moosher12 wrote: I'd imagine they'd be folded into awakened animals. As for Greys, the big problem with greys is they had the Ikeshti problem of being a bit uncomfortable in theme at times. And as a result, there was a period where Paizo said they were unlikely to come back. So making them a more acceptable brand of evil will likely be their due. Was there some reveal about their motives I'm not aware of or are alien abductions off-limits now?
moosher12 wrote:
I don't know what people were saying about the ayy lmaos, but the approach I was thinking of was to highlight the existence of grey exiles who'd had their memories erased. That way we could have a plausible origin story for grey PCs while still keeping their society and motives under wraps for later. Also, in my list above I realized I forgot uplifted bears. I'm wondering whether they'll be folded into awakened animals or remain their own thing.
I'm feeling the autism today so here's a list of the SF1e races native to the Pact Worlds system that haven't been added to either game's 2e or confirmed for Galactic Ancestries:
Zoken44 wrote: Is it not true that a level 1 PC has more skills and abilities than most NPC's? more power? This may not be a question of natural capability as they chose to focus their efforts and strengths elsewhere. Not sure if this is a reply to what I said, but if so, that's kind of what I was getting at. As it stands currently, low-level PCs of flying ancestries (sprites and strix mainly) have a more limited flight capability than NPCs of the same level, with it up to the players to explain the discrepancy. My suggestion was to make lore changes so that the level of flight a PC character has is the racial standard and adjust NPC templates to match. In the case of strix, for example, you could say that their wings develop more slowly than the rest of their bodies, so a young adult strix only being able to fly in short bursts (i.e. level one flight feat) is completely normal because they've just become old enough to fly properly.
It's too late to do so for the canon setting, but I think a better approach would be to make flightlessness the rule rather than the exception. Being able to fly in short bursts is useful enough on its own, so if I were running a campaign I'd just say that the level 1 flight feat is the baseline and being able to stay airborne forever is the kind of thing that qualifies you to become a folk hero.
Regarding the whole "creating undead hastens the death of the universe" thing, maybe it's just me, but it doesn't seem like enough of a big deal to condemn necromancy as a whole. It's pretty much equivalent to creating entropy, which, if I'm remembering my physics classes correctly, is something literally everything is doing all the time. The fact that undead arise spontaneously and can be created means that ipso facto they're no more unnatural than, say, using magic to mess with gravity.
Kishmo wrote:
I could get behind that. The new ancestries from the Mwangi Expanse book all felt extremely underutilized and it'd be nice for them to get some attention.
Kishmo wrote:
Yeah, that's pretty much what I had in mind. Either that or there could be a note somewhere saying "this ancestry also has access to this feat, this feat, and this feat," which I'm pretty sure they did with archetypes in PF at some point. Also, as for what I'd like to see, probably ilthisarians, astriapi, witchwyrds, and ayy lmaos.
The announcement for this book must have completely slipped under my radar. I'm kind of surprised the Golden Road wasn't next, since I figured they wanted to start from the bottom of the map and work their way up. Anyways, I'm a little disappointed there aren't any new ancestries, although it makes sense that there wouldn't be any.
zimmerwald1915 wrote:
God please no. Is it too much to ask to have a little escapism? Maybe I don't want to retreat to my little fictional world after facing the horrors only for there to be horrors in there, too.
Ravingdork wrote:
Is this what they call rahadoumposting?
Yaoguai Unfurling Brocade Magus that used to be a robe or some other garment belonging to a celestial or the subject of a fairy tale. Unfortunately, as much as I like the aesthetic, Magi don't sound very fun to me based on what people have said about them, so this idea probably won't see the light of day. Hot-blooded Tanuki Investigator who really hates being seen as the little guy and uses illusions to expose corrupt politicians and the like. Linvarran Guardian/Fighter/something who is a total westaboo and romanticizes Avistani knights and will probably have a mental breakdown once they meet a Hellknight and realize they're just cops. May or may not be a Starlight Sentinel. And, lastly, a Quainese (or whatever the demonym is) Wizard who lost a family member or someone important in a fight between two Grandmasters and is now a huge proponent of Anti-Cultivator Legislation while studying magic to become powerful enough to actually hunt them down.
DMurnett wrote: Your milage may vary but I know for a fact being neurodivergent gives me superpowers. No allistic could tell you more about Five Nights at Freddy's than me and as far as I'm concerned that's a (really s#!#ty) superpower. I like my class of choice reflecting that. But additional anchors as feats (or even just generally anchors being feats) is something I am in support of. Good for you if you like how they're trying to spin it, but I personally find Paizo gamifying neurodivergent traits to be pretty offensive. If I want to make a ND character, I'd rather do it my way.
I just made a thread complaining about how the playtest Witchwarper didn't lean into the "overt reality warping" fantasy I had in mind. I completely missed the fact that it's an occult class, but it actually makes perfect sense. Both the 1e Witchwarper and Precog were pretty occult in terms of power source and flavor, so I can see why they tried to make the 2e Warper an occult caster. But the 1e Warper's spell list and abilities were definitely more primal or arcane in nature and they basically had to throw all of that out to make it fit with the established lore. So I partially agree with you in that making the Witchwarper a primal or arcane class would definitely make it line up better with its 1e counterpart, which is more important than whatever they're trying to do with it. But also trying to force all the anchors into arcane or primal is a major stretch. The ideal solution IMO would be to give the class the arcane or primal spell lists but have it cast them as occult spells, although that could be confusing for lots of people.
