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It's a Rules... and a General Discussion topic, my apologies for confusion ^^;

Since Rage of Elements, we have...
- The Plane of Metal
- The Plane of Wood
- Metal Genies
- Metal Geniekins
- Wood Genies
- Wood Geniekins
- a truckton of new Metal spells
- a truckton of new Wood spells

Except that we didn't get anything for Sulis, which are now the mix of all SIX elements, not just FOUR.

Will Sulis be updated with the following?
- Elemental Assault dealing 1d6 slashing (Metal) or piercing (Wood)
- Splitting Air/Fire/Water and Earth/Metal/Wood into Energy and Physical damage
- A new feat, Deltaelemental Assault, requiring you to pick between Energy and Physical
- Tetraelemental Assault being HEXAelemental Assault, requiring Deltaelemental Assault (Energy) and Deltaelemental Assault (Physical)

Also, is it me, or did Sulis lose everything related to Acid?
- Their Elemental Assault now deal BLUDGEONING damage for Earth.
- Elemental Bulwark... has no protection against Earth or Acid spells.


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I keep thinking that the -4 and -8 penalties were applied to the Major Forms' own levels, like for a 15th-level Nanocyte:

- Primary Gear Array with item of maximum 15th level.
- Secondary Gear Array with item of maximum 11th level (-4).
- Tertiary Gear Array with item of maximum 7th level (-8).

Is it the case, or does the level penalty only apply to the Cloud and Sheath Arrays, being the only arrays which level up?


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What do alien cuisine actually taste like, if you were to describe it? I get that you can say "it tastes like chicken/pork/beef/lamb/fish", but still...

Picking each primary culture one by one:

Pact Worlds Cuisines wrote:
Kasathas: Kasathan recipes are usually traditional and exclusively use plants and animals native to their original home world of Kasath. Kasathan cuisine has a decidedly alien appearance that many other species find disturbing, though most dishes are surprisingly savory and delectable.

This... sounds like an Earth-like culinary culture.

Pact Worlds Cuisines wrote:
Lashuntas: Lashuntas delight in using local flora and fauna in their cuisine, emphasizing the use of native berries, fruits, and nuts to make delightfully palatable dishes. Lashuntas consume a variety of animal products, but arthropod meat—especially from giant insects—is most common. According to some old stories, lashuntas adopted this custom as an insult to their ancient enemies on Castrovel, the insectile formians.

THAT'S MY BIGGEST ONE! I've never eaten bugs in my life, so I have no clue here. I assume that it would be like shellfish and seafood, considering that insects are anthropods like crabs and lobsters, but an indication would be welcomed.

Pact Worlds Cuisines wrote:
Shirrens: While artfully prepared, traditional shirren cuisine is almost always served raw, accompanied by honeys and nectars as both drinks and sauces for other dishes. Shirrens also eat meat in addition to vegetarian fare, though they prefer vermin and other lower life-forms, consumed still living and moving. To many shirrens, food is yet another choice in which they can express their individualism, and they are more than willing to experiment with other foods, often incorporating elements of other cuisines into their cooking.

Similar to Lashuntan cuisine... but raw O_o The vegetarian aspect seems like normal fruits and veggies.

Pact Worlds Cuisines wrote:
Vesk: Vesk food tends to be pragmatic and utilitarian, as if every dish were handcrafted by a drill sergeant who didn’t care much for cooking. The exception to this rule is meat, which any self-respecting vesk agrees is the most crucial component of any meal. Vesk treat preparing and seasoning meat as an art, assimilating and enhancing each new world’s recipes for cooking meat almost as quickly as they conquer them.

Again, that's like the Kasathas most of the time.

Pact Worlds Cuisines wrote:
Ysoki: The fact that ysoki will eat whatever they can get their paws on is largely reflected in their cooking. Ysoki fare tends to be scavenged meats and cheeses served either as finger foods or in stews, and the food is often questionable in color, quality, and texture. Many other species tend to avoid eating ysoki cuisine if they can help it.

Finally, once more like Earth, like people who willingly go dumpster diving for food.


Was... it ever discussed how do Large aliens ride on terrestrial vehicles?

Does a vehicle need at least 4 "passenger seats" in order to accomodate a Large character? Are there modifications for a Large pilot?

