Prism Dragon

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Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 1,166 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


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Guess there's no avoiding starfinder 2e talk, no matter where you go, even if you put 'please don't talk about sf2e' in the very first post


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If we do ever get a COM 2 (probably not but I can dream) what species would people like covered? In COM the species got alternate ability score options and species traits that made them much more attractive as options. I think orcs would be a really good choice. Maybe 5 'legacy' species and 5 new ones?


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For sure would love some holes patched for new classes, fusions for unarmed and nanocyte weapons, operative adaptive strike and ranged evolution drain, stuff like that.

Another thing I would love is a new player character folio. I like the old one but there's a lot of room for improvement and new class option would be nice to track


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It is a weird balancing act that maybe, to a small degree, got overlooked. In my mind class archetypes take something away and give something of roughly equal value in return, which is all well and good. But they also cost you a precious feat. So shouldn't the value of the new features gained through class archetypes be slightly more attractive than what is lost? It seems like the few class archetypes we have are almost worse than the base options taken away (that's subjective of course, but it's how I feel about things like flexible casting or elementalist).


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CorvusMask wrote:
snip

I see your point. Personally I'm a huge fan of how the flavor and mechanics are fairly separate, but it would be nice to be able to customize it further. It's a could be a pretty easy fix as an adaptation, as long as one would be okay waiting until they level. A simple pool of weapon special properties to choose from, and changing them by spending MP like so many other abilities. It wouldn't surprise me if something like what you suggested was in the cards (being able to choose things like grapple) but maybe was out of the power budget of the class. Could for sure be wrong on that lol but I get that feeling.


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CorvusMask wrote:
Like I think evolutionist stretched the limit of starfinder's way of handling things. Lot of evolutionist abilities read as "here are examples of super cool flavor you can flavor these basic abilities with", the flavor of mechanics itself reaches nowhere as interesting as what they could be...

Not to derail the thread too much but I've heard similar from others and (I mean this with no disrespect or I'll intent, just genuine curiosity) I wonder what you might consider mechanics that are much more interesting? Seems like a lot of people say the class should do ______ better but few examples of how it should be better. If you don't have any ideas that's fine, just if you did I'd love to hear them.


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I do hope we get new book announcements soon. Having a longer view of what's coming could be comforting given all that's been going on lately


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I don't have a source, but when some people have said something along the lines of 'i hope we get a rulebook with a lot of character options and crunch', a dev or two responded with something akin to 'just you wait, got some good stuff coming!'. Whether that means we have a crunchy book coming later in the year/near future or something else, I dunno.


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A little late in the year to make this thread, but I always enjoy reading the speculations and hopes of everyone for this awesome game in the coming year. My request for this thread is to not speculate about starfinder 2e and instead focus on this great game we have and the content possibly coming out this year for it.

My own hopes

More pocket editions! I recently started buying these and they are wonderful. At least any rulebooks with classes included would be my top picks for pocket versions.

This comes up a lot and I know the arguments against it, but please another AP that goes to level 20.

Honestly I can't think of more classes to add to the game. I'm sure the smarties at Paizo can think of something, but I got nothing! I would like more class options though, at least for newer classes (witchwarper, biohacker, nanocyte, precog and especially evolutionist). Core classes have a ton of options and I would be okay with them getting a little less if it meant new classes get more.

More errata and FAQs done is always welcome, not going to mention anything specific, not too hard to find questions that don't have answers yet.


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I also am not a huge fan of live reads and reaction videos, feel like something for the younger crowd. That being said I'm still happy about getting everything shown and there's usually a person nice enough to transcribe the good stuff.


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That sounds pretty cool, thank you all for the responses


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I must have missed fury cocktail as I was fast forwarding and pausing nonats video, and I don't see it in the reddit thread. What does it do?


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Any idea when knights of last call will do their preview?


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Investigator needs more feats straight up, but one thing I hope for that might be against the playstyle too much is... Well a different playstyle. I love the flavour of the class, but if feels maybe too specialized in fighting a single foe. Even things like swashbuckler or rogue has options to fight lots of weenies, but when most of your shtick is hitting one single guy one time every turn, I could see the character being stale fast. Ive never played an investigator to be fair, but that's because every time I go to build one it just seems too shallow (in combat at least).


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Link does not seem to work for me :C


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That was a nice couple of spoilers to hold us over for a little longer, thank you Aaron. Excited to learn specifics on how elemental blasts have changed, even if we're still a long ways out from release yet.


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A second article is also around on Wargamer, spoils a few other things including elemental barbarian (I was so hoping to see it!) and metal order druids?! Cannot wait for this book.


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Ooh thats awesome! Thanks Aaron! So we have confirmation there's going to be combination blasts for each elemental pairing. That's one major thing I was hoping for. Also looking forward to previews on wood and metal elements!


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Yeah uh... The voluntary flaws part I am not a fan of. Like Guntermench above 18/14/14/14/8/8 for a strong finish at the end game was my go to. Also really helped with requirements for multiclass archetypes early. This is a really weird errata, some people are going to have to totally remake characters?


