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Just note that a sorcerer with the psychic bloodline cannot qualify for the Eldrith Knight, because its spells are now considered psychic, and no longer arcane.


Available at Paizo

That was a great run :) and kudos to the Alluria team for pulling this off ^_^


Yep, just saw that :)


Starfinder Core Rulebook, p.292 wrote:
Starship weapons and regular PC-level weapons work on different scales and aren’t meant to interact with each other. If characters choose to shoot at a starship with their laser rifles (or cast a spell on it) while it is on the ground, the GM should treat the starship as an object (a particularly massive one, at that). At the GM’s discretion, if starship weapons are ever brought to bear against buildings or people, they deal Hit Point damage equal to 10 × their listed amount of damage. However, starship weapons are never precise enough to target a single individual (or even small group) and can, if the GM decides, be simulated as deadly hazards instead of weapon attacks.

From my perspective...

1) Starships can target buildings at 10 times the damage. I mean, if a starship is invading a planet, its weapons will destroy any building it chooses to target.

2) Starships cannot target specific individuals with direct-fire weapons, and should be treated as deadly hazards as stated. The only problem is that "startship weapon fire" isn't listed as a "hazard"... which should be added.

3) Starships can target specific individuals with tracking weapons, and deal 10 times the damage upon hit.

4) The missing rule is about shooting creatures, not people. "People", for most of us, refers to any Small to Large character. "Creatures" refers to anything that can hunt you and eat you :P

So... the rules need a clarification about a threshold which indicates if the creature can be shoot by starships at the normal damage or the 10 times damage.


doomman47 wrote:
Pharasma would be my pick, she is everything I would like except for two little flaws, deals with death and has the domain check, deals with fate check, deals with rebirth check, has the healing domain check, true neutral check, favored weapon dagger whyyy??? this should be a scythe, and the most important deal breaker.... she hates undead and wants them all to die.

She judges if a soul is deemed worthy to pass in the afterlife, she's not causing death like the Grim Reaper. Zyphus is the Reaper-like deity, but his favored weapon is the heavy pick.


Ravingdork wrote:
JiCi wrote:
...for a fighter ship, you must have a tracking weapon and another Light weapon in the forward arc, and little to no use for weapons for both the aft and starboard arcs (seriously, who's going to sideways?).
If you don't arm all of your arcs, the enemy is going to take advantage of those blind spots every time you fail your Pilot check. You'll get blasted again and again, and your options for retaliation would be quite limited.

Aren't you always moving? You make it sound like I move, stop, shoot, [wait for my turn], move, stop, shoot, wait, rince and repeat... Shouldn't ship combats with smaller be similar to dog fights? I've yet to find evidence that a fighter jet had side guns :P

Granted... yes... that would be a bad idea to leave the arcs unarmed. However, it makes more sense for bigger ship which cannot turn on a dime than on smaller ships which maneuver much quicker.

That's like saying that my PC should hold a gun in his off hand to be able to shoot sideways because he "cannot" turns and shoot with his primary gun which he shoots a bad guy in front of him on the previous round.


Xenocrat wrote:
gustavo iglesias wrote:
JiCi wrote:

- converting weapon mounts from one step to another; ok, technically speaking, you already can. However, I'd like a rule to converting two LIGHT mounts into ONE heavy mounts, essentially allowing smaller ships to get stronger weapons, such as a Fighter-class ship getting heavy weapons.

they can now, don't they?
Only medium and bigger ships can mount heavy weapons, only huge and used can mount capital weapons. Additionally, turrets cannot mount capital weapons even if the base frame can in the other arcs.

Yep... for a fighter ship, you must have a tracking weapon and another Light weapon in the forward arc, and little to no use for weapons for both the aft and starboard arcs (seriously, who's going to sideways?). Yes, a fighter ship doesn't have aft and starboard mounts... but the rules state that you can add them for an extra (2 mounts on each side). Technically speaking, a fighter ship and any Tiny and Small ships can have as many as 8 mounts (2 on each arc).

