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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. Organized Play Member. 1,274 posts (1,339 including aliases). No reviews. No lists. 1 wishlist. 14 Organized Play characters. 9 aliases.


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Can’t wait! Bloodrager archetype - finally!


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I should also point out how James Case mentioned in the stream how Paizo is taking a harder look at making archetypes present more opportunities for various character types with things like putting spellshape feats or other abilities into combat-focused archetypes, like how the Winged Warrior archetype has a spellshape feat, called “Gusting Spell” that allows a Winged Warrior casting a wind spell to fly for a little bit.

Winged Warriors can also snap feathers to do damage in all directions with the “Feathered Flechettes” ability and have access to a high level feat called “Sonic Strafe” that allows them to do a flyby attack that inflicts sonic damage.

I also appreciate that, using Grafts, we can make an ancestry that doesn’t have claws or wings or whatever take the appropriate graft and become a Winged Warrior, Clawdancer, or what-have-you other archetype you might not ordinarily be capable of taking due to a lack of claws, wings, gills, or whatever. Dwarven Kineticist of Earth and Air Winged Warrior here we come! Ooh, or an Awakened Animal Snake Winged Warrior Cleric - call me Quetzal Caduceus!


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The latest Paizo Live stream yesterday revealed some cool new stuff for players, such as:

New Items called Grafts, which includes Slashing Claws, Gills, Tail, Wings, etc.

2 more new Archetypes in addition to the 3 we heard about previously - Clawdancer & Winged Warrior, in addition to the Wild Mimic, Swarmkeeper, and Werecreature ("...a rather large Archetype").

3 new Witch Patrons - The Devourer of Decay, The Ripple in the Deep, and The Whisper of Wings (all of them are Primal).


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Sanityfaerie wrote:
LandSwordBear wrote:
Sanityfaerie wrote:
I wouldn't be surprised if "Who was the killer, anyway?" was massive spoilers for the associated AP.
Unless there *is no* killer. Could be a bad case of the godsflu. Or perhaps a suicide. Old age? Fade away into nothingness out of sheer boredom with the whole schtick of having to endlessly being deific? Look, even superheroes get the blues...

Could still be massive spoilers.

Also, we have the image of the deity being torn apart and raining down on the world as godstuff. That's not old age.

Hey, it could be old age! I mean, it’s a different state of being/existence. We don’t actually know what a god dying of old age actually looks like for a deity, now do we…? :p


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I'm leaning towards the "one" to die being Gozreh. With the Elemental Lords being around, Gozreh always felt more superfluous to me than the other gods. Now, after Rage of Elements and the return of more Elemental Lords, I feel that way even more strongly.


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I do want more playtest rules teasers, spoilers, and detailed notes from internal playtesting. I just hope we don't have to wait too long for the 2e versions of the Nanocite and Vanguard, my 2 favorite Starfinder classes.


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keftiu wrote:
Lashunta have been my most-wanted PF2 Ancestry for a while, so I voted for them and Prismeni here.

Those were my choices, as well.


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Finally! It feels like I have been waiting too long for any news on Tian Xia! I can’t wait to learn something new or even just get a chance to read a product page for these books.


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I like the apparition flavor and concept; I think it is a must have for inclusion for the class - especially for urban spirits. I even like the mechanics of the vessel spell. But, I hate the flavor of the vessel spell; it is too niche with funhouse vibes. What if it also could be described as distorted reflections in water or ice, through reflected or colored glass, or from a mirage somehow…?


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Anyone else getting strong Shaman King anime/manga vibes from the Animist? I am. Not a complaint; just noting the similarities… and I’m here for it. I can’t wait to tear into the PDF tomorrow.


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Heh; Animist, Exemplar, and even Channeler we’re on my short list of guessed at class names from 22August. Nice!


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The swollen one has gotta be spell-wrestler, runecrafter, pugilist or something like that that works with their hands, brawn, and/or creativity moreso than something more academic or charming. But, just because the iconic appears brawny doesn't mean that Strength has to be the most important or even only choice for a key attribute. Demigod could also work, but then so could Avatar. Both are connected/related to gods, but in different ways.

