Vordakai

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97 posts. Alias of James Priebnow.


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Grand Lodge

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I'll be there as a GM for most of it. Except Sunday when my gnome delves into the Perplexity again. I'm sure it'll be fine.

Grand Lodge 2/5

Vanessa Hoskins wrote:


Chained encounters working as intended. That's one of the reasons for the required preparation rounds and scripted actions. I figure that mission like this go one of 3 ways:
- Super stealth mission and each group is ambushed without knowing about the other fights, Mission Impossible style
- Failed stealth mission where the PCs attempt to ambush each team, fail, and end up with an escalating encounter. This sort of turns into waves and fighting on multiple fronts which leads to a very dynamic fight.
- Full on blitz-raid where the PCs storm the villa and try and take out groups as fast as possible.

I attempted to give support for each of those likely possibilities with the wrench of the dogs and the foyer trap to give PCs a hurdle to overcome with their plans.

"Homicidal archaeologists" was one of my favorite lines to write. I absolutely loved Corvius coming alive on the page and wish I could write more of him.

My table found themselves in option 2 after a lightning bolt was cast in the lounge. Even the barking dogs and construction noise couldn't conceal THAT.

Grand Lodge 2/5

Later this summer my local PFS group is doing Moonscar and Witchwar.
msp pathfinders on Meetup. I promise it won't be snowing.

Grand Lodge

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Liz Courts posted 50 on Facebook.

Grand Lodge 2/5

Tier 12-18 !? That means I get to play my first character again. This sounds like a good reason to come out of retirement.
Alas, I'll probably be the one running this.

Grand Lodge 2/5

I like the idea of a Season 1 pawn set. If it works like adventure path pawns we wouldn't get they until the season is over. :(

Grand Lodge 2/5

This is an older scenario but I'm running it in a week and found a possible glitch. With the Guide instructing us to ignore Sczarni faction items does that mean there is no way for players to earn "Armed to the Teeth"?

Grand Lodge 2/5

You have fewer GM slots available. If things go according to plan I will have played the Starfinder special at SkalCon. Depending on how it goes I may be willing to help GM it at Gamehole. I haven't had the best luck with special tables thus far...

Grand Lodge 2/5

This may be a silly question, but if I GM a SFS Scenario at a convention that got Event Support how many boxes do I check? I ran a game at 2D Con and will be running things at Skalcon.

Grand Lodge 2/5

They can wander around for the two hours, but odds are they are going to get a bunch of breaches just for waiting around. I made sure my players knew two things in the library.
1 - You are on a clock, you don't know how long but something else is here and pushing against the gate. Not seeing a door right away got them to start looking in the stacks.
2 - The description of each section, how the areas get weirder as they go forward in time. So exploring each section will give them clues to what they are facing. I made a handout for the library and told PCs what skills they can use.
I had a full table with several players that could hit DC25+ on knowledge checks. They split between sections and had the books and rituals done in an hour. Even the nonbrainy people got to help on a research section which was great.

edit: IIRC the four player adjustment drops the DCs, but if they don't even try there is no way to avoid the breaches. There is also a bit of damage for getting dumped into the lab. If a group gives this section a pass I don't think its possible to get the second prestige. Letting a Venture Captain get beat up is bad form.

Grand Lodge 2/5

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I was just going to consider the "melted" book to be Precautions. Assuming the party collects enough books on Sunday of course.

Really looking forward to running this at high tier. My only fear is the PCs will make the diplomacy check to the point the don't even fight Daosvaria. Not getting to make a True Strike, Power Attack, Fly-By Attack bite will make me a bit sad.

Grand Lodge 2/5

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The condensed guide sound like a great idea. Something I can hand out at the FLGS or con floor that has enough to let a new player get started. I know people have made a version of this locally but an official one would be good.

Grand Lodge 2/5

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GMing at a con should continue to get some kind of bonus. Most of the time you pay to get in and time behind the screen is time you aren't playing / at a party / etc. I like the extra boon slot idea (if 2e ends up with that system). It certainly doesn't need to be an ancestry boon. I never understood the fascination with catfolk anyway.