However... again... the limitation is... well, limiting. I cannot recreate Star Wars's X-Wing, which seems to have 2 weapon mounts per side, but firing forward. Now go back to my statement about being able to convert two light weapon mounts into a single heavy weapon mount, and you would have 2 [linked] heavy weapons firing forward. Same goes with tracking weapons on its forward or back arcs.

I don't want to derail this topic further, but... yeah, if aliens are becoming bigger and bigger, to the point of resorting to ship combat to fight them, new ship upgrade rules will eventually be needed.


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Nethys... Ok, back in D&D 3.5, the deity of magic was Boccob, who was essentially similar to Nethys, as he claimed that magic is mightier than morality. However, he made it look like he was simply a researcher trying to push the magic arts further and further.

Nethys is... a god with a split personality disorder, who's constantly trying to get more power via magic even if it means to destroy the world.

I'm almost tempted to accuse Nethys of causing the Gap, in Starfinder...


Dracomorph

Rare are those who can harness the power of dragonkind, but some shifters have been blessed with such a power, creating a link with a patron dragon.

Alignment: A dracomorph must be within one step of his patron dragon. [This is based on the half-dragon template table]

This alters the shifter's alignment.

Draconic Breath (Su): The dracomorph can breath energy like a true dragon. He gains a breath weapon. This breath weapon deals 1d6 points of damage of the dragon's energy type per 2 dracomorph levels you have (minimum 1d6; Reflex half). The shape of the breath weapon is either a 30-foot cone or a 60-foot line, selected when choosing this revelation. You can use this ability once per day at 1st level, plus one additional time at 5th level and one additional time per day for every 5 levels beyond 5th.

This replaces shifter's aspect, second aspect, third aspect, fourth aspect, chimeric aspect and greater chimeric aspect.

Draconic Weapons (Su): A dracomorph can channel the power of his dragon to form claws. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if he is Small). If he uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.

As the dracomorph gains levels, he can manifest different natural weapons. At 3rd level, he can manifest fangs for a bite attack, dealing 1d6 points of damage (1d4 if Small). Furthermore, all weapons ignore DR/magic. At 7th level, he can sprout wings, dealing 1d3 points of piercing damage, leaving your hands free. These do not provide flight, but allows you to slow down your fall, as per the monk's Slow Fall ability. Alternatively, if the dracomorph's patron dragon is Imperial, he can grow horns for a gore attack, dealing 1d6 points of damage. At 11th level, he can grow a tail, dealing 1d6 points of bludgenoing damage, with reach. At 13th level, all of the weapons' damage increase by one step. At 17th level, the dracomorph can manifest any weapon as an immediate action. Lastly, at 19th level, all weapons ignore DR/Bludgeoning, Piercing and Slashing.

This replaces shifter's claws.

Draconic Empathy (Ex): The dracomorph can use this ability to improve a dragon's attitude. Furthermore, he gains a bonus to both Diplomacy and Intimidate checks equal to his dracomorph level.

This replaces wild empathy, trackless step and a thousand faces.

Draconic Shape (Su): At 5th level, a dracomorph can change into his patron dragon, as per the Form of the Dragon I spell. At 10th level, it acts as Form of the Dragon II. At 15th level, Form of the Dragon III. The dracomoprh uses his level as the caster level. The dracomorph can maintain his Draconic Shape for 1 minuter per level per day (similar to the spell's duration). It need not be consecutive but must be spent in 1 minute increments.

If the spell grants a breath weapon, you can select either the spell's or yours. Also, if the spell has a limited for breath weapons, you must wait 1d6 minutes in between uses, be as the dragon or not.

This replaces wild shape.

Draconic Fury (Su): A dracomorph fights more like a true dragon as he grows stronger. At 6th, he can manifest a second weapon in addition of his claws. At 11th level, he can manifest three weapons. At 16th level, he can manifest all weapons at once.