I'm asking this, because right now, your tough Uplifted Bear cannot ride a performance cruiser, as it's too big ^^;


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We get new starships, vehicles and power armors once in a while, but ever since Tech Revolution, we haven't gotten new frames, weapons and such.

I am personally still waiting for the following:
- a way to pilot Gargantuan and Colossal mechs with one pilot
- frames with climb, burrow and/or hover speed (at least expanded from the hoverpad)
- frames based on different cultures, like starships; dude, pretty sure, dead creatures could be turned into mechs
- more weapons, especially for more damage types
- more examples, so you don't have a huge gap
- more upgrades
- feats, skills and/or features that allow class features to be channelled through mechs, such as spells and a solarian weapon
- a way to transform a mech into a Tiny starship, and vice-versa

So yeah, I thought these rules would be explored a bit more as time went on :S


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We have the gunsligner, inventor, vehicles, firearms and many clockwork items... and I know that P2E is progressively moving along its own timeline.

Are we going to get more technologies and inventions in the coming years? I could see classes getting steampunk-esque archetypes and features, and probably a shift in the population's beliefs, such as "maybe magic is fading out".


Soulbound Construct

Upon reading, it feels like you... apply the base creature's mental abilities, feats, skills and class features onto a host construct. However, the sample creature's entry (Soulbound Annihilator Robot) and the template's description don't match...

Quote:
A soulbound construct is a once-living creature that has had its soul bound to a construct host that serves as its new body. The creatures involved in this example are a Technic League captain and an annihilator robot; any abilities not explained here are described in those entries.

The issue is that the Annihilator Robot... doesn't have any of the Technic Captain's features, when a reading of the template should grant them, and they just didn't write them down. It should have the Captain's spells and any of the Technomancer's features as well.

So yeah... how does it work again?


Seriously, this is getting a lot of discussion and it's probably best to have a topic that list whatever role a startship needs.

So... we currently have:
- Captain
- Engineer
- Gunner
- Pilot
- Science Officer

What we also need:
- Doctor / Medical officer; obvious
- Cook; again, obvious XD
- Cartographer/Nagivator; to avoid getting lost
- Shipwright; to repair the ship, separate from the engineer
- Spellcaster; for various tasks
- Janitor/maintenance officer; obvious as well :P
- Security officer/warden; depending on the ship's size
- Survival specialist; to prepare for each new trek in new planets
- Diplomatic emissary; the captain could serve this, but socio-political discussions could use a specialist
- Tech support; probably separate from the science officer

What else can a starship could use?


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+2 to Two Ability Scores: Automatons come in all shapes and sizes.

Small or Medium: Automatons can be Small or Medium.

Normal Speed: 20 feet (Small) or 30 feet (Medium).

Low-Light Vision

Living Machine: Construct (Living Machine)
They gain a Constitution score (which can be selected with the Ability Score bonus at creation) and can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Automatons require 2 hours of standby sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Constitution score. They can be raised or resurrected when destroyed.

Natural Weapon: Automatons' unarmed strikes are treated as gauntlets (1d3 B) and can choose to deal lethal or non-lethal damage.

Languages: Automatons begin play speaking Common and Utopian. Those with high Intelligence scores can choose any language except Druidic.

Custom Build: Automatons must choose one of the following build.
- Hunter: If both hands are free, the Hunter can walk and run on all foru limbs, increasing its base speed by 10 feet.
- Mage: The Mage gains a 1st-level Bloodline Power, using its character level as its sorcerer level.
- Sharpshooter: The Sharpshooter can ignore the penalty for the first two range increments, and any increment after starts at -2.
- Warrior: The Warrior's unarmed strike increased to 1d6.

So? What do you think? This topic is to discuss and to elaborate on the race BTW, so feel free to pitch your ideas :)


In Pathfinder, dire animals were actually based on prehistoric versions, and not just some primordial variants.

Megafauna are essentially the same thing, so... why dire animals weren't classified as megafauna? Cave bears, daeodons, spotted lions and smilodons are extincts variants, just like a Megaloceros is a "dire moose", a Titanoboa is a "dire snake" and an Archelon is a "dire turtle" :P


Mansions aren't used as much as castles, towers, keeps, crypts, temples, caves and whatnot, but they do offer an uneasy sense of comfort when exploring. However, they... do have technical problems, such as fragile walls, flammable furnitures, limited spaces, a huge amount of preparation to dress each and every room, and finally a rather restricted encounter table.

