Hide in the background!. When attempting a hide check in a crowded place, you can instead do a performance check to act like you are an NPC in the situation.
roll 1d4: (1) Blood returns to cuts as they close. (2) Your wounds look like cracks and they crack in reverse to heal you. (3) Vile purple light emits from the wounds and they close. (4)In a flash, the wounds are just closed
1
failure, power may not be used again today
2-11
failure
12-13
You regain 1d2 hit points per round to your maximum for 1d6 rounds
14-17
You regain 1d4 hit points per round to your maximum for 1d6 rounds
18-19
You regain 2d4 hit points per round to your maximum for 2d6 rounds
20-23
You regain 3d4 hit points per round to your maximum for 2d6 rounds. You can simple put dimembered body parts back onto the stumps and they reattach.
24-27
You regain 3d4 hit points per round to your maximum for 2d6 rounds. You can simple put dimembered body parts back onto the stumps and they reattach. You are not killed instantly if you are cut in half or decapitated
28-29
You regain 3d6 hit points per round to your maximum for 3d6 rounds. You can simple put dimembered body parts back onto the stumps and they reattach. You are not killed instantly if you are cut in half or decapitated
30-31
You regain 4d6 hit points per round to your maximum for 4d6 rounds. You can simple put dimembered body parts back onto the stumps and they reattach. You are not killed instantly if you are cut in half or decapitated
32+
You no longer die from damage, but must be exposed to sunlight. This last for 1d10 hours.
General Skill Prerequisites master in Performance Frequency twice per day
You’ve picked up a few things on the stage. You can attempt a Performance check to be considered trained in a skill you are not trained in. The DC is usually a standard-difficulty DC of a level equal to your level. If you succeed, you are considered trained in that skill for your next use of that skill. You still use the normal ability score to determine your total bonus to all checks with that skill.
Basics-Time to keep exploring! Archives of Eternity continues the main metaplot as the Starfinders continue to explore Aballon. This time an old archive is found. Who was there, why where they there, and what secrets are hidden in the archive?
Mechanics or Crunch– This is a very story forward adventure. If you are a combat monkey, then you might not enjoy this adventure as much as some others. The combats that are here are good, but they tend to be kind of short. That’s not bad as the math that’s here works well. But, if you wanted four hours of just crunch, you will be slightly disappointed. 4.75/5
Theme or Fluff– The story is the main focus of this scenario. I’m saying this because the whole point of this adventure is to explore a long lost archive of materials. And with that, it succeeds well. Several questions are answered, but many more are presented. That’s fun world building for the Starfinder society. 5/5
Execution– This is the Paizo I know and love. We have solid layout with solid text, with solid pictures, and an overall ease of reading. This is the Paizo quality I love. 5/5
Summary– Starfinder society for 1st ed is almost done. I love what’s here, and Paizo is giving this world a fun sendoff. These adventures are key to helping with that send off. It’s not perfect, as its maybe a bit too story focused. I like the story, but some of my more combat oriented players were a bit disappointed. It won’t take four hours, but it will build out your Starfinder experience. 98%
People just know who you are! When another creature, NPC, or character attempts an apposed performance check and they know it is against you, they gain a -2 penalty to their performance check. Multiple of these penalties can be placed on a creature if multiple different characters with this feat oppose them.
roll 1d4: (1) You move so fast it looks like a shimmer. (2) You just flash between points. (3) The world slows to a crawl around you. (4)Things just happen around you.
1
failure, power may not be used again today
2-11
failure
12-13
Increase your Agility by 1 and your AC by 1
14-17
Increase your Agility by 1, your reflex save by 1 and your AC by 1
18-19
Increase your Agility by 2, your reflex save by 2 and your AC by 1
20-23
Increase your Agility by 3, your reflex save by 3 and your AC by 2
24-27
Increase your Agility by 3, your reflex save by 3 and your AC by 3
28-29
Increase your Agility by 4, your reflex save by 4 and your AC by 3
30-31
Increase your Agility by 4, your reflex save by 4 and your AC by 4
32+
Increase your Agility by 5, your reflex save by 5 and your AC by 5
General Skill Prerequisites expert in Performance and a second skill
Learn from all the things you can do! When you attempt a performance check, if you have a skill that is appropriate and you are an expert in that skill, you can attempt a check with that skill. If you succeed at the same DC as the performance check, you gain a +2 circumstance bonus to your performance check. Attempt the second skill check before you attempt the performance check. Th GM is the final arbiter if a second skill is appropriate.
Hit Points: Skeletons gain 1d8 hit points at each level. Skeleton Powers: Skeletons have a number of random skeleton powers determined by their level. Agility Bonus: Skeletons get a bonus to all agility rolls for weapons and melee attacks were applicable. This is in addition to the bonus from the ability score AC Bonus: Skeletons gain a bonus to AC based on their level. Graveburn: Skeletons can elect to use gravburn like spell burn when using skeleton powers.
the last occultism feat, and times for the one for level 20!
Occult Master Variable actions Feat 20
General Skill Prerequisites legendary in occultism
Even the most powerful spirits will do your bidding. Once per day, you can choose an Occult 3rd level spell that is not uncommmon and attempt a DC35 occultism check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Intelligence as the spell casting ability and are considered legendary proficiency to determine spell casting attack or save DC.