I had to replace my credit card, and I've added my new card details to my account.
I currently have an order pending for the pre-order and I'm concerned if I monkey with the payment method associated with that order it'll affect my order.
Are you able to switch it for me, or will the sstem automatically try the new default method, or something else?
Thanks in advance! <3
I imagine that a str based monk is going to be capable of dealing a lot of damage a round, so there AC might fall behind a Dex based Monk, but that probably means there is not an easy path to dex based damage bonuses to your unarmed attacked, or else the Str monk really serves no viable build. Dex monk is probably going to be a strong defensive character and Str Monk is probably going to be a powerful striker. I am alright with that split. The access to spell points via a feat is interesting. That might be how they handle the ranger as well.
"They're not too different from normal fist strikes, but others differ more; for instance, heavy dragon tail attacks deal 1d10 bludgeoning damage and have the backswing trait instead of agile or finesse. "
Different builds use different style for damage and grant AC bonuses.
Alric Rahl wrote:
Expert. Master maybe.
“Falling from orbit” is something I’m seeing a lot as a demonstration of the absurdity of Legenday skills, but really it’s hyperbole.
You only need to survive 1500 ft. That’s the falling distance required to hit terminal velocity.
The real world record for surviving a fall is over 33000 ft; the woman in question was badly injured, it’s true, but she didn’t have the benefit of Legendary acrobatics. Or, so far as I am aware, even Trained. Or class levels; she was basically a Commoner.
Also her plane exploded. Which probably hurt.
Real life is far weirder than we give it credit for. But sometimes it’s harsher too. In real life, most people, if they got into a fight with a bear, would likely die. No one seems to think of bears as an existential threat at 15 though.
Pathfinder characters are legendary heroic characters; I’m fine with what I’ve heard of legendary skills.
I feel like the Hungry Ghost from PF1 would have worked well as an Ustalav style; it’s a shame if took so long to come online and had problems taking thematically appropriate styles (iirc).
I want to see non-human monasteries as well; GURPS 3ed Martial Arts has some great examples of this kind of thing
I got my Starfinder core pretty close to the release date iirc, I think it was even a day or so before the street date because I got lucky on the shipping, but then I ordered mega early.
I'm planning on actually running from PDF though; never make plans based on single points of failure that are outside of your control if there's an alternative that has fewer dependencies.
Captain Morgan wrote:
What if the GM wants to have the Reaper detect as undead, until he doesn’t?Perhaps the Reaper would toy with its victims by choosing to be affected by some undead-affecting conditions apply and being immune to others, or just cancelling the ones currently affecting it?
I like having the tools to be able to Broken Wing Style with monsters and then see the horror on the players faces as they realise they underestimated it.
Security feels like it should be the Starfinder name; Skulduggery I can get behind! (and from there sneak attack)
If the page is active, use it and place an order. The worst that can happen is the order cannot be processed and you’re not charged or they cannot supply you a book and you get a refund.
As someone who works in customer support (for another company) I have faith in Paizo CS to do their best to see you right.
Back on the topic of the thread, I favor ‘energy’. Works for spell like abilities, works for use/day martial abilities. And I’m perfectly fine with a single pool of energy for multiclass characters, it means anything can synergise with anything else a little better and it’s easier for players to realize character concepts
Port over some class features from the Dirge Bard, give it the Danse Macarbre masterpiece and add Threnodic Spell as a class feat and you're cooking with the methane released from a decomposing corpse!
We’ve not yet had a blogpost on traps, and I’m hoping PF2 makes them more relevant, but something came up that comes up a lot.
Which spells are considered traps for the purpose of Disable Device. Various Symbols in PF1 are; Alarm apparently is not, but often gets houseruled to be.
More clarity on this would be appreciated and being able to bypass a magical alarm seems in-keeping with the rogue class fantasy to me.
Something I’ve not seen mentioned yet for clerics is variant channeling; something I think is a neat concept but that I’ve never seen anyone actually use in PF1, because Channel Energy is just too good to trade away.
Is it going to be a thing in PF2? Frankly, I’d consider just giving it as an option for all clerics to use instead of healing/damage without being locked I to always doing that, for any domains they have.