I like the idea of the explorer as a class. But, I'm not sold on that idea. Traveler and wanderer could also work just as easily and I'm not sold on that, either. I'm thinking it is more likely to be something more related to faith, religion, spirits, or philosophy like an Animist, Heretic, pilgrim, Onmyoji, Shugenja, or Apostate.


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I was contemplating ideas for class niches and class names again on my drive to work this morning and lamenting how Necromancer won't work with the hints we have. But, then I thought about that old video game where you control minions and it occurred to me that the very name of that game fits the criteria for the hints we have for class names and as a class it could focus on minion control as a reinterpreted power set rather than exclusively using existing minion rules. Necromancer could be a subclass for it, too.

The game is Overlord.


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Given the hints and what was stated about syllables and vowels, I think the following words/names brought up in this list thus far are most likely to fit the criteria:

Animist
Apostate
Ascendant
Ascetic
Aspirant
Avatar
Avenger
Channeler
Chronicler
Commander
Confessor
Conjurer
Crusader
Demigod
Enchanter
Exemplar
Exorcist
Godcaller
Harrower
Heretic
Incarnate
Invoker
Paragon
Punisher
Seneschal
Spellthief
Symbiont
Warmaster

When you add in what little we have learned so far about the book, what with the death of a god and so forth, I think we can pare it down to religious names with hierarchical connotations, and philosophical words like:

Animist
Apostate
Ascendant
Ascetic
Aspirant
Avatar
Avenger
Channeler
Confessor
Conjurer
Crusader
Demigod
Enchanter
Exemplar
Exorcist
Godcaller
Heretic
Invoker
Paragon
Punisher
Seneschal

I don't think the designers would risk using names of past D&D classes, unless they are used in common parlance more often (like fighter or crusader) or risk anything associated with a major IP (like something owned by Marvel or DC). Furthermore, looking at Michael Sayre's posted hint about writing the words seneschal, weaver, broken, and destiny for a project, which could be this secret book with these new classes, the following jump to my attention:

Animist
Apostate
Ascendant
Aspirant
Avatar
Confessor
Crusader
Demigod
Exemplar
Exorcist
Godcaller
Heretic
Paragon
Seneschal

"Broken" and "fate" makes me think of Apostate and Heretic.

Seneschal makes me think of Ascendant, Avatar, Confessor, Crusader, and Exemplar.


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A blog post from July 28 is “ages”, huh…? Never heard a week described like that before…

keftiu wrote:
… and was pretty clear about mostly being current releases + Remaster stuff. It seems like they want Starfinder 2e to be their big Gen Con news.

You mean like how it was “pretty clear” they weren’t going to have anything to say about Starfinder or a secret book, featuring the death of a core 20 deity, with an associated play test for 2 new classes starting September 1st by virtue of not mentioning those items in the stream schedule? Also, I never mentioned the stream schedule in my original post. I was asking about any news from GenCon, not stream schedules explicitly. It was valid question.

I understand about the focus on Starfinder, but that does not preclude other, smaller news items; especially since the Tian Xia books were already announced. I doubt that information would detract from the Starfinder news, especially if they were announced on a different day of GenCon. Furthermore, as long as they still intend to release the Tian Xia stuff within the next year, they will never have the opportunity to promote them at GenCon again, which would be a wasted opportunity.


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Bokavordur wrote:
Rysky wrote:
Captain Morgan wrote:
I thought monitors were mentioned in Nepheline options.
They are, there was just no Chaos/Law Lineages shown though, assuming that means Paizo is abandoning Ganzi is jus that, an assumption.
It would seem to me that Nephilim might be taking on that whole gamut. Holy and unholy, and then however they alter the concept of order and pandemonium.

The last sentence in the second to last paragraph on the left side of the Nephilim first page entry states, “Other Nephilim sometimes earn the name of aphorite or ganzi, though this entry only focuses on empyreans and cambrions.”


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I think you may be looking at this with too much of a PF2 lens. With this new edition of Starfinder, the design team has already stated that they are looking to not just simply create a “Fighter in space”. They don’t want to retread the same design space; instead, they want to innovate. Clearly, they are taking this approach with all classes.

