Conscious Meat's page

170 posts. No reviews. No lists. No wishlists.




https://www.drivethrurpg.com/en/product/586765/pathfinder-bestiary-3-pdf

Recent arrival -- it's listed as added on October 17, 2026.

The base price is shown as $0.00, which seems unlikely to be intentional. Neither of the other two Bestiaries are free, after all.

The error seems limited to this PDF, fwiw.


2 people marked this as a favorite.

So, for a little while, DTRPG has been prominently running a banner that proclaims "Explore Paizo's Full Catalog - Now Available", with the Pathfinder and Starfinder logos.

Okay, there's certainly a *lot* of it, but... what puzzles me is that it doesn't seem to actually be quite everything; and even some items that are available, are not available individually.

If we go to the Paizo section ( https://www.drivethrurpg.com/en/publisher/5549/paizo?src=DTRPGPHNXPaizoBann er ) and search for...

* "Guns & Gears", "Guns" or "Gears": Neither original nor remastered versions of "Pathfinder Guns & Gears" shows up.

* "Pathfinder Campaign Setting": Quite a few show up, but it's not all; notably, "Pathfinder Campaign Setting: Distant Worlds" appears to be missing ( but "Distant Realms" and "Distant Shores" are there...).

* "Starfinder Galaxy Guide": the PDF is only available in a bundle, either with other SF2e PDFs or with Roll 20/Demiplane as well.

A blog post or other announcement explaining what's going on -- teething issues, maybe DTRPG's search engine being wonky, the DTRPG banner being premature because this still being set up, some content intentionally not there for whatever reason -- would be helpful.


I take it that all the major ancestries (well, ones that need to breathe and that can't rewrite their own DNA to adapt) are intended to have rather compatible preferences when it comes to breathable atmospheres, even those that originated far from Golarion.

This is obviously highly convenient for groups of mixed ancestries and makes locations like Absalom Station more plausible, fine. I don't particularly want to be *always* tracking and enforcing the use of environmental protections.

...

My question is whether there's an in-universe accepted explanation for this happy coincidence, since this is one quirk of the setting that might easily prompt the obvious question from players. Was this the result of, say, cooperation from various deities? Is it believed that this particular favored atmosphere is just far more conducive to the evolution of sapient life? Some other explanation?


Are we going to get a detailed stat sheet for its capabilities at some point?

Given that it's the iconic ship... it's a little bothersome to me that if I for instance ran "Battle for Nova Rush", there's no guidance whatsoever about such things as

- how much Bulk might the ship be able to store in cargo
- is it streamlined for atmospheric entry
- how effective is the medbay (e.g. item bonus?)
- are their facilities for crafting (none explicitly specified in BfNR)
- is there a UPB-based fabricator on board?
- using surplus power to recharge batteries

"Guilt of the Grave World" includes an expectation that it can be remotely piloted, so that adds more questions -- how effectively, from how far?

In terms of communications, how secure and capable are ship/ship and ship/ground communicators? OK, shore to ship comms are possible; are these easily triangulated, intercepted, decrypted, jammed, spoofed?

Would it be expected that it'd be able to monitor ground-based comms (detection of traffic, at least, assuming encryption in common use), deploy surveillance drones to maintain observation of an area on a planet?

If I ran it to introduce my PF2e group to it, they wouldn't necessarily expect a lot of details regarding its potential uses as a C3, SIGINT and imaging platform (although it's *absolutely* not out of the question that they'd ask along those lines), but they'd certainly be wondering about such things as the medbay, crafting, battery recharging and cargo capacity; and maybe whether they can easily get into shenanigans or avoid consequences by fiddling with any IFF transponder.


Quote:


Implanting a graft is a downtime activity, using the same rules as Crafting an item except as follows. The grafter uses the Medicine skill to affix the foreign organ to the willing subject, who must be present throughout the process. The grafter can implant only one graft at a time. Once the grafting process is complete, the implanted subject can begin using the graft. Grafts can be created from scratch, though they typically require specialized storage conditions, such as a tank of alchemical fluid, to remain viable outside of a host.

Grafts all have the 'graft' trait, which enforces 'invested' and thus 'magical'.

(1) Does this mean that "Magical Crafting" is mandatory to implant grafts, even if one has Graft Technician (which does not specify a Crafting prof. or Magical Crafting feat prerequisite)?

(2) Nothing in the "Implanting a graft" section seems to actually make the "Graft Technician" feat mandatory. If one manages to acquire formula for grafts *without* taking Graft Technician, and has the presumably mandatory "Magical Crafting" feat, can one then implant it, just using Medicine skill without the circumstance bonus that the Graft Technician feat would provide (and using Medicine instead of Crafting for not just the checks, but eligibility based on TEML proficiency vs. item level)?

References -

Implanting a Graft - https://2e.aonprd.com/Rules.aspx?ID=3277
Graft trait - https://2e.aonprd.com/Traits.aspx?ID=790
Crafting - https://2e.aonprd.com/Skills.aspx?ID=37


If Korlok believes that he's under contract to continue to follow the last command issued to him ("wait here and let no one out until I come for you")... wouldn't he believe it to be a breach of his contract to let the adventurers leave in order to find the contract?

How do GMs handle this?