David knott 242 wrote:
I mean, it's cool that the Time Thief survived as a 3PP option thanks to Owen, but I miss being able to play one in PFS like in the original timeline.
They’re all Call of Cthulhu fans, the cruelty of the meat grinder is fine :D
Elizabeth Zeigler wrote:
The Magical Child is great, but I'd like it to be a little more blasty like the Warlock.
Indeed; I have a Giant favored enemy vanilla ranger in Giantslayer and he's basically a walking death machine without giving up anything else in archetyping.
Alchemist: a clearer distinction and focus with the class. The PF1 Alchemist does mutagen, bombs, infusions, throw alchemical weapons. Although there’s a Dex mutagen available, it kinda seems like the design niche that the class covers is trying to be ‘“spellcaster/healer/melee and ranged combatant”. So covering all the bases.
Make mutagen better...a LOT better, and make it an option. Give alchemists the choice of being bomb throwing maniacs, stubby vivisectionists OR mutagenic brawlers
Barbarian: Unchained Barbarian because “RAAAAARGH! I DO MATH NOW” is not the class Fantasy. Rage powers should always be crazy awe inspiring things
Bard: expanded repertoire baseline sounds great; stealing spell kenning from skald does too
Cleric: more stuff that can be swapped out in archetyping is a good start, more ways to make clerics different from each other is better
Druid less wildshape
Fighter the preview looks solid
Monk bit less MAD. Give them a self and maybe others healing as baseline (steal the healing hand powers for base monk, because they are unimpressive for a focused healer but decent for a frontline combatant)
Paladin Grey and redeemer archetypes stackable, Vindictive Bastard in Core.
Ranger pretty good place atm, be interested to see the new version maybe combine the Hunter into it because teamwork feats are bae
Rogue Unchained AND if they’re holding daggers they function as Knifemaster by default, no class feature swaps. Also clean up the language on sneak attack stacking with other classes to save me stupid arguments on Facebook . Having that monk wall running stuff as a talent? Yes please.
Swap out a bunch of that stuff for the Eldritch Scoundrel and give them the spellthief stuff from Sandman bard
Sorcerer bloodlines are superthematic, let’s make them count. Scalable bloodline powers so you always want to use them as much as witches do hexes. Bloodline appropriate Familiars.
Wizard: being able to do the bonded wizard stuff with your bonded item is very cool, can we make that a baseline class feature?
I kinda liked the familiar “change the species” function from 5e, but dislike having to take up a spellslot to do it.
Chronomancer is a cool archetype but split it off from Wizard, ditch the spellcasting altogether but keep temporal spells as SLAs, give them the talents from RGG Time Thief as options and class features from Chronomancer, steal some stuff from the Time revelation oracle, bump the melee proficiency up a bit (not fighter high, maybe rogue level)
All good ideas.
Would like to see Assassin separated from Rogue again, combining PF Ninja with the 3.5 and PF Assassin PrCs.
Respectfully disagree, mainly because I see so much overlap between rogue, ninja and assassin conceptually; either one of them will end up as the better choice (which was ninja and then Unchained rogue) and no one plays the other one, or it’ll get gated behind a GM ban as ‘evil’ and there’s no choice at all. Adding ninja tricks as an option for rogue and making Assassination a level 10
(Erik don’t tabulate me, I already voted) ;)
I spellthief concept in the Sandman bard is pretty neat! Can some of that stuff be stolen (haha) for the Eldritch Scoundrel please?
Also, since it’s a runaway popular hit as an archetype anyway, why not test out the basic rogue as ‘Unchained rogue, and if you’re using a dagger you get all the knife master bennies without trading out for an archetype’.
That way for stuff where you might decide to NEVER use a dagger, like ArT/EldScoundrel you’re choosing to commit heavily to the playstyle by trading out the knife master class feature(s) and there’s design space to do cool stuff for archetypes without always trading away trapspotting. Also it gives a powerful incentive for rogues to play into the class fantasy and use daggers.
Also, Fallen archetypes like the Vindictive Bastard I would like to see included from the get-go
Oh boy, 5 is a tough limit.