We already know that the Mystic is going to have a spell list that draws from both Divine and Primal, which both align with the Life Essence. That combined Tradition list is already very different from any PF2 spellcasting class. I would bet that the Mystic might not even get all of the spells from both lists, either. We know that the Mystic class is hyper-focused on healing. They will probably focus more on spells that have more of a focus on Life Essence over spells that focus more on Matter or Spirit Essence. What if, instead of deciding which spellcasting Tradition they are looking at taking spells from, Starfinder spellcasting classes will be more concerned with which Essence their spells focus on?

So, taking that logic a step forward, I propose something like the following:

Mystic - Life Essence spells (Divine & Primal)
Technomancer - Matter Essence spells (Arcane & Primal)
Precog - Mind Essence spells (Arcane & Occult)
Witchwarper - Spirit Essence spells (Divine & Occult) - Witchwarper might even have a selectable spell list/Essence like the Sorcerer and Witch do. I admit thatSpirit is a weird one for Witchwarper and is only there on my list because it was the last unclaimed Essence list.

The pairings of which Essence should go to which Class could be debated, but I don’t think I am too far off on this idea, given what has already been stated about the Mystic. A couple of the classes could even have the same spell list/Essence; much like the Oracle and Cleric do.

Of course, everything is still in early development. So everything could change at any moment and the designers may still have yet to decide anything regarding the other spellcasting classes. I don’t think the initial release of Starfinder 2E is going to have all of the SF1 classes and will likely have 8, at most, in the final core rulebook release, after considering the PF2 Remaster. After all, the play test is already stated to have only 6 classes.


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Thurston Hillman wrote:

Welcome to the Starfinder Playtest General Discussion Forum!

Hey everyone, I just wanted to take the opportunity to welcome everyone to the new Starfinder Playtest General Discussion Forum. This is your place to talk about the upcoming Playtest for Starfinder Second Edition, and while it’s a way off from release, this is a great opportunity for people to post their thoughts on the direction of the game and what they’d like to see out of the system.

This is your chance to tell us what’s important to you about Starfinder. …

-Thurston Hillman
Managing Creative Director (Starfinder)

Well, since you asked so nicely…

I was involved in the closed play test for SF1 during the latter half of that process. I am very excited for SF2 and have been wishing for this since PF2 came out after its open play test was concluded. I just thought it was an impossible dream. I played SF1 quite a bit when it first came out, but as much as I love and prefer the Starfinder setting and lore to that of Pathfinder, the rules never quite felt right after our group began a PF2 campaign. So, we never returned to it in earnest again, though I kept my charter subscription, despite not being able to play much anymore; which is a shame because I really really wanted to play my favorite classes in the game that came out after my opportunities to play Starfinder had ended and I never truly got a chance to play them. Recently, I had been contemplating an end to my subscriptions since I have only been collecting them and not really playing anymore. This new edition has reinvigorated my interest in this game; especially since I will be able to incorporate it with the PF2 everyone else I game with wants to play.

A lot of my problems with SF1 sound like they are going to be addressed simply with the edition change and adoption of the PF2 rules, such as no high level spells, the old PF1 archetype rules, the action system, etc. I see a lot of folks complaining in various threads about how they are worried they won’t have that cantina vibe anymore when SF2 comes out. But, SF1 took time to build that up and had no help from PF1. This time is different, since PF2 will be compatible, we can use a lot of those ancestries and SF2 will just add more to that with each new book in the line going forward. So, I am not worried about races/species/ancestries.. I am worried about classes.

I know that when a new edition of a game system and setting comes out there are certain, basic things that must be accounted for and made to build a solid foundation for the game, but there are some things that I wish had been handled differently, though I recognize that they couldn’t have necessarily been handled very differently than they were. The big one for me was how the core rulebook class options were fairly bland with only a couple of exceptions.

