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Ashanderai's page

Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. Organized Play Member. 710 posts (773 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 9 aliases.


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In an interview with Game Gorgon published to YouTube on 20 September 2019, while talking about the classes coming out in the APG playtest, Jason Bulmahn stated, "We're going to be releasing those in probably late October now." This statement was made 5 minutes into the video.


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PossibleCabbage wrote:

You can always skip natural ambition at 1 (if you really want that flickmace, say) and then just come back around at 5th (or 3rd) and take natural ambition then. Sudden Charge doesn't get worse if you pick it up later.

Most of the characters I've built so far take a 1st level ancestry feat at 5th level, in some cases because there's no other choice (a dwarf who takes unburdened iron at 1st has no 5th level dwarf feats they *can* take). But "we need more ancestry feats badly" is a separate issue.

I agree completely. In particular, i do that when I make a half-elf and take Elf Atavism to get that Seer Elf Heritage spellcasting or Cavern Elf for Darkvision.


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Midnightoker wrote:
Ashanderai wrote:

I mean a bonus CLASS feat at 1st level is a huge deal.

I'm not so sure that it is, because it's restricted to 1st level Class Feats.

In the case of a Fighter/Barbarian/etc. it might be valuable if you're really wanting to grab two separate abilities, but most of them are segmented (either two separate actions, only adding versatility, or being used in two separate instances of the game).

It has value for sure, but, that value is front-loaded due to Class Feats being powered based on their level.

I mean it's not nothing, that's for sure, but it's no where near as bad as the previous edition given that you can't effectively "stack" feats (so the level 1 Human Fighter pulling a 3 feat chain off is dead).

I am also curious how strict the "Of your Class" is, because if it can't be applied to Multiclass Dedications that makes it pretty restricted.

It's good, but not as good as it was.

Yes, I know all that. Also, I am interpreting Natural Ambition in the strictest way possible (as in not granting multiclass dedication feats) and I still say Natural Ambition is too good. Every time I consider builds for various classes I keep coming back to what I could get with Natural Ambition and it is always a clearly better build for using it as opposed to not using it to get another 1st level class feat. Class feats, even just 1st level ones are, generally, more desirable than other feats. In every every class I have considered building so far, I can find another one of the 1st level feats that I would rather have than most level 2 feats or any other ancestry feat and I would DEFINITELY rather have one of those 1st level class feats over pretty much all the 1st level ancestry, skill, or general feats, except maybe one of those innate spell or cantrip granting feats - depending on the class build concept.


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Aside from the retraining restriction and class limitations with weapon proficiency, I think a big problem is the bonus class feat the human ancestry can get at first level via Natural Ambition. In my experience, the human bonus feat at 1st level was the main draw for most PC builds in 1st edition and I think that mistake has been repeated here in 2nd edition. I honestly believe that it should not have been created for 2nd edition. It is just too good.

I mean a bonus CLASS feat at 1st level is a huge deal. I am not aware of any other ancestry that offers anything on par with that when it comes to deciding on a build for your character. Sure, there are some nice feats that other ancestries can get that are pretty good, such as those that grant spells, but none are as versatile or can help as much with getting those prerequisite feats for later choices when deciding on your class build. Yeah, other ancestries can get it with Adopted Ancestry, but that is a feat tax which defeats the purpose for getting Natural Ambition via that route (and is how it should be for that concept, honestly).

Human versatility and ambition could have been illustrated with some other ability or by having Natural Ambition only grant you a bonus skill feat, rather than a class feat. The fact that it grants a bonus class feat is just too good in my opinion.


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I would like to see a leshy paladin archer build with a Kyonin Emissary background.


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I would like to see ancestries of monstrous races that have traditionally been too powerful to be PCs, but were otherwise a neat idea for a race. This was not previously possible in 1E without serious adjustments, but should be possible now with ancestry feats to simulate that monstrous ancestry's growing power over time as the character matures, such as nereids, fauns, and the like.

Beyond that, I have always liked many of the more niche races that could pass for human if disguised well enough or if you did not look too closely. That said, the ancestries not already announced for inclusion in an upcoming release that I would like to see are:

Androids
Vishkanya
Lashunta
Samsaran
Triaxian
Vanara
Suli
Kitsune
Nagaji
Kasatha
Wyrwood
Gathlain
Ghoran
Wayang
Ysoki

As far as a completely new concept, I would like to see some sort of ooze-like ancestry as a new playable ancestry or maybe even a Tiny-sized, flying, fey-like ancestry of some sort, like pixies or sprites. I think the design of 2E is more likley to make something like these ideas more plausible in the system than 1E was ever capable of.


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Midnightoker wrote:
- You can take a MCD to become a Champion and you gain a Deity and some proficiency. You, however, have no code or any penalties for violating a code or telling your deity they're awful or really anything to discourage or encourage Champion like behavior until you receive actual abilities that can be taken away for violating the Anathema.

In an interview with Know Direction tonight, Luis Loza mentioned that the forthcoming Gods and Magic world guide will have rules for major and minor curses for the gods to penalize followers who violate their anathema. One example that was provided of a major curse from Iomedae is a curse that shatters swords when used to attack in battle. So, while there is currently nothing to punish PCs who violate their deity's anathema, that will change in January when the Gods & Magic book comes out.


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I would like to know more about what is coming in the Character Operations Manual. What is the other starship role in this book besides Magic Officer? Aside from that, all I know is that the book will have 3 new character classes. The description states, "...expanded rules and new options for existing races and classes, as well as new themes and archetypes, plus feats, equipment, spells, and more!" Can you tell us some examples? Expanded rules and new options for existing races and classes, themes, archetypes, feats, equipment, and spells makes it sound like any other splat book out there. What sets this book apart aside from the new classes? I mean, is that all; what is the "... and more" part of that description alluding to? What else is in it?


