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How about missiles launchers that allow you to shoot a volley at targets?

You know the classic weapon that shoots a volley of homing missiles in one trigger press? Yeah, that kind of weapon.

Have a weapon that deals, say 1d10 per missile and based on its level, there's a cap, like say 6d10 at 10th level. You have the choice to strike a single target at 6d10, two targets at 3d10 each, 6 targets at 1d10 each, or any combination. Call this ability "Lock-on", at best.


Val'bryn2 wrote:
Just reflavor the Burn mechanic. Instead of damage from pushing yourself too much, it becomes damage inflicted by your patron for access to more powers, casting from life.

The main issue is that the Burn damage cannot be healed by any means other than resting, and it's non-lethal damage. Even during playtests, the devs hammered in that the Burn mecanic would not change.

Still, Burning is only in effect if you want to boost your blasts, and there are ways to reduce the Burn cost.

The other problem that "fans" have with the Kineticist is that it pales compared to spellcasters... Yeah, because "limited ammo" is surely better -_-;

The Kineticist is the closest thing we'll get to the Warlock.


Mark the Wise and Powerful wrote:

I've heard this comment so many times, and everytime I point out that only the Core Rulebook is required -- all the others are optional.

However, a number of people have said that PF1 is too hard to GM.

Probably, because players bring in all those books?

I, personally, don't have an issue with it. I use PDF files and load all the books I need into a PDF reader.

I found that having references to so many books actually helped -- because that let me navigate to the exact page(s) I needed in those books without even having to worry about setting bookmarks and doing further navigation within those books.

Hero Lab greatly reduces player needs to reference the Core Rulebook, especially by printing spell descriptions.

I'm heart broken that it is so hard to find players today. I think PF1 is the best RPG ever created.

Is PF2 being developed to address this problem? Less books, more adventure?

I DMed D&D 3.5 games before jumping to PF1, so... it didn't feel hard to me.

I will say that it can be a bit intimidating, but unlike D&D, many of the core rulebooks for PF1 are available online, swapping your 1,001 books for a web browser on your smartphone.

As for PF2, if I had to guess why they're doing it, it's because the D20 system (the rule system Paizo has been using) is almost 20 years old and it's a little... dated. There is a LOT of rules that their 2nd edition will streamline and simplify in order to keep the rules easy to understand and apply. It's like vulgarizing a long scientific theory in a single sentence: it may be short, but at least it keeps its meaning.

Without starting any "edition war" or such, PF2 feels like a proper upgrade than what I've seen for D&D. They are simplifying the rules, but they're not changing them. They are nerfing a lot of stuff, but it's still work the same. You have 3 iterative attacks now instead of 2, 3 or 4 depending on one too many factors, but at least you still have iterative attacks. They're not rebooting Pathfinder, they are upgrading it to a more modern ruleset. In fact, they keep their storyline that the APs have esteblished, as well as their iconic characters.


Belafon wrote:

Depending on the situation some classes will outdamage it. But the kineticist can do a lot of damage, and they never run out of blast.

And there's a lot more than just "max damage" to consider. We haven't even touched on survivability or utility of the kineticist, which play strongly into overall balance.

I've tried to use those same arguments in a previous topic... I still couldn't convince that kineticists were better blasters than spellcasters...


What would have been nice is if they would have given gauntlets that allow kineticists to 1) enhance them as melee and ranged weapons and 2) apply those enhancements to blasts.

I feel like this class keeps getting the short end of the stick, especially when compared to spellcasters. It's technically supposed to be the equivalent of D&D's Warlock. Let's face it: Eldritch Blast = Kinetic Blast.

They can't use Metamagic Rods or even Metamagic Feats, they can channel their blast through weapons, the Conductive enhancement might not work for kinetic blasts since the kineticist doesn't "expend" uses; no extra rule was added, and the heavily reliance on touch attacks make weapons rather useless.


Awahoon wrote:

"Until P2 is released, that can still happen, right? "

This part confused me, and I could NOT find a topic about the first bestiary of Pathfinder 2... So I thought all could have been cancelled and they just continued with Adventure Paths as this part inclined: "At best, we could use this to suggest monsters in later APs."

