You could have various languages be of different rarity much like how spells will be now. So you could learn any of the common languages easily enough, but the more uncommon or rare languages you'd need to spend downtime/extra points/find a copy of the rare language to be able to speak or read them.
For my own version I am planning on a separate set of systems that are linked by a slightly different frequency of drift beacon, so they could be accessed by pact world drift drives, but their own leans to closer and quicker travel. Not canon, but makes marginally more sense for extra-Pact World empires to work sensibly.
Teleport trap to a demiplane doesn't work.
I'd suggest teleport to a room with a nasty creature inside it. Tough enough that the players struggle, but that they can overcome it. Then if they survive and continue to teleport in, increase the lethality of the destination room (tougher monsters, spell traps, more of everything).
I find d20pfsrd a more useful resource when browsing for interesting character ideas and such. However AoN has a massively better way of listing magic items - d20pfsrd doesn't have a list of all the magic items in price order, just those from the first few rule books which makes it hard to find interesting items of the right cost. It would also be nice for d20pfsrd to have a tick box in the search to remove 3pp listings - some of the paizo stuff gets lost amongst this.
However the linking between pages is a massive bonus and makes it really easy to find out what the monsters spell does, or what that feature does quickly without having 101 page loads trying to find it. Plus the rules there are very handy when you don't have the book/PDF to hand.
In one of the earlier APs, in the last book there is an encounter with some ruffians and a hidden creature that grants wishes working with the ruffians. In it, it explicitly says that the ruffians have to say "I wish..." for the creature to use its ability to grant a wish to his allies.
This seems to indicate that you cannot twist a request or suchlike without I wish being part of it.
I've not seen a guide, but personally I find the ones that add crit effects to be the most useless (unless they also add a secondary damage type). WIth crits now only on a 20, it seems a waste to add something so expensive for little payoff (especially as some of those added crit effects are not that impressive).
The more utilitarian ones, like ignoring concealment/cover or hiding the weapon seem much more useful and worth taking.
The biggest issue will be that they won't necessarily have access to the engineer, captain and scientist options as they will all be pilot/gunner for their individual ships. There is an option in the Pact Worlds books that can link them together to share these rolls, but it might be a bit weird.
As for progress in combat, they might do ok, but with tier ships that low, they may be running very low on BP to get a gun and shields sufficient to avoid being destroyed in just a couple of hits.
Pact Worlds had a ship system that you could buy that allows smaller ships to share certain information between them (can't remember the name at the moment, but from the ABallonian ships). I seem to remember that all ships in the network allowed them to use the same science/captain actions amongst all of them, reducing the penalty for everyone being in smaller ships.
They are on a ship for a while presumably? Why not hit them with a disease? You can make a custom one rather than the existing ones if you want to increase the difficulty of them passing and hand it off as something the assassins cooked up for these sorts of things. Could also switch and use the unchained disease/poison rules to make them a bit nastier.
I had a go a while back at making a classless PF set. I basically took the various abilities the classes get and gave them a feat cost. So smaller ones like Trackless Step were only 1 feat while something like Rage was 3 feats. Spell casting was 2 feats for 3 levels of casting, with you having to pay more to get higher level spellcasting. I never got around to finagling it so ensure that you could build the current classes with it and I am sure there are ways to abuse it, but it was an interesting thing to attempt.
Uh, undead and constructs are not immune to crits etc (well at least in PF1, so I doubt that would change in PF2). Just elementals, oozes and proteans.
I wonder if multiclassing means you just start at the bottom of their abilities(ie level 1 as we do now) and earn the class/general/ancestry feats based off of that new line. ie you do 3 levels of cleric then move to rogue, which may mean your level 4 feat is a class feat rather than a general feat that you would normally have gotten (or however the progression is set). WHich might mean that multiclassing gives you less general feats but more class feats?
I wonder if it is that way or something similar, when you level up as wizard as a wizard/fighter multiclassing, could you use your wizard class feats to buy feats from the fighter group, or if it is hard limited to the class you just leveled up in.
Lady-J, since the half-elf/orc are just a human/elf, human/orc combo, it seems kinda redundant to put them in this. I mean yes you could then get 1/4 elf etc, but at that point, why not go further and do this for all of them and then it gets so much bigger and harder to combine.
Per the primary/secondary, the secondary stats still get the ability scores, languages, etc, its just they are exactly the same so again seemed redundant to put the same information in a second time. I had thought I put a line to that effect in there somewhere where I explained how to put them together.