This replaces shifter's fury.


So yeah... this just hit me...
--
Magic
Kineticists who focus on the element of magic—the very raw power of spells—are called arcanokineticists. Arcanokineticists use special wands to channel magic for various effects.
Class Skills: An arcanokineticist adds Knowledge (arcana) and Spellcraft to her list of class skills.

Wild Talents
Simple Blast - Magic blast
Composite Blasts - Eldrith blast
Defense - Spell veil
1st - basic arcanokinesis, [special]*
2nd - [special]
3rd - [special]
4th - [special]
5th - [special]
6th - [special]
7th - [special]
8th - [special]
9th - [special]

*Any talent can be selected, but their Burn costs increase by 1.

Magic Blast
Element magic; Type simple blast (Sp); Level —; Burn 0
Blast Type energy or physical; Damage force (energy) or bludgeoning (physical)
You shoot a single foe with a spark of raw magic.

Eldritch Blast
Element magic; Type composite blast (Sp); Level —; Burn 2
Prerequisite primary element (magic), expanded element (magic)
Blast Type energy or physical; Damage force (energy) or bludgeoning (physical)
You shoot a single foe with an exploding star of raw magic.

Spell veil
Element magic; Type defense (Su); Level —; Burn 0
Your body shimmers and glitters with small sparks of magic, granting you spell resistance of 5. By accepting 1 point of burn, you can increase the resistance by 5, to a maximum of 30.

Whenever a spell or effect fails to penetrate your spell resistance, you gain a culmulative +1 bonus to attack rolls, spell checks or skill checks involving concentrating, dispelling or counter-spelling. This bonus lasts one round per burn point accepted for this talent or until expended, whichever comes first.

Basic Arcanokinesis
Element magic; Type utility (Sp); Level 1; Burn 0
Your eyes faintly glow a white light and allow you to use detect magic and read magic. By concentrating, you can use identify. Additionally, by accepting 2 points of burn, you can use greater detect magic.

--
Arcanokineticist (Kineticist archetype)

Magic itself can spark in anyone, but some kineticists have learned to channel it through special wands and shape it to their will. Often mistaken for sorcerers or wizards, arcanokineticists make use of their powers to greater effects, rivaling the fieriest of fireball and most shocking lightning bolt.

Arcane Study (ex): An arcanokineticist uses his Intelligence modifier instead of his Constitution modifier to determine his damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, his bonus on concentration checks for wild talents, and other Constitution-based effects of all his wild talents.

This ability alters the kineticist’s key ability score of wild talents.

Magic Element (Su): An arcanokineticist must select Magic as his primary element.

This replaces Elemental Focus.

Talent Versalitity (Su): Magic can be shaped in any form possible, leading to a variety of effects. An arcanokineticist can select any wild talent. He can also select simple blasts as talents, but not composite blasts. However, talents selected this way cost 1 additional burn point than normal, and he must still meet the prerequisites, if any.

The magic blast, eldritch blast, spell veil and basic arcanokineticist can be used at their respective regular Burn costs.

This alters Wild Talents.

Arcane Pool (Su): An arcanokineticist has an internal pool of magic which he uses to enhance his magic. This pool has a number of points equal to 1/2 his arcanokineticist level (minimum 1) + his Intelligence modifier. The pool refreshes once per day after an 8-hour rest. At 6th, 11th and 16th, the arcanokineticist gains 1 additional point. An arcanokineticist expends pool points to use talents, at the cost of the talent's Burn.

This replaces both Burn and Internal Buffer

Wand Bond (Su): An arcanokineticist forms a bond with a special wand, allowing him to channel magic. However, he must use the wand every time he wishes to use a talent, including blasts. The wand can be enhanced like a ranged weapon, applying any enhancement to blasts. If the arcanokineticist can make a melee attack, such as with kinetic blade, any enhancement eligible for melee weapons apply.

