfinder Core Rulebook p 321: Malfunctioning wrote:
If the power core is malfunctioning, all actions aboard the starship not involving the power core take a –2 penalty
Starfinder Core Rulebook p 321: Wrecked wrote:
If the power core is wrecked, all crew actions aboard the starship not involving the power core take a –4 penalty

But, these seem to me to be assuming that the ship only has enough power. What about a ship with redundant power? Such as a Carrier with 3 power cores for 300 each, and which doesn't even use 600 power? If one core is wrecked, then would the penalties still apply, or would it be a case of just not using that one power core; use the other two instead?

So, I see they all have both these powers (Rejuvenation, Cursed Domain).

1) How does Rejuvenation work? Is it like a lich, a psychic lich, a ghost, something I can't remember, or something else entirely? I don't see anything in the Bestiary clarifying what it works like for Blights.

2) How large is their Cursed Domain? Should I use Dread Lords from Horror Adventures as a base, but limit it to the edge of the terrain? Because that could (especially for Cave Blights) get exceedingly large.

I'm working on homebrewing a campaign where the PCs are purifying blighted land in the First World, but I'm looking for a creature that could be a root cause of the problem, but also would be reasonable for a high-level party (but neither epic nor mythic) to fight.

The main thing I can think of right now is Vorgozen, which is ... a CR 29 Kaiju. That feels a little tough for the party, even if I give them a liberal helping of high-level Fey allies and an army.

Meanwhile, Hezrou and Omox demons feel a little too weak for the campaign.

Ideally, I'm after something associated with Pollution, Curses, or Undeath (or more of the same), and suited for a level 15-17 party (I can add minions if they're of the right flavor).

(I can make it a Siabrae if needed, but I'd rather have that be a last resort for what to make the end boss)

Would a Kinetic Blast (physical) suffer a guaranteed miss, a 30% miss rate, or be unaffected by a Wind Wall?

What about energy blasts?

As a necrocraft gets bigger, should I increase its str and lower its dex? Also, as it gains hit dice beyond the base 4d8, should I increase its ability scores with floating +1's?

EDIT: I'm aware of the Extra Strength option, but this is something I'm thinking of for automatic (because Huge+ with only 15 str seems a little wimpy as a baseline)

Can the smaller objects created be smaller than Small? Like, create a 5' by 5' and 1" thick square of wall as two steps down from Small? And would reducing it like that allow more objects of equal size for Divided Creation?

The idea is Create Materials with prerequisites + Expanded Materials to create slabs of iron to sell. But, iron is very heavy so I'd like to know if it can be made in smaller blocks that are more numerous than outright named as possible for better transportation.

So, they both require some jewelry to complement the outfit and not look out of place. But, would magical jewelry, like a ring of protection or an amulet of mighty fists / natural armor count as jewelry worth 100gp (or 50 for courtiers)? In the immediate sense, it's for an NPC; but I could apply it to a PC of mine (in another campaign) as well.

So, I recently ran the Breakout event (as well as a bit more) and all three good guys lived. Moreover, not only did

Wolo the angel live, but so did Loran and Lacall Allamar. They didn't even get arrested.

So, I don't see the possible developments go in that direction. I'm thinking of re-using the characters down the line. I'm posting my idea for critique and suggestions on how to make it more memorable, or on better ways to do it.

Let Fex suggest after the armory siege that BOTH perpetrators, or at least the survivor, be executed, and the Glorious Reclamation decides that rezzing one but not the other would be cruel. So instead, they try to send Tileavia Allamar with her sons and the angel to another city - Kantaria, specifically. The PCs would instead get wind that they were planning something. At some point, Tileavia and Wolo (both having leveled up if they appear in later books) will (independently) sacrifice themselves to make an opportunity for the outmatched twins to run, leading up to book 4, when they'd reappear in what USED to be the Order of the Godclaw's castle, where one of the brothers would die... and the other would immediately thereafter escape from the other's sacrifice, spend book 5 leveling up, and face the PCs sometime in book 6 in a brutal fight that might (or might not, still undecided what to do if I use this plan) involve heavy modifications to Alexeara's fight.

So, is that a good plan to make these guys much more memorable? (I already changed them to Hexenhammer Inquis and a Spheres of Power class, Life/Channel Incanter). I also sorta want to see about them

freeing Bolgart, who I turned into a brutal miniboss, on the escape from town like they set out to do but were caught
but I'm not sure if that could work.

Other plans are also welcome.

Not long ago, I considered designing an army in PF, only designing the individuals and NOT using the Mass Combat rules.

However, there's an issue: If it's a more traditional classical/medieval army, then the army dies to someone saying "Fireball!" If I use too few troops, then it's not an army. If I make the troops too tough, then it's not a reasonable army to have.

So, in a world with Fireball, Glitterdust, Entangle (the spell), and other powerful magics, How would and army be reasonably designed?

It must be able to capture a city, to defend a city, to fight another army, and to fight monsters. It must be primarily composed of people level 3 and below, with lower levels and NPC classes being the most common (with specialists allowed of a handful of levels higher). It can't rely too heavily on the above-level troops to function.

If it can endure higher-level threats, or fight midlevel adventurers, that's a bonus.

But, what method would be good for designing an army that won't buckle under Fireballs in open combat but can still fight (almost, looking at you, Shadows) anything below a certain decent CR, like 12 or so? (I'm not asking for the army, just a way to design it)

(Also, no mass combat rules, please)