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A conversion book for Starfinder or Starfinder 2E - I love the new game engine and want to see it adapted to fit Starfinder or have Starfinder fit it. Either way, I want to see Starfinder get rid of its version of archetypes, leveled weapons and use a 2E version of those as well as 2E's style of core game mechanics (critical success, success, failure, critical failure), ancestry, and class structure . I would rather see plasma, laser, ion and other weapon descriptors become weapons traits than have leveled weapons. Power and damage levels could rise with character level instead of weapon level.

Aside from that, I would love to see a book that focuses more on expanding the runes, rituals, trinkets, and other new item and magic rules that have been introduced.


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This is a thematic concept that is all about a dragon barbarian/sorcerer and works well with the Intimidation mechanics, I think. I just wanted to make something that combined the draconic themes and politics with the character caught in the midst of a centuries long Hatfields vs. McCoys/Romeo & Juliet -style draconic feud. So, here is

Noirox Blueblooded:

Ancestry: Human (Half-Elf Heritage)
Background: Emissary
Class: Barbarian (Brass Dragon Instinct: Fire)/Multiclass Sorcerer (Blue Dragon Bloodline: Electricity)
Alignment: Neutral Good
Deity: Cayden Cailean
Languages: Common, Draconic, Elven, Sylvan

Great grandson of Zaerkariss, the blue dragon, Noirox was the forsaken child of an elven servant and Zaerkariss’ grandson; himself a valued agent in the blue dragon’s criminal information network. Despite her deplorable treatment at the hands of the rest of the “family”, Noirvox’s forlorn, elven mother cared for him deeply and raised him as best she could while still under the controlling influence of Zaerkariss, who saw great potential in the child. Noirvox was tutored in the ways of the family’s agents and his baser instincts were encouraged and his blue dragon blood indulged, much to the horror and despair of an elven mother with fading health.

When Noirox was 10, his mother was assigned to undermine the efforts of another dragon’s spy network; a brass dragon by the name of Aeryxulvox. She was supposed to do this by either quietly assassinating her target, an agent of Aeryxulvox, or by seducing him into eventually betraying his master. Instead, his mother, encouraged by the new love she found in the eyes of her target, chose not to assassinate him. Rather, she turned on the family and fled with the man, taking Noirox with them. Only after she fled with the man she loved, did she discover that he was really Aeryxulvox, himself. Surprised, but undeterred, she lived the rest of her days with him and raised Noirox. Even though she had already endured too much hardship and despair in her life – so much so that her soul never quite seemed to recover from the abuses of the past – she was happy for many years before she died after watching her son grow under the benevolent, though eccentric, influence of his new step-father, Aeryxulvox.

Noirox, too impatient for his own good, has learned from two dragons in his lifetime. He can be temperamental to an extreme, even though he means well, and often has difficulty controlling his blueblooded, draconian urges. He has been the emissary of both chromatic and metallic dragons. But, after serving draconic interests all his life, he is now ready to step out on his own and make his own mark in the world. His step-father, Aeryxulvox, loathe to let his step-child out of sight so soon, recognizes that he needs this journey of self-discovery before he can realize the true potential of his birthright and his true calling. So, Noirox pursues adventure where he can find it and hopes to accumulate his own hoard someday. Meanwhile, Zaerkariss schemes towards the recovery of her great grandchild, Noirox, and put him back in his rightful place as an integral part of her hoard.

ABILITY SCORES
STR 16
DEX 16
CON 12
INT 10
WIS 10
CHA 14

PROFICIENCY & FEAT ADVANCEMENT
1st LEVEL – Trained in Acrobatics, Athletics, Intimidation, Lore: City, Medicine, and Society; Ancestry Feat: Otherworldly Magic (Shield Cantrip), Background Feat: Multilingual, Barbarian Feat: Raging Intimidation, Free Feat: Intimidating Glare

2nd LEVEL - Barbarian Feat: Sorcerer Dedication (Trained in Arcana & Lore: Dragons), Skill Feat: Battle Medicine

3rd LEVEL - General Feat: Ancestral Paragon (Natural Ambition: Moment of Clarity), Skill Increase: Intimidation (Expert)

4th LEVEL - Barbarian Feat: Basic Bloodline Spell (Dragon Claws: Electricity), Skill Feat: Arcane Sense

5th LEVEL - Ability Boosts: STR 18, DEX 18, CON 14, CHA 16; Ancestry Feat: Clever Improviser, Free Feat: Untrained Improvisation, Skill Increase: Athletics (Expert)

6th LEVEL - Barbarian Feat: Basic Sorcerer Spellcasting, Skill Feat: Trick Magic Item

7th LEVEL - General Feat: Fleet, Skill Increase: Intimidation (Master)

8th LEVEL - Barbarian Feat: Dragon’s Rage Breath (Fire), Skill Feat: Battle Cry

9th LEVEL - Ancestry Feat: Nimble Elf, Skill Increase: Arcana (Expert)

10th LEVEL - Ability Boosts: STR 19, DEX 19, CON 16, CHA 18; Barbarian Feat: Terrifying Howl (OR Bloodline Breadth), Skill Feat: Titan Wrestler

11th LEVEL - General Feat: Terrified Retreat, Skill Increase: Medicine (Expert) OR Athletics (Master

12th LEVEL - Barbarian Feat: Dragon’s Rage Wings, Skill Feat: Assurance (Medicine)

13th LEVEL - Ancestry Feat: Elf Step, Skill Increase: Arcana (Master)

14th LEVEL - Barbarian Feat: Continual Recovery, Skill Feat: Expert Sorcerer Spellcasting

15th LEVEL - Ability Boosts: STR 20, DEX 20, CON 18, CHA 19; General Feat: Incredible Initiative, Free Feat: Scare to Death, Skill Increase: Intimidation (Legendary)

16th LEVEL - Barbarian Feat: Dragon Transformation, Skill Feat: Ward Medic

17th LEVEL - Ancestry Feat: Incredible Improvisation, Skill Increase: Arcana (Legendary)

18th LEVEL - Barbarian Feat: Master Sorcerer Spellcasting, Skill Feat: Unified Theory

19th LEVEL - General Feat: ?, Skill Increase: Athletics (Master) OR Athletics (Legendary)

20th LEVEL - Ability Boosts: DEX 21, INT 12, WIS 12, CHA 20; Barbarian Feat: ?, Skill Feat: ?