This alters Kinetic Blast.

Gather Power (Su): This functions like the kineticist's, but it reduces the cost in pool points instead.

Infusion Versatility (Su): Similar to how an arcanokineticist can select any talent, he can also select any infusion. Furthermore, he can select any shape infusion, ignoring blast prerequisites. However, as with talents, infusions selected this way cost 1 additional burn point than normal, and he must still meet other prerequisites, if any.

This alter infusions.

Arcane Knack (Su): An arcanokineticist learns special tricks, giving him more flexibility. At 3rd level, he learns either a magus arcana or an arcanist exploit, using his arcanokineticist level for prerequisites. He learns an additional knack every 3 levels thereafter. Also, at 12th level, he may learn a Greater arcanist exploit. The arcanokineticist must meet the prerequisites to take a knack, as per the arcana or exploit.

This replaces Elemental Overflow.

Expanded Element (Su): The arcanokineticist must select Magic as his expanded element. He also may now select composite blasts as talents, but must have the required simple blast to select it.

This alter Expanded Element.

Omnikinesis (Su): The arcanokineticist's power courses through him, like blood through veins. Any talent and infusion can now be used at their regular Burn cost, and he may use Omnikinesis as normal.

This alters Omnikinesis.


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The Marine Entobian booklet has been released on Paizo for a few weeks now, and it's a great work as always :)

Now... what's next? All 15 Remarkable Races have been converted into the Cerulean Seas setting (mogogols, obitus and zifs being featured as "standard" races in the setting). I've heard of a "planar race" booklet.


I posted this in another thread, but I feel like with the addition of several bigger-than-Colossal aliens, the ship combat rules need to be expanded, such as:
- converting weapon mounts from one arc to another, such as converting the aft and starboard arcs into forward arcs.

- converting weapon mounts from one step to another; ok, technically speaking, you already can. However, I'd like a rule to converting two LIGHT mounts into ONE heavy mounts, essentially allowing smaller ships to get stronger weapons, such as a Fighter-class ship getting heavy weapons.

- feats that improve space combat, such as treating weapons one range better, or increasing the speed of tracking weapons.

- magic/hybrid weapons for starships


I feel like with the addition of several bigger-than-Colossal aliens, the ship combat rules need to be expanded, such as:
- converting weapon mounts from one arc to another, such as converting the aft and starboard arcs into forward arcs.

- converting weapon mounts from one step to another; ok, technically speaking, you already can. However, I'd like a rule to converting two LIGHT mounts into ONE heavy mounts, essentially allowing smaller ships to get stronger weapons, such as a Fighter-class ship getting heavy weapons.

- feats that improve space combat, such as treating weapons one range better, or increasing the speed of tracking weapons.

- magic/hybrid weapons for starships


Does Pathfinder have a fiend, an undead, an ooze or whatever creature that 1) can possess another creature and 2) grant a template as long as the possession is on-going?

I stated the symbiote as an example, but I'm looking for any creature with a similar power.


HammerJack wrote:
Without house rules to the contrary, you can't maze core cybernetics with anything.

Yep, sounds like it...

I feel like the best way to optimize the weaponized prosthesis would be to have the ability to add weapon properties to other weapons. For instance, if you take the weapons from the Core Rulebook, I'm pretty sure that a few of them would get the integrated property.


Huh... no?

If there's one thing they forgot since the PF2 playtest is... to release Ultimate Wilderness's long-awaited errata...


Well, by definition, a talon is a downward-curving claw, so... sickle-shaped I guess?


Xenocrat wrote:
The weaponized prosthetic does leave your hand free to hold other equipment or weapons, think of it as extending from your wrist. The downside is that the integrated weapons are weak compared to hand held ones.

