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The Dragon Reborn wrote:
JiCi wrote:
So... an aggregate robot with an AI and a holoskin?

Kinda, but the ai could enter/be the ship then enter the armor, some tech or drive a hard light construct. Glitching would suck.

Sentient AI is a staple of SFI and a current business plan bullet. If the game allows playing tiny sentient stars, an AI seems more relevant and scifi than more random animal people.
-D

Well, as an AI, you should be able to jump from tech to tech. However, in order to... save space and avoid having 20 sheets, I think it would be nice if each AI receives a free generic robotic mannequin-esque shell with a holoskin that is customizable in your AI code, exactly like a living hologram :)


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The thing is the "no more evil character" also affected "no more evil act"...

Necromancy is usually evil, but for some reason, Paizo didn't twist it to make it "non-evil".

What happened to "an Orision mage summoning mummified ancestral guards", "a Mwangi sorcerer called juju zombies" and whatnot?


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Maybe it's just me, but ever since they removed alignments, everything became shades of grey...

"This ancestry wasn't always evil, and that creature wasn't always good."

All... the... time...

This reminds me of Eberron, where "anyone could be of any alignment", except at least it gives us expanded options, where this time, Pathfidner feels more restictive, as in "no, you cannot play an evil goblin".


So... an aggregate robot with an AI and a holoskin?


Zoken44 wrote:
I've said before I'd love a dedicated rule book called something like "Last Omens" giving those rules for porting the PF2e classes in, and maybe future specific subclasses.

They kinda do, but... most of the "rules" are "you could treat" stuff, like "you could treat an alchemist's bombs as a grenade".

Ok? I could... or I should?


Dedictated Divine, Primal and Occult classes...

Biohacker...

Vanguard, maybe now as a Constitution-based class...

Evolutionist, maybe as a new field for the Biohacker...

Conversion guide for all PF classes and ancestries, at least the most important things...


You're likely better off using the Awakened Animal ancestry and use the Entu feats on top of it.


I prefer my kaijin ^^;


The Colossiborn would be nice to see returning...


On a sidenote, I'm surprised that the Verthanis weren't introduced, especially when they're Verces's main inhabitants...

Is Tech Core supposed to bring them back? I read that Verthanis are extremely well-versed into technology.


Well, the Inventor needs 1 innovation/3 levels, a way to reduce both Overdrive and Unstable DCs... and Offensive Boost to affect stuff like Megavolt as a bonus.


"The galaxy is a stage, and WE are the actors!"

It's a literal content creator that decides to go on an adventure for views, likes and exposure XD

We laugh, but... how many times have we seen sci-fi stories where a musician/artist was an important character?
- Miime in Captain Harlock
- The various idols in Macross
- Lacus Clyne in Mobile Suit Gundam SEED


griefninja wrote:
-some kind of han solo class. Non magically supporting allies and sneaking under the radar.

Operative with scroundrel-like archetype and/or background?

griefninja wrote:
-some kind of vtuber/idol class that buffs allies and debuffs enemies with tech instead of spells.

Envoy or Mystic with a new style or connection tied with the Infosphere?

griefninja wrote:
-I feel like a mecha pilot class could be interesting. Building your own unique mech suit like something out of Armored Core

That should definitely be an archetype and not a class. I could see anyone piloting a mech even if they're not from a martial background.

The only thing I can think of is a Charisma-based spellcaster focused on pre-Gap stuff...


With the number of Large ancestries, I'd be down for the following...
- Cyclops
- Ogres
- Trolls
- True Giants
- Titans
- Onis / Yais

alongside a versatile heritage that makes you one size larger.


Mechanic - Intelligence
Technomancer - Intelligence

Ok, cool, but... we're gonna need more classes that use other attributes...

Biohacker - Intelligence or Wisdom
Vanguard - Constitution
Evolutionist - Strength or Dexterity (if it doesn't become an archetype like the Nanocyte)

What else? I'm legit surprised that we don't have another possible class with only Wisdom or Charisma.

Aside from that, I fail to see what other classes they can come up with...


Could we get an elemental fragment as an ancestry, with all 6 planes havign their respective heritages, including Earth for Rocky, and a "Late Awakened Heritage" feat at Level 5?


The Fonqugons are the new ooze ancestry in SF2.