So, what are your tips and tricks for [literally] building a mansion that will serve as a dungeon for your players?

For instance, about the "rather restricted encounter table", well, you can use undead creatures, possessed objects, animated objects and disguised NPCs.


The Trox was the only Large race to be presented in a Bestiary, before the Advanced Race Guide broke down a few more, with other supplements. Did Pathfinder run into a problem with budget (Large races need more expensive stuff) or dungeon building (Large races can't squeeze into tight spaces that easily)?

I just think it's weird that we didn't get the equivalents of half-giants or goliaths...

By comparison, Starfinder has a truckload of Large alien races.


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I can see similarities between the Vesk and the Klingons from Star Trek (honor-bound martial aliens), but... what else is there in Starfinder that we can easily draw parallels? Any other race with resemblances with others from other series ;) ?


There are plenty of archetypes that grant animal companions and familiars outside of druids and wizards, but there's like no non-summoner/non-spiritualist archetype that grants an actual eidolon or phantom.

I'm not talking about getting evolutions, but "replacing a familiar with an eidolon" for a golem-focused spellcaster or "replacing a companion with a phantom" for an ancestral spirit-focused ranger or hunter.


Can we get a citizen NPC class, being a mix between the Expert and the Commoner?

I feel like in order to represent just about any regular worker of any kind, we need a NPC class that get 5 class skills and proficiency with one type of weapons.

A chef, fashion designer, software developper, actor, driver or whatnot... doesn't seem to fit in any of the current PC classes.


You know in science-fiction series, when there are guards with polearms that can also fire lasers or energy blasts?

Do we have this in Starfinder? Do we have attachments that can snap a small arm to a two-handed weapon, or something similar?


Are they coming soon, or are they coming with the Precog (much later)?


Yes, I've written "should", because it doesn't have to be like that.

For Pathfinder, the regions were MUCH smaller, so a booklet could have been enough to highlight all of the major cities and key landmarks. However, in Starfinder, each planet is the size of Golarion, each with their own regions, provinces, countries and whatnot.

So... should we get one book per planet, so everything from the Pact World is fleshed out?


Are they as common as spellcasters, or as rare as Star Wars's Jedi after Episode 3?


There seems to be a consencus when it comes to what weapons are good against vampires, and against other types on undead as well, but I can't find anything ^^;

For instance, there's the crossbow, and the heartstake bolts. However, I fail to see exactly why the crossbow, as it doesn't normally act as a wooden stake for vampires upon a critical hit, as an example. Also, aside from wooden stakes and melee weapons, there's a slashing weapon to sever a vampire's head, but there are some different opinions when it comes to swords and axes.

So yeah, while any good martial class can fit the bill for a vampire hunter, what's the usual gear for it?


Cyberpunk derivatives are fictional genres that define a world's technological level. Cyberpunk and steampunk are such technological levels.

Now... does Starfinder have a general technological level, or do some of its planets have earlier styles of technology?


Here is a thread to list everything we can to improve the rules ^_^

I'll start:
* Adding abbilities to some mech weapons
Lower Limbs - Treaded
Being able to ignore difficult terrain

Weapons - Battle Staff
Being considered as wielding two weapons, essentially a double weapon

Weapons - any energy melee weapon (Plasma Sword, Flame Doshko, etc)
Having the powered special quality, like their regular counterparts

* Unarmed Strike for mechs

* A "very low" damage progression for these unarmed strikes, and possible operative mech weapons

* The ability to use a Solar Weapon/Flare while piloting a mech

* The ability to cast spells while piloting a mech


Well, instead of making one topic per suggestion, why not regroup everything here?

I'll start:
* a Knack to create Armor Upgrades and Shields (as Major Forms)

* another benefit for the Stealth Array, such as giving Agile Host and Alacritous Form for free

* Swarm Strike to also grant the Solar Weapon/Flare damage progression

* Give the Stealth Array a bonus on Computers checks

* Give the Cloud Array a swarm attack OR the ability to conjure one Major form within the cloud

* How about a FOURTH array, called a Drone Array? Have the Nanocyte being able to create a Hover or a Stealth drone.