I haven't quite made every choice for everything just yet and some of the ones I have made are up for deliberation still, as I remain uncertain of some decisions in this build. For example, I hated leaving out Sudden Charge, but Raging Intimidation is too essential for this build, Moment of Clarity was needed to facilitate the spellcasting, and so many other Barbarian or Sorcerer feats seemed more essential to the concept than Sudden Charge. But, I think I like it so far, though I would love to hear any ideas, if there is something I can do to make this more fun.


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I would like to see something like a "Runecaster". I am inspired by the Runecaster class from the old "AD&D, 2nd Edition Vikings Campaign Sourcebook" that introduced a Runecaster class that engraved runes in objects to empower them; kind of like a prepared caster planning ahead of time, but martial. I envision that the Pathfinder 2E version of the Runecaster would also be a mostly-martial class that uses the new rules for inscribing Runes, creating Talismans, working with Rituals, and maybe even preparing mystical Snares in conjunction with martial abilities to fight. The Viking Campaign Sourcebook also had other cool concepts like the Trollborn and Berserker.

Another cool class concept to revisit would be the "Taltos". There was an old Dragon Magazine article that gave options to make one for AD&D, 2nd Edition. I really enjoyed that article. It took inspiration from Steven Brust's "Vlad Taltos" book series, as well as Hungarian mythology. Of course, the same concepts or similar ones will probably get rolled into the Magus when it comes back in 2E, but the flavor presented in that article was very cool.


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PoohPuss wrote:
The Battle Medicine feat doesn't specify that it requires the Healer's Tool tho.

Battle Medicine requires the Treat Wounds Action. The Treat Wounds Action requires the Healer's Tools. The Healer's Tools require 2 hands to use. Therefore, Battle Medicine requires 2 hands.


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Kyrone wrote:

Animal Mutagenist

Alchemist familiar with Ranger Dedication for Animal Companion

The build is basically to use the Greater Energy Mutagen on the two animals so you use the 30ft 12d6 Breath Attack with each of them, the animal companion with Lab Assistant and Manual Dexterity to help feeding the mutagens.

A Meerkat on top of a Warthog will do...

You could do this with a Gnome to get the familiar and free up that 1st level class feat for a different Alchemist feat, too. Though, you would lose out by having to use your Charisma modifier instead of your Intelligence modifier to determine the familiar's Perception, Acrobatics, and Stealth modifiers.


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FowlJ wrote:
Ashanderai wrote:


One thing that needs some clarity, though - Can you use Natural Ambition to pick a feat from a class you had to take the multiclass dedication feat for? It does not appear to be clear either way as it is not directly addressed, at all, unless you strictly interpret Natural Ambition's use of the phrase, "1st-level class feat for your class" to mean only the class which you took at 1st level. But, using it to gain a feat from your multiclass fits the spirit of the feat.
When you multiclass, you don't take feats from the class you multiclassed into. Instead, you take the feat from the multiclass archetype which itself gives you a feat from the target class. All of those feats are at least level 2, so you can't take them with natural ambition.

Ah. That will do it (or not, as the case may be). Thank you for finding a good answer that so clearly and concisely resolves the question.

That said, that champion archer build never relied on Natural Ambition to take a Fighter feat, so the rest of it is valid. You could still take one of the other ancestral feats. Also, the idea of taking Adopted Ancestry at 3rd level to pick up Natural Ambition is still a decent idea if you need a workaround when your want more 1st level feats from your starting class.


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This wasn't all originally my idea. I got most of it from a discussion in the Arcane Mark discord. But, here is a build for a high mobility archer.

Half-Elf Archer Champion (Paladin) of Erastil:
Elf Atavism (Woodland Elf)
Divine Ally: Blade (the Weapon Critical Specialization and Divine Smite's benefit later on are nice)
Domain Spell: True Strike
1st Level Class Feat: Ranged Reprisal
2nd Level Class Feat: Fighter Dedication
3rd Level General Feat: Fleet (or Adopted Ancestry to pick Unburdened Iron from Dwarf, Goblin Scuttle, or Natural Ambition from Human for another class feat or to get Point Blank Shot earlier, if you can use that feat to get a multiclass feat. Or you could go Gnome and get that familiar.)
4th Level Class Feat: Point Blank Shot
5th Level Ancestry Feat: Nimble Elf
6th Level Class Feat: Assisting Shot
7th Level General Feat: Get either Fleet if you did not before or one of the others mentioned above at 3rd level.
8th Level Class Feat: Ranger Dedication
9th Level Ancestry Feat: Elf Step
10th Level Class Feat: Hunted Shot

One thing that needs some clarity, though - Can you use Natural Ambition to pick a feat from a class you had to take the multiclass dedication feat for? It does not appear to be clear either way as it is not directly addressed, at all, unless you strictly interpret Natural Ambition's use of the phrase, "1st-level class feat for your class" to mean only the class which you took at 1st level. But, using it to gain a feat from your multiclass fits the spirit of the feat.