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Not sure if this has been said yet but an option I think would be fun (though maybe too op/hard to write) would be a feat to be able to switch your eidolon out for another. It would have to be the same tradition because of spells but it would fulfill that fantasy of having multiple creatures on hand for various situations. Say you're an primal summoner, if you have a problem to solve with brute force you bring out your beast eidolon, you need some more utility or trixiness you bring out your fae eidolon, etc.


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I've listened to enough combats/read enough complaints online to realize that at high levels, some monsters with reactions just poopoo all over casters. It's why on my sorcerer I took roaring applause, and because of that our party managed to eek out a victory over two lesser deaths at level 16. But I really do think there should be more counterplay options to reactions that stop you from being able to play the game


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SuperBidi wrote:

Reapers and their lesser version (Lesser Death) are completely overpowered.

I haven't met the Reaper yet but I met a few Lesser Deaths and they clearly deserve a +2 to their level: They are properly unkillable. Between the aura of misfortune that severely hampers martials, their range AoO that disrupts on a hit (not even a critical hit) making casters' life a hell, their ability to ignore spells that target Undead, their resistance to positive, their saves that are all at least high... I just don't see how you can affect them. Sure, they don't do massive damage (unlike the Reaper) but it took us 10 rounds to kill them and it was mostly because the GM has been a bit nice and my Sorcerer was able to cast without triggering (Blood Component Substitution saved our souls).

There are a few monsters in the bestiary who need to be tweaked down. A lot of monsters should also be tweaked up, but noone speaks about these ones!

For the record blood component substitution does nothing against lesser death, as it just changes manipulate to concentrate and lesser death reaction triggers on concentrate.


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Quick question for devs - what category is the flight granted by enhanced mobility? I'm guessing and hoping (su), but it's not stated. Thank you!


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This wait is brutal. Still probably around five more months until we start seeing some previews (hopefully paizocon in may will show some hints as to the final product)... Not sure if I'm going to make it


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Definitely agree with Xenocrat. I love evolutionist though I am very aware of its flaws and there are things I would have changed. With the page space alloted in the book, I think the devs did a good job of covering a lot of the basics for adapting to combat, but there is a ton of potential for more fun adaptations.

As others have said, evolutionist is in a good place dpr wise. It might not be as flashy as other classes, but adaptive strike deals competitive damage. Add in things like the extra damage from having 5 mp, the combat focus, strength as a possible primary stat, some niches giving damage bumps, and some other possible nova options in things like violent outburst, and you have a class that will really pump out damage. Options to change damage type, increase range, make your attack target an area, etc. are very valuable.

Out of combat the class is a little lacking, but getting permanent senses, movement types, and a free scaling augment is nice. Keep in mind we only got two pages of adaptations. By now I have no doubt the devs are aware that players want more out of combat adaptations and will add more in the future.

An issue I've seen brought up in a few places is that a lot of what evolutionist can do can be done with items. It's a tricky situation because it's true, but in my mind that doesn't reduce the value of things like permanent flight or a free weapon or whatever. Not only does getting those things for free mean your character can spend their credits on other things, but not using batteries or taking up armor slots is great. Starfinder is in this weird situation where gear can solve almost any problem, so making a class whose whole shtick is adapting is going to have a lot of parallels with equipment.

My personal favorite thing has already been touched on in the op, the flavor of the class. Being able to attack with a whip made of acid or a beam that comes out of your chest or whatever the hell your imagination can come up with is so, so fun. Being very flexible with what your character can look like is another perk.

As far as what I would change, a brief summary - I would give an option for adaptive strike to have the operative trait, though doing so would reduce the extra damage given by weapon spec down to +LVL. The bonuses granted by maintaining mp would all be changed from enhancement bonuses to another type that's harder to acquire. Some explanation on leveling up interacts with your fulcrum and the fusions it has would be welcome. Evolution drain should be able to be used at range if your character has a ranged adaptive strike.

And lastly a wishlist. Adaptations to survive in various environments (extreme temperatures, vacuum, pressures, radiation, etc.), being able to go without food or water and to stop aging, curing ailments on self such as poison and disease, built in armor (doesn't have to be too strong, maybe just a smidge stronger than junk armor), options to polymorph or disguise oneself, granting adaptive strike more weapon properties on the fly, spontaneous and temporary augmentation creation... Stuff like that.


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But if a necro, but the product page for the book is now out. Probably best to temper expectations, the only things confirmed to be in it are kineticist, an elemental bestiary, new spells and items.


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Something psychic started and kineticist is sort of touching on are non x/times per day, or focus point resources (obviously psychic has a lot of expendables but their strong cantrips and unleash psyche have no resource used except for cooldown/actions/drawbacks). I would love more mechanics like those, things like cooldowns, gaining points of some kind, or even toggle based stuff like panache. Starfinder does these sorts of classes really well with solarian, vanguard and now evolutionist.