Funny enough, we have Aakriti (The Evershifting), an ooze deity somewhat related to life and creation, as well as insects.


Perpdepog wrote:
Canes aren't swords, or deal slashing damage. They aren't eligible to be vorpal weapons. Your argument is therefore invalid; CHECK AND MATE, OLD MAN!

I'm still surprised that the Sword Cane doesn't have the Versatile S trait though ^^;


At least consarus are tied to Aeons, an outsider monster family.


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Modern Pugs are actually the results of "misbreeding", hence why they have compressed muzzles... and possible respiratory problems :O

Antique Pugs used to have longer muzzles and looked like dogs :P


Kavlor wrote:
Again, I don't think we shouldn't strive to create cool and awesome things. It's just that I think a professional company like Paizo shouldn't create content impulsively, but rather with a mindset of "how will this expansion improve the player experience?"

I agree.

Those new alien races are part of the player experience, since they are exploring those planets. That's what I said :)

keftiu wrote:
JiCi wrote:

That makes sense...

Still cannot believe that a pug was made into an ancestry though...

I genuinely quite like the Shoony. "A people made in the image of a god's beloved dog" is a genuinely cute origin story, and they're one of the only bits of regional lore on the Isle of Kortos that I like. Compared to how underbaked and lacking in context as some Ancestries can be, I think the pugs are doing better than most!

It's... a... pug :O !

If it was a Corgi, Terrier or a Shiba Inu, it would have flown much better :P


Yes, totally... especially some with the Attack trait...

Seriously, the Magus got screwed big time with the convertion...

Like, take an energy or elemental trait, double-check if there's a cantrip with an attack roll and if not, add it.


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That makes sense...

Still cannot believe that a pug was made into an ancestry though...

Kavlor wrote:
That said, I certainly don't think original races are a bad thing. I fully support the vast diversity of species in Starfinder. In this case, the local, alien, strange, and extremely diverse Galaxy is precisely what perfectly meets the requirement that Starfinder strives to fulfill. Especially since, unlike the single planet in the case of Golarion, which isn't really all that large, the Galaxy is vast enough that races exist in the background, and we barely consider interactions with them.

IIRC, many alien races were introduced in S1E with the APs and standalone adventures. Those planets still exist, so as a convertion, most of them are simply updated for S2E.


And then you have rhino-like beetles and pugfolks...


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Going purely with Greek mythology, harpies are violent vulture-esque winged females, while sirens are beautiful half-bird women who lured sailors to their doom.


Kavlor wrote:
JiCi wrote:
Kavlor wrote:
Medusas - in many ways similar to harpies, but I've just seen fewer interesting examples of their character development and am therefore less eager to see them in the game.
You mean the Stheno? It's ready for playable status, so ;)
Yes, I'm talking about them. But I haven't heard of any plans to make them playable.

More like they have all the framework to make them playable.

Kavlor wrote:
By the way, as another possibility, I'd love to be able to play as the Large Amurruns. Something akin to the race of tigers, lions, and other large cats.

That would be... a separate ancestry, similar to how Hobgoblins are separate from Goblins.

ornathopter wrote:
I think you're being too pessimistic about harpies - in Monster Core, where the wind spirit change happened, there's still this sidebar

Huge shot in the dark, but could they merge the harpy and the siren, making one single ancestry based on "two female-based avian creatures" ? Sirens aren't cruel IIRC.

SilvercatMoonpaw wrote:
I mean, I support as many anthropomorphic options as possible.

Look no further than Starfinder :P

They got starfishes, squids, corals, crabs, otters, cats, wolves, birds, camels, moles, monkeys, ants, lizards, slugs and beetles.

That,s ON TOP of what Pathfinder already have XD


Kavlor wrote:
Medusas - in many ways similar to harpies, but I've just seen fewer interesting examples of their character development and am therefore less eager to see them in the game.

You mean the Stheno? It's ready for playable status, so ;)

SilvercatMoonpaw wrote:
Is this thread only about asking for 1e remakes, or can we just say any old thing?

Both :P

Basically, many of us just want Paizo to bring back old material ASAP so they can move on to new stuff.

Rougarous, Wyrwoods, Gathlains, Yaddithians, Syrinxes, Shabtis, Orang-Pendaks, Munavris, Kurus, Calignis, Boggards, Astomois, Wyvarans, Bugbears, Ogres and Trolls are still missing...