A reduced cost rebuild would be helpful. For example, when the GM credit character you cobbled together ends up 3rd level and you find the build is sub par after you play.

Grand Lodge 2/5

I like the sound of option 2 but 3 would be good. To me the number of Stars represents a commitment to the campaign so getting a small bonus in the new edition makes sense.

Grand Lodge 2/5

As someone who has run Way of the Wicked twice, I'm not a fan of evil PCs for PFS. I'm sure there are players who could do it without disrupting play. Everyone I've played with so far can be civil even if their characters have reasons to disagree. We're there to have fun not beat each other up. A character's alignment is no excuse to be a jerk at the table.

IF the organized play team is going to let evil in, during a playtest could work. If too many tables report a problem you revert to the No Evil rule.

Grand Lodge 2/5

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I'd like to see the corrected starship combat DC's added to the guide. Players and GMs are more likely to find it there than the Starfinder FAQ page. At least it gives people another chance to see it.

A Drake rebuild sounds good. Had a group use that in the drone fight and run out of ammo pretty fast.

Grand Lodge

Please by released in time for Con of the North. I scheduled to run this one multiple times.

Also, no scenario tags?

Grand Lodge

Rysky the Dark Solarion wrote:

Metal, cheap and sturdy, but not a lot of detail without painting.

Resin, pricey and and the most delicate (not brittle but you can't throw them into a box like you would plastic), lots of detail without painting.

Plastic, inbetween.

Don't know what those Reaper's are.

Plastic in terms of minis can mean lots of things. There are big differences between the old D&D prepainted, Pathfinder Battles, and Reaper Bones. Hard plastics hold detail better, but can get brittle (see pathfinder). Soft plastics like Bones take paint OK and can take a beating in the minis box but you lose fine detail. added bonus, you can straighten limbs and weapons with a pot of hot water or a hair dryer.

Resins vary too. If the manufacturer isn't careful you can get bubbles and other defects. Never noticed it with Super Dungeon Explore minis or Relic Knights. I had an old Warmachine Colossal that I needed to fill in some small holes with putty and sand flat before priming. Filing down mold lines should also be done with a dust mask. Resin debris can be irritating.

I suspect for most people a quick blackwash will make the details pop out enough that they won't need to fully paint them. Skittermanders could be washed in blue instead of black. Might get the mini close to the cover art.

Grand Lodge

ghostunderasheet wrote:
No Pictures = it don't exist. Links please.

https://www.kickstarter.com/projects/325468910/starfinder-masterclass-minia tures/description

Scroll about 1/3 down so you can see the Encounter packs.

Grand Lodge

So if they are allowed in SFS, they would be the full grown adult and thus NOT have the creepy feeding tentacle. That sounds better.

Grand Lodge

Just looked at the art from the Starfinder Miniatures kickstarter. The ones on the left seem cute. Something ewok-like wandering around, obviously some folks like them. I don't have the book yet so no clue about the rules for playing them. As soon as they are sanctioned I expect a bunch of new characters entering play.

Then I glance at the two whelps and ... umm... what is that coming out of their belly? My reflex of "Kill it with fire" kicked in.

Grand Lodge 2/5

Shaudius wrote:

Have: Free Captain's Affiliation(SFS)

Knights of Golarion Affilation(SFS)
Micromissile Battery Upgrade(SFS)

Want: Broad Arc Upgrade(SFS)
Augmented Affiliation(SFS)
Light Plasma Cannon Upgrade(SFS)

oooh micro missiles, PM sent

Grand Lodge

24 hours. I have a feeling that the PCs should be off world before that timer runs out.

Grand Lodge

The Starfinder and Iron Gods pawns work pretty well and are cost effective for most people. If you want minis, Reaper Bones (Chronoscope line) has some great models for the Starfinder characters under $5 per mini. If you want more detailed minis Reaper has the metal minis (the same sculpts as the Bones) for $6-10 dollars. Unless you want the Bulldog, think X-Com mechtrooper, who is $20 in metal. Warmachine has a few factions that would look good in the Starfinder setting, Convergence and Retribution mostly. They aren't cheap AND you need to assemble them. I'm thinking a Tactical Arcanist Corp leader model would be fun to base a PC on.