Happy to hear it is still a thing.

Ok, being the one who said that, allow me to clarify...

I suggested to "convert" this topic about a Standard Bestiary wishlist into an AP Bestiary wishlist, as P1 might continue until the release of P2 and probably a few times after to insure a smooth transition.

Then again, after thinking about it, I don't see what would prevent Paizo from releasing a 7th Bestiary composed of reprints from APs either. I mean, yes, there are reasons why, but I don't see why not, at the same time.


Shinigami02 wrote:
JiCi wrote:

The closest thing to mechs we have are the Powered Armors... and come to think of it, it's pretty similar.

You will need a LOT of tweaking though:
- Not many classes are proficient with powered armors from the start.
- The armors don't grant you attack bonuses; enhancements and such will be required.
- It's technically possible to run a campaign with 2 encounter levels (without and with mechs), but it requires some work.

Technically, unless you're maximizing Strength (and sometimes even then) they do give attack bonuses... for melee. And damage. For instance, the Warmaster's Frame (the only current Gargantuan Powered Armor I know of, and there's no way you're going to convince me that thing is not at least a Gundam, and might even argue it's pushing Mobile Armor territory) gives you 31 Strength for a +10 mod, which I'm pretty sure is greater than you can actually get in the system. And even the Flight Frame (the CRB's Gundam, I've literally been picturing it as a non-transforming Wing Gundam since the beginning) has a respectable 22 Strength, not horrible for level 11.

About the only issue I have with using Powered Armor as a stand in for mecha is those gawd-awful power consumption rates. Even the best has charge consumption of 1 per hour (mostly 20 or 40 hours, though there is one (the Explorer's Cradle) that gets 100 hours) though at least hooking a Generator up in those will keep it running indefinitely as long as you keep moving (1 charge per 10 minutes, loses 1 charge per hour). The real nightmare is the stuff (including most of the CRB options, thankfully more rare in Armory) that has durations measured in minutes (sadly including Wing, thought fortunately not the Warmaster).

You are correct: the armor's Strength stat does grant a better attack and damage bonus. The problem is that... it might not be enough to be on par with similar sized creatures ^^; You would still need computer programs and/or multiple co-pilots to "aid you" in attacking. Thanks for bringing up the energy resource problem too, not that you could steal an ever-recharging battery :P

On a sidenote, a Gundam is 30 feet high on average, which is within the range of Gargantuan creatures :)


Awahoon wrote:
Is Patfhinder 2 not going to happen? What?

It's coming... at the end of 2019, if not early 2020... I think. In the meantime, P1 isn't going to be halted.


How about turning this topic into monster booklets wishlist ;) ? Until P2 is released, that can still happen, right? At best, we could use this to suggest monsters in later APs.

Right now, I'd like to see:
- More onis, based on races such as Wayangs, Ratfolks, Catfolks, Vanaras, Vishkanyas, Samsarans and Gripplis.
- More troops, such as elven archers, dwarven phalanxes, halfling skirmishers and of course... a zombie horde >:)
- More agathions, based on elephants, camels, rams and wolves.


We're getting 3 new classes... which means 3 new iconic characters... which might lead to 3 new races?

Ok, little disclaimer: the Alien Archives offer TONS of new races, in addition of what the APs offer. I wouldn't mind having 3 races being added as core races though ;)

I can see a Drow Biohacker, a Shobhad Vanguard and a Ryphorian Witchwarper :)


The closest thing to mechs we have are the Powered Armors... and come to think of it, it's pretty similar.

You will need a LOT of tweaking though:
- Not many classes are proficient with powered armors from the start.
- The armors don't grant you attack bonuses; enhancements and such will be required.
- It's technically possible to run a campaign with 2 encounter levels (without and with mechs), but it requires some work.

Let's say your low-level party finds a Flight Frame (at 5th level), you will need computers and enhancements to grant you attack bonuses and you could run both 5th and 11th.


Rajnish Umbra, Shadow Caller wrote:
Lockewood wrote:
Requires you be a Teifling or have undergone the demon ritual to become a half fiend

Demonic/Improved Posession requires "Demon or half-demon".

