The Society Guide contains this line: Guide, pg47 wrote: Welcome: A player may apply the Welcome to Starfinder boon to their first character (XXXX–701). This boon is available for download at paizo.com/starfindersociety. However, I cannot find this boon for download at this location. Is it still available, and if so where I can download it? Is it in plain sight and I am just missing it? Thanks!
Lisa Stevens wrote:
Ranzak is my favorite too. He needs his own base class so he can make it to iconic status. Iconic Scavenger!
I will be trying both Starfinder and Society for the first time at GenCon2019. Does "The Commencement" have enough action in it to be interesting?
Basically, I am thinking that Commencement sounds a little boring while Ashen Asteroid, for example, looks like it will have more fun to draw me in. I have a lot of PF experience, just not Starfinder. Thanks for any advice.
Male Half-gnome Expert 12
Hey guys, quick update.(like Bahir, I didn't see notifications) Bottom line up front, I am very open to kicking this back off in April (end of March), if that works for everyone. Longer story, ... why April?
--- Pulling back the curtain a bit, you are teetering on the end of this book. You are basically all right there at the top of these steps. I think we should proceed as this,
The prelude to the main action in Book 6 also allows for significant retraining of your characters. You will get like a month of time to retrain into skills, feats, class levels, whatever. Alternatively, you can make a new character if you like. There story justification for another group of high level adventurers helping with a concurrent situation going on nearby. If you want, this whole current party could be that and you all can make all new characters. Anyway, something to think about.
First, Paladin = LG. Period. imho. That *is* what a Paladin is. I am all for another class with similar powers that can be any embodiment of their deity but it needs to be called something else. It seems like this is what the Warpriest was going for, and so I wouldn't be surprised to see that later when this comes out for real. Second, calm down. This is just the playtest. There are years and years worth more books with new classes and archetypes coming.
I've been wondering about this too and am curious why it isn't being discussed more. It is pretty absurd that there is seemingly no way to move a creature and maintain a grapple. So the dragon that swoops down and grabs a sheep for dinner has to let it go mid-air each round after moving and then hope to catch it again? A giant cant grab a small creature and move with it? Surely I am just missing something in the text...
Erik Mona wrote:
It would be great if you made one or more short videos (real people, animated, or anything) that walks you through it. I have to admit it was pretty cumbersome to understand in spots, and I am still not really sure what I am supposed to write in some of the fields. It isn't as bad as going from 2nd ed. to 3rd though, so there is at least that... :)
This confuses me as well. Let's say that I want to be super knowledgeable on strawberries.
But why would I go down to that level. Doesn't Lore(Fruit) cover strawberries and all fruit?
I think we need a 'nominal' list of main categories. Then, perhaps, you should get some kind of bonus if you go down to specific Lore. So, if I took an entire skill on Lore(Strawberry), I should have a higher chance to succeed than over Lore(Fruit) in matters about strawberries. Of course, the GM should take this into account anyway when setting the DC, but it would be better to call it out in writing. Otherwise, why would I bother to go down beyond the Nature or Botany level when those should cover strawberries too? (Maybe the GM thinks Nature is too broad, ok, but Botany is pretty specific as Botanists exist.) Hmm .... I suddenly need a milkshake ... I don't play PFS, but I can see this being more of an issue there. Our home group will likely settle in on a set of Lore groups over time. However, from GM to GM there may be more variation for a PFS character. Which GM gets the say over the Lore skill? Only the first one that presided over the creation?
Ooh, the sidebar says signature skills are Crafting + those granted by bloodline. For skills, it doesn't refer to extra ones granted by bloodline. In either case, I am building with 9+IntMod until something official says otherwise since there is text that expressly allows it (and maybe 9+ skills is the intent after all).
I fumbled through my first sorcerer creation and assumed I was supposed to make the bloodline skills list overlap with the 5+IntMod general allocation. Then, I read it again and interpreted it as 'in addition to the 5+Int'. On one hand, being forced to be trained in 4 skills is way too constraining. On the other hand, there is no reason for a sorcerer to have 9+IntMod skills.
Here is a clue from the sorcerer paragraph: Sorcerer Bloodline Summary wrote:
So, my current thought is that the sorcerer bloodline skill list is only meant to set the Signature Skills for the sorcerer, which makes the suggestion to train in those skills also make sense.
NobodysHome wrote:
Just catching up on this thread after a few months off the forums. I have to agree here and this is a standing rule of mine too. No spells unique to APs or Modules you are not playing in. Just because it is in Herolab doesn't mean its available. Blood Money, in canon, is found in only two places I know of, The Anathema Archives and Karzoug's spellbook. So unless you are in Rise of the Runelords, or some post-Karzoug slaying adventure, no Blood Money.
Male Half-gnome Expert 12
Terrible week at work. I've basically worked, got home, spent time with kids before bed, slept, and started each day over. We have a big design review with the government coming up next week and hopefully normalcy returns afterwards. I will push as soon as I have a free hour.
Male Half-gnome Expert 12
Terrible week at work. I've basically worked, got home, spent time with kids before bed, slept, and started each day over. We have a big design review with the government coming up next week and hopefully normalcy returns afterwards. I will push as soon as I have a free hour.
NobodysHome wrote: Anyway, that extra 5 AC fundamentally changed the combat, as is pretty obvious when you think about it. At the end of last session, Malek had opened the door into the great hall, been hit by the two waiting alchemical golems, and the party saw nine morlocks waiting for them, and those who could see magic auras saw... One non-electronic option: Graph paper with their standard AC on the top broken out by bonus type in each column. Then, list buffs underneath broken out by type, and they can easily track the total. Notecards is another option.