I personally hate working with resin minis. I don't know about Ninja Division, but other resin models I've worked with have pits and bubbles. If you want to kitbash there is a potential toxic dust problem. At $10 each, I am much less willing to hack an arm off to switch gear and repaint the thing.

Grand Lodge

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Always like to see more minis that can easily be PCs, like the two ratfolk and the halfling.

Grand Lodge

Noticing gunfire varies in different games. The archaic firearms in Pathfinder would be quite loud. While I can't find rules for how loud a Perception DC -10 feels right. With the +1/10 feet, anyone within 100 feet hears it automatically (DC 0). Most people could hear it at 200 feet (DC 10). Depending on the campaign style they may not know what the sound is.

Starfinder has guns everywhere and in a wide array of types. Anyone would know (or at least have a good idea) what they sound like. The Silence spell didn't make the cut so someone would have to research it now. But a weapon augment that reduces the noise of firing doesn't seem out of place in the setting. There is an oil of silence for Pathfinder so we have a precedent.

Silencing a sonic weapon would likely break the weapon or the enchantment. Being horrifically, damagingly loud is the entire point. Even if RAW it would work, I'd houserule it that you can't use sonic weapon in a Silence area.

Grand Lodge

Can I have Mac's shotgun-axe? Not necessarily for effectiveness, but it looks cool.

Grand Lodge

Been waiting for this order and now it looks like some items are no longer available (red and black medium bases). I really want the space goblin t-shirt before SkalCon. Please remove the unavailable items from the order.

Grand Lodge

The room making a perception check to notice feels backwards. If the party notices the weak spot can they make stealth checks to keep quiet? To avoid the opposed roll, you could just say if someone gets a stealth check less than 10 it collapses. As above, the cave in hazard in the core rulebook sounds like what you're after. If you want the CR higher, bumping up the damage by 2d6 and / or raising the save DC by 1 should get you to CR 10.

No way to bypass? If this is the only way to the plot you could have PCs deciding to not risk the cave in and leave. Might work better if it's a faster way through but not the only way. What happens if they use a summoned monster to poke it until it falls?

Is the intention here to trap the party on one side of the debris so they must go forward to get out or just to soften them up before a big fight?

Grand Lodge

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Thanatotic Titan. One shows up in

Way of the Wicked:
as an optional super boss. I love that creature, so many spell-likes. And the whole cut you off from your god thing.

Grand Lodge

Any word about went these will be available? Hoping to have it before my next con.

Grand Lodge

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Orbital bombardment is a staple of science fiction. "Nuke the site from orbit, its the only way to be sure" can be the correct answer to some problems. Viral outbreaks, massive colonies of undead, disassembler nanite swarms are all great reasons to evac and reduce the a city or continent to ash. I suspect most ships won't have the firepower to do more than a few city blocks worth of destruction at a time but I could be wrong.

It is not a Good answer in terms of alignment. The default assumption about Pathfinder and Starfinder is the PCs on average are somewhere between Neutral and Good. Indiscriminate destruction is always a Chaotic act and often Evil as well.

Grand Lodge

If you really need to use this for a home game (eat coilgun dragon!) the various Battletech games have scaling damage for people Vs Mechs and Mechs Vs space naval assets. A Mechwarrior 2nd edition character has roughly 30HP, single short range missile does 2 points to a Mech or 10d6+6 to a person. That same 2 point missile needs 4 more friends do 1 point of capital ship damage.

The answer is pretty much the same, firing ship scale weapons at unprotected people is overkill.

Grand Lodge

Everything I've heard on this topic from the developers is that you can't target people with shipboard weapons ... yet. There wasn't space in the core rulebook to deal with all the aspects of ship level combat Vs PCs.