Sheepish, haven't seen that (although I do have that book). By offer for free on Paizo page, I presume you mean the store there?
In my various play groups some people have played characters that were half one race and half another, but because the rules don't allow for any such combination other than human-orc/elf they had to sit with one of their parent races as their main one. I decided to see if I could come up with something that allowed people to mix any two races together to get such a half-breed from these unions.
Now this file I worked on is split into several different sections. The first is the first way of choosing a half-breed. Basically what I did was take each race, halve the bonuses/penalties to their ability scores and gave that to the half-breed. Type, speed, size, languages remained the same. Then I looked at the various special abilities and whatnot that each race got and tried to pick the more thematic, iconic powers of that race. Now I tried to get each race to a 5 RP value (which, yes I know is a not terribly great way to test power of races, but was a useful gauge to match races up) so that when combined together the half-breed of your choice would be a 10 RP combination and therefore of comparable strength to the majority of the other races. Now, some of these powers from the newer races didn't have set RP values so I had to compare and guess at some.
In addition, the draconic/construct races I ignored completely for the simple reason of their base race type value was 10 RP and so couldn't reduce it by much to make them fit. The plant races, I didn't count as their full RP value, as they have had a reduction in Ultimate Wilderness as to what immunities etc they now get.
The idea here is to combine two of these races, add abilities and you have your new race. Now this does miss out on the skill bonuses that the various main races get, so the second chapter deals with instead having the half-race stats using their skills and other misc bonuses rather than the big flashy iconic powers. This means that you can combine the two to get a more rounded half-breed. Choices people.
THen, since obviously some of these races combined have weird connotations if their parents had a baby, so I included a section on a few different ways races could be combined to make the new one, to get the new half-breed.
There is also a few tables in there allowing you to roll randomly to select your races, both a large, everything in it and a few smaller ones split by more sensible combinations (like avian for flying races, reptilian for the more reptile like races etc).
Finally, there are 4 half-breed races I made using this system, 2 using two of the primary stat blocks and 2 using one primary and one secondary stat blocks. Plus some background info giving an idea of how they came about and how their society works etc.
Anyway, have a look and let me know what you think. Now I know that some race combinations might be very powerful, but my hope is that the system I used has kept that to a minimum.
Per the four spells lists they mentioned, I have a feeling they might be something like divine/arcane/nature/alchemical with the different classes just only taking spells from that list up to a certain level (ie paladins only taking up to lvl 4 spells from the divine list). That might mean some loss of uniqueness of lists, but would make it much easier for adding new classes so that spells added later don't need a thousand and one exceptions to tell you which casters can now use that spell.
Since goblins are being added to the core races/ancestries, how about we look at changing some of the others to more Golarion/pathfinder specific races to help differentiate it from DnD and other RPGs with Ye olde fantasy races.
Now humans are central to Golarion so they must stay and I think Elves and Dwarves are core to the fantasy that they should stay. Halflings and gnomes possibly, although they could be swapped for different ones.
Half-elves/orcs I think should go away. They smack too much of being someone earlier wanting their character to be the child of elf/human and wanting a race specifically for it and the half-orc of being lets put a monster in that isn't really a monster. Put them in later, but for core, why not switch them?
Could put aasimar and tieflings in instead. They are interesting and flavourful. I know some have asked for tengu/kitsune/etc but I feel that they are too Tienese for the Inner Sea background we seem to have for the core book. Changelings, rat folk/ysoki, vanara, vishkanya could also be interesting core races instead.
I would say the same. Much like when you do damage to multiple enemies with one spell, you roll damage once and then apply to each target, not roll separately for each. If they had a way to roll to avoid the effect then yes they would roll themselves separately, but as it is you casting against them, it would be just your one roll against each of their SRs.
Interesting and opens up some new styles of play with this more open ended way with actions.
With regard to the shield reaction, maybe finally we have a reason to remember that enchanting armour/shields boosts their hardness and HP, meaning we can now block more damage and less risk of the shield being destroyed. How this would scale with the damage at higher levels we will have to see, but will improve on that 9 hardness of a non-enchanted shield in the podcast.
Sounds interesting and definitely worth looking into. I wonder if ability score boosts at creation will be wholly ancestry-based, or if it will go like starfinder and have background (and possibly class) give boosts to ability scores too, reducing the effect of racial stats 'forcing' you into certain class options to be optimised.
As someone who tried to ignore the big 6 magic items to get more interesting stuff, that aspect of magic items etc sounds good. Just hope that it doesn't swing to 5es level of magic items where they are super rare.