What I mean by this is that there were classes with limited spell progression, the Solarian, and some interesting new alien species, but not much else really appealed to me when the shine wore off the core rulebook after a couple months of play. I’m not much for playing variations on the same classes I have played for decades now. I like to try new things and the Starfinder classes didn’t get interesting options for subclasses until things like the Nanocyte, Vanguard, Precog, Biohacker, mecha, and more augmentations came along beside other options for existing classes that finally gave such basic classes like the Soldier, Operative, and others variant class rules and subclass options that mixed more magic and weirdness into them. I mean I like the Technomancer’s theme and flavor quite a lot, but the mechanics never quite delivered it for me. (I like stuff like that and like Galen and the Techno-mages from Babylon 5 with ancient, alien tech so far beyond what the rest of the universe had that it looks like magic to everyone). Early/Core Rulebook SF1 was too SciFi and not enough Sci Fantasy.

It wasn’t until the last couple of years until we started getting stuff like mecha, Vanguards, Precogs, Nanocytes with Eldritch Nanites, Magical Assassin or Spell Thief Operatives, Biohackers that study Thaumapathy, Spellspeaker/Tech Whisperer Envoys, Soldier with Mine Menace, Qi Adept, or Spellbrawler fighting styles, Glitchghost Mystics, Solarians with a Broken Cycle and a Solar Shield or Flare instead of Armor or Weapon, or a Vehicle Mechanics (c’mon that one should of been in core)

I want the weird and I want it right off the bat. I know we can’t get as much weird sci fantasy as I would like, but I don’t want to have to wait for a couple of more years before we get that stuff again. Give me stuff like Psychic Debt Collector Priests of Abadar, Symbiote-wearing/wielding Henshin/Sentai class, Dragon Fighter Pilots, Neural-Networked Necrotic Peacekeepers, Cyberpunks that can see beyond our reality to the underlying, TRON-like matrix of our universe and can hack the code to create or hunt down dimensional glitches and viruses. I know that you can’t do all weird, but please give us options to keep character creation and our adventures more about Sci-Fantasy than SciFi. At least stuff like magical options for subclasses for more mundane sci-fi classes like the operative or soldier. Having some Spell Thief or Spellbrawler early on would be really nice for those of us that like more of the fantasy in our sci-fi.


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Given what has been revealed today, I think it is even more likely that one of the new classes is a Necromancer. The classes are coming in the same secret book as the event that leads to the death of a deity. So, if the extremely evil Urgathoa were to be the deity killed off, then her death could pave the way for more moderate Arazni to gain more influence with undead. The elimination of alignment makes room for more gray areas to justify getting “non-evil” Necromancers into the limelight a little more.

As for the second class, the Shifter, Shaman, Inquisitor, and others from 1E are ruled out. But, I wonder if it might be something a bit more like a combination of the old 1E classes, the Medium, the Shaman, and/or other similar class/archetypal concepts from fiction and D&D 3.5 and 4E, like the Binder/Pactmaster, an exorcist, an animist, or even have elements of the Inquisitor and Avenger in flavor and abilities. It would definitely not be the Shaman class, but rather something else, I think.


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Aaron Shanks wrote:

Backstory! As we've said previously, the whole Marketing team will be at Gen Con, and the editorial team will be slip up, so all these are pre-recorded. It is fewer hours than we have done in years past, but full of value!

Thanks for playing Starfinder and Pathfinder.

What does “slip up” mean in this context? Because when I looked it up on Google (thinking there might be a new fangled slang meaning all the hip young kids are using these days), I found it meant what it has meant my entire lie, which is to make a mistake. To quote Inigo Montoya, “I do not think that word means what you think it means.”


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Making lumber is not the same as magically growing a tree in a short amount of time. There is an entire process and craft to making lumber that takes a lot longer than just cutting down a tree, including tasks like sealing the logs, how you make the cuts, bucking, drying the wood, and more. I would require any PC wanting to make a profit from this to utilize crafting to earn a living, and that isn’t even getting into storage, transport, finding customers, dealing with sales, merchant/craftsmen guild licenses, legal rights of who owns the land (and therefore the wood growing on it), local or regional politics with feudal lords, repercussions from the local wildlife/monster life, etc. If the PCs want to get into messing with my game world’s economy, then I will mess with them right back. So, in the end, I don’t think the ability to grow trees rapidly will affect the economy in my games terribly much at all.