Wizard: Chronomancer or Spell Sage; they're both really great! I guess I like the Chronomancer a little more due to implementation. Pact Wizard is good too (both of them) as are Exploiter and Spellslinger.
Cleric: +1 for Asmodean Advocate, although Angelfire Adept is a close second.
Rogue: SO MANY good choices here! Phantom Thief, Knifemaster, Counterfeit Mage and Eldritch Scoundrel are all wonderful! I'm throwing in Shadow Scion, the attempt at a Shadowdancer with the rogue base class. It's not perfect, and combining all the Shadow- archetype rogues as much as possible might be interesting.
Sorceror: Wildblooded, but make the Wild bloodlines core so they can get archetypes and potentially get an Empyreal Bloodline for Arcanist. Which frees me up to choose False Priest. Although if Kitsune was core, I'd consider Nine-tailed Heir (also please give Alex Agunas money to make the Kyuubi prestige class an official Paizo published prestige for 2e. It is exquisite)
Barbarian: Titan Mauler. Big weapons!
I'd like to be able to add mundane and magical options to items without having to worry too much about the legwork of calculating and balancing it myself (also that means it's in the SRD, might be in PFS and will probably be in Herolab).
I'd like to be able to cram several spells into one wand, I want to make my arcane focus ring ALSO a poison pill ring AND also a ring of thieves with a mini thieves tool kit built into it and then enchant it because Arcane Trickster!
I want to layer multiple spells on my spellbook so it floats in the air when I read it, and the pages glow, and it's waterproof, and it's a Blessed Book, AND I can shrink it down and stash it in the hidden compartment of my focus ring. If I can encrypt the text or add a lock and mechanical traps to the cover and binding, or make it an animated object, so much the better!
While we're on the subject of spellbooks, currently a spellbook is 'thing where your spells are stored that sits at the bottom of your backpack or in a pocket dimension if you know that spell'.
While I totally agree there should be a penalty to a wizard who loses their book, perhaps there should be something to encourage a wizard to have his spellbook to hand, to make for some more exciting and risky behavior?
I want to be able to enchant a spear or other polearm as a staff, because the major difference is pretty much only the shape of the head anyway.
These don't have to be in the core rulebook of course, but it'd be nice to see.
What other magic item options would you like to see?
The Arcane Trickster is neat-o, and something that *really* frustrated me about the 5e implementation was 'You only get to learn illusion or enchantment spells, and you can't add precision damage to spells because I said so!'
I even tried to create sneaky versions of other classes; sneak attacking with Channel Ray and negative energy is a sufficiently weird attack mode that it's something I wanted to try!
So, I'm hoping that the new rules support sneak attacks with stuff other than daggers, so long as an attack roll is actually made.
Isabelle Lee wrote:
How can you NOT love the paranoia engendered in players who unlock a chest, loot a spellbook from it and then lose fingers because the book cover was trapped with springloaded blades! :D
Same, I own and buy practically all HL updates, but not Starfinder
Something PF1 didn't do brilliantly were poisons and traps; poisons performed poorly in play for their (very high) price, safe use by players was marginally available and traps were less than threatening a lot of the time.
A few months ago Jason Buhlman asked for feedback on which 3PP resources we use, and I called out the old Traps and Treachery 3.0 3PP quite forcefully; I guess we all know now what that was in aid of!
So, can we look forward to a blog post on the subject of traps, poisons and general skullduggery in the near to mid-term future, and can we look forward to cunning and deadly mechanisms with lethal toxins, if not in the core book (which will already be packed) then perhaps in a source book?
Also, follow players and GMs, would this be of interest and use to you guys, would you buy it and is it exciting in concept?
I could absolutely get behind that, but it still leaves the other classes with bags full of assorted wands
so you can have multiple different wands but only so many uses out of all of them.
I’d kinda prefer to have the one wand and be able to put all the wand charges/uses/spells or whatever into the same lump of wood and not have a golf bag full of them. Same with staffs.
If I can have an all-singing, all-dancing arcane bond wand that I can shove multiple spells into AND I can mystically drain off random loot wands that I find into it to make it even better, that would be the best.