Lower Limbs - Treaded
Being able to ignore difficult terrain

Weapons - Battle Staff
Being considered as wielding two weapons, essentially a double weapon

Weapons - any energy melee weapon (Plasma Sword, Flame Doshko, etc)
Having the powered special quality, like their regular counterparts


We got the frames, the weapons and the systems, but what about items, of all kinds?

For instance, how about the Motorsphere equivalent for mechs? In short, a Motorsphere is a fist-size orb that can transform into an enercycle for 1 hour. THAT would be a blessing for mech users.


You know how we got combining robots with Power Rangers and Voltron? Yeah... where's that option?


"Oh cool! I'll be able to create any armor upgrade with my nanites without having to upgrade any armor I own!"

*reads the gear array*

"Wait... how come I cannot create armor upgrades and shields?"

Yeah... can you guys add knacks that allow you create armor upgrades and shields? I should be able to pop a forcepack, jump jets and a riot shield... right ^^; ?


This isn't a house rule, but more of a little brainstorm. Many weapons can be wield under anyone's name, but which ones are the best suited for specific deities. Let's say you have to equip temple guards or soldiers, but would like something more flavorful than your typical longsword? What do you choose?

Well, how about a little thread discussing just that?

Here's what I think would be good picks:

Erastil Longbow
Being God of the Hunt, scimitars, axes and spears would work.

Iomedae Longsword
As unoriginal as it may be, longbows and halberds fit.

Torag Warhammer
Beign a Dwarven deity, axes, picks and crossbows can work.

Sarenrae Scimitar
A desert-themed deity often goes for lighter weapons, such as shortbows, shortspears and glaives.

Shelyn Glaive
I feel like scimitar, rapiers and bows would work, similar to musketeers.

Cayden Cailean Rapier
Rogues do travel light, with hand crossbows, daggers and staves.

Desna Starknife
Scimitars and glaives would work, much like for Sarenrae and Shelyn, as do shortbows.

Abadar Light crossbow
He's more of an urban deity, so maces, morningstars and various polearms can fit.

Irori Unarmed strike
This one is interesting, because followers can pick a few weapons from the Monk weapon group, such as nine-ring swords, temple swords, tiger forks, monk's spades and tri-point double-edged swords.

Gozreh Trident
Much like druids, weapons like slings, javelins and scimitars can work.

Green Faith Druidic weapons
That's already covered, and you can add natural weapons to these.

Nethys Quarterstaff
Maces, clubs and spears feel right.

Pharasma Dagger
Longswords, guisarmes and crossobows fit the bill here.

Calistria Whip
Being an Elven goddess, we have the longsword, rapier and the bows.

Gorum Greatsword
A God of War has many weapons, but axes, hammers and spikes (armor and shield) would work.

Asmodeus Mace
This one is easier, since you can pick some of the other Archdevils' weapons, such as the ranseur, the flail and the trident.

Zon-Kuthon Spiked chain
We have here a Kyton deity, so spikes, morningstars, hammers and flails work great.

Norgorber Short sword
Assassins aren't bulky warriors, but longswords, ranseurs and crossobows should be good.

Urgathoa Scythe
Necromancy seems to be associated with sickles, maces and javelins.

Lamashtu Falchion
Demon Lords can be used as a reference here, with glaives, maces and flails. Flindbars could be used as another weapon.

Rovagug Greataxe
Longswords, axes, hammers, picks and any of their two-handed counterparts can work.


Starship base frames are sized from Tiny to Supercolossal, but... how does that compare to terrestrial vehicles sizes, which range from Tiny (wingboard) to Colossal?

For instance, how big is a Tiny Racer (smallest starship frame) compared to a terrestrial vehicle? Huge? Gargantuan? Colossal?


Near Space, pp. 146 wrote:
If you are a solarian using a solar weapon and choose a doshko for its general design, you can apply the effects of this archetype to your solar weapon as though it were a doshko, as long as it remains as that design.
Core Rulebook, pp. 101 wrote:
Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it.

