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Ellias Aubec's page
Organized Play Member. 539 posts. No reviews. No lists. 1 wishlist. 9 Organized Play characters.
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I always felt that Taldor was colonial Britain more than anything else. Will be interesting to see how these countries change considering they have all had some significant changes in APs and adventures and not been looked as in this way since those changes.
During the drift crisis, wasn't there an anti-drift bubble around Pulonis? I'm not sure if its still there or if it affected real space, but if there is a drift corridor to pactworlds, that could explain how they could get this done as the Vesk coun't get back to Pulonis.
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There are two robots in the free rpg day book (Second Contact) that presumably could be used.
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Reminds me of the D&D anthology books they have done where there are several shorter adventures linked by a theme, although most of them from memory were updating back catalogue stories to 5e.
Interesting idea and will bei nteresting to see what other stories are coming.
I'm not sure the sniper rifles are all that useful. They don't have extra range over some other rifles, have only one shot before reloading, have unwieldy and volley. I'm not sure being a d10 with d12 fatal is that much more powerful than a d8 rifle. Plus the sniper specialisation is a paltry 1-2 points of extra damage - I think I'd prefer them getting their weapons special instead.
Maybe have a sniper trait that doubles the range (or add an extra 250' or whatever). Maybe some other benefit. I suspect down the line we will have energy snipers (why not, we should) and the magazine will have more shots before reloading (that or use 10 rounds per shot which would be ridiculous).
Has the wording for worn items changed in the remaster then? I thought the whole point of investment was that you could wear whatever items you could wear together up to your limit. ie many belts because you can just wear several belts, but not boots or gloves.
I would second the Harrow Deck of Many Things - they've made a new physical version, but no rules for PF2 yet. I had to look at PF1 rules and the PF2 deck of many things to see how best to interpret it.
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I do like the comment earlier about having generic ancestry feats to cut down on repeated feats (such as darkvision or flight) and just have a list of these generic feats with the level they are available to that particular ancestry.
I too feel that some of these feats don't seem to match the power level of SF vs PF, given the early flight expectations etc. It would have been nice to see one of the really strange ancestries rather than these two relatively normal ones, but ce la vie.
They could have Razmir die, but have the clergy pretend he is still alive and rule in his stead with illusions/ polymorphs/etc.
AP wise, could be the players are low level priests that work their way up and eventually uncover this falsehood.
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Seems interesting and will be worth a look.
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Thats a little irritating.
Just a thought, but the 1.0a OGL said you could use any version of it right? I may be misunderstanding something, but if WOTC does manage to deuathorised 1.0a, doesn't 1.0 still then exist to be used?
I'm sure I must be missing something if everyone seems to have not mentioned this.
WOTC had some products lately that had plastic standees and static cling sticker things that could be added to those standees. I don't know the cost of those static clings, but they could be sold as expansions without the plastic standees.
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Raven Black, unless you are a kobold, you'd have to take the draconic bloodline to get into dragon disciple.
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Ah, I was wondering if/when new Lost Omens books would be released in special editions. At least I won't have to wait for a year after release to get the special editions for the new books.
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Eh I'd prefer proper shaped minis personally.
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Could have mythic just boost your proficiency by one level, taking it beyond legendary at the top.
Very nice. Are we going to see the entire Lost Omens line be deluxified now? I'd prefer deluxe versions, but if it is going to be sporadic it will look weird.
I thought it was mentioned (nad makes some sense to me) that starships just don't realistically take any damage from the PCs 'light' weapons. They just simply bounce off or do superficial damage.
I suppose if you consider different parts to be similar to a bulkhead you mentioned, then it is effectively immune to PC fire in a realistic way.
I would like to know what level of insubstantial playable ghosts have, or at least what restrictions will be applied. Thanks.
I would say they still work, since they work on armours that don't have power requirements.
Its nice and I might have been tempted, but being in Australia makes me sad I cannot.
I seem to remember (maybe one of the interviews from GenCon/Paizo Live) that it won't include the back matter articles. Just the adventure (and presumably any NPCs/items that are directly linked to the story).
It would be interesting to have a Witcher style AP (probably a 3 parter) where you go around hunting down monsters that have been plaguing an area.
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I had a spawn feat for my vampire ancestry that was a downtime activity, which I thought made the most sense.
Also a short adventure I believe was teased to be in there.
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Neat. I have a time travelling adventure that spans Avistan and parts of the other continents nearby and have been thinking about altering it to not use Golarion stuff, but now I won't have to alter that so much.
