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P2E currently has 10 classes... compared to P1E's 40... If you're migrating, you might butt heads with players who cannot reuse some of P1E's classes.

How would you substitute the missing classes in P2E, for now?

Here is what I propose:
Arcanist = Wizard + Sorcerer multiclass
Bloodrager = Barbarian + Sorcerer multiclass
Brawler = Monk + Fighter multiclass
Cavalier = Fighter + Champion multiclass
Hunter = Ranger + Druid multiclass
Inquisitor = Cleric + Champion multiclass
Investigator = Rogue + Alchemist multiclass
Magus = Fighter + Wizard multiclass
Oracle = Cleric + Druid multiclass
Shaman = Sorcerer + Druid multiclass
Shifter = Barbarian (Animal instinct) + Monk
Skald = Bard + Barbarian multiclass
Slayer = Rogue (Ruffian racket) + Ranger multiclass
Swashbuckler = Rogue + Fighter multiclass
Vigilante = Rogue + any multiclass
Warpriest = Cleric (Warpriest doctrine) + Fighter multiclass
Witch = Sorcerer + Bard multiclass

The item level mecanic is clearly taken from Starfinder, and P2E uses it. Many items have levels, but it's not the case with regular mundane weapons.

Was it intended to be that way, or was it intended to add upgraded versions later on, such as say, a longsword dealing 1d12 S with a 10 item level?

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How about a topic to brainstorm ideas for civilizations, clans, tribes and whatnot for your next campaign?

I'll start.

#1 The PCs stumble upon a hidden city (naturally or magically) where all citizens are celedons, who are all worshipping Brigh, The Whisper in the Bronze. They do not fear or shun mortals, but they are cautious to keep their society a secret. They practice construct crafting and it has become one of their primary (and most lucrative) trade. They have also discovered soul binding, and it is something that many celedons would like to get their hands on, as being transferred from one body into another (particularly a golem) is a sense of pride, accomplishment and prestige.

As a society, celedons aren't much in discord. They all worship the same deity and work on various tasks. Classes of any kind can be found, even non-construct-related like druids, as their studies in nature help them develop new things for their city. Of course, they do not need to harvest food, but they are aware that natural resources are needed for their work.

Rumors have it that many explorers who found the city didn't return. The story is that the celedons use soul binding to also condemn criminals