Here's the issue: there is no doskho that is a one-handed kinetic advanced melee weapon. In fact, all doshkos are two-handed weapons, and then there are doshakaris that are one-handed weapons... shaped like spiked brass knuckles.

This does beg the question why isn't there a doshko variant that looks like a one-handed battle axe, that would be suitable for a Solarian, without having to make it feel like the Solar Weapon is shaped for Small aliens :P


Whether be for the players or the GMs, these 4 classes (or related classes) always come up for the combat specialist, skill user, healer and blaster. However, what if I would like more than 4 characters?

What extra classes can mesh well with these? What exclusive role can be added?


P2E currently has 10 classes... compared to P1E's 40... If you're migrating, you might butt heads with players who cannot reuse some of P1E's classes.

How would you substitute the missing classes in P2E, for now?

Here is what I propose:
Arcanist = Wizard + Sorcerer multiclass
Bloodrager = Barbarian + Sorcerer multiclass
Brawler = Monk + Fighter multiclass
Cavalier = Fighter + Champion multiclass
Hunter = Ranger + Druid multiclass
Inquisitor = Cleric + Champion multiclass
Investigator = Rogue + Alchemist multiclass
Magus = Fighter + Wizard multiclass
Oracle = Cleric + Druid multiclass
Shaman = Sorcerer + Druid multiclass
Shifter = Barbarian (Animal instinct) + Monk
Skald = Bard + Barbarian multiclass
Slayer = Rogue (Ruffian racket) + Ranger multiclass
Swashbuckler = Rogue + Fighter multiclass
Vigilante = Rogue + any multiclass
Warpriest = Cleric (Warpriest doctrine) + Fighter multiclass
Witch = Sorcerer + Bard multiclass


The item level mecanic is clearly taken from Starfinder, and P2E uses it. Many items have levels, but it's not the case with regular mundane weapons.

Was it intended to be that way, or was it intended to add upgraded versions later on, such as say, a longsword dealing 1d12 S with a 10 item level?


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How about a topic to brainstorm ideas for civilizations, clans, tribes and whatnot for your next campaign?

I'll start.

#1 The PCs stumble upon a hidden city (naturally or magically) where all citizens are celedons, who are all worshipping Brigh, The Whisper in the Bronze. They do not fear or shun mortals, but they are cautious to keep their society a secret. They practice construct crafting and it has become one of their primary (and most lucrative) trade. They have also discovered soul binding, and it is something that many celedons would like to get their hands on, as being transferred from one body into another (particularly a golem) is a sense of pride, accomplishment and prestige.

As a society, celedons aren't much in discord. They all worship the same deity and work on various tasks. Classes of any kind can be found, even non-construct-related like druids, as their studies in nature help them develop new things for their city. Of course, they do not need to harvest food, but they are aware that natural resources are needed for their work.

Rumors have it that many explorers who found the city didn't return. The story is that the celedons use soul binding to also condemn criminals and transfering their souls into machines with little to no control. Soul binding doesn't allow body restoration as long as the soul is traped in the soul stone. While celedons aren't afraid or xenophobic against mortals, they do punish outsiders as such if they cause trouble or jeopardize their existance.

The laws are as any standard society, but celedons themselves aren't much concerned as breaking the rules, as they know that they may lose their sentience. They were built to serve a deity and rare are the ones who diverge from that path. There have been pragmatic incidents in the past, such as celedons wanting to dominate mortals (mostly of evil alignment), but according to stories, Brigh herself intervene and supressed the opposers.


In the 1st Alien Archive, we have the Kyokor, a Colossus native from Daimalko, and it has the Colossus subtype. However, if you go to the Creature Subtype Graft section of the 1st Appendix, the subtype is not available as a graft. You cannot "create" new Colossi, and no, the 2nd Archive did not add it on its own appendix.

So...
1) Why isn't the subtype available as a Graft?

2) When will it be available as a Graft?


You know characters fully decked in big armors and such, probably wielding a two-handed weapon or a shield? Yeah, how would you make them viable for adventuring?
- They are heavy, which carrying capacities can be a problem, and drowning.
- Armor check penalties are abound for skills.
- Mobility is also a problem for travelling, sneaking and even attacking.

The thing is that... you just can't forbid someone to play such a character. I mean, if your player wants to play Reinhardt or Steiner, you should just let him/her to do. If s/he wants to be a devoted bodyguard, "go for it".

