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Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. 63 posts. No reviews. No lists. No wishlists.


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I'm trying to build Kanya for a pathfinder game and i'm wondering if anyone has any suggestions for a good class, i've already got a race planned dhampir but can't decide how to build past that


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wondering if the Seal Breakers has anything to do with the Brotherhood of the Seal in Kaer Maga


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thank you very much


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i did not receive this with my subscription for some reason


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i have a starfinder adventure path and a pathfinder adventure path subscription and did not receive the last items for them.


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i accidentally pre ordered 2 of the return of the runelords pawn set and would like to cancel 1


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also you can use shifter's aspect while wildshaped already but the new feat doesn't use uses of that ability


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i was hoping you'd be able to do what it shows on the cover and gain a fly speed without using wildshape, or have an octopus with claws or a bear with wings, maybe an elk with a scorpion stinger. that would be so much better


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what options does the gathlain get?


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is the adaptive shifter's claw damage supposed to carry over to it's wildshape? cause as written it doesn't seem to


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what are some of the new animal aspects??


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i hope we get some stats for the anadi soon


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hey do the adaptive shifter's reactive forms stack with wildshape like the normal shifters minor forms do?


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i know i'm very late to this but, what non core races would be good for this?


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just curious if, since it's in magnimar, we might see the half-elf druid who's name i'm forgetting from the novel Blood of the City in this

EDIT: Luma that's her name!!


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ok question does the continuous weapon fusion work with the wide line weapons


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Tectorman wrote:
Pagan priest wrote:
Tectorman wrote:
You're not wrong, but remember that you're saying "could". SF ships "might maybe can" do all of those things, hoping nothing goes terribly wrong enough to seal the ship's doom. But what happens when a modern carrier completely runs out of food? They get more shipped to them. "Less than a planetary diameter", remember? SF ships that run out of food in between star systems are vastly (pun loosely intended) worse off. So for all that they "could" rely on recyclable air or hydroponically grown food alone, there are probably volumes of textbook examples in every flight academy in the Pact Worlds explaining how many different reasons why that's a bad idea. So, repetitive, repeating, redundant, repetitious redundancy at minimum.

"Could" only in the sense that might be better options, including magic, that I did not mention. If those are the best available, then any combat ship would be using all of them. For air and water, other than magic replacement, there is no real option other than recycling with stores to replace battle damage losses.

As far as a modern carrier that ran out of food, 1) the captain would be "allowed" to retire just about immediately, 2) the carrier would radio the supply ship that is accompanying the battle group and arrange for a couple of hours steaming along side for underway replenishment. However, I would not say that that being only 1 planetary diameter or less from resupply is very helpful. That carrier may be a week or more away from any port from which they could be resupplied. A SF ship is always within 1d6 days or less from Absalom Station.

And I'm not saying they wouldn't also be exercising those better options. But that would be in addition to those lesser options, not in place of. Remember, this is my attempt to provide a rationale for why the ships would be bigger while the crews would be smaller, by saying that the space is taken up by, for example, not the ship's water reclamator and atmospheric...

and let's not forget that it just lists the people currently running it not their replacements and other extra people in the ship waiting for their shifts plus the amount of advanced computers to help run things so just because it lists a low amount of people there could be more cause we list the WHOLE crew for aircraft carriers not the ones on duty at once


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that would certainly be helpful, i'm currently trying to start a game and these would be so use ful earlier than september


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i would like to move some items from my side cart so they ship earlier, since the items i want to move aren't the subscription items is this ok,


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never mind about the code


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hey can i get the physical items that aren't part of the subscription shipped sooner, also the one syrinscape code won't show in my downloads


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Ransal wrote:
Ahpook The Destroyer wrote:

I would really like to see a machine, maybe something for your ship, that can break gear back down into UPB's. Since money and UPB's are interchangeable, and literally everything except drugs are made from them, why not just make a device that converts them back? It would make it so a properly outfitted group would never have to worry about going back to town unless they want to.

Just a thought...

AtD

You can already break items down for their UPB (10%). The issue is that it doesn't say how or how long it takes to do so.

how? i know there's a way to scrap an item to use it as spare parts but i didn't see a way to convert it back to upbs. also it makes no sense for full price as upbs because upbs wouldn't be 100% the mass of the object,


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its for a story not in game


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yeah i'm trying to use this description for a story i'm writing with a human courser being chased by a monk, both are level 8 for purposes of powers


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how do i describe the impossible leap deed of the courser swashbuckler archetype, specifically the use of which that lets you change direction mid jump, in a way that makes sense that a chasing monk wouldn't be able to follow.


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i'm trying to figure out a way to describe the Courser archetypes impossible leap deed and for a story and need a way for it to work cause it's an extraordinary ability


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ok i was wondering what is the maximum movement for a round for jumping, like if i'm running it's four times my speed right, and if so, if i high jump in an area like an alley could i jump off a wall at the height of the first jump and make a second jump to limit of my speed?