EDIT: for clarity and accuracy.


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shadram wrote:
Captain Morgan wrote:
FowlJ wrote:
Captain Morgan wrote:

Where is THAT stated? I haven't seen it, and we have some pretty compelling evidence it isn't the case since Jason told the Champion she could refocus back to back several times in a row.

Page 300, the requirements for the focus action:

Quote:
You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.

Huh, I missed that. That certainly shifts their paradigm, and also explains why feats like Meditative Focus are worth having. And that's consistent with how they were used in Oblivion Oath.

I totally missed that too... Thanks for the heads up, it certainly changes things!

For pure Ki focused monks, I think the Wild Winds stance is somewhat viable, since it lets you make ranged ki attacks for the rest of the fight if you stay in it, but that doesn't come online until 8th level...

Has anyone run the numbers on doing just normal unarmed monk attacks, with once per combat ki strike, at low levels to see how it stacks against the stances?

Wow, that Wild Winds Stance looks pretty good. Not only does it give you that ranged attack for the rest of the fight with +1d6 with all those traits in the description, but you can ignore the flat check concealment requires you to make a hit on the concealed target AND it can ignore up to a +4 AC bonus from cover, all while granting you a +2 bonus to your own AC against ranged attacks. Nice!


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PossibleCabbage wrote:
One thing I wonder about the Cavalier- while I agree "being a mounted combat specialist" and "belonging to a knightly order" should be archetypes not classes, should they be one archetype for each or one archetype that covers both.

Either/Or... Both ways could work in the new edition. If they are separate archetypes, that works for obvious reasons. But, if they are combined and you only care about one of those options, then just choose the feats that fit what you want. The writeup of the archetype would just need to cater to both "mounted combat" and "being a knight" with a feat selection for both at each level you get a feat for the archetype. You are not obligated to pick every feat and if there are enough to choose from you never have to dip into "mounted combat" if all you care about is "being a knight" who never went jousting or whatever.


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C. Richard Davies wrote:
So it's been grandly announced that the Advanced Player's Guide will introduce the Investigator, Oracle, Swashbuckler and Witch classes. There's already been speculation about how the 2e versions of these classes will differ. This is not that thread. This is the thread to speculate about the 2e versions of the REST of the classes.

I don't think every 1E class will come back as a class in 2E, nor should they if those concepts can be effectively built an easier way, but many will. Having said that though, in general, I think telling fans of the old 1E classes that they will have to multi-class to get what they had in the new edition is too dismissive and disrespectful of what they enjoyed and I really do not like that argument, even though I have seen others bring it up a lot in response to posts requesting an update to old classes. If players don't get an updated way to play their favorite classes fromn 1E and are simply told to multi-class, which does not address the particular mechanical gameplay and thematic feel of those old classes, those players will feel neglected or even spurned by the new edition and you risk fracturing the fan base further. I think all the old classes should, at the very least, get an archetype or a sub-class to honor what has come before (like how the Warpriest is now a part of the cleric and most of the feedback in the playtest indicated that most folks were cool with the Cavalier becoming an archetype).

C. Richard Davies wrote:
Arcanist: Not sure where to go with this.

Mechanically, I'm not sure there is anything cannibalize into a new class for 2E. I could be wrong about that, but it should be looked at for anything like that and probably bring whatever is there along with the name of the class and it's thematic feel forward into a new class that fills an arcane niche that needs filling for a class or archetype down the line. This is definitely one that can wait a while before it gets addressed. I have not seen or heard anyone clamoring for this one.

C. Richard Davies wrote:
Bloodrager: Maybe a barbarian-only archetype that gives Focus spells? Or an Instinct?

I can see the class only archetype working as an option for this and I think I would prefer it that way as opposed to having to multi-class.

C. Richard Davies wrote:
Cavalier: In the playtest, this was an Archetype that focused on mounted combat. I hope that returns in some future product.

I think this will wind up as an archetype in the end. To the best of my knowledge, all indications are pointing to that so far.

C. Richard Davies wrote:
Gunslinger: Likewise, allowing any character to learn how to use these weapons at the expense of their traditional abilities makes a certain sense to me.

I actually hope this might get rolled up into the Swashbuckler as a subclass somehow and the the old Half-Elven Gunslinger iconic will become the new Swashbuckler iconic. Furthermore, if they are looking to update the Grit and Panache system(s?) into 2E, why not get them addressed at the same time? Other classes can get these abilities with the multi-classing archetype.

C. Richard Davies wrote:
Hunter: Do the new rules for Animal Companions make this obsolete?

I actually want to split the goodies from this class up. Read on to see what I mean...

C. Richard Davies wrote:

Inquisitor: If I were doing it, I'd make it a third Clerical Doctrine rather than its own class, as Warpriest already is.

...

Magus: Will probably be its own class, eventually.

We already got confirmation on the eventual return of the Magus from Eric Mona. But, I have some thoughts on this and it involves some of the other classes...

I think that the Magus, Inquisitor, Hunter, and Occultist can be combined and built into something a lot like the new variable-tradition niche the Sorcerer found, only more martial. Perhaps it could be called the Runecaster or something else. My hope is for the overall class (call it Runecaster for now) to split their combat ability and spellcasting more evenly than multi-classing in 2E does (which may well likely involve limiting the number of spells per level or denying them access to the higher level spells like 1E did), and the older classes (like the magus, inquisitor, etc.) become subclass "paths" to differentiate traditions for spellcasting, focusing on spellstrike for the magus path with feats that double down on it and give it different applications. This means combining inquisitor into this as the divine-casting "path" of the class with its inquisitions and judgements. The Shifter and/or Hunter could get roped into this in part or in whole as the primal version (sans pet), but with those tranformations. The Occultist could be a part of this as the occult tradition of the class, but as it's own subclass it would specialize in awakening the magic of items just as it did in 1E. Overall, the "Runecaster" could also do new and interesting things with the new rules for both runes and for rituals, which is also something that the Occultist did to some degree in 1E.