Half-Giant, as a versatile heritage with the various species as lineages, would be nice.

Multiple new heritages for existing ancestries could be welcomed:
- Flind for Kholos, Large
- Monkey Goblin for Goblins, climb speed and brachiation
- Grindylow for Goblins, aquatic goblinoid squidfolk
- Cecaelia for Merfolks, tentacles instead of fish tail

Finally, Celedons, human-sized animated statues created by deities, would be a great addition as a new ancestry. Just like some ancestries are tied to Occult or Primal (to the point of replacing spells), those could be tied to Divine.

That's just for "returning races" though :p


The other problem I see is how they don't explain your new stats...

If I merge with an Anacite Protector, do I have access to everything it has, PLUS my own abilities? What about a Robotic Elite War Machine?


moosher12 wrote:
Glad I'm not the only one who wants fetchlings to be a heritage, but I think they were already confirmed to be an ancestry in an upcoming Lost Omens book. Though, Starfinder side, they made an alien android heritage alongside the android class, to bring android principals to other races, so I suppose thanks to Starfinder setting the precedent, there is room for a separate fetchling heritage.

See it like this: we have elves and orcs, alongside half-elves and half-orcs (too lazy to look up their official names).

Paizo could add half-fetchling, half-fleshwarp and so on, later down the line.


ornathopter wrote:
I hope the nymphs have (the option to get) the melee and ranged unarmed attacks their NPC versions have.

Like Sprite's Spark?


I'll add this:

In Pathfinder, there's no such thing as "lineage feat" for the Awakened Animal ancestry anyway.

All you have is this:

Quote:
There are many mysterious ways for animals to awaken, but the most well-known path is through the ritual awaken animal.

Still, so far, in Pathfinder only, IIRC, only the Awakened Animal, Yaoguai and Dragonet have a Level 5 feat that allow them to pick a regular heritage if they picked a versatile one before. You don't have this with any other ancestry.


TheTownsend wrote:
For your own example, why couldn't an awakened animal "engineered by science" later die and become a corpsefolk? And why then, should retaining the benefits of their scientific awakening be mutually exclusive with lineages that just represent the physical condition of their carcass?

Oh... yeah...

You're right...


I kinda liked their creature type-specific booklets, so I'd like to see more.

The Remastered edition is a clean slate, so... they could go all out with it.


So... we should just settle for regular feats feel like lineage feats then?


Squark wrote:
JiCi wrote:
HolyFlamingo! wrote:
Blending awakened animal and entu colony is pretty easy, and the game gives you and your GM permission to do so via custom mixed ancestries. Won't fly for Society, sadly, but it's a good option for everyone else.

This one is... a special case... because how your animal was awakened can be greatly expanded.

Were you awakened by magic? Uplifted by technology? Engineered by science? Bonded with an entu colony or another lifeform?

All of these can be lineage feats for the Starfinder version of the Awakened Animal ancestry, each leading to more feats upgrading that source over time.

Umm... Ancestries don't have lineage feats. Versatile Heritages do. Lineage feats are Heritages for your heritage, so to speak.

You're correct. Ancestries don't have lineage feats, but... what prevents Paizo from adding them as well?

A character can have a Versatile Heritage instead of an ancestral one, but versatile heritages come with lineage feats.

So why can't regular ancestries have lineage feats again? I could see those that sub-heritages for one thing.

Quote:
Though a character can have only one heritage and one lineage feat, the possible permutations of a character’s background and family tree are virtually unlimited.

Right now, no core ancestry has lineage feats. Those only exist for versatile heritages. There's a... gap here.


HolyFlamingo! wrote:
Blending awakened animal and entu colony is pretty easy, and the game gives you and your GM permission to do so via custom mixed ancestries. Won't fly for Society, sadly, but it's a good option for everyone else.

This one is... a special case... because how your animal was awakened can be greatly expanded.

Were you awakened by magic? Uplifted by technology? Engineered by science? Bonded with an entu colony or another lifeform?

All of these can be lineage feats for the Starfinder version of the Awakened Animal ancestry, each leading to more feats upgrading that source over time.