As far as I know, tieflings don't count as either. Maybe there is a way to make them count as such, but not by default.

True, but it's good for a Quasit or a Shadow Demon ;)


Lockewood wrote:
JiCi wrote:
avr wrote:
Those are still good and fun spells. Don't underestimate them.

A few major problems:

- I cannot make a threatning body jumper-esque creature, such as a fiend or a ghost, that can literally usurp a creature's arsenal against the PCs. That "weak and innocent" imp wouldn't be treated lightly if it could possess creatures and use every ability in wild abandon.
...abbreviated...

It would be more fun if it allows the full range of options that the possessed creature can use. I cannot possess a hill giant to catch rock, so good luck selling me the idea that you only need to use it for the extra muscles...

Good Afternoon!

You actually can make such an antagonist...I have used that very method to make an extremely overpowered Ghost Medium. (A hilarious build where a spirit possesses the body of someone else, then calls a spirit of an ancient hero to possess itself just to add to the confusion)

Requires you be a Teifling or have undergone the demon ritual to become a half fiend...But look into the feat Demonic Possession -> Improved Possession.

http://aonprd.com/FeatDisplay.aspx?ItemName=Demonic%20Possession

http://aonprd.com/FeatDisplay.aspx?ItemName=Improved%20Possession

I have always had a temptation to mention this on the Fighter Vs. Wizard threads to see how they react to the fact that even a commoner can beat them...

(Note, you can actually pull this off with any commoner. Have him take Spirit Ridden for the Knowledge checks then undergo the Ritual described in the Book of the Damned...That's how I made a commoner who could beat Wizards anyway.)

Woah, ok, there is hope then :)


deuxhero wrote:
Adjoint wrote:
A player in my group was excited about the Cleanse spell, until I pointed out it is for personal use only.
Cleric 5 self healing spell that isn't on the Paladin list as a 4th level spell? Why?

The spell cures more than just HP damage. That would be a useful spell to cast on others.


avr wrote:
Those are still good and fun spells. Don't underestimate them.

A few major problems:

- I cannot make a threatning body jumper-esque creature, such as a fiend or a ghost, that can literally usurp a creature's arsenal against the PCs. That "weak and innocent" imp wouldn't be treated lightly if it could possess creatures and use every ability in wild abandon. In Starfinder, I'm pretty sure that you can hack a robot (manually or magically), control it and use every single weapon and ability it possesses.

- Several items that rely on Magic Jar or Possession are just... worthless. The Diadem of Control, which allows you to remotely control constructs, uses Possession as its base spell effect, which bars you from using an Iron Golem's toxic breath weapon.

At its core, it feels like these spells were made so any major antagonist can pass as your uninteresting commoner, so nobody would suspect it. It would be more fun if it allows the full range of options that the possessed creature can use. I cannot possess a hill giant to catch rock, so good luck selling me the idea that you only need to use it for the extra muscles...


I'm pretty sure that you see a spell's name, thinks it's very useful/powerful, but gets completely disappointed when you read the description...

For me, these are Magic Jar and Possession. These allow you to take control of any creature, but there's a huge problem: "You can’t activate the body’s extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities."

So I can possess a dragon, but cannot use its breath weapon...
So I can possess a gray render, but cannot use its rend ability...
So I can possess a pixie, but cannot use its spell-like abilities...

Yeah... kinda of a bummer... and no, Greater Possession doesn't allow it either...


The lack of extra attacks doesn't do this class any favor...


The lack of extra attacks doesn't do this class any favor...


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I really LOVE the Brawling Blademaster. Also, please excuse the obscure reference, but... this archetype makes me thinks of Yuri Lowell from Tales of Vesperia:
- Yuri was a knight before being an errand; we all know that cavaliers and samurais fit that trope ;)
- He rarely wears armor; the archetype favors light armor or none. I know that in the game, armors are equipable items, but his original outfit doesn't have armor pieces, as opposed to other characters.
- He fights with both swords/axes and his fists/kicks; guess what the archetype does emphasize on.
- He's ambidextrious; the archetype allows you to switch off-hand weapons.
- He has several one-on-one duels; the archetype keeps the challenge ability. In other Tales games, the main characters have less duels, although Asbel Lhant from Graces F is the closest to match Yuri in terms of duel numbers.