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Errenor wrote:
PossibleCabbage wrote:
This is also why the hyrodkineticist can't just decide to flood the entire planet. Somebody from the plane of Water is going to come knocking and ask "what do you think you are doing".

With air and water it's extremely simple: there are several constantly open gates to water plane and probably air too ( or at least they open and close all the time on their own). So everything comes to equilibrium all the time. Good luck trying to overwhelm them all, and there can be new ones too.

This prevents problems with jugs of endless water and so on too.
And we could always assume there are gates to earth (and metal) planes in depths of the earth too. Why do you think earthquakes happen?

BREAKING NEWS! This just in: Arcane researchers at the Magaambya Institute of Magical Learning have discovered that earthquakes and something they call "Plate Tectonics" is tied to the geopolitics of the Plane of Earth. More to follow at the 11th toll of the bell.


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Still waiting on my sub, too. This always happens to me on the big releases. I'll sometimes get maps and stuff early when there isn't a book I care about. But, as soon as it is a big release item like the rulebook line or an Impossible Lands or Mwangi Expanse type of book, I end up getting it towards the end of the shipping cycle.


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Both pages of the water impulses were displayed long enough for screen caps during PaizoCon and the video Nonat1 released today on YouTube displayed all the level 1 impulses for wood and metal. So, I don’t think you are violating any rules here now; however, copy pasting game mechanics is prohibited, though paraphrasing or summarizing is usually okay, I believe.

Unless I am reading it wrong, both can only be done once every 10 minutes for each target and get a resistance with benefits that are situational. Fresh Produce at level 5 heals for 3d4+11 (14 to 23) and Ocean’s Balm heals for 3d8 (3 to24) at that level. At 9th level, you are looking at 5d4+21 (26 to 41) versus 5d8 (5 to 40). They are fairly comparable in my opinion, but I prefer the fresh produce because the minimum healing from it is less swingy than the oceans balm. Sure it takes an action by the targeted ally to eat it, making the oceans balm better for incapacitated allies. But, I want to heal them more before they drop.

I would look at other abilities for each element just to be sure which style of healer fits my play style better. Wood also has an aura that grants temp HP every round and Timber Sentinel, which is pretty nice for preventing damage for allies. I don’t see anything like that for water.


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Ever since the Automaton came out as an ancestry, I have been wanting to create a Callibretto-type character (from Battle Chasers) and I almost did create one as a Druid just when the Kineticist Playtest came out. After reading the Kineticist I decided that I liked the idea of that class better than a Druid. So, now that I can get access to the wood element for an Automaton Kineticist, that is what I am making; though, I will probably also get some metal element in the mix too, to better represent the built-in autocannon in his arm. Then, maybe multiclass archetype with Druid or Beastmaster for some of that oneness with nature.

I love elementalists and orcs in my fantasy and I love playing tanks. So, my second idea is to make a tanky earth kineticist; probably an orc.

I also want to make a metal kineticist that invents stuff with his abilities. Not quite sure on the best way to do that yet between the kineticist and the Inventor classes. I'll have to wait to read the class after it comes out.


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Tactical Drongo wrote:

No comment from anybody on the fact that ability scores are gone?

I wonder how the (former) 18+ increasing of the scores will work now

Sorry, it’s censored. No one can tell you if you can’t prove you’re over 18.

:p


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Vitality makes sense and we can already see it listed as a trait for the Kineticist's Water Impulses that have healing.


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Crouza wrote:

Anyway, I don't know if this is old news or not, but there's some previews up.

Here's a short 4 minute video that previews Fire
https://youtu.be/_19SBri_PLs

And here is a stream from Roll For Combat about the earth element that's going to start later today.

https://youtube.com/watch?v=Ilt5OvoFgzk

I don't know why you think the Roll for Combat stream will be about the earth element; the description for the stram doesn't even mention the earth element. It states, "Check out the Pathfinder Remasted Changes as We Preview the Upcoming Rage of Elements". "As the first Paizo book to incorporate the new rules for Pathfinder 2e from Pathfinder Remastered, we highlight those updates, preview the book, and discuss its content and creation with Rage of Elements lead author Jessica Redakop." Which to me is even better than previewing the earth plane.