Yeah... kinda wish that the Core Rulebook gets updated with some of the new weapon qualities that the Armory introduced ^^;

Still, the Charge Emitter and the Frost Projector aren't bad ;)


Tender Tendrils wrote:

The weaponized prosthesis cybernetic augmentation in the armoury book does exactly this (page 89)

It functions as a prosthetic arm that can accommodate (depending on which level of weaponized prosthesis you buy) a weapon with the integrated quality that would take up 1 or 2 armour upgrade slots.

Thanks for the info :)


Now that the Armory is out, here's my take:
- Powered Armors can now be upgraded.
- Several Large armors are available.
- A Gargantuan armor is added; we still have a single Huge one so far.
- Some new vehicles are walkers, and yes, that count as mechs.
- Note that mechs come in any size.
* In Overwatch, D.Va's mech isn't this big.
* In League of Legends, Rumble's mech isn't big.
* In Avatar, the mech suits are the same size as Na'vis (around 10-12 feet high.)
* In Pacific Rim 2, Scrapper isn't as big as the other Jaegers.
* In the Mega Man X series, Ride Armors were roughly twice as big as X, Zero or Axl.
* In Xenoblade Chronicles X, Skells look Huge.
* In Metal Gear Solid, the Gears look Gargantuan at best.
* In StarCraft, the Terran Goliath, Protoss Dragoon, Terran Viking, Protoss Stalker and Protoss Immortal don't tower this much.
* In Titanfall, the Titans are around 24 feet high.


I've look everywhere, but I cannot find anything. My request is simple: I'd like to replicate an arm cannon, whether be fixed (like Samus Aran's) or morphable (like Mega Man's).

I can't seem to find anything that resemble a prosthetic limb that can either transform into a ranged weapon or have its hand replaced by a ranged weapon.


How about stats for the Iconic characters? Hey, the "magnificient seven" are now labelled as the main characters for Starfinder, so... why not extra info on them?


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"A look at three of Tian Xia's most commonly worshipped deities: Hei Feng, the Duke of Thunder; Tsukiyo, the Prince of the Moon; and Shizuru, the Empress of Heaven."

FINALLY!

I was wondering when the Tain Xian deities would be presented like the other dieties.


Milo v3 wrote:
JiCi wrote:
Grenade arrows are one thing, but the Armory finally added powerful regular arrows, which I assume can be used with a crossbolter.
The book specifically says using the new arrows do not increase the damage if used in a crossbolter.

Whoops, my bad ^^;


Grenade arrows are one thing, but the Armory finally added powerful regular arrows, which I assume can be used with a crossbolter.

Question stills stands on how damage is calculaed, but at that price, it's either one cluster of regular crossbolter bolts or a single grenade arrow.


Ravingdork wrote:
I could have sworn it was a swift action to switch between the base weapon and the attached grenade launcher.

I haven't seen anything...

I will say that you will have trouble to reload the launcher. For instance, as far as I can search, available missile launchers that can be attached can only have 1 missile, as others are too "bulky" to convert. Still... I cannot see what could possibly prevent a Paizo writer to come up with a fusion that gives you extra ammo space using an extradimensional pocket, similar to a mix between a cartridge and a portable hole :P


Ravingdork wrote:
Sure you can, but if you can't reach up and reload your attached weaponry without mechanical assistance, what makes you think you'll be able to switch between the primary weapon and a grenade launcher or maze-cored item?

Huh... I don't understand your statement... I'm reading the bracket's description, and nothing is said about taking an action to switch between your railed weapons and your launcher. Don't you essentially have 2 "firing modes" with a bracket attached? Yes, it takes a full-round action to attach it, but nothing is written about switching from the railed weapon to the launcher.


Ravingdork wrote:
JiCi wrote:
Ravingdork wrote:
Siph0n wrote:
I use a Plasma Rifle for mine. It doesn't come up every game, but when it does it is nice to have a line weapon ready to go. I'm really tempted to mount a Grenade Launcher onto the Plasma Rifle but I have yet to sit down and read Armory to see if I can actually do that.
You can, it just costs a little extra money and reduces the grenade launcher's capacity by half.