So... yeah :)

For my part, the only thing I might want to do is to trade the katana for a better weapon, such as the split-blade sword :P

Oh yeah, fun fact, the Brawling Blademaster can be combined with the Ward Speaker, no joke :D


I think that they're ruled like gauntlets, minus the protection from harmful contact effects.

You punch a Fire Elemental with handwraps, you're gonna get burned, unlike punching it with a gauntlet.


Got a few more...
- Unarmed strike; It's not as powerful for monks and brawlers and there are STILL no way to scale the damage up for other classes. I know that oracles have a mystery about it, but not for fighters, barbarians and other martial classes. Just give me a feat similar to Superior Unarmed Strike.

- Monks; there are several problems with the class:
* Not proficient with every single weapon from the Monk weapon group.
* The speed enhancement is useless, because there is nothing to do with it.
* Unarmed strikes are often swapped for manufactured weapons.
* Too many stats to manage.

- Any low-level ability with daily uses; I'm referring to granted powers and school powers. They're pretty weak, as they are 1st-level abilities, but they have daily uses. Please note that the Kineticist has a much more powerful Blast that can be used at will.


HammerJack wrote:

Armor crystals that gave significant plusses to the AC bonus of the solar armor might seem like an obvious addition, but they would probably be much too strong, especially if they were nywhere near 1/2 level, both pushing the ranged solarian's potential AC significantly out of the bounds of the math the game is balanced around, and also making a solarian dip too strong for any high DEX character with light armor. Increasing a resistance, or giving enhanced benefit to specific revelation while solar armor is active would, I think, be a more usable design space without breaking game balance.

There are a few armor specific revelations, in Constructive Interference, Stellar Equilibrium and Solar Fortification.

Of course balancing would have to be done :)

I'm just saying that Solar Armor need sto catch up to teh Weapon in terms of getting buffed ;)


What now?

Well:
- APs are going
- Armory 2 can happen
- Alien Archive 3 can happen
- [Pact Worlds] 2 can happen

As for new products, I'd liek to get:
- Core Races Expansions
- Legacy Races Expansions
- Legacy Classes Expansions (geez, just lay down the mecanics already...)


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Pseudodult wrote:
JiCi wrote:
- Solarian armor crystals; ok, listen, the Solar Armor downright suuuuuuuuuuuuuuuucks, when compared to the Solar Weapon. Many of the Solarian's abilities are more beneficial to the weapon than they are for the armor, so can we please have SOMETHING that buffs the armor to the same level as the weapon?

Yes having tailor-made light armor that has specified armor slots that are intended for solarian crystals would be the greatest thing to happen to armor route solarians.

They could even implement the dent system to the crystal where you would use mysticism to mend it after a beating.

Pseudodult wrote:
HammerJack wrote:
I don't even think special armor would be needed, just a single crystal going into the mote would do the trick, probably. Also, that would keep it consistent with how weapon crystals work.

Yes I guess that would make it less restrictive on the solarian to have to always use that one specific type of armor. I'm curious what benefit would you want to see the crystal grant?

A simple flat AC/DR buff seems boring to me since the class feature already does that.

How about if the crystal does a damage type whenever you are attuned and a foe is near you, you deal that damage type and dice, and a reflex save for half so it would be like an aura effect. If the crystal has a critical effect it would proc if someone rolled a nat 1 to hit you.

Pantshandshake wrote:

I was thinking that the crystals could serve as modifiers for the Solarain revelations, actually.

Perhaps by raising the effective charisma or character level to influence DCs, or maybe a set of photon crystals for various photon revelations, and the same for graviton.

Maybe one that allows an extra revelation in one side or the other before you become unbalanced.

Or how about a crystal that grants weapon prof and specialization with longarms, so you can make a ranged light armor Solarian without dipping or burning feats just to be competent?