Also, Wargamer has an article on the plane of metal. I found it fairly lackluster, but there is some info there:

https://www.wargamer.com/pathfinder/plane-of-metal-playlist

It is very light on details, has no art, and is written with a theme around metal music. While amusing, I did not like that the article spends so much of its word count on music.


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keftiu wrote:
Could someone remind me what the confirmed damage types are on Elemental Blast?

At PaizoCon, they said on stream that Wood does Piercing and Slashing and Water does Bludgeoning and Cold. It is also mentioned that those two elements have more healing options than the other elements. As for Poison, it was mentioned that Wood could pick up that damage type with the Versatile Blast feat. Electricity is also mentioned as possible to acquire with that feat.


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Squiggit wrote:
Dubious Scholar wrote:
As far as damage, we only really have Water to go on atm, and it's not a top tier damage element (I want to say they'd said something about some elements being better at direct damage than others?).

Their playtest analysis had a chart assigning different categories to different elements.

Water is a 2/4 at destruction, indicating that it's a "minor theme"

I'm curious how rigid these will be in practice. Like if I just want to kill things with ice and water and don't want to take healing impulses (water is 3/4 healing) is that something I can do or has Paizo decided I'm SoL?

We should jeep in mind that, when considering the data presented in those charts, it was only relevant to the Playtest version of the class. In that same blog post, Logan stated, "This was for the playtest version, so you’ll see some big alterations for the final as we differentiate the elements more, as mentioned above."


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Rysky wrote:
Tree is a demigod.

All hail the Mighty Oak! Mighty oaks from little acorns grow.

Acorn leshy heritage confirmed. ;P


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Sanityfaerie wrote:
PossibleCabbage wrote:
Ross TenEyck-McDowell wrote:
That being said, I would have liked it if Paizo had taken the opportunity to split "Ancestry" into physical and cultural components.
The physical components are just the stuff like "starting HP", "move speed", "any special senses", "any special attacks you get from your anatomy", etc. that are in the sidebar of the ancestry (or a trait, like the Azarketi being amphibious).

Also a bunch of feats like "You have a tail that you can beat people to death with", "you can fly with those wings" and "you are capable of transforming into a spider". Natural spellcasting is sometimes physical, sometimes cultural. Certain other aspects, even relatively rare ones, can also be lineage (like, say, the "Zon-Kuthon is watching you" feats from the human ancestry - he follows bloodlines).

That said... I look at where they would have had to make the split, and it really doesn't work well at this point. Like, it's a *huge* amount of churn, in ways that would have made people *very* unhappy (If nothing else, any attempt to balance it would have made at least some characters simply unbuildable). As far as Paizo is concerned, it woudl have been all lose, no win.

It... *might* be worth doing for PF3? Maybe? I'm not convinced it would be worthwhile even then. Like, somewhat more elegant, yeah, but if "Heritage" is "who you grew up with" then what do we do with the geniekin?

I think they could just add traits or labels/tags like “Cultural” and “Anatomical” to ancestry feats to better identify what feats can be taken with the Adopted Ancestry feat or not and it would work fine. That would not mess with the Versatile Heritages or Ancient Elf as they are now, right?

But, is that even necessary? Adopted Ancestry is already well explained enough to cover these character concepts, isn’t it?


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breithauptclan wrote:
The Raven Black wrote:
I do not foresee any name-changing for Classes in Remastered. Simply because the non-Remastered rulebooks will still be referencing the Classes by their usual name.
Yeah. In fact, I thought I heard official confirmation that they are definitely not changing any class names. I don't remember which of the videos it was in though.

It was the Roll for Combat video where they interviewed Eric Mona. He said something to the effect of how it would be nice to rename the Barbarian to Berserker, but that would be beyond the scope of what the Remaster is meant to do since this is not a new edition.


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I want stuff like Awakened Animals to represent those Magical Beasts created by magical experiments or Familiars and intelligent Animal Companions orphaned or discarded by their masters that have since gone on to live their lives without a spellcaster to order them around.

Another one I would like to see are Sapient Spells (or Runes/Sigils) that came to have a longer or maybe permanent duration and acquired sentience and sapience through some magical mishap, experiment, or ritual gone wrong. (or right!) Their heritages could be the traditions and/or schools of Magic, like a Primal Evocation, Divine Necromancy, or an Occult Divination.