C. Richard Davies wrote:
Kineticist: Needs its own class.

I agree.

C. Richard Davies wrote:
Medium: Merge this with the Spiritualist.

Ummm... No, I disagree. Those two classes are totally different things. The Medium needs to be its own thing and that definitely needs to be a class. It is simply too complex for anything less to do it justice.

C. Richard Davies wrote:
Mesmerist: Probably its own class.

Eh. This one I am less certain of. Personally, I think it could be anything, but I don't really feel it becoming a class is essential. It could just be an archetype in my eyes.

C. Richard Davies wrote:
Occultist: Never sure what to make of this. Maybe merge with the Magus?

I agree; to an extent. See above.

C. Richard Davies wrote:
Psychic: The major Occult caster, its bound to be its own class.

I agree.

C. Richard Davies wrote:
Shaman: Everyone's expecting this to be a Primal caster. Surprise us by making it Occult.

No, thank you. I think they should be primarily primal, but I do think they need a little bit of occult... maybe as a focus spell option.

C. Richard Davies wrote:
Shifter: I don't even want to talk about it.

See above for my thoughts on this.

C. Richard Davies wrote:
Skald: Bard-only archetype that gives rage?

I think someone already found a way to emulate this in the rules pretty well by combining Bard and Barbarian, but I think an archetype for this would do just fine.

C. Richard Davies wrote:
Slayer: Makes for a good Rogue's Racket, I think.

I don't know about that. I would have to look more closely, but I think it is already cannibalized pretty well in the new system by the Ranger and the Rogue. But, an archetype for it would probably be pretty nice.

C. Richard Davies wrote:
Spiritualist: See Medium.

Yeah, no, I disagree quite a bit on this.

C. Richard Davies wrote:
Summoner: Complicated enough that it probably needs its own class, rather than any of the other possibilities.

Agreed. However, as to the pet classes like the Summoner, Spiritualist, and the Hunter, I hope to see them combined into a sorcerer-like pet class combination along with the Hunter and Spiritualist. By this, I mean that I am hoping that the Summoner gets a similar treatment to my hopes for the Magus, Inquisitor, and others above, but focuses on its pet/companion, which is linked to the spellcasting tradition of the Summoner (Eidolon for Arcane, Spirit for Occult, Animal/Beast/Elemental for Primal, Angel/Archon/Demon/Devil for Divine), and doubles down on Teamwork abilities with the pet/companion. That way the Summoner would just roll the Spiritualist and Hunter into its design, while adding a divine option into the mix, as well.

C. Richard Davies wrote:
Vigilante: The secret identity mechanism begs to be an Archetype that any class can use.

I can see that.

C. Richard Davies wrote:
Warpriest: See Inquisitor.

Warpriest is already a subclass of cleric and I think that is well enough.

I think that the old classes you did not mention like Brawler, Slayer, Ninja, and Samurai should be archetypes as they are already doable in the new system and are mostly just flavor and thematic elements now. Plus, making them archetypes really opens those concepts to more options and enjoyable overall concepts. I mean, think about how cool would it be to have a Ninja Alchemist or a Brawler Wizard.


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I'm really intrigued by the design space opened up by things like the runes we can put on equipment now and the cool rituals system in this new edition. I think it would be really neat to see completely new classes designed and developed to take advantage of those things and other areas in the new system.

Something that might be neat could look like a "Runecaster" or "Witch-Hunter" that could do new and interesting things with runes, rituals, and focus spells while not necessarily getting any spell slots and more martial abilities. Maybe it could even get something resembling some of the abilities the Skald had. Or maybe all that could be rolled into the new version of the Magus and/or the Inquisitor...

There is all kinds of interesting things that are opened up by this new edition.


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Paladinosaur wrote:
I was pretty sure Magus and Inquisitor would be among the first new classes. Guess it will take them some time to figure out how to do 6th casters in this edition.

About 10 hours ago, on Reddit, in response to a poster's statement, "No Magus...SALT. Guess I will try using Swashbuckler as the base for my magus.", Eric Mona stated here, "Don’t despair. The magus is high on the list."

So, the magus will get made and sooner rather than later by the sounds of it. It just obviously won't be in this first round of new classes for the APG and its playtest.


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Owen KC Stephens wrote:
I'm down in Evansville, so Indy is a bit of a drive for a weekly game. :)

Yes, but I notice that you aren't that far away from Owensboro... Coincidence? I think not! :)

Seriously, though, good luck with everything going forward!


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My hope is for the Magus to split their combat ability and spellcasting more evenly than multiclassing in 2E does (which may well likely involve limiting the number of spells per level or denying them access to the higher level spells like 1E did), get "paths" to differentiate traditions for spellcasting (admittedly, this might mean combining inquisitor into this as the divine-casting magus), focusing on spellstrike with feats that double down on it and give it different applications.

As to the pet classes like the Hunter, Spiritualist, and Summoner, I am hoping that the Summoner gets a similar treatment to my hopes for the Magus above, but focuses on its pet/companion, which is linked to the spellcasting tradition of the Summoner (Eidolon for Arcane, Spirit for Occult, Animal/Beast/Elemental for Primal, Angel/Archon/Demon/Devil for Divine), and doubles down on Teamwork abilities with the pet/companion. That way the Summoner would just roll the Spiritualist and Hunter into its design.