You mean to tell me that you can essentially DOUBLE the number of weapons with the Grenadier Bracket O_O ?

Ok fine, maybe having extra grenade or missile launchers might be repetitive, but having different ammo might save your hide more than you expect :P

Now that we have an official Starfinder PRD, I can link you directly to the grenade bracket rules. :D

So you pay for the grenade launcher and the bracket and the grenades. That's it.

I was aware of the rules. It just hit me that you CAN modify powered armor weapons exactly LIKE regular weapons XD


Ravingdork wrote:
Siph0n wrote:
I use a Plasma Rifle for mine. It doesn't come up every game, but when it does it is nice to have a line weapon ready to go. I'm really tempted to mount a Grenade Launcher onto the Plasma Rifle but I have yet to sit down and read Armory to see if I can actually do that.
You can, it just costs a little extra money and reduces the grenade launcher's capacity by half.

You mean to tell me that you can essentially DOUBLE the number of weapons with the Grenadier Bracket O_O ?

Ok fine, maybe having extra grenade or missile launchers might be repetitive, but having different ammo might save your hide more than you expect :P


Xenocrat wrote:
Hazrond wrote:
Friendly reminder that having more guns than hands does not preclude you from firing all of said guns! With a simple addition of the computer upgrade for the suit of power armor you can have your robuddy firing the spare gun for you!
Really inaccurately, though. I suppose a grenade launcher with smoke or the mire quality wouldn't care about the terrible attack bonus/DC.

Yeah, that's what I meant: if you're a soldier with 3 attacks in a full-round action, you have to select a combination of shots if you have 6 weapons to use.


Congrats Blake :)

Totally deserve it ^_^


Ok, you might be saying that "any [ranged] weapon you wish" can be installed on a powered armor. Here's the thing: your character might be using a regular uninstalled weapon, leaving any weapon in the armor's slots for something else.

I'm looking for that "something else". Are powered armor users looking for heavier weapons to carry? Different ammo types for versatility?

You are still limited to the number of attacks, regardless of how many weapons you can wield. For instance, a warmaster's hardness might have 5 weapon slots, but you still can make 2, 3 or 4 attacks, not one attack per weapon installed.

So yeah, generally speaking, what's the general consensus for powered armor weaponry? Let's say you want a battle hardness with 1 weapon slot, what would be the most common weapon installed on it?


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Guys, don't forget that the game is only 1-year old and that it basically starts from scratch. If you compare to Pathfinder, Paizo used the OGL content to publish both the rulebook (essentially combining the Player's Handbook and Dungeon Master's Guide) and the Bestiary.

Furthermore, they're using a brand-new set of rules for everything, they can't just bring a bunch of new rules and hope that everything fits like a glove.

Finally, they did give us rules to convert Pathfinder stuff into Starfinder. While you do have some busy work, you can still use races, classes, items and monsters from Pathfinder into Starfinder. We're talking about a LOT of books.

On a sidenote, they are trying/testing a new publishing process with smaller books, but at a tigher schedule, such as releasing smaller Alien Archives instead of beefier Bestiaries.

On another note, Starfinder's world is... much larger than Pathfinder, so they need more time and resources to flesh out new planets.


Ok, HUUUUUUUUUUUUUUUUUUUUUUGE longshot here, but...

How about a voice sample for each race, for each gender, avalaible on this web site as MP3 / WAV files?

I'm just asking for one or two sentences, just to get a good feeling of the voices. How do Raia, Keskodai, Obozaya or Altronus sound like? How do a SRO, urog or gray (when mind reading) sound like?

Dude, you could answer the long awaited question about how dwarves, elves and orcs sound like.