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hey does the courser archetypes Wall-run deed only work on the run fullround action?


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Can i use the courser swashbuckler archetypes wall run deed on a charge?


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does this mean that i can't create a half-orc arcane archer using a hornbow


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actually there will be 45 total
https://www.equestriadaily.com/2017/10/equestria-girls-digital-series-to-be -45.html


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it's just hasbro on youtube


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i just found the perfect archetype for Rarity it's the Silksworn occultist
spells count as arcane magic and gets power from fancy clothes


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not sure if this is the right place to post this but can't really find any other pony discussion so here it is

what class/archetype would you put the mane 6 as?
i've got some ideas except for rarity

Pinky Pie: Bard
Twilight: Wizard
Rainbow Dash: Swashbuckler/Rogue
Applejack: Fighter/Brawler
Fluttershy: Hedge Witch bunny familiar animal patron
Rarity: ?????


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Ravingdork wrote:
Torbyne wrote:
Velisruna wrote:
Now to use maze-core tech to combine a doshko and sniper rifle.
Is Maze-core tech obvious? can you combine a mundane knife or ceremonial sword with a grenade launcher or x-gen gun or something?

I think both of the component devices have to be powered or technological in nature.

You can make your laser pistol into a computer, but you couldn't add a primitive spear to your sniper rifle (at least not with this tech).

the way i read it you just can't use weapons with the analog descriptor


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ok why its still a spell from the spell list you picked from and not a spell like ability.


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ok so a computer can be set up to control another computer, if a technomancer is using a computer to control a computer with spell chips installed that they can use, 1) can they use those spellchips even though they are not in possesion of the computer with them and, 2) where does the spell count as being cast from?


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can a mechanic that took technomantic dabbler use technomancer spellgems?


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feral speech social trait from heroes of the wild can potentially allow you to learn duidic which i'm planning on taking for my Hunter character since it's a hybrid of druid and ranger.


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ok i can't tell if the sneak attack damage from acute shot can be used by non rogues


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hey the hairs strength is equal to the witches intelligence so if my witch has a strength of nine and an intelligence of 15 at lvl 1 does that mean the base attack for the hair is a +2 or -1


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i mostly want more substance wood infusions for my Ghoran wood kinetic knight


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hey ghoran wood kineticist is thematic and the con bonus works well with kineticists


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i think a kineticist archetype that has you focus on two elements from level one would be cool but you only get two elements and can't composite blast till level 7


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hey how can the Prowler at World's End use spirit surge if it doesn't have the spirit bonus ability they also don't have the mediums taboo ability


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and with the catfolk exemplar feat you can increase the claws base damage from 1d4 to 1d6 so even at level one you are still doing the same max damage as a monks unarmed strikes and a higher average with the FCB until level 16 where your max damage is only 2 lower but still a higher average


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if you had to compare pathfinder languages and/or accents to real world ones what would you say they were

would rougarou have a cajun accent


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Feros wrote:
Luthorne wrote:
Would someone be willing to say how long a rougarou can remain in wolf form? Is it 1 minute/HD, indefinitely, something else?
1 minute/HD, as it works like beast shape I.

no it's indefinitely as the change shape monster ability which it is


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catfolk clawblades are they still usable with feats that work with natural weapons or not like feral combat training, cause i've heard it both ways and seen so much discussion about it


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James Jacobs wrote:
The Fox wrote:

James, this came up in a Play-by-Post game that I'm GMing, and I'm looking for your take.

The PCs face a couple of shapechangers—with the Change Shape supernatural ability—who are disguised as humans. The players get suspicious because the two shapechangers are acting kind of funny.

One of the PCs casts detect magic. Would this spell allow the caster to detect the presence of a magical disguise (assuming the Knowledge [arcana] check succeeds)?

I was inclined to say that since it is a (Su) ability, detect magic would not discern the disguise, but I'm not sure. Luckily for me as GM, Merisiel's high Perception check was sufficient to see through the ruse before it came up.

Detect magic would detect a supernatural ability's aura—it IS magic, after all. The DC to identify the school of magic involved for something like a supernatural ability that's active and ongoing is 15 + 1/2 caster level.

Unfortunatley, that really doesn't help much at all for supernatural abilities, which almost never have specific caster levels listed. In place of a caster level, in this case, I would say the DC is 15 + 1/2 the HD of the creature from which the supernatural ability came from. I'd then say it was a transmutation effect, but nothing else—it's not a spell, so it doesn't have sub-schools like "polymorph".

there is a line in detect magic that says elemental and outsiders don't automaticaly detect as magic unless they were summoned or something to that effect, would that be different if they had always on supernatural abilities?

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