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When asked about why they included the Alchemist in the core book for 2nd edition, they stated that it was because of not only the fact that it occupied a unique design space, but also because it was one of - if not the - most popular classes outside of the core 1st edition classes. The devs, in their posts and in their various interviews, have hinted that new classes are coming and have even mentioned how it would be a good idea to get the most popular classes released relatively soon. They have mentioned, and I have discovered, that the Magus is one of the most popular classes.

In one of his recent videos (or interviews - I cannot remember which) Mark Seifter has mentioned that (and I am paraphrasing here), while the multiclass system in 2nd edition is better than in 1st edition, and therefore creating less need for many of the hybrid classes, that the magus is still a class with a lot of interesting design space that can be explored in 2nd edition now that the baggage of 1st edition is gone. What new and interesting things can be done with the magus now that there is less of a need for spell combat? After all, spellstrike is still something that is not in 2nd edition and there were a lot of cool 1st edition magus archetype abilities out there that could be rolled into the core design of a new magus class now with the feat-focused design of the classes in 2nd edition. There is also the consideration of adding other magic/combat concepts such as arcane archer builds, natural weapon spellcasters, and unarmed magus martial artists.


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Lanathar wrote:
Justin Franklin wrote:

I do expect to get a playtest announced at GenCon that will be for the APG like book for PF2e

A playtest announcement on the launch date? That could be a distraction

APG was playtested and released one year after core - when was that playtest announced ?

The APG playtest was started on 13 November 2009, just a couple months after the core rulebook premiered in August 2009. I don't know when the announcement was first made for the APG playtest, but GenCon 2009 isn't hard to believe, considering how close those dates are.


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The devs have stated a couple of times that we will get new races and classes "sooner rather than later". My guess is that they will have an announcement at GenCon for a new book and/or a playtest with new classes for release sometime next year. I also suspect that based on developer comments that the new classes will include the most popular classes of the past edition, such as Magus, Oracle, Witch, Kineticist, Summoner, etc.


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Rysky wrote:
First World Bard wrote:
Captain Morgan wrote:
I've already got plans to convert the playtest Cavalier to PF2. Seems to me like it will mostly stay the same, but I'll adjust Challenge's damage a bit to be in line with the new Smite Evil.
At UKGE, I asked Jason when we'd get the final version of the Cavalier. He said "soon", but followed that up with explicitly not defining what "soon" meant. My take is within the first year of the game, but that was neither confirmed nor denied.
Both Witch and Oracle were "Sooner rather than later" at Dragoncon :3

Yeah, I suspect that the GenCon announcement for the RPG line from Paizo will be for the 2E version of the Advanced Player's Guide and/or its playtest. At least, that is my hope.


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I think a better representation of the detriments of high temperatures on the human body would be to inflict periodic saving throws against dehydration and heat stroke with failure inflicting a condition or inflicting a disease (heat stroke) and stat it up as a disease or as a Condition with symptoms that inflict consecutive penalties that can result in death when it progresses too far (like past Heat Stroke Condition 3). Though, fire damage at the Incredible Heat level is probably still appropriate, but maybe have it as damage in addition to the condition.


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Wow, I guess my family and I have fire resistance in real life, because we must be taking fire damage every hour or every 10 minutes depending on the day and time of day during the summer here in Arizona. I just came in from 106 degree temperature just a few minutes ago and my adult kids work outside all day in this heat at their jobs.

So, um, yeah the temperature thing is better than what it used to be, but still not realistic. :)


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Deadmanwalking wrote:
Voss wrote:

Any overhauls to the ranger? The playtest version (even the final one), seemed be competing for worst possible class iteration.

Apologies if the ranger has come up before, i missed it if it did.

It's been mentioned that there have been significant changes a few places, but I haven't seen any specifics.

This is not about Rangers exclusively, but today, on Arcane Mark, it was revealed that Animal Companions can use 2 actions when you use 1 to command them.


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MaxAstro wrote:
Ashanderai wrote:
I'm surprised no one has asked yet, so I will. What, if any, Backgrounds, Feats, Spells, Monsters, and other goodies are available in the 1st issue of the 2nd edition AP 145, Age of Ashes? We were previously teased that the APs would have Backgrounds and new feats you could only gain through playing the APs, which is why I ask.
If anyone answers this question, maybe put the answer in spoiler tags? Some people may want that to be a surprise.

Good point. I forgot about that, though the Backgrounds should not have to be in spoiler tags since they are gained when you first create your character for that AP.


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I'm surprised no one has asked yet, so I will. What, if any, Backgrounds, Feats, Spells, Monsters, and other goodies are available in the 1st issue of the 2nd edition AP 145, Age of Ashes? We were previously teased that the APs would have Backgrounds and new feats you could only gain through playing the APs, which is why I ask.


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The Raven Black wrote:

Thanks a lot. This sounds good.

Is the flip side adapted for left-handedness ?

No, I'm afraid not; it is exactly like the other side.

Don't worry though, I'm sure someone will get flayed a delightful shade of red and pink over that debacle!


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jdripley wrote:

Yeah! I'm part of the "my order has shipped" club!

Ashanderai, I didn't pick up the combat pad as I use a completely different setup to track initiative. So.. try to sell me on the combat pad! What is great about it?

Okay, however, if you already prefer a different set up, I'm not sure I can convince you. But, I'll give it a shot, though I will refrain from copying the text on the back of the product or the product page text and just describe it. Go to the product page or back of the cover if you want a precise breakdown of the components.

First of all, the pad is all in scroll and parchment -like browns and tans that Pathfinder loves to use for its documents, character sheets, ransom notes, and watermarks.