Trivial? Maybe, but... QOL stuff :)


Ferious Thune wrote:
Or the Dragoon Pistol that was mentioned. It does talk about reloading. It uses a cartridge of theee shots. There’s no action to “load” shots 2 and 3. From the cartridge description, “They allow the wielder of those firearms to fire up to three shots in quick succession without the need to reload.” There’s an action to load a new cartridge. It’s a full-round action. Expect table variation on what that becomes with rapid reload. I’ve seen pretty convincing arguments that it still becomes a move action for a pistol. But your GM might disagree and say it’s a standard.

I was written in the ammunition section... I stand corrected then ^^;

Quote:
Finally, the Shadowshooting enhancement would let you fire without ever reloading. There’s just a really good chance you’re only going to do minimum damage. Having watched a bolt ace use it to great effect through The Emerald Spire, I don’t think you lose too much going that route. It’s expensive, though.

Expensive? it's only a +1 enhancement, it's not that costly.


With regular pistols? Sure, but... you only get one shot per pistol before reloading.

With pepperboxes? Still one shot per weapon, because you need a free hand to turn the barrels. Then again, can an intelligent pepperbox turn the barrels itself? If so, that might be an option. Reloading is still required though.

With double-barrelled pistols? Same as pistols, but you get 2 shots per firearm before reloading.

With dragoon pistols? Well... the entry states that it has a 3-bullet capacity, but nothing is written about reloading ?_? There's no rule if you can fire all 3 shots before reloading or if you need an action to rotate the barrel, like the pepperbox.

With paddle-foot pistols? Same as the dragoon pistol, except that it holds 4 bullets.

Y'know, the only viable option would have been the endless ammunition enhancement, but they ruled out firearms, slings and any non-bow and non-crossbow projectile weapons. Honestly, I would have liked an extra charge for those weapons, like +2 for bows and crossbows and +3 for other weapons.


Sorry for necro-ing this thread, but I'd like to pitch in: your prison doesn't have to be big, if it's not using cells.

- You could have a system that petrifies convicts, shrink them down to size and store them in drawers. The warden could use them as chess pieces too ;)

- You could have several mirrors of life trapping, each containing 15 convicts. Yes, it's expensive, but... if over the years, a warden managed to get 100 mirrors, that's 1,500 prisoners. The only problem is if a mirror breaks, you have 15 freed prisoners. Then again, the mirror is 4 feet squares, be a 2 x 2 frame, which is easy to store.


Ravingdork wrote:
Why overcomplicate it? The arms issue is a bigger point of discussion if you ask me.

If they can readjust an armor, I think they can readjust to accomodate limbs.

You talk about a kasatha's extra arms, but a formian's extra legs or a bantrid's lack of limbs is just as problematic ^^;


The Vahana template, from Bestiary 5, is a template that enhances an animal by some divine intervention. However, due to its late publication, nothing has been done to incorporate it.

So... is there a cavalier, paladin, druid, ranger, hunter or another class archetype that grants that template to their companion? Has there been a spell that bestows it?


Ok, short story: I want to build a cleric, with the Healing domain, but not as your typical religious zealot, but more as a doctor, who mixes healing skills and spells. I know I could have done with an alchemist, but still, clerics are known to be healers.

I'm looking for an archetype focused on healing... and the only one I've found in the Merciful Healer from Ultimate Combat.

Are there more? Is there a cleric archetype focused on healing, btu from a more medical point of view?


Hmmm... just a human wearing a Flight Frame counts as Huge, a ysoki wearing a Battle Harness will count as Medium.

As for Large PCs, well... they cannot shrink down to fit a smaller powered armor ^^; They might need to pay extra to adjust it to the correct size (Large Battle Harness) OR to be of a relative new size. For instance, a dragonkin might want to wear a Flight Frame that is Gargantuan instead of Huge (2 size larger than Medium).


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They've updated a 20-years old system :P

No seriously, the D20 rules are almost 20-years old... and Paizo has been using these rules since Pathfinder Day 1.

I will say this:
- The rules are far more streamlined and "simplified", as every action is clearly summarized in a few words. They will save a lot of pages with that new format.