What classes, feats, skills, abilities and items would make it easier for these characters to be adventurers and not burdens? I say "classes", because fighters, paladins, cavaliers, samurias and certain archetypes can become a walking tank, so anything goes.


Any news on when Paizo will release its errata for Ultimate Wilderness? I'm referring to their statement to tweak the shifter due to the mixed reception.


We're getting 3 new classes... which means 3 new iconic characters... which might lead to 3 new races?

Ok, little disclaimer: the Alien Archives offer TONS of new races, in addition of what the APs offer. I wouldn't mind having 3 races being added as core races though ;)

I can see a Drow Biohacker, a Shobhad Vanguard and a Ryphorian Witchwarper :)


I'm pretty sure that you see a spell's name, thinks it's very useful/powerful, but gets completely disappointed when you read the description...

For me, these are Magic Jar and Possession. These allow you to take control of any creature, but there's a huge problem: "You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities."

So I can possess a dragon, but cannot use its breath weapon...
So I can possess a gray render, but cannot use its rend ability...
So I can possess a pixie, but cannot use its spell-like abilities...

Yeah... kinda of a bummer... and no, Greater Possession doesn't allow it either...


Dracomorph

Rare are those who can harness the power of dragonkind, but some shifters have been blessed with such a power, creating a link with a patron dragon.

Alignment: A dracomorph must be within one step of his patron dragon. [This is based on the half-dragon template table]

This alters the shifter's alignment.

Draconic Breath (Su): The dracomorph can breath energy like a true dragon. He gains a breath weapon. This breath weapon deals 1d6 points of damage of the dragon's energy type per 2 dracomorph levels you have (minimum 1d6; Reflex half). The shape of the breath weapon is either a 30-foot cone or a 60-foot line, selected when choosing this revelation. You can use this ability once per day at 1st level, plus one additional time at 5th level and one additional time per day for every 5 levels beyond 5th.

This replaces shifter's aspect, second aspect, third aspect, fourth aspect, chimeric aspect and greater chimeric aspect.

Draconic Weapons (Su): A dracomorph can channel the power of his dragon to form claws. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if he is Small). If he uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.

As the dracomorph gains levels, he can manifest different natural weapons. At 3rd level, he can manifest fangs for a bite attack, dealing 1d6 points of damage (1d4 if Small). Furthermore, all weapons ignore DR/magic. At 7th level, he can sprout wings, dealing 1d3 points of piercing damage, leaving your hands free. These do not provide flight, but allows you to slow down your fall, as per the monk's Slow Fall ability. Alternatively, if the dracomorph's patron dragon is Imperial, he can grow horns for a gore attack, dealing 1d6 points of damage. At 11th level, he can grow a tail, dealing 1d6 points of bludgenoing damage, with reach. At 13th level, all of the weapons' damage increase by one step. At 17th level, the dracomorph can manifest any weapon as an immediate action. Lastly, at 19th level, all weapons ignore DR/Bludgeoning, Piercing and Slashing.

This replaces shifter's claws.

Draconic Empathy (Ex): The dracomorph can use this ability to improve a dragon's attitude. Furthermore, he gains a bonus to both Diplomacy and Intimidate checks equal to his dracomorph level.

This replaces wild empathy, trackless step and a thousand faces.

Draconic Shape (Su): At 5th level, a dracomorph can change into his patron dragon, as per the Form of the Dragon I spell. At 10th level, it acts as Form of the Dragon II. At 15th level, Form of the Dragon III. The dracomoprh uses his level as the caster level. The dracomorph can maintain his Draconic Shape for 1 minuter per level per day (similar to the spell's duration). It need not be consecutive but must be spent in 1 minute increments.

If the spell grants a breath weapon, you can select either the spell's or yours. Also, if the spell has a limited for breath weapons, you must wait 1d6 minutes in between uses, be as the dragon or not.

This replaces wild shape.

Draconic Fury (Su): A dracomorph fights more like a true dragon as he grows stronger. At 6th, he can manifest a second weapon in addition of his claws. At 11th level, he can manifest three weapons. At 16th level, he can manifest all weapons at once.

This replaces shifter's fury.