On Combat Pads I have seen in the past, name plates are blank with different colors to represent different categories of PC, NPC, or monster, etc.; however, these are actually titled, lest you forget that the blue ones are for a... oops! I shouldn't spoil the surprise here, so:

PC is Blue:
Player Character

NPC is Green:
Non-Player Character

MON is Red (or at least a Rusty Brown):
Monster or Enemy

HAZ is Gray:
Hazard

You get one sheet of these with thin, condition marker magnets in different colors that you can lay over the top of other magnets, and several arrow markers. If you do not like the idea of these labels, then you are in luck because the second sheet of name plate magnets have no writing on them, what-so-ever, and use can use them for whatever you desire without fear of being called a heathen for doing so.

Also, let's not forget that the pad itself and the magnets are all wet- and dry- erase. So, you can write on it with almost anything; water-soluble, dry erase, blood, saliv... um nevermind that... what were we talking about? Oh, yeah...

The 2E Combat Pad has 8 columns from left to right in the following order:

An untitled column for writing your initiative numbers (so it can be as high or as low as you need the numbers to be)

Initiative Column - This is the column where you will place name plate magnets for PCs, NPCs, Monsters, Hazards, etc.

Delay Column - You can slide a name plate over to the right and into this column if that is an action that the character in question is performing or you can just color in the circle in that column and row intersection with your marker.

Dying Columns - "Dying" is the larger title that actually encompasses three columns, each labeled 1, 2, or 3. These three columns have a skull depicted for each row. This is apparently so that you can slide a name plate over to the appropriate dying condition depending on the row it is in, which saves the time of having to write the condition down. Or you can totally write on the skulls and color them in; maybe even get one of those sparkly markers and make them into those candied Day of the Dead skulls - You know, just let out your inner, undead, artistic self to be free of its fleshy shackles!

NOTES - This column is actually just a big open area without lines separating columns or rows so that you can take whatever notes you need such as what damage or current HP levels certain characters or monsters may have or anything else you may want to quickly jot down. Or, you know, mark down those hash marks like you do on prison walls and whatnot. What? It's better than the other stuff that gets on prison walls.

DURATION - This last column is numbered 1 through 10 with 10 at the top and 1 near the bottom of the pad. It is adjacent to the NOTES column, so if you want to use an arrow of a certain color in that empty space to depict the duration of an effect or maybe color coordinate it with those thin condition magnet strips, you can. Or you can write something there in the NOTES column that points to a duration, if you want.

I prefer this newer, modified layout to that of the previous combat pads I have bought and it's use of the dying conditions already leads me to believe it is more practical than the "Ready", "Delay", "Action" columns of past combat pads since my groups seem to never bring these things up in game. But, I am as certain I will use these dying columns more as I am in the existence of Birth, Death, and Government Taxes that I will be far more likely to have dying conditions come up in my 2E games.

Watch out though, the flip side of the combat pad has the exact same setup, just like a doppelganger! I have certain feeling about these sorts of things, and my suspicions are usually right about...


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I just got a package from Paizo via USPS, but all I got was this stinking Combat Pad in it and that was it! :(

Actually, I really like the new combat pad. I'm just upset that that was the only thing in my subscription package that arrived. I was charged on Monday and it got from Washington state to Arizona in just 2 days. So, that is pretty good.

But, I wanted to see the books first! However, UPS tells me that the package with the rest of my Paizo subscriptions will get here by Monday, July 22nd. I'm hoping it gets here faster than that!

So, in the mean time I can answer questions about the 2nd edition Combat Pad! :)


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GougedEye wrote:
Ngodrup wrote:
GougedEye wrote:
AnCap Dawg wrote:
So living near Paizo means the street date doesn't apply to you? I'm confused (and jealous.)

Well I live half way around the world from Paizo in the UK and mine arrived this morning. Couldn't believe it as I was expecting it towards the end of August with shipping, so I'm just a tad chuffed at the moment.

Haven't had time to do anything but crack the CRB open and inhale the "new book" smell though because it arrived as I left for work.

Exciting!! Did you pay extra for expedited shipping? (Just trying to work out if I should allow my overhyped emotions to anticipate my books in the next few days or not)

Nope. Just the standard stuff.

Malk_Content wrote:
Can you let me know when yours was shipped? I'm in the Channel Islands so I can expect it to take an extra 3 days longer than a UK shipment.
Not sure, but they took payment on 13 July so probably then? So 5 days to reach me which is impressive.

Hmm... They took my payment on Monday and UPS is tracking for a Monday, 22 July delivery, which would mark mine as arriving 7 days after charging and I am in Arizona. I'm hoping UPS is being conservative in their delivery estimate and that the books will arrive on Saturday, which would be 5 days for me.


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Thanks! It looks good to me.


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I have received part 2 of this May shipment (Starfinder Pact Worlds Pawn Collection), but never received part 1 (Starfinder Flipmat, Pathfinder Adventure Path, Spiral of Bones comic, etc.); nor have I been notified of part 1 having been shipped. I sent an email a few days ago with no response yet. It is now the third day of June. Can I inquire as to the status of part 1 of this shipment please? I don't mind it being late, but if I get charged for both May and June shipments during the same pay period its gonna hurt a lot.


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I, too, have the same problem as the OP.


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I am confused regarding order #4372370. My paypal account has been charged for what appears to be the entire order, but the only item I have received a notification of shipment for is a single map pack and no other items and the only item in my downloads for the subscriptions is the map pack. Have the other items shipped yet or is there some sort of error with the charge, or maybe something else I have not considered?


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To the best of my knowledge, and certainly within my own personal experience, Paizo's customer service has always been really responsive, efficient, and overall very awesome. I am happy to see the track record is actively being maintained here. Congratulations on the second book!


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Vexies wrote:
Dansome wrote:
Kryzbyn wrote:
Got a shipping notice for the core rulebook, but not for the screen or the alien folio. Everyone else seeing the same?