EDIT: Or maybe Sapient Spell could be a Versatile Heritage, though that is getting into something different than sentience and sapience inherent in a spell. (Like a cursed or blessed character or a character under the effects of a permanent spell)

Summoned Monsters could be a combination of both or either/or.


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I am hoping for a sasquatch/yeti ancestry. I'm also hoping for a couple of the other 4 ancestries to be more unexpectedly unusual or at least representative of the remaining general Warden biomes that minotaurs and centaurs don't fall under, like mermaids, naiads, harpies, mothmen, formians, mole-men, or the like. In keeping with the Greek mythology theme, a cyclops or medusa/stheno ancestry would be nice, too (though getting them through Battlezoo already scratches the Stheno itch for me).


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PossibleCabbage wrote:
Ashanderai wrote:
PossibleCabbage wrote:
I'm very curious how we're solving the "centaurs can't climb ladders and do poorly in libraries built for bipeds" issue. The easiest thing would be just a sidebar about "why this is a rare ancestry, it's probably not a great choice in a campaign that involves a lot of being indoors."
Why? The centaur is the scout in the story and the minotaur is the research assistant.
You will note that the airship in question has stairs (which are fine for centaurs) but not that many ladders. The actual ship in the fiction is built to accomodate the crew, but a lot of things like "spaces built for medium-sized bipeds" are going to be hard to manage if have most of a horse coming out of your torso.

Similar things can be said for differently ambled characters in wheelchairs, yet we have those in Paizo products and I think those books are all the better for their inclusion. I say let Paizo enable these concepts and let the players who want them play them and their GMs can work with those players to have the most fun they can while playing them. I’m not going to waste energy being overly concerned about it until it comes up in play (and probably not even then).

If it is a concern for you that you want to have ideas prepared ahead of time, that’s cool. I have no issue with that. I’m just saying, it is not something I’m going to worry about.


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I haven’t heard anything for the remaster on the ancestry rarities, but in society play, leshies, kobolds, and orcs are now effectively common because the expenditure of ACP is no longer required to play one of those anymore.


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I somehow missed this product until today! I’m so disappointed that it is out of stock! If it comes back, it is a guaranteed purchase from me. I miss pawns and have a great need for them at the society organized play tables I now run.


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Amaya/Polaris wrote:
Oh wow that's a lot sooner than even I was willing to believe. Looks nice~. (For some reason I was expecting to see a 4th Iconic there; even the current CRB has 3!)

Ummm… there are 4 iconics on that cover; (left to right) Feiya, Harsk, Kyra, and Merisiel.


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Golurkcanfly wrote:
I assume the Nephilim is either going to be Aasimar 2, a catch-all for all extraplanar versatile heritages, or specifically demigod descendants like the 1e lore.

Neither Aasimar or Tiefling are mentioned here or in Player Core 2, but Changelings, Dhampirs, and Duskwalkers all get mentions in one or the other. My guess is that Nephilim is a catch-all heritage that combines both Aasimar and Tiefling under it; possibly more neutral divine heritage lineages, too.


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How can you tell what is on sale? I cannot find anything marked as being more than maybe $2 off. Is there a special page, a code, or a list?


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I know that we are getting wood and metal Geniekin in this book, but I find myself wondering about how the wood and metal planes will affect the lore and mechanics of the Suli. I mean, I hope they aren’t ignored or forgotten by the new planar developments. I doubt they would be, but it is a concern I have. Will they get new ancestry feats reflecting the influence of wood and metal? What about their existing feats with influence from multiple elements like Elemental Assault, Elemental Bulwark, Dualborn, and others? Will those get a modification or lore sidebar? I just hope these things get addressed.


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I have the same problem with the single file PDF download. But I successfully downloaded the file per chapter PDFs.


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Aaron Shanks wrote:

I like to reward people for visiting our product pages. Let's flesh out the Table of Contents

Introduction: Into the Vault

...
Bottled Monstrosities
...
Permanent Alchemical Items
...
Catalysts
Fulus
Magical Ammunition
Missives
...
Wondrous Consumables

...
Grimoires
...
Magical Tattoos
Spellhearts
...