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Having designed an ancestry with four arms, I just ran with it like starfinder where you can have more things ready, but you still only have the 3 actions to actually do anything.
Didn't someone above mention it has been sold out? Any way been considering running this and would be nice to have this hardcover.
Does this mean the special editions will have different designs from each other as well as the core, or just the core is one design and others a second?
The amphibious trait mentions it doesn't take the -2 penalty underwater for bludgeoning and slashing damage. It doesn't mention ranged attacks, but I would presume that it would negate the cannot attack and the people that made them thought the trait did negate it.
Unless someone else finds something more specific.
Vampires
This thirteenth installment brings the immortal vampires to the table, with rules on how to create a character as a versatile ancestry as well as an archetype anyone can take. Incorporating one versatile heritage, one dedication as well as four lineage feats as well as 21 feats shared between the ancestry and archetype, including four focus spells.
A balancing act could simply be class feats that give you a bonus with a penalty linked to it. Or some system of picking drawbacks in return to extra stuff, but not requiring it or needing to track it every turn.
Say you take a drawback of -10' speed for some DR. Or maybe full BAB but in return you take extra damage etc. Then have a limit of how many drawback/benefit pairs you can have based on your level, allowing you to decide how much to power up at the cost of certain things happening.
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When I heard about this, I imagined something that was able to gain some form of monsters abilities, even if only for a short time (void adaptation, starflight, trample, etc).
After reading it just seemed like a complicated mess that didn't really have a strong idea of what it was about. I agree with some of the points above on this. I just wanted to be able to grow wings, extra arms and so on.
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I would suspect it would not include any changes from the AP as this was intended to come out at the same time or thereabouts and they have only update source books with the edition change so far (at least as far as I am aware).
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Hmm, is this a second story now with a strange rock formation appearing? Does this indicating something coming (such as Rovagug) or just coincidence?
Didn't the Legends book give prices around 70k for some of the latest sales? Some pure cash, some a combination of goods and services etc.
Hmm, I've always loved the idea of taking the best bits and putting them into a harmonious whole. Hopefully this will allow me to become the perfect being!
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EldritchGrace wrote: Ellias Aubec wrote: My 'ancestries' I've made for ghouls and vampires have rules for both a versatile heritage for someone 'born' or starting as one. The other way is an archetype for those that become undead later on. Sounds interesting! Would you happen to have a link for them? Not to derail things I won't include a link, but if you look for Liber Genus by me in the 3rd party section here there will be a link to it. Just the ghoul for now, the vampire is the next one I will be releasing once I take a second pass at the feats and set it all up properly.
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My 'ancestries' I've made for ghouls and vampires have rules for both a versatile heritage for someone 'born' or starting as one. The other way is an archetype for those that become undead later on.
Oozefolk
This twelfth installment brings the slimey oozefolk to the table, with rules on how to create a character as a versatile ancestry. Incorporating 4 heritages based on several types of ooze you could resemble as well as 11 ancestry feats and 1 magical item.
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I realise that just pointing out the clarification from one of the Paizo people as to their intention.
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For spontaneous I believe One of the Js mentioned in a reddit post that yes you can use higher slots to cast lower level spells without heightening etc.
Ghouls
This eleventh installment brings the cannibalistic ghouls to the table, with rules on how to create a character as a versatile ancestry as well as an archetype anyone can take. Incorporating one versatile heritage, one dedication as well as 10 feats shared between the ancestry and archetype, including two magical items.
Wouldn't large creatures treat it as difficult terrain for your 5' corridors? I seem to remember something similar being mentioned in the CRB and/or in an adventure (maybe plaguestone?).
With regard to compilations, I suspect Beadle and Grimm will take up that mantle like they do with DnD.
I remember reading that at some point spells in DnD went up to level 13 (maybe not in game but in the expanded stories etc). Apparently protective shields around some cities were one of these types of spells.
I made a character sheet available here.
True Dragons
This tenth installment brings the majestic true dragons to the table, with rules on how to create a character as an ancestry. Incorporating 4 heritages focusing on the nature of dragons as well as 17 ancestry feats, as well as the dragonsblood, a versatile heritage for descendants of true dragons and humanoids with 2 additional ancestry feats.
As for him saying that the pathbuilder app said he could pick primal spells, that might be correct. Spells can be on multiple lists, so those spells could be both on the divine and primal lists.
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