Captain Morgan wrote: Ooooh, a new family of spirits which aren't undead: phantoms. Cool lore there. Phantoms were already a thing in the first place. Souls that have left the River of Souls and wander until they somehow return. They are mostly driven by a powerful emotion, an example is the Eidolon Phantoms.
Okay this is probably one of the most unbelievable pieces of fiction I've ever read. Disappointed that Urgathoa is staying around. Although I wanted her gone, there wasn't a snowball's chance in hell she would ever be on the chopping block. If there ever was a vote on a place to get rid of, Geb would only get one vote, and that would be from me. I'm not going to believe the primary Deity that wants Undeath to basically take over the whole of Golarion is someone stopping it from happening. Urgathoa being destroyed causes Undeath to act without anyone causing it? Armies of Undead rising from crypts and battlefields? This prophecy is false because it makes no damned sense. Why would Urgathoa's destruction force even more Undead to exist?
moosher12 wrote:
Use stats for bulky Iruxi, don't need to be using the lore of Vesk. Can even go the other way with Starfinder and use Iruxi for more agile Vesk.
moosher12 wrote:
Other than some possible feats, the Vesk are just bulkier Iruxi.
Herald of the Redeemer Queen wrote: That said, was hoping that since Androids are being actually created in Starfinder timeline, was hoping to see an option for them to emulate non-human Ancestries, especially non-Medium ones. For the time being, use Mixed Ancestry and choose Android for it. You lose out on Constructed and Emotionless, but you can use Android Feats on another Ancestry. Talk with GM to use Mixed Ancestry on Android with an added option of being Small in size depending on what Ancestry you chose for the mix.
LiaElf76 wrote:
I could guess. Without Schools they need to rework everything to have a specific list, or drop it. The last two Feats of that Archetype are either dead or need a heavy rework, as they are very dependent on the School of a Spell.
Ezekieru wrote:
Sacred Ki is from Gods and Magic, so it's not going to be in this run. The Feat makes it so you choose an Alignment Damage, based on Deity, and select that when you use Ki Strike on a creature with the opposite alignment you choose. You can also deal it in place of Force Damage in other Ki Spells. I'm going to assume that the change will Sanctify Ki Strike as Holy or Unholy, your choice, and any other Ki Spell that could reasonably be chosen. Unlike the current Feat, Holy and Unholy aren't types of Damage. So the Monk could just do Holy Bludgeoning Damage if it just Sanctifies the Monk.
Not expecting much of a response, but I just want to know exactly how that feature works. Mummy has no Hunger, Ghost has a goal and Lich is just reading. Do you go by starvation or thirst? Or do you just ignore it because they don't need food? Undead already have the chance of drowning, so I want to be extra clear on this.
oddly enough, the Enhanced Familiar Feat is a set of class feats. Druid, Sorcerer, Witch and Wizard. Alchemist doesn't have one. It's strange that the Archetype gives you Enhanced Familiar if you already have a familiar, and Alchemist doesn't have the feat. Because the only classes that could gain the benefit have Familiars, but Alchemist can't get an enhanced version. Alchemist needs a little boost, and the Enhanced Familiar feat.
Alexander Woods wrote:
I believe you have misread the section, specifically about targeting. If a spell has an area and doesn't call out specific targets, it is assumed to target all creatures within equally. Fireball still hits a group of Golems and does damage.
thenobledrake wrote:
Then why does the stat block even mention Persistent Damage? Unless I've missed something you have to crit to apply that with any spell. The fact a level 1 Wizard can stand on a pillar and kill a Flesh Golem with no trouble is just ridiculous. I can picture fighting a Golem without Magic, because Alchemy. If you have an Alchemist you can do what ever you want as the Golem has no defense. I also don't know about you, but a spell's usual effect doesn't happen unless you land a hit. A sword's usual effect is slashing damage, but that only happens on a hit. How can you do something instead if the effect never goes off?
To elaborate a bit more, I was reading through the Bestiary after finding a post on Reddit. The major point of said post was that the Golem Antimagic trait would trigger no matter what so long as it was the target. Crit fail your attack roll? You still hit the thing. Does the spell require a save of some sort? Doesn't matter. This is do to the wording of the feature only saying "Any magic of this type that targets the golem". Which the poster believes means that if you were to use Produce Flame and throw the fire at a Flesh Golem it would trigger the Harmed By: damage no matter what. This only effects the spells that can actually effect the Golem. Meaning a few low level Wizards with the right cantrips can tear down a Golem no matter what. Have a couple slinging the proper cantrip to damage it and another to enact the slow. Of course I could be entirely wrong and the trait actually does intend for any spell that can harm a Golem to just trigger the effect no matter the action. |