Okay so first off I should probably say I'm not super into the crunchy side of things so I can't comment on whether the Witchwarper is viable in its current state or whether what I want out of the class is viable, but I read the rules for it in the playtest, it kind of just... doesn't really deliver on what I envisioned it to be. It's a bit difficult to articulate, but when I read about the Quantum Field ability, the first thing that came to mind was using it to torment enemies with crowd control and environmental manipulation. Things like altering gravity, dishing out combat maneuvers, and preventing people from entering or exiting the field. Instead, it seems like most of the utility that comes out of deploying the field comes from the paradox bonus effect and enabling some reactions. And, in general, most of the feats seem kind of... not very flavorful. The Mystic gets cool, thematic abilities like draining your own life force to fuel your HP distribution system while the Witchwarper's feats are kinda... the best way I can describe it is 'economical'. They seem to focus pretty heavily on not wasting actions or spell slots. Which is probably inherited from the Precog, but I still think makes for a pretty uninteresting feat when the same word count could be going to something like filling the Quantum Field with a high-pitched ringing noise or something. Also, maybe this is just me, but the anchor half of the Witchwarper's chassis and related feats are kind of giving neurodivergent vibes and I've gotta say I'm not a huge fan. EDIT: Read the little side note and apparently I was right about the neurodivergent themes. Please don't do this.
I didn't really notice until I saw the banner in the pride announcement, but it seems a little strange that there's just one one male iconic to be not cis and/or straight out of nine. In fact, I didn't even know Quinn is gay/bi/ace/trans/something else until I saw the banner. I'm assuming it's just an oversight or something, but like, some more queer male iconics would be nice.
Xenocrat wrote:
It's certainly an interesting choice. My interpretation of a deity's divine sanctification options up until now was a representation of how the deity themselves views the war. So "can choose (un)holy" means the deity's goals align with the side they can sanctify but they aren't active participants in the war, while "must choose (un)holy" means they are participating and expect their followers to enlist on their side. So Hei Feng's sanctification means that he doesn't agree with the holies but will support his favorite people supporting them, or it has something to do with a worshipper's perception of their deity and not just the deity's opinions themselves.
HolyFlamingo! wrote:
The Munavri never struck me as particularly racist, but it does seem pretty lame that the only good race in the Darklands are descendants of humanity. I don't see why we can't have eyeless horrors from the depths that battle tyrants and provide aid to those in need.
keftiu wrote:
It's the way people promoted it at every opportunity. I asked once how to make a draconic character and got like a dozen people saying to use Battlezoo Dragons even though I was very clear I didn't want to use homebrew. Also the people saying we don't need any official draconic options because it existed.
I'm hoping for the ancestries being introduced in the character guide to get some attention, partially so that they don't feel under-baked like the ones in the Mwangi Expanse book and partially so that I don't have to wait for the character guide to actually drop to find out what they are. Also I'm kind of interested in the current situation of Yjae.
Sibelius Eos Owm wrote:
The thing about Dragonborn is that they have a very specific official design and aren't just anthro dragons. There is actually a LOT of wiggle room for draconic racial options that won't step on WOTC's toes. Especially if it's a VH connected to dragons the way, say, geniekin are to elementals, which would allow for lots of mixing and matching of draconic features.
Elfteiroh wrote:
Interesting. I wonder whether they're making room for another ancestry that could be more directly related with dragons. Or perhaps a versatile heritage, one that might be coming in Player Core 2.
pixierose wrote: I love them. Would make for a great plushie DON'T do this to me. I have too many plushies as is. But anyways, I'm wondering whether the new dragons will still stick to the rule of five. My OCD hopes so, but the rational part of my brain wants to see what happens if they break away from it.
Weird topic, I know, but the idea of a Golarion-themed amusement park has been living rent-free in my head since Ports of Call, and now I'm thinking about what a potential Tian Xia expansion to the park would look like since that book is arriving soon-ish. (Or maybe to a real-life Golarion World built after Pathfinder finally surpasses D&D in popularity) Anyways, some ideas I've been thinking of, for fun:
YlothofMerab wrote: Lamashtu is a great evil deity because she's a mother, and a lot of her behavior can all be traced back to a mother's love. Once of the most compassionate and relatable impulses on earth. If I ever get around to running a campaign of my own I'm 100% portraying Lamashtu as a narcissistic mother.
This whole thread makes me think of this meme with LO: Tian Xia and Divine Mysteries.
I'm on the edge of my seat in anticipation for these books. The Wanshou art in particular is so atmospheric it almost makes me want to set it as my computer background. And while I'm a little upset we didn't get to see any of the remaining ancestries, what we did see in terms of character options is not bad. The tsukumogami heritage opens a lot of options and the familiar options came just in time to be used by the remastered witch.
I don't think Kyra or Seelah would have to be replaced if either of their patron deities got taken out. Updating their designs to reflect them finding another faith could be an option. Also, NGL, as much as I like Arazni, I was kind of coping that they'd use the empty spot as an opportunity to add a gay man to the core pantheon.
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