I recommend you use the guidelines in the Monster Creation Rules for Pathfinder2e. There are online tools that will auto-fill the forms for you and can show you the roadmaps necessary to get the same feeling for the monster. You can find a PDF of those pages here: https://paizo.com/products/btq021ct?Gamemastery-Guide-Monster-and-Hazard-Cr eation
keftiu wrote: I could go either way on most of them, but the Additional Spoons skill feat rubs me the wrong way - let's not hand a pretty particular bit of disability-focused language to people without its proper context, please. I respect this opinion and understand the concern. It was a class feature for an archetype in First Edition that actually prompted me to learn about the theory and apply it to my own self-care routine, so teaching people about it by using the nomenclature might not be a bad thing. You should feel free to raise the concern in your survey so we can bring it up and discuss it as a team after we recover from Gen Con and the excitement of the initial release, because this is the kind of issue we take seriously and the kind of opinion we appreciate.
Thank you. I used to be on the fence about naming abilities after popular nomenclature, then about a decade ago I starting playing Pathfinder with some active duty military in Savannah and we talked about the terminology used on base for equipment, maneuvers, drills, etc... and I realized that memorable names actually help us remember and differentiate between abilities, which is a helpful tool in a tabletop game when you want to skim down a character sheet and quickly remember what all your abilities do. It's also super fun.
Happy Playtest Day, everyone! We have a couple more minor changes that won't be reflected in the PDF for now. • Xenodruid Bond (pg 82): The 5th rank spell for Viral Order should be Toxic Cloud.
Alexander Augunas wrote:
Page 41 of the Core Rulebook has you covered! Knowing that Shirren reach maturity at 5 years old is why I brought up in a meeting that Chk Chk should probably be out of his larval jar by now, which lead to him becoming the next iconic!
I'm so glad you enjoyed the rainbow wolf and it's pew-pew-awoo of sparkly doom. I'm really touched seeing people have fun with the things our team has worked on; it's a dream come true and I can't wait to hear about more awesome adventures in the future! In all seriousness, I wanted to make a creature that felt like an "alien wolf" without causing people to look at it and go "why wouldn't I just use the PF2 wolf?" I didn't want it to completely outshine the PF2 wolf, but, as you pointed out, it had to show off our game's new meta-assumptions about ranged combat. And I agree that monster design is one of Second Edition's best features. Building and playing monsters is rewarding and fun, and the 3 action economy really shines when you are sitting behind the GM screen and realize: "Oh, wow, I have so many tactical options at my disposal even if my monster's don't have that many built in abilities!"
Elfteiroh wrote:
To be clear, this is a field test of a playtest. Anything we post in a field test may undergo substantial rewrites before the public playtest.
QuidEst wrote: New spell: Selective Invisibility, seems to work like Invisibility but you can leave a target in range that you can see who can see you. Attacking them doesn't break Invisibility, but attacking anyone else does. Honestly seems like a really cool no-save "duel" style spell. (Unfortunately, it only lasts for a minute like heightened Invisibility does, so unless it also heightens, it's just a spell rank discount.) So funny story: my mystic in SF1 learned that spell exclusively so his brother could make sure he was still safe when he was running off to do "potentially dangerous things" alone. Also suffocating while invisible when no one else in the party can see or hear you is really scary!
Quick note that I'm loving these discussions! Everyone's words here are equal parts motivating and touching and I can't wait for everyone to get an opportunity to play a Mystic during the Playtest next Summer! Standard disclaimer: Nothing I say here is canon, the opinion of anyone else on the team, or even my own finalized thoughts, but this is a transparent process so I'd love to share my thoughts concerning magic and technology. Starfinder exists in a time so far into the future that archaeologists are finding computer chips in the ruins of "lost civilizations". We've only had personal computers around for less than a century and have already incorporated plenty of "tech lingo" into our modern vernacular. Even if a Mystic is using magic similar to the magic used by spellcasters back in ancient Golarion, they exist in a world where communits and laser rifles are the equivalent of wood-pulp paper letters and automatic recurve crossbows. Now nothing I post here in the forum is canon, and nothing in these field tests are finalized: But in my own head-canon I like to think that both Doomscroll and Motivating Ringtone could have been cast without the use of technology: magic that channels truths that cause a target to reel in terror, or that composes a melody so perfect for someone at just that time that they feel soothed. The problem is without the technology this magic isn't viable for an encounter. Especially if these truths/songs only affect the target at that moment: by the time you figured out how to sing that song or wrote down the news the moment may have already passed. Thus the technological item is a foci, but that doesn't mean the caster itself is a "technomancer" anymore than a Cleric using a weapon as a foci is a "magus". In short: the mystic using technology inspired terminology and having access to spells that utilize technology does not mean it's taking the place of the technomancer! (Now I await my GM to tease me as this entire post runs quite contrary to the beliefs of my own SF1 Mystic, Yoko, who used to argue day and night that true mystics have to be living anachronisms who wore silk robes, wielded a bow, and wrote everything down in ink and paper.)
rimestocke wrote:
Transfer Vitality does not have the vitality trait and works great for healing your undead and construct teammates.
Jenny Jarzabski wrote:
This post made me tear up a little. I'm so happy right now. Also StarFriends sounds like a US/EU 90s release of a super sentai live-action show spliced with scenes from a completely unrelated late-80s mecha anime and I'm totally on board with it.
Driftbourne wrote:
The fashion trends of planetary bodies and kaiju are surprisingly fickle and competitive. You'd be surprised how many fights start because a living world claimed to have started the "red frozen icecaps" trend eons after a lumbering death tortoise froze the lake of blood on his head by slowly rotating away from the nearest star. I mean, we can only hope it's blood.
Driftbourne wrote:
I can confirm at least 240 cups of coffee. There's some wiggle room there with some other work, but that's balanced out by how many hours I spend on the weekend randomly thinking about space.
Thank you for the bump, Mark! I help run the Infiknight discord where we have a slew of art and publishing resources available in our #links-and-resources tab, including a dropbox full of categorized Paizo artwork we scraped from the blog!
In all their enthusiasm, Peppermint the Skittermander's updates to our errata didn't properly display! Our awesome technomancer Andrew White has come to the rescue and everything should now be displaying properly, including: • Page numbers have been added to all entries • Character Operations Manual: Extend Runtime has been updated to properly reflect that the hack works with spells with a duration of 10/minutes level, not 10/minutes day. • Tech Revolution: Mystic Smith has been updated to work with the new fusion seal rules. It takes far less time to install fusion seals and they begin functioning after 1 round (or immediately if you spend a Resolve Point). • Galactic Magic: Fusion Specialist has been updated to work with the new fusion seal rules and functions after 1 round rather than the normal 10 minutes (or immediately if you spend a Resolve Point). • Solar Strike: The Stellar Fire ability of the Deep Cultures Specialist archetype can now apply the flaming weapon fusion in 1 minute instead of 10 minutes.
ograx wrote:
At least with regards to Magic, Wizards runs events via the DCI who run tournaments through third-party vendors. I think PastTimes Events runs the big magic tournaments, and they have a significant portion of the gaming hall (next to the vendor hall). There are dozens of vendors at the show selling everything from singles and recent releases to PSA graded Arabian Nights booster packs.
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