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Leon Aquilla wrote:

>There's also a system for easily creating your own playable species

Finally, I can make SF-legal centaurs. <3

Here's hoping we can do up SF-legal gillman & half-drow characters, personally...


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Might be a bit late to the party (as AA4 is, at present, set for release this December), but here are some things I'd ABSOLUTELY like to see (if not in AA4, then at least in a possible AA5):

  • More of the uncommon & rare "legacy" races from Pathfinder First Edition (i.e., changelings (including one of void hag ancestry), fetchlings, gathlains, gillmen, grippli, kitsune, kobolds, merfolk, nagaji, samsarans, skinwalkers, tengus, vishkanyas, wayangs, wyrwoods, etc.).

  • Mutants (especially given the fact that you have weapons that can irradiate targets & a fey that can mutate other creatures, albeit temporarily, with a single touch), with a veritable bonanza of deformity & beneficial mutation options (including fleshwarp mutations from Pathfinder Horror Adventures & those possessed by the spawn of drakainias from Pathfinder Bestiary 4).

  • More Lovecraft-inspired creatures for PCs to face (i.e., aboleths, chuuls, gibbering mouthers, shoggoths, neh-thalggus, moon-beasts, elder things, Deep Ones (including elder & hybrid versions), omnipaths, veiled masters, the Great Old Ones (Bokrug, Cthulhu, Hastur, Rhan-Tegoth, Tawil at’Umr, Yig), spawn of Yog-Sothoth, star-spawn of Cthulhu, etc.).

  • More classic "tauric" Pathfinder First Edition creatures (i.e., centaurs, driders, lamias, girtablilus, ichthyocentaurs, etc.), but as fully-playable races.

  • Some kind of fey that makes its home aboard space stations & starships (not unlike the urban fairy from Kenzer & Company's Kingdoms of Kalamar campaign setting for D&D Third Edition).


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Here's some things I'd personally like to see in future Starfinder products (at least one of which I've mentioned on other threads):

Rules for creating vehicles other than starships or mechs.

Rules for applying weapon fusions to vehicular & starship weapons.

Rules for creating stationary facilities (space stations, outposts, shipyards, etc.).

More equipment & weapons (a la the Starfinder Armory), including new & variant bio-, cyber-, & magitech augmentations.

Rules for creating new alien races, perhaps as a companion to the Galaxy Exploration Manual set to debut next year (possibly involving a contest with the winning entry being featured in a future Starfinder product, be it as an Alien Archive entry or as part of a new Adventure Path).

More of the uncommon Pathfinder races (i.e. gillmen, merfolk, vanara, etc.) brought into the Starfinder setting (one possibility being having gillmen in an underwater-themed Adventure Path, introducing them as genetically-engineered creations of the Azlanti Star Empire).

A mythic-level Adventure Path centered on the mystery of the Gap (and possibly featuring Golarion's reappearance, with all the fallout that comes with it).

A mythic-level Adventure Path centered on the "Great Old Ones" (i.e. Cthulhu, Hastur, Yig, etc.), their Outer God masters, and their various servants.


thecursor (with edits by dominusexmachina) wrote:

Ahem:

An Akiton-based adventure path: Let's get really Wild West/Mad Max with it!

Maybe if done right: it might just be me, but I think the whole "Mad Max/Fallout" post-apocalypitc action genre has been done to death (possibly even undeath...).

thecursor (with edits by dominusexmachina) wrote:
An underwater-based Adventure Path: We've got submarines and battle suits, let's hunt some sea monsters!

I could go with that: maybe use that as an inroad for introducing aquatic PC races from Pathfinder, such as cecaelias, gillmen, merfolk, and tritons, into the Starfinder setting (one possibility being having gillmen be genetically-engineered creations of the Azlanti Star Empire).

thecursor (with edits by dominusexmachina) wrote:
Kingmaker in space: No brainer

You do you...but if done right, I could see the possibility of a Starfinder MMORPG...

thecursor (with edits by dominusexmachina) wrote:
Pet character class: Alien monster pets, baby!

Not sure what you mean by that: Alien Archive III introduces us to rules for animal companions already...

Personally, though, I'd REALLY like to see, perhaps as a companion to the Galaxy Exploration Manual debuting next year, rules for creating new alien PC races (perhaps involving a contest with the winning entry being featured in a future Starfinder product, be it as an Alien Archive entry or as part of a new adventure path).


Zero the Nothing wrote:
“Gentlemen, you had my curiosity...but now you have my attention.”

Truer words were never spoken...

That being said...are there any mech-related add-ons included in the July playtest, like starship-based hangars and launch catapults for mechs? And are there rules in the pipeline for designing vehicles other than starships, or for adding weapon fusions to starship weapons?

And are there any more upcoming rulebooks in the works besides the Galaxy Exploration Manual (perhaps a guidebook similar in vein to the Pathfinder Advanced Race Guide, that features new character options for the core and uncommon races as well as rules for creating new alien races for use in the Starfinder setting)?

On that last note...any chance of someone doing, in the near future, an adaptation of Dream Pod 9's Jovian Chronicles RPG using the Starfinder ruleset?


I'd personally love to see:

More starship frames based on spaceborne creatures, such as the oma & vermelith.

Detailed rules for creating new starship frames as well as customizing existing frames (i.e. adding/removing weapon mounts, adding/removing expansion bay slots, etc.), including rules for creating space stations (because why should Absalom Station, the Idari, and Conquerer's Forge have all the fun?).

New drive systems, including options for drives capable of time travel and inter-dimensional travel.

New rules for starship combat, including tactics such as orbital bombardment.


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Here are a couple ideas of mine for future Starfinder products:

Advanced Race Manual: a guidebook similar in vein to the Pathfinder Advanced Race Guide, featuring new character options for the core and uncommon races as well as rules for creating new alien races for use in the Starfinder setting.

Advanced Exploration Guide: a guidebook similar in vein to the Pathfinder Ultimate Wilderness accessory, featuring new exploration-themed character options as well as rules for creating new unexplored planets and star systems.


As I'm not a DM myself, I'm not really qualified to pass judgement on the power level of your Plaguebringer feat.

Here, however, is a feat in the same vein as Practiced Spellcaster (Complete Arcane pg. 82/Complete Divine pg. 82) that would be of benefit to artificers (particularly multiclass artificers):

PRACTICED ARTIFICE
Your infusions are more powerful.
Prerequisite: Spellcraft 4 ranks, Use Magic Device 4 ranks, at least one level of artificer (Eberron Campaign Setting pg. 29).
Benefit: Your caster level increases by 4. This benefit can’t increase your caster level to higher than your Hit Dice (or your Hit Dice +2, in the case of meeting caster level prerequisites for creating magic items). However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of classes other than artificer (including other magic-using classes such as cleric or sorcerer), you might be able to apply the rest of the bonus.
For example, a human 5th-level artificer/3rd-level rogue who selects this feat would increase his caster level from 5th to 8th (since he already has 8 Hit Dice). If he later gained another level of rogue, he would gain the remainder of the bonus and his artificer caster level would become 9th (since he now has 9 Hit Dice).
This feat does not affect your infusions per day or infusions known. It increases your artificer caster level only, which would help you increase the duration and other effects of your infusions.