While nuking the dungeon from orbit may sound like a good idea, it breaks the game's theme. And several interstellar conventions regarding cultural sites, use of WMD, etc...

Grand Lodge

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PossibleCabbage wrote:
Murdock Mudeater wrote:
Personally, I don't like the idea of running anything immortal with a fixed alignment. Eliminates the option for characters to grow, mentally.

It's canonical that in Wrath of the Righteous

Serious Spoilers within:
** spoiler omitted **

So a Lich being something other than Evil is possible. This is from an AP where "redemption" is one of the major themes, and these are exceptional circumstances but it appears possible for a lich to eventually change its alignment.

And somehow that wasn't the spoiler I was expecting. Anything with an intelligence over 2 can be redeemed in theory. Just because you've broken the natural cycle of life and death to extend your material existence ... oh wait, that's why you're evil in the first place. So maybe the best we can hope for is True Neutral.

That would be another route to defeating a Lich even if you can't identify the phylactery. If you can't kill it, convert it.

Grand Lodge

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Even the halfling ranger in Order of the Stick knows lead blocks divination. Maybe if you dropped Divination when you specialized I could understand why a caster wouldn't know that.

The problem with dropping it in the ocean (aside from the new pressure zone rules in Aquatic Adventures) is that even you don't know where it is. Things wash up on shore all the time, there are aquatic species out there that have the same spells as surface folk. When you regenerate do you really want to wake up inside a whale? Or stuck in some tube worm near a volcanic vent?

Grand Lodge

If the party captured anyone during the occupation of the Horn, you could rebuild and play one of the adventurers that attacked. The party could easily turn any of the neutral NPCs to the dark side. They all have a small bit of back story to build from. As they are from the world, it may also give you some inspiration.

Infernal visions can guide a new villain to the party. any class with a divine tie and loyalty to Asmodeus can be drawn in this way. A Haunted Oracle, maybe a former member of the church of Mitra. Maybe a convert from another oppressed faith who heard about a group of rebels trying win religious freedom for the land.

A nature based character could an Iraen (tribal people south of the Horn) be determined to prevent the ever-expanding Mitran faith.

Both times I've run this, someone grabs antipaladin. Sort of on that vein, an Inquisitor could be fun. Rather than stamp out heresy, you are driven to find protect the surviving faithful of Asmodeus. Trying to liberate stolen relics of the faith and generally be a pain to any Mitrans you find.

Did you fight <Monster Name Redacted> for a Mythic Trial or Ascension? If it is who I think it is, good on you for trying. That thing is horrible.

Grand Lodge 2/5

John Compton wrote:

The Starfinder Society adventures have introduced a series of tags on just under the table of contents. These are defined in the upcoming Starfinder Society Roleplaying Guild Guide, and I'll summarize them here.

Exclusive: This adventure can only be run under special circumstancs, such as at certain events or by certain GMs.
Faction: This adventure has a special faction tie-in.
Quest: This adventure is a series of short quests.
Replayable: This adventure can be replayed for credit.
Starship: This adventure involves starship combat.

So when you get your scenario(s), you can take a look for the starship tag. If it has that, prep the starship combat rules. Otherwise? You can focus on other parts of the book.

** spoiler omitted **

Looks like I need to dig through my collection of minis. I'm running both scenarios at SkalCon.

http://www.skalcon.org/

Grand Lodge

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Most Liches I know hide their soul away from the lair they operate from. Some distant, forgotten place. My favorite is a dragon's hoard. You should really get permission from said dragon as you aren't sure when you'll need to hang out there for a few days to regenerate. Leave yourself a few useful items so you can start rebuilding.

As to identifying one that has been collected by troublesome "Heroes" the spell Detect Evil should be your first step. Yes, if it has been worn by its foolish owner for years and has other evil spells attached to it the Detect Spell won't help much. Having other evil people nearby won't matter, the spell will let you get specific by the third round of concentration.