- They kept all the iconic characters.

- Everything has been nerfed... but to a reasonable level.

- The new rules are similar to Starfinder.

Basically, it's like a video game sequel, being an actual continuation of the first game's story, but with better gameplay as the developpers learned from their first game. Pathfinder 2.0 isn't a reboot like D&D 4e and 5E were.

Paizo doesn't "try something new to appeal to a new crowd"; they are "updating something old to make it better".


Core Rulebook, p. 52, Vesk, Natural Weapons wrote:
Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic.

I... think like for any race that has a natural weapon, it's simply a deadlier "version" of an unarmed strike... that still counts as an unarmed strike.

Also, the Improved Unarmed Strike... doesn't state natural weapons... because it doesn't talk about it, at all, not even as a special note whether or not a natural weapon is an unarmed strike.

I'm finally asking this because a LOT of natural weapons for playable aliens start at 1d3 points of damage, which would scale comfortably with the Improved Unarmed Strike progression.

So... can a vesk soldier take Improved Unarmed Strike to buff his or her natural weapons?


One of the more important officers should be a half-dragon ;)


Legacy of Dragons has a TON of dragon-related stuffs :P


Tender Tendrils wrote:
Raigeki wrote:
Yes I agree I hope that the next alien archive has more creatures and or new race from that planet!!! And embroi seems super cool too. And do you think we will have mech suits?
There already are mech suits - armoury has power armour options going all the way up to gargantuan

The vehicle section also has walkers, if you want a more Western approach to mechs ;)


Sauce987654321 wrote:

It would probably work like the cluster quality for grenades, in the Armory, as in it increases the radius and save DC.

If anything, like you mentioned, it could just be a rocket launcher that consumes more rockets for each attack. Its damage would still be in line for its level, like other weapons, of course.

At first glance though, missles are purchased individually and mini-rockets are often shot one at the time.

In short, you know the missle launcher that the armors have in Anthem? Yeah... still pretty far from getting it in Starfinder :P


gustavo iglesias wrote:
In short, the crew is lvl 20 because the ship is tier 20 and this the DC to use it are huge. While the DC of a tier 20 ship is huge, because the crew is lvl 20. Creating a circular reasoning, which does not really work in the game lore

Assistance can come by as extra officers, AIs and even magic items.

While the rules never state a clear requirement for ships, it's safe to assume that an officer has more than one resource to help him or her out.


I'm looking for a specific weapon: a missile/rocket launcher that shoots multiples shots at once.

Now... you might be saying that it would be a little too broken, but some weapons consume more than a single ammo round per shot, meaning that if a launcher has 40 missiles and it consumes 5 missiles per shot, well, that counts as a volley; the damage is the total due to the grouped explosion.

While launchers "usually" shoot one round, there is the typical huge launcher that sends out 4 to 10 missiles that it causes more damage.


blahpers wrote:
Nah, it wouldn't break anything.

Ok, with a strict reading, yes, the claw blades are catfolk-exclusive. HOWEVER, I don't think that it's impossible for other creatures to use.

Like I said, catfolks can have claws, like a cat :P so it makes sense to have something about them. Changelings have claws, but... it wasn't never a focal point; you'd probably pick a changeling for the "witchy" aspect of the race. Dude, even hags themselves aren't melee combatants at their core.

I'm also asking this because the claw blades weren't re-used or reprinted elsewhere. They could have been in the Monster Codex, as a few monsters have claws. They could have been in Ultimate Equipment as well.

The claw blades are... essentially an exotic weapon similar to gauntlets. The problem is that claw blades were never expanded to other races.

It's like saying that the grenadier alchemist archetype is a hobgoblin-exclusive archetype, because it was presented with hobgoblins, or that the gutch gunner gunslinger archetype is ratfolk-exclusive. Yeah, it makes sense that they are exclusive, but at the same time, it doesn't make sense that they are.

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