Just throwing my 2 cents in.
"Reality Weaver" is an alternate for Witchwarper, or possibly a sub class.
Bio-hacker I'm fine with, it's unexciting as a title but it communicates the job perfectly.
Vanguard is likewise awesome, it sounds like a meat head with a connection to "otherworldly abilities" who will get in your way, which is exciting as a reader.
"Needless to say said Witchwarper was the only one to die...see what 1 credit does for you?"
I laughed. Late to the discussion party but thanks for a clear and concise report on your experience.
I agree with the idea of shields not granting AC but a miss chance. Makes them a new type of defense, without skewing the numbers.
Or you could make the bonus on shields an "Armor" bonus as well, so they don't stack with/best armor, but you can have a shield wielding envoy with great dex and shield "armor AC", the drawback being no armor upgrades for shields, but they're very easy to port and monkey about in.
Good story, I loved it. Kill them totally, slit their throats in their sleep. Their actual characters wouldn't sleep in the same beds especially after that, so bringing the fight to them is correct. Coup de gras to start the fight.
Plus I know this is years old but interesting to read about anyway.
I agree and disagree at the same time, much like you say being science fantasy is a strength and weakness. While it is a vague genre, it's because it's just all forms of play mushed together. You can liken it to steampunk being "fantasy science fiction" seeing we've got technology creeping into a fantasy world. It's a matter of degrees. I couldn't see any guns appearing in LOTR, but in Pathfinderverse gunslingers are definitely present.
I like that you mention people make their own versions of the world, picking and taking the Pact Worlds lore for what they need and ignoring the parts that don't apply/sweeping them under the rug. I use this when making my own sessions, but I let the players know what is/isn't available, and that other things will be determined on the fly.
I do think a section that highlights this "slice of game world" idea to newer GMs would be real handy, but more than a "you're the GM, you decide!" paragraph or so.
Plus I love the idea of a product that makes introductions for newer players so easy and engaging.
I feel as though enhanced resistance feels natural. Not in the sense that certain races start with it, but that someone can, through training, have a naturally resistant body. Thus it's a natural source. You aren't installing iron plates into your skin, as with Dermal Plating.
And I know in the start of Feats it mentions that pcs can generate whatever reason they want for their feats (maybe it's training, or a rare gem from a previous adventure giving them +1 to beat SR) but yeah.
Do you need a free hand to kick someone? Does a Space Minotaur Need to drop one of his pistols to horn someone?
But the Vesk natural weapon is bludgeoning, so it's a fist, or headbutt, or knee to the head. Compare it to other races Natural attacks (Reptoid say) where it specifies another type of damage, slashing. I think a minotaur goring with hands fulls is fine, same as a Vesk could charge into a head butt holding their longarm against their chest, then during the season next turn.
If it truly comes to it, you could say the minotaur can spend a swift action to change what is wielding, shifting its focus from guns to horn. The guns are then 'held' by not wielded. Change again next turn for a swift action. I just think it penalises a player so much to have to do sessions to use a natural attack.
Hello all, a question about the Caypin. I'm assuming most ppl would rule as per gm, but as ever an [O]fficial answer is desired.
When the caypin uses it's detach ability it can make up to two "mouth swarms", but once it has done so does the caypin itself lose the ability to make bite attacks? If you rule as written then no, it never loses any abilities from it's own abilities. But the rule specifies there's "enough to make 2 swarms", at which point you could either see it as having no more tendrils to detach, OR not having enough to make more, but still enough to bite on it's own still.
Thoughts? Cheers in advance.
Thanks, I appreciate the responses, and admit I didn't know the situation completely, but I've been hearing about this for 3 months now and got fed up waiting for either side to act, so I did and we have some more clarity.
Also thanks Anguish on the information re payment and how it works, that may be where my partner got confused.
I'll delete this thread after a day, so you can read this response.
Hello, my partner and I have been waiting 6 months for product from Paizo.
My partner bought the items June last year, and we have sent several emails back and forth but nothing has happened. Her email is [blanked], and it was for a flip play mat and Starfinder condition cards. What gives? We paid you six months ago, and have had NOTHING for our money in this entire time. Our friends suggested that the play mats you were being supplied with are no longer made by the same manufacturer, but if that is the case then why weren't we alerted to the fact, and given options to cancel and get a refund, or otherwise?
Paizo handled the replacement Starfinder Core Rulebooks very well (we got our replacement copy, for the faulting binding, it's why we still love you) but this current situation is utter ****. 6 months and we've had a few useless emails, and whoever responded to them has made NO EFFORT TO FOLLOW UP. I'm posting this email in the forums section as well, seeing that tends to get more attention. I'm upset with this slow speed of response, OR lack of communication thereafter.
I like the idea, but I'd change the name to "Standard save". Standard makes more sense, as it's the standard way that damage only spells will be dealt with, and "basic" speaks of levels, like basic, medium, expert, legendary, etc.
Otherwise, I love this idea. Very easy to "get" for experienced gamers, which makes it easier for newer players to learn and retain.
As for spells that want all four results listed, I think succes, cri success, fail, crit fail is still fine, because the noncrit results will be far more common (assuming the PCs haven't decided to hunt down and fight a +4 level Dragon).