Diego Rossi wrote:
But that second level spell doesn't give you any benefits of actually sleeping, which is a big downside to any but pure melee classes. Like I said before, Keep Watch seems to be way worse as a 1st level spell. The real question for a GM to houserule is whether just removing the fatigued condition is enough to prevent you from dying from lack of sleeping. I would say yes in my games because ultimately it is fatigue that kills you.
Keep Watch is a 1st level spell that a bunch of non-cleric classes get and gives you the benefits of a full night sleep (spells, abilities, Hp, etc.) Nap Stack is a 3rd level spell that is ridiculously helpful in essentially granting extra night's sleep for a single night's sleep. Lesser Restoration is a 2nd level spell that takes away the fatigued condition and does not give you any benefits for a night's rest. Honestly, Keep Watch is way more of the issue than lesser restoration.
You mean to tell me that the *Death* condition can be cured by a simple casting of Breathe of Life, Raise Dead, Resurrection, Reincarnation (ignoring Limited Wish, Wish, and Miracle)? You mean to tell me that the "I've lose an arm or a leg" condition can be cured by a simple casting of Regeneration? Are these somehow less severe conditions than not sleeping?
1. Exploration and establishment of a colony
If #1 isn't an exciting theme, then yes you will struggle. Getting into the mindset of someone starting a colony, trying to figure out what happened to the previous colonists, being the overall "protectors", and excited history buffs about the earliest humans on Golarion is what should drive the PCs early on. At first, they may need hints that their immediate goal is "what the heck happened" and not full island exploration because if they stray too far, they are potentially leaving the colony without their defense. You can easily lead them to the right areas anyway because they should have no idea what the island looks like - don't give them the overhead map! They can make survival checks to explore and you can put whatever you want in front of them. They should eventually see the tall tower, or hear about it from the two statue-things. That being said, if they are determined to explore, you can let them wander into too high of an encounter - hopefully they realize it and run. That is how this game used to be played; you didn't always get "level appropriate encounters". Finally, and most importantly, you should NOT run an AP that you aren't interested in, even if that is what your players want. You will not enjoy it and consequently they won't either. Work together and pick something else you are all interested in.
I really liked how in the Dragonlance world of Krynn, using magic, especially powerful magic, fatigued the caster. That was a nice balance to demi-godness that is a high level spellcaster. (and I always play casters so I am not railing against that) Something like that would explain it as well, though not within the Pathfinder rules.
For me, K (Dungeoneering ) would reveal basically what Zhangar stated at the normal DC. At higher DCs and/or with access to large city libraries, then more statistical facts and possible a flavor encounter story would be available. I would allow a very high DC K (History) to learn anything about their significance to earthfall, and an even higher DC to recall anything about their significance to the rise of the humans. These would mostly come in the form of stories or legends.
PRD wrote: The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Kinetic blast doesn't change the fact that it is an energy blast at heart. You still get to use a touch attack and you still have to deal with SR.
You will definitely be providing an 'unforgiving experience', though it sounds awesome. I have to say that Souls for Smuggler's shiv will eat up a bunch of NPC classes I think. It can be pretty hard for regular PCs. I'm sure GM variation probably factors into its "hardness" extremes. Now, if you are going to keep the rest of the NPCs around and take away the end-game part of the adventure (since it is really only applicable to continuing Serpent's Skull), then it should work out better. Though, there are still going to be serious challenges among the remaining inhabitants, especially the unnatural ones. I highly recommend Heart of the Jungle if you want to provide more of a survival experience. There are lots of extra diseases and hazards that would be great to incorporate and are not mentioned in the module, especially the jungle diseases. You should read the Serpent's Skull Obituaries thread (obviously spoilers) if you want to challenge your notion of the "easiness" of Souls for Smuggler's Shiv.
I try to pre-roll and pre-prepare random encounters just as if they were part of the adventure. For me, to make it truly random means a lot of unnecessary slow down during play and I am bound to play the encounter sub-optimally if I have to read/remember everything right on the spot. Scratch Paper
That is a good point, Corvus, as well. If the most glaring issue is "what was the lich doing with his spare time", then everything else is likely pretty solid. Of course, it is hard to discuss actually play matters at this point since very few groups would have made it to this book yet. Given that, I didn't really try to think about it much, but I imagine that even if you knew what you were going it would take a tremendous amount of time to build and program a functional clockwork leviathan single handed. I am sure there was a lot of time spent on failing and trying again as well. If I made it to this book, I think I would just play up the "mad scientist tinkerer" aspect of Auberon and perhaps leave a lot more evidence of his clockwork machinations. "One time the master went into his laboratory and didn't come back out for 300 years, oh those were good times ...".
Skeld wrote:
Hah, I was merely stating fact. I have no idea what is slow or fast. Frankly, we are probably right on track for the number of hours we put into it. It seems to be mostly kids' soccer that's our problem... :)
What are you trying to actually achieve? For all of your home games, great, druids can wear metal armor now. Otherwise, the rule is very clear and doesn't have to "make sense". It isn't an issue of being "natural", it is more of a "it once was alive" thing. Its been a druid thing for a long time, and it probably existed originally to add balance and flavor. However, that balance was undone anyway through the use of special materials. It used to be a great milestone to done your first suit of dragonhide platemail or scalemail as a druid...
Also keep in mind that APs may not be the best option for your group. My f2f group has average finishing an AP per 4 or so years. That is a lot of patience, commitment, GM keeping very good notes, etc. There are a lot of very good modules out there too. Or, you can play through only certain books of an AP as well, as many could be easily picked up at different points along the way. |