So yeah... this just hit me...
--
Magic
Kineticists who focus on the element of magic—the very raw power of spells—are called arcanokineticists. Arcanokineticists use special wands to channel magic for various effects.
Class Skills: An arcanokineticist adds Knowledge (arcana) and Spellcraft to her list of class skills.

Wild Talents
Simple Blast - Magic blast
Composite Blasts - Eldrith blast
Defense - Spell veil
1st - basic arcanokinesis, [special]*
2nd - [special]
3rd - [special]
4th - [special]
5th - [special]
6th - [special]
7th - [special]
8th - [special]
9th - [special]

*Any talent can be selected, but their Burn costs increase by 1.

Magic Blast
Element magic; Type simple blast (Sp); Level —; Burn 0
Blast Type energy or physical; Damage force (energy) or bludgeoning (physical)
You shoot a single foe with a spark of raw magic.

Eldritch Blast
Element magic; Type composite blast (Sp); Level —; Burn 2
Prerequisite primary element (magic), expanded element (magic)
Blast Type energy or physical; Damage force (energy) or bludgeoning (physical)
You shoot a single foe with an exploding star of raw magic.

Spell veil
Element magic; Type defense (Su); Level —; Burn 0
Your body shimmers and glitters with small sparks of magic, granting you spell resistance of 5. By accepting 1 point of burn, you can increase the resistance by 5, to a maximum of 30.

Whenever a spell or effect fails to penetrate your spell resistance, you gain a culmulative +1 bonus to attack rolls, spell checks or skill checks involving concentrating, dispelling or counter-spelling. This bonus lasts one round per burn point accepted for this talent or until expended, whichever comes first.

Basic Arcanokinesis
Element magic; Type utility (Sp); Level 1; Burn 0
Your eyes faintly glow a white light and allow you to use detect magic and read magic. By concentrating, you can use identify. Additionally, by accepting 2 points of burn, you can use greater detect magic.

--
Arcanokineticist (Kineticist archetype)

Magic itself can spark in anyone, but some kineticists have learned to channel it through special wands and shape it to their will. Often mistaken for sorcerers or wizards, arcanokineticists make use of their powers to greater effects, rivaling the fieriest of fireball and most shocking lightning bolt.

Arcane Study (ex): An arcanokineticist uses his Intelligence modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, his bonus on concentration checks for wild talents, and other Constitution-based effects of all his wild talents.

This ability alters the kineticist’s key ability score of wild talents.

Magic Element (Su): An arcanokineticist must select Magic as his primary element.

This replaces Elemental Focus.

Talent Versalitity (Su): Magic can be shaped in any form possible, leading to a variety of effects. An arcanokineticist can select any wild talent. He can also select simple blasts as talents, but not composite blasts. However, talents selected this way cost 1 additional burn point than normal, and he must still meet the prerequisites, if any.

The magic blast, eldritch blast, spell veil and basic arcanokineticist can be used at their respective regular Burn costs.

This alters Wild Talents.

Arcane Pool (Su): An arcanokineticist has an internal pool of magic which he uses to enhance his magic. This pool has a number of points equal to 1/2 his arcanokineticist level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after an 8-hour rest. At 6th, 11th and 16th, the arcanokineticist gains 1 additional point. An arcanokineticist expends pool points to use talents, at the cost of the talent's Burn.

This replaces both Burn and Internal Buffer

Wand Bond (Su): An arcanokineticist forms a bond with a special wand, allowing him to channel magic. However, he must use the wand every time he wishes to use a talent, including blasts. The wand can be enhanced like a ranged weapon, applying any enhancement to blasts. If the arcanokineticist can make a melee attack, such as with kinetic blade, any enhancement eligible for melee weapons apply.

This alters Kinetic Blast.

Gather Power (Su): This functions like the kineticist's, but it reduces the cost in pool points instead.

Infusion Versatility (Su): Similar to how an arcanokineticist can select any talent, he can also select any infusion. Furthermore, he can select any shape infusion, ignoring blast prerequisites. However, as with talents, infusions selected this way cost 1 additional burn point than normal, and he must still meet other prerequisites, if any.

This alter infusions.