Here's my major gripe with Solar Armor: it doesn't scale as much as the Solar Weapon. A Solar Weapon is roughly equivalent to a regular melee weapon in terms of damage. Furthermore, crystals INCREASE damage output to a Solar Weapon and there are a lot of these.

A Solar Armor doesn't equates to a suit of armor of the same level. It grants a very small bonus to both ACs and energy resistance, but it doesn't work with heavy or powered armors. I get that armors in Starfinder have a wider range of protection than in Pathfinder, but you still have to rely on your regular armor.

The Solar Armor doesn't have a +1 AC/2 levels advancement and the Solarian itself barely receives abilities that enhance the Armor. I feel like it's awkward that you receive extra melee attacks... when you probably do not want to focus on this if you have selected the Armor. You don't receive fortification or such instead.

Personally, I would have loved to get Solar [Melee] Weapon and Solar [Ranged] Weapon as a choice and have the Armor being a revelation. Speaking of these, I've looked really hard and I have yet to see specialized revelations (weapon or armor exclusive).

As of right now, the Armor could use Solarian "Armor" Crystals that increase the AC bonuses and energy resistances, add more resistances (electricity, acid, force and sonic), add armor slots (item attunement basically) or add more fusion slots.

You're "wearing" two armors... can we please have something that emphasize on this feature?


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- More weapons with the integrated quality... or at least some rules to add whatever qualities we like to another weapon.

- Softwares; I'm pretty sure that softwares can grant skill bonuses, increase hacking DC or such.

- More powered armors... such as low-level Large, more Huge and more Gargantuan armors. Not asking for many, but at least a few that fill the gaps.

- More options for starships, such as weapons which can shoot in a different arc, or swapping 2 light weapon slots for a heavy weapon.

- Vehicle-focused archetypes; I know that there's the Ace Pilot, but... come on, how about more?

- Solarian armor crystals; ok, listen, the Solar Armor downright suuuuuuuuuuuuuuuucks, when compared to the Solar Weapon. Many of the Solarian's abilities are more beneficial to the weapon than they are for the armor, so can we please have SOMETHING that buffs the armor to the same level as the weapon?


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I have... two that come to mind:
- Feats; mostly because they are a LOT of them, but most could be merged into one single feat that scales up with your level. For instance, Two-Weapon Fighting should have been one sngle feat that gets better, instead of 3.

- Multiclassing; because it HALTS progress when it comes to class features. A 10th Fighter/10th Sorcerer will never be as good as a 20th Fighter or a 20th Sorcerer. Technically speaking, half the levels you take in another class should increase your primary class. This is why people want more archetypes or hybrid classes.


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Might not, mostly because I just don't want to re-buy the same books over and over, unless they release a complete conversion guide.

I'm totally okay with Paizo upgrading the rules after using a 18-years old system; I'm just not comfortable at buying the same books all over again...


There seems to be a few confusing things about u-bears:
- Why typed as magical beasts instead of monstrous humanoids?
- Large but no reach; that would have made some sense if they add an ability to walk and run on all fours.
- They have limited augmentation... but no reason given why. I read and re-read and nothing is told about if the uplifted status modified their brains that they cannot except technological implants.
- The fact that the uplifted status has "been lost in the Gap". I'm so sorry, but... in a fantasy sci-fi setting, people should have dabble with genetic modifications to create uplifted animals. Hey, if xenodruids wanted to further their ideals, that would be the perfect way to do so.


Could it be that some races have evolve differently in Starfinder? For instance, you can now play as a Small ghoran (sapling), where in Pathfinder, ghorans were Medium only, by standards.

If hobgoblins are concerned, it's about their appearance: they now look like oversized goblins instead of "human-like goblins".


I don't have my books right now, but... could you slap the endless ammunition enhancement, in the same manner you can enhance the Phantom Blade?


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Got my copy, really liking it :)

There are a few nitpicks though...
1) There is no Uplifted Template Graft. We have a bunch of entires to create animals, butnothing for uplifted versions.

2) Some of the aliens' names are tongue twisters. Would be it too much to ask to have a "common name", or a reference for easy naming?

But aside from that, it's pretty good :D


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 :)

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