Secrets of Crafting:
Crafting Alt. Rules
Story-Based Crafting
Nature Crafting

...
Archetype Artifacts
Blighted Boons
Cursed & Intelligent Items
...

Treasure Tables
...

Okay, I wasn't terribly excited for this book, whatsoever, but those things are getting me more worked up for it; especially the bottled monstrosities.

But, where are the gadgets? Hopefully, they are a part of the Wondrous Consumables. I'm going to be very disappointed if there are no gadgets in this book.


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Yaaayyyyy! Is that the final cover art? I hope so; I rather like it quite a bit!


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I love the idea of PaizoCon Online, especially for the seminars where we can learn about new and upcoming products, setting secrets, see new art, and most of all have discussions where we can ask the panelists questions. In the past, I only ever had the opportunity to attend one PaizoCon in person. Also, I definitely prefer to play in person. I like the idea of getting the FLGSs in on this event. But, I worry about the scheduled game sessions running simultaneous or too close to the time for seeing a popular seminar online (need time to travel to the store/home after/before a seminar/game session).

However, I cannot do online play. I have yet to participate in that, even though I desperately would like to. After all this time, I have yet to play online. I, like others have mentioned above , cannot comprehend how to play online as it is very unclear to me how to go about doing it and it is very intimidating to even make the attempt (everyone just tells me it is easy, but never provides details - Yes, I am a dinosaur); especially with the ancient, dying computer I have and cannot afford to replace or put new programs on it without risking its demise. I can never find any easy to comprehend instructions on how to go about playing in an online game, anyway. If it weren't for these things and the fact that any games I have found in the schedule are never available when I would have time to play them that does not interfere with a seminar that I would rather attend (or my job or community events on Memorial Day weekend), I would try harder to play or even GM, if I knew how to do it online and had a better computer.

As far as seminars go, I would suggest giving them a little extra time. The popular ones like the new product panels, secrets, and FAQ Panels always seem to go over or end too soon. Maybe an extra half hour or so for those would be in order? Also, there are always the same questions that end up getting asked frequently for new product seminars when new classes and/or ancestries are revealed (for example, ancestry ability boons/flaws, heritage names, class key ability scores, subclass names, hit points, number of archetypes in the book, etc.). Can we just get the answers to some of those always-asked questions out of the way by putting the answers on a slide ahead of time (assuming it is okay to answer them)? That way no time or energy gets wasted asking and answering these questions, which gives the presenters and audience more time to focus on new and the unexpectedly cool stuff that the presenters would probably rather talk about, anyway.

I do like the associated Discord discussions after the panels, too. But, sometimes they have been difficult to find (last year was easy, though).


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keftiu wrote:
NECR0G1ANT wrote:
Art question: Who or what is the rakshasa talking to on page 182?
I would assume they're like most of the other animal-headed folk in this book, and are thus from Bhopan; there's not a crocodilian Ancestry in the setting that I know.

I think the crocodile-headed one IS the Rakshasa. Look at the reversed hands/claws. The tail is confusing, though. The other being is clearly not human and I don't think he looks like a Rakshasa, either; especially since his hands/claws are not reversed when compared to the appearance of human hands.


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keftiu wrote:
Does this book touch on Vudran/Jalmeri castes at all? I haven't seen any of that in the bits I've had a look at.

Yes; castes are mentioned a fair bit in the Jalmeray section, though it is clearly portrayed as a cultural concept that is starting to fade in importance in Jalmeray.

The rakshasa section mentions castes and even has a sidebar specifically about their own castes.

The nagaji mention castes once, but only to say, "Nagaji mostly eschew the human concept of castes..." It goes on a bit from there to clarify their point of view, but I don't think I should spoil the rest of the paragraph.


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Calcryx666 wrote:
Ashanderai wrote:
My card got charged yesterday afternoon, but no email for shipment notification yet. :(
Won’t be long now I expect

Yeah, I apparently spoke too soon. My watch has now ended.


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My card got charged yesterday afternoon, but no email for shipment notification yet. :(

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