I bundled the adventure path & core rulebook as subscriptions. That order has shipped.

I ordered both the GM screen & Pawns in separate shipments. The GM screen was the first shipment notice. The pawns have not shipped yet.

I am not sure if you mean "Alien Archive" or something different? The Alien Archive doesn't ship until October.

Oddly enough I bundled my core rule book and adventure path as subscriptions and ordered a Limited edition core rule book. The Basic core rule book shipped today and the Limited edition ended up bundled with my Adventure path subscription and is still pending.

Hoping to see that ship soon. My guess is there trying to get core rule books out fast so everyone has a PDF?

I did the same; preordered and subscribed to everything Starfinder, including the limited edition. Today I got the notification that my flipmat has shipped, but nothing else so far. How about that? Two core books and neither one is in my first small package, but the second package is going to be huge, apparently... whenever it ships.

So, the only PDF I can look at now is the flipmat.


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Sara Marie wrote:
SnowHeart wrote:
Thanks, Sara. Is there any particular order or priority in which things are being shipped that you can share with us? (Alphabetical, time of order, internal customer ID #)?
It's all based on being as efficient as possible for the warehouse staff to ship. The simplified version is that packages are categorized by shipping methods, content, box size (and other internal factors). Warehouse staff might pull all the Standard postal International packages containing a Core Rulebook, an AP and the maps and jam out those, and then move on to UPS Domestic containing just a Core Rulebook because that the size of the next batch that is they can finish before they're done for the day. We have staff working on larger batches of "simple" orders in assembly line fashion and then also staff working on "complex" orders or other orders that don't fall into large enough batches, (this is very over simplified and Will is probably shaking his head laughing at me). The pattern of which we ship sets of orders can vary from month to month depending on a number of factors.

Yeah, I'm thinking that my order will be among the last since I have preorders of all the Starfinder stuff I could get this month (including the limited edition core book), much of which converted to subscriptions orders that had to be corrected by customer service, and the authorization email stated my stuff will be coming in two separate packages. Oh, well, that's just how the cookie crumbles. In the end, we should all get our stuff one way or another, so there is no need to stress ourselves out and we should just try our best to wait patiently. :)

Thanks for the information, though, Sara Marie.


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Can you list the various threats, factions, and organizations that are around for GMs to play with? Also, how many years after the gap is the current timeframe of the setting and how long did the gap last?

Thanks.


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Owen K. C. Stephens wrote:
Cuttlefist wrote:
Did it come up at all in development that anybody knows of?
I beehive there was a single 30-second conversation about it in development, and we all agreed GM was the right call. GameMaster has a broad history as a term for the person running a game, which both significantly predates Pathfinder and includes a lot of very different RPGs. So as much fun as having a Star Commander might be, this was a case where keeping a term that's broadly recognized and understood seemed the best way to maintain a high level of accessibility for new players.

Speaking of naming ideas, are you just the beehive as a whole entity or is that sort of like a "royal we" kind of thing? And, if so, can we now add Queen Bee to your list of prestigious titles?

:)


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Personally, I'm an advocate for "Grand Poobah".

:)


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Ventnor wrote:
Owen K. C. Stephens wrote:
Pedantry Police wrote:
Seisho wrote:
For some weapons there will be probably nonlethal ammo clips
Magazines
Well, SOME techno-magical weapons might use clips. Especially if they are designed to allow each access to the ammo so you can cast spells on individual rounds or something. :)
But are there black powder lasers?

Screw that, I want black powder laser SWORDS!

:)

Now I have visions of black powder saber-wielding Jedi Knight in disguise as ship's cook, Quinn Gon McJinn, looking for the alien with the black spot and reporting for duty aboard the starship, Hispaniola.


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GM Rednal wrote:
I feel sorry for any planets in the way.

Yep, stellar ichor everywhere...


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Alexander Augunas wrote:
Owen KC Stephens wrote:

It's okay Alex, we can have this conversation publicly. In code.

Tell them about the reason why Blood Space is called "Blood Space." But don;t mention the name of the thing we may rename, or the name of the thing that name is based on, or the names of the people fighting over the stuff from the thing.

...

And do it in 25 words or less. :D

Once upon a time there were two stars. One supernova'd, and its viscera, which is filled with fiends, coated the system. Welcome to Blood Space.

Oooh, exactly 25, huh? Show-off. You kind of pushed the limit on it, though, with that "supernova'd". You didn't want to have to say. "went supernova" huh?... needed that one less word.

:)


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chibiamy wrote:

I like this list and the way it's going.

The only thing I could say is that the current phonetic tries to keep everything to 2 syllables. The only exceptions are Golf and Mike.

That does mean that Brigh, Foo, Judge and Rovagug don't fit - IF you want to go with a tight following of convention.

Maybe try something along:
Blackhole, Formor, Jury and Rescue

You mean like how India, Juliet, November, Romeo, Sierra, and Uniform are all 3 syllables? Hmm... :)

I do like black hole, though. But, I would rather have rovagug than rescue. Rescue is far and away more likely to come up in radio traffic as part of a conversation, leading more easily to confusion. I also still prefer judge. If you don't like foo you could always use fury instead.


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Psiphyre wrote:
Ashanderai wrote:
It just occurred to me that "Eon" might be a good sci fi sounding word to use in place of "Echo".

Except that "EON" can also be spelled "AEON", and the first vowel sound does not match the 'standard'/phonetic sound (i.e. non-alphabet sound) of the letter "e", like "egg" or "elf" or "echo".

It IS a very fitting word, though...

Carry on.

--C.

Except that what matters for radio traffic is how it sounds, not how it is spelled.

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