I ran my session 1 playtest last night and didn't even think of resonance until one of the players mentioned it.
One solution could be that most level items stop working on being's who are too powerful for them. A level 1 cure works up to level 7 characters, but a level 20 fighter who drinks a level 1 heal gets 1 hit point.
I don't see that there is a question here? You ran it correctly. Two pcs rolled better, but failed to see it. It's an ooze made of filth in a room that is all filth. Once it was sprung you ran the fight normally?
The pcs could have chosen to ready an action to Shoot the first thing that appears, up to them.
As the GM you can add things to the setting so it makes sense as to how the ooze was hiding, but I've already mentioned that it's a pile of filth in a room of filth. This also explains why the pcs wouldn't be able to hide in the same manner.
Well, this has been the most exciting update in a while. I like the reworking so that "half whatever" can now be applied to any Race, like in your dwarf/orc example (but how that unison occurred I can't imagine. Arm wrestle in a bar turned into a passionate night of neutral hate-lust?)
I'm definitely giving these a go.
I know this is a few months late, but I agree here. The creation rules for Starfinder mean I can spend ONE DAY on making a session, and everything is complete. A real NPC gets a proper player creation go through, but for monsters to fight, or townsfolk to befriend and work alongside, the monsters and templates numbers are great.
And I've never run one straight off the numbers given in the CR chart, so players have never had the chance to memorise the table and just "know" an appropriate level monster's EAC or KAC, attack bonuses, etc.
I'm even making monsters FOR FUN with the Starfinder rules, and keeping the feats that only pump a stat "out of sight" is great too, seeing you're only aware of the feats that give an in-combat action (power attack listed, improved initiative buffs and disappears).
To be clear, I don’t take any issue with you all selling softcover, hardcover, or premium versions of the playtest rules. They’re great collector’s items, and I wish I had the spare cash to have gotten one myself.
Also, agree totally. Having the physical book makes it much more engaging and real, and a true piece of Pathfinder history that I now hold a piece of.If it was just a pdf I bloody hate reading off a screen (items intended to be read, not the internet/social media itself) and this also makes it so I can show mates the book mid session without needing to hand over my laptop.
I like a new system to explore, and magic is a complex area not matter what. I'm interested in the new 'go for higher, because it's a better Resonance use', so pcs aren't running around with 56 Healing wands.
Plus I just ran a level 20 session (yay celebrate the fun of 1st Ed while we can, like) and it's nuts the amount you have to keep track of. As a GM, it's impossible, if you're the kind who remembers/reminds the players of a lot of stuff. Even as a player, remembering 1 item means you forget another 9 you've got!
This was 20s built on the spot though, not levelled up from level 1, whom I imagine would be much easier to remember.
My point is I look forward to the magic and resonance and all the new jazz, and think that nonmagicians GETTING magic specially for them is great.
Mild concern that all the different 'activation costs' will simply MOVE where the complexity of Standard, move, swift etc actions have gone, so combat is easier but now magic is harder. That was one system of understanding for spells/fighting, but now those two things are split.
I like the removal of alignment, because I always wondered how organised Barbarians could do it, like wandering brigands or whatever. I understand it was about Not following the law, doing what's in your heart, but that shouldn't stop you from learning how to flurry of blows as well, for exampler.
Barbarian Paladins hazaar!
I like the new conditions (without having played them for in game flavour) compared to the many different names that there were for heavier versions of the same thing, like shaken into frightened or whatever.
I love the change to flat-footed because it was always such a detriment to high dex characters, but less so to high Con armoured houses. A Paladin in Full plate with no Dex doesn't have a different armour class when flat-footed or not, so it was really abusable in certain cases. While a Rogue loses so much of their dex when flatfooted.
Making it a standardised -2 means it WILL definintely apply to everyone, and it works fine in Starfinder so far, and it still does it's most important job of letting the Rogues sneak attack.
So I am very hopeful re Conditions.
The Artificer wrote:
...And merciful because who doesn't want to set their weapon to stun.
Heh, I laughed. I was thinking of Buzz Lightyear leading some Storm Troopers.
My favourites add the crit effects, because you can steer combat a lot better when you know how you're going to hurt your opponent IF you roll a 20. Plus the once a day abilities are all cool, like entangled (the kinetic attacks and cold damage only) because it's nice flavour to strike with a cold sword and freeze your opponent.
The fire/acidic enchantments are great when you know you're up against a particular monster THE SECOND TIME and gives them an option to really focus their attacks.
Deadly is good when you've got multi crit effects you want, but it's a level 5 fusion itself, so that's obviously for super high levels already.
Called is amazing for the Mystic with a spear, because you can throw and recall it, and it also provides Block when it's maneuvered into close combat.
Khizar have no eyes, but I'm looking into Augmentations that grant it normal vision (not blindsense or blindsight).
Aka "was this the first article you read?"
I love this, it's great to see the lessons worked out from STF showing up here. Also the explanation of the stat block (middle is players turn, bottom is Redcaps turn) is fantastically simple I'm wetting myself with joy.
And I can't wait to curbstomp my players with the red cap. That sounds PAINful.