Justnobodyfqwl wrote:
I feel as if the Entu choices are very broadly archetypical. When it says "Squox", it's a stand-in for all sorts of tiny skittering animals. Same with the "large + swim speed" one, etc.

Then again, what prevents Paizo from porting over the Awakened Animal ancestry into Starfinder and giving them a lineage feat that make them entu colony hosts?


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Milo v3 wrote:
Moon_Goddess wrote:


Sadly they didn't come out anything like what I was hoping for, the art and some of the feats is totally The Last of Us inspired. We've got 4 animal heratiges, an amphibian, a squox that has precise scent, nelentu that has a climb speed, and a tortoise that's large hand has more hp.

Then we have hostless heratige, which lets you ride in an ally once per day,

I am surprised to hear they decided to go severely specific for the heritages. Reducing the playable concepts for the ancestry from hundreds of potential hosts to just a handful.

Yeah... this should have been like the Awakened Animal ancestry... on many aspects...

- You choose your size from Tiny to Large, if you have a host.
- These hosts can move fast, climb, swim, fly or burrow.
- You select a natural weapon, since... Starfinder fauna is infinitely more varied :p


Moon_Goddess wrote:
Then we have hostless heratige, which lets you ride in an ally once per day.

Then again, a hostless colony was possible and fully playable in S1E.

You're technically either the fungus or the fungified host :P


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ElementalofCuteness wrote:

Seriously just an Ancestry Guide 2.0 Would be killer and something Paizo should make. Updating all Ancestries would be amazing. Since right now you gotta expect any Ancestry Lore gives Additional Lore -Ancestry- Since some do and that can not be right that only some do.

The weapon feats need standardization too.

I'd also take some alternate or extra rules to bring back some of P1E's stuff, like "your character gains access to 3 Level 1 feats at Level 0", to replicate skill bonuses and starting weapon proficiencies.

I mean this in the same manner as the Free Archetype rule.


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Ancestry Guide 2.0, with standardized feats, updated lists for all 50 ancestries for those standardized feats and then more new feats


Dubious Scholar wrote:

Oh, the usual comparison of gun/crossbow where crossbows are more reliable and guns more swingy is neat, it's just both heavily suffer from the reload tax.

Crossbows are actually kind of nice for remastered gunslinger. Crossbow Crack Shot on an Arbalest does a lot of work (+2/die to off guard targets/+1/die normally). 2d10+4 base damage at level 4 is basically on par with a 2h fighter, with the downside of reload... and the upside of just hitting anything anywhere without moving.

Except a Repeating Heavy Crossbow...

Seriously, how do you work with a Repeating weapon with a Reload of 1 action?

The point of Repeating is to NOT have Reload times. This should have been an Advanced weapon with Reload 0. Right now, you need to reload after every shot and after 5 shots, you need to spend 3 actions (or 2 with a bandolier) to change the magazine... and then ANOTHER action to Reload.

Aside from that, just have a Level 8 feat that allows a Gunslinger to switch barrels of a Capacity weapon as a free action (like in P1E) and a Level 14 feat that allows the slinger to reload one weapon as a free action once per round, or to treat 1 action to Reload as free.

Your Gunslinger should be able to shoot bullets as fast as a Ranger or Fighter can with a bow and arrows by Level 20.


gesalt wrote:
A free reload each turn wouldn't change this, but it'd improve their quality of life a little bit. It'd basically replace the otherwise mandatory risky reload by guaranteeing you a second attack each round without risky reload's fail effect.

It would also make dual wielding more appealing...

1st Action to Strike with Pistol #1
2nd Action to Strike with Pistol #2
Free action to Reload Pistol #1
3rd action to Reload Pistol #2
(provided you have dual-weapon reload)

Teridax wrote:
Personally, I'm okay with the Gunslinger needing to spend two actions to make one Strike; my issue with the class and firearms in general is mainly that the Strike is generally not worth it. Even when including the fatal trait on many firearms and the bonus damage from slinger's precision, the damage isn't consistent enough to be that good. What further annoys me is that firearm Strikes still count as one attack for your MAP, meaning that if you're Striking with a firearm, turns can very easily become a repetitive loop of shooting and reloading: personally, I'd have preferred it if shooting with a reload 1 weapon counted as two Strikes for your MAP, and the massive nerf this'd represent were used to buff firearm damage accordingly. Even if this didn't buff the Gunslinger's net damage, it would give them a spare action every round to do something else alongside shoot and use their reload, which to me would make the class flow much more smoothly and let them reposition more easily as needed too.