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Some of the art in this book is amazing, too tier stuff. Trox art all looks insane, beautiful style and terrifying. Some other standouts are the urog art, dragonkin, the evolutionist builds characters (undead goblin is soso cool), raxilite... So much awesome stuff


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The only thing that was a miscommunication was multiple adaptive strikes. Out of combat utility was addressed by giving more skills over time, constant senses, movement, free scaling augment, and a few other small changes. It can be hard to go on the forums and see posters being upset the class isn't to their liking and then those people aren't being catered to - but I trust that paizo looked at actual playtest data and read through those posts when making changes.

Also the nanocyte playtest to full release changed very very little. Less than evolutionist. And the kineticist playtest hasn't been all that transparent, it had one blog and the final product hasn't been released.

You're welcome to your opinion of course, but other than one slip up no false promises were made and the class playtest is pretty in line with others.


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Aaah mine came just as I was about to lose hope! Birthday miracle, thank youuuu paizo


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Hoping to get mine shipped today, birthday is on Sunday so using my birthday wish! Cmonnn baby


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Thank you very much for your posts!! A lot of good stuff in there


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I would love to hear how adaptive strike has changed, if anyone who gets their pdf early feels like answering any questions.


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Probably not today. Maybe tomorrow!


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Hope we're on track to start shipping today, I'm so excited for interstellar species! Praying to Oras everything goes smoothly.


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I will never not hope for more options to have gear that's more integrated to your character. Make it so your items can't be taken away or broken, options like eldritch nails. Paying money to have Wolverine claws is a million times cooler than paying for a sword. The exact method isn't super important; could be augmentations a la starfinder, could be weapon rune tattoos, etc.


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Is there any chance of new previews before the books release like we had with the latest pathfinder classes? Only 24 days away from release date!!


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Yay shipping thread!! So friggen excited for interstellar species, u don't even kno


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I hope not, this thread was created on September 21st and release date for October shipments are ten days later in the month than November releases


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How soon can we hope to see the post for November releases? Not to be pushy but it's less than a month away for November releases (November 16th) and I'm really excited for the starfinder book coming out.


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Yesssss thank you for the answer Aaron!


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Any word if this will be on time? So excited for this book!


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Mathmuse wrote:
PossibleCabbage wrote:
Well, there's 6*5 combinations of two elements, and we don't have 30 damage types. But not every combination needs an additional damage type. If I'm going Earth/Metal or Earth/Wood it's because I love defense not because I'm craving new and different ways to attack people.
Just a mathematical quibble, but the calculation is (6*5)/2 because the order of the two elements is irrelevant. Air and Water is the same as Water and Air. We do have more than 15 damage types, but some of them, such as good damage, evil damage, and mental damage, sound very non-elemental. Throwing out the damage types unrelated to elemental matter leaves fewer than 15.

How fitting for mathmuse to be the one to point that out, haha, thank you


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Don't know why it took me so long but I finally checked out and fell in love with pocket editions and hope to have one for this book! As far as character options go, its gotta be the most important book aside from the core rulebook. So yeah, adding my voice to the tiny chorus of posts here hoping for a pocket edition!


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Everyones feedback is valuable, I don't think this conversation should be continued any further.


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MaxAstro wrote:
keftiu wrote:
What is making folks think Elemental Blasts are 2 actions now? I don't see that in the blog, and it would break my heart.

This is the wording that has me worried they will go to 2-action:

Quote:
The contrast between Elemental Blasts and other impulses touches on the lack of clarity too. After seeing feedback, we’re looking at switching it to function similarly to other impulses and act more like an attack cantrip.
All attack cantrips are two-action, and for that matter all impulses are at least two-action, hence my concern.

That's a good point. I mean if blast does become a two action cantrip, elemental weapon will remain so it won't be so different? And it's likely we'll get feats like chain blast, blast barrage, etc, to make regular blasts more fun.


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Trying not to get too wishlisty, myself. Excited for the product page to go up so it will be a little safer to speculate. Elemental stuff has always been my favorite, there are so many class options that could fit that they couldn't all fit in one book. Especially when said book has to have monsters and lore taking up a good chunk, maybe even most of the book.


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I'm a little out of the loop on this one, not sure if this has really been divulged - how rules heavy is this book? Is it closer to Mwangi expanse or closer to ancestry guide? Do we have an idea of how many character options it will contain?


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I really doubt blasts will have everything in common to cantrips. They will work in a similar way but what similarities we don't know. I doubt they will have cantrip level damage and cost two actions.


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Holy crap on a cracker that is an awesome analysis, well worth the wait. I love everything I'm reading here, seemed to have hit the nail on the head and I'm really happy with what was said about the especially divisive topics like single target damage and burn.

I would be sosososo happy if elemental blast becomes more like a cantrip. Not getting my hopes up too high as things surely aren't written in stone yet (and even then the language is vague), but ditching reliance on damage runes and scaling off of constitution would be amaaaazing

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