The higher level divination spells like Legend Lore, Analyzer Dweomer and some psychic abilities should be able to confirm if an object is the phylactery. A sufficiently high DC Spellcraft check to identify the properties of the item should do the job (treat like a Cursed object). Example, if you made it out of an Amulet of Natural Armor +5 the DC to identify a phylactery with Spellcraft is 15 (starting) + 15 (Caster level of the item) +10 (margin of success required to spot a curse) for a total DC of 40. By the time a party can take on a lich, there should be someone in the group who can hit that DC better than half the time.

Grand Lodge

I have several of these already. Very nice maps. I do plan to use these and a few Traveler Deck Plans I've collected in my home games.

Grand Lodge

Now I want to make cursed grenades that DO return when thrown.

If the device releases an energy pulse, sure maybe you can recharge it. A fragmentation grenade doesn't work like that, the casing becomes the shrapnel that does the fragging. Of course that's modern grenades. Nothing says you can't put a few of those universal polymer blocks inside, plug it into the wall for an hour, and be ready to go again.

Of course, depending on where you threw it, you may not want it back.

Grand Lodge

Ah, Kingmaker. There is a monster on Book 3's random encounter table that makes my PCs nervous even now 2 adventure paths and 4 years later.

102. Hey guys, I rolled "Peluda" on the random encounter table."

Grand Lodge

Rysky the Dark Solarion wrote:
Porridge wrote:
First, you need to use a move action to get close to them, and so can’t full attack. Second, you immediately fall if you’re not on solid ground, so (as I read it) you won’t even get the chance to attack them once.

Why wouldn't you get to attack?

Jump > Slash > Fall

There will be times you don't fall, microgravity comes to mind. If you are using this power without gravity and you don't have a jetpack what happens? Do you keep going in the same direction until stopped?

Grand Lodge

The biggest threat here is Command Undead feat. Hard to stop that short of bumping your will save. Intelligent undead often have Channel Resistance (bonus to saves) and you get a save everyday. Even if the necromancer has jacked up his DCs, eventually you'll roll a 20.

The feat references the spell: "If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. "

Friendly does not mean mindless slave. If you person controlling you isn't careful about their orders, well... "I'm sorry, but you said Fireball the goblins. Its not my fault two of your allies were in the blast. You didn't tell me NOT for maximize the fireball."

Grand Lodge

Death Ward targets a living creature. Much like another thread about protecting yourself form spells that don't allow saves there are only a handful of things that work.

Spell Immunity (and its Greater version) - good if you know what your hunters use, or are concerned about 1 spell (searing light for example).

Globe of Invulnerability simply turns off lower level spells.

Spell Turning can work here too. Sadly, lots of the stuff PCs throw at undead is less effective (or useless) on the living so the reflection isn't as good). However, undead tend to have poor Fort saves so reflecting a Disintegrate is amazing.

Grand Lodge

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Are the starship rules less complicated than GURPS? I saw people talking about cube roots above and started thinking about GURPS Vehicles again. <shudder>

If the system flows well I can live with handwaving away parts of physics. This is still a fantasy game at its heart.

Grand Lodge

Whatever forces instigated The Gap probably don't want people snooping around trying to pick up the pieces. They broke reality for a reason.

Any other group of worlds that aren't interested in joining the Pact Worlds and are looking to expand their empire. Can't have these Starfinders exploring / recruiting new worlds when we want them all.

Space Pirate King. There has to be at least one of those out there, probably lots of them. Space is big.

Grand Lodge

Not a squirt gun, but it will do. Copied from the PRD:
"BATTLE ASPERGILLUM
Price 5 gp
Type simple
Named for the common aspergillum, a macelike tool used by priests to sprinkle holy water, this light mace has a hollow head and a metal plug closing off the hole through which the head is filled. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon's head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled. Filling it with holy water is a standard action that provokes attacks of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, to prevent the holy water from leaking out as the weapon moves."

Grand Lodge

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Kingmaker style colonization or a build-your-own stellar empire where the PCs are trying to build up defenses before the swarm or other big bad shows up.

Grand Lodge

Last more than 5 rounds outside your ship WITHOUT a protective suit.

edit: # of rounds may vary based on the final rules.

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