Why a nerf???

The Gunslinger needs buffs... direly...

Right now, I kid you not, it's actually better you dual-wield TWO Repeating Hand Crossbows (the Gunslinger is proficient with those BTW), each with a bayonet attached, and have a Repeater Bandolier to speed things up.

Yeah, gonna love that there's no one-handed Advanced firearm with the Repeating trait, when by Paizo's logic, adding that trait to a Hand Cannon, Flintlock Pistol or Flintlock Musket would be the same as the Hand and Light Crossbows.


The Raven Black wrote:
TBH it feels like you just want all Gunslingers to always get a free action each round to reload. Which would just make them OP.

Rapid Reload was a thing in P1E, and Gunslingers should be the class that allow you shoot firearms as fast as an archer uses a bow. That's the whole point.

If it's not for firearms, it's also for crossbows, when the Repeating Light Crossbow is the best weapon for a gunslinger right now.


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While the Magus can always use more feats to reduce actions, the Gunslinger really needs solutions to speed things up...

1) Most Slinger's Reload actions are situational:
- Drifter, Triggerbrand and Vanguard require to be in melee within a reachable target.
- Pistolero and Spellshot require checks that cannot be repeated.
- Sniper is the only one that makes sense, because hiding after shooting was always a separate action, even back in P1E.

2) Capacity weapons are few and far between, let alone underused.
All but 1 weapon is usable in 1 hand, so... where's the feat which allows you to quickly switch barrels after a shot as a free action if your off hand is free? In modern days, people hold their pistols in 2 hands anyway.

3) Reloading makes you an easy target, because you're standing idle.
It stops you from attacking afterall, so you are likely to take cover before reloading.

4) Repeating weapons are fewer than Capacity weapons, and there's nothing to make them easier to manage.
There's no feat that reduced the Reload action from 3 to 2, and I still don't understand why they made the Repeating Heavy Crossbow if it still requires a 1-action Reload between shots.

If the Repeating trait was slapped on an Arbalest, it would have gone from 1 Reload action to 0, and would have been the better weapon.

BTW, before saying that the Inventor must be the only class who's allowed to add traits to a weapon, please show me the innovations that can add Double Barrel, Capacity and/or Repeating to a crossobw or firearm. I'll wait...


Perpdepog wrote:
JiCi wrote:
The Nanocyte... feels like it would work better as an archetype, like the Mind Smith...
It's going to be an archetype in Tech Core, as it happens.

I wrote this without knowing about Tech Core, whoops ^^;


I could use a new book about enhancements and outerworldy forces... so we got get back the Biohacker and Vanguard.

The Biohacker could get Evolutionist materials, while the Vanguard retains entropy manipulation, alongside both Barbarian and Guardian abilities. The Vanguard could also be the first SF class with Legendary Proficiency with "all simple and martial weapons, plus unarmed". The Operative only has Legendary... for guns, or "all one-handed melee weapons and unarmed attacks with the agile or finesse traits" if you're a Striker.

The Nanocyte... feels like it would work better as an archetype, like the Mind Smith, and the Precog, well, has been folded into the Witchwarper.


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Awakened Animals, with extra lineage feats to further explain if you were magically awakened, technologically uplifted or biologically enhanced


Maybe it's a new species of Nymphs that doesn't have the location dependent weakness? That species still has access to regular nymph heritages, but these are not as dominant as their parents'.

If anything, new magical aura or "simple biological evolution" eventually made nymphs free of their areas and allow them to travel the world, albeit they have weaker ties to nature. One HUGE feature is that nymphs... will likely come in more than just female, like changelings got. That alone is a big change.

We got the Planes of Metal and Wood returning, so it's possible that the First World got "something new"... or that its ties faded...


QuidEst wrote:
JiCi wrote:
Point is that we should get all Nymph variations as heritages, including wind.
What semi-permanent natural feature would you tie a nymph to for "wind"? Wind doesn't really fit in with trees, caves, or bodies of water because it's more of an event than a fixture. I think "natural wind tunnel" is too specific to get a heritage.

A cloud?

A thunderhead?
A permanent eye of the storm?

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