Arcane Knack (Su): An arcanokineticist learns special tricks, giving him more flexibility. At 3rd level, he learns either a magus arcana or an arcanist exploit, using his arcanokineticist level for prerequisites. He learns an additional knack every 3 levels thereafter. Also, at 12th level, he may learn a Greater arcanist exploit. The arcanokineticist must meet the prerequisites to take a knack, as per the arcana or exploit.

This replaces Elemental Overflow.

Expanded Element (Su): The arcanokineticist must select Magic as his expanded element. He also may now select composite blasts as talents, but must have the required simple blast to select it.

This alter Expanded Element.

Omnikinesis (Su): The arcanokineticist's power courses through him, like blood through veins. Any talent and infusion can now be used at their regular Burn cost, and he may use Omnikinesis as normal.

This alters Omnikinesis.


Does Pathfinder have a fiend, an undead, an ooze or whatever creature that 1) can possess another creature and 2) grant a template as long as the possession is on-going?

I stated the symbiote as an example, but I'm looking for any creature with a similar power.


I've look everywhere, but I cannot find anything. My request is simple: I'd like to replicate an arm cannon, whether be fixed (like Samus Aran's) or morphable (like Mega Man's).

I can't seem to find anything that resemble a prosthetic limb that can either transform into a ranged weapon or have its hand replaced by a ranged weapon.


Ok, you might be saying that "any [ranged] weapon you wish" can be installed on a powered armor. Here's the thing: your character might be using a regular uninstalled weapon, leaving any weapon in the armor's slots for something else.

I'm looking for that "something else". Are powered armor users looking for heavier weapons to carry? Different ammo types for versatility?

You are still limited to the number of attacks, regardless of how many weapons you can wield. For instance, a warmaster's hardness might have 5 weapon slots, but you still can make 2, 3 or 4 attacks, not one attack per weapon installed.

So yeah, generally speaking, what's the general consensus for powered armor weaponry? Let's say you want a battle hardness with 1 weapon slot, what would be the most common weapon installed on it?


Ok, HUUUUUUUUUUUUUUUUUUUUUUGE longshot here, but...

How about a voice sample for each race, for each gender, avalaible on this web site as MP3 / WAV files?

I'm just asking for one or two sentences, just to get a good feeling of the voices. How do Raia, Keskodai, Obozaya or Altronus sound like? How do a SRO, urog or gray (when mind reading) sound like?

Dude, you could answer the long awaited question about how dwarves, elves and orcs sound like.

Trivial? Maybe, but... QOL stuff :)


The Vahana template, from Bestiary 5, is a template that enhances an animal by some divine intervention. However, due to its late publication, nothing has been done to incorporate it.

So... is there a cavalier, paladin, druid, ranger, hunter or another class archetype that grants that template to their companion? Has there been a spell that bestows it?


Ok, short story: I want to build a cleric, with the Healing domain, but not as your typical religious zealot, but more as a doctor, who mixes healing skills and spells. I know I could have done with an alchemist, but still, clerics are known to be healers.

I'm looking for an archetype focused on healing... and the only one I've found in the Merciful Healer from Ultimate Combat.

Are there more? Is there a cleric archetype focused on healing, btu from a more medical point of view?


Core Rulebook, p. 52, Vesk, Natural Weapons wrote:
Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic.

I... think like for any race that has a natural weapon, it's simply a deadlier "version" of an unarmed strike... that still counts as an unarmed strike.

Also, the Improved Unarmed Strike... doesn't state natural weapons... because it doesn't talk about it, at all, not even as a special note whether or not a natural weapon is an unarmed strike.

I'm finally asking this because a LOT of natural weapons for playable aliens start at 1d3 points of damage, which would scale comfortably with the Improved Unarmed Strike progression.

So... can a vesk soldier take Improved Unarmed Strike to buff his or her natural weapons?


I'm looking for a specific weapon: a missile/rocket launcher that shoots multiples shots at once.

Now... you might be saying that it would be a little too broken, but some weapons consume more than a single ammo round per shot, meaning that if a launcher has 40 missiles and it consumes 5 missiles per shot, well, that counts as a volley; the damage is the total due to the grouped explosion.

While launchers "usually" shoot one round, there is the typical huge launcher that sends out 4 to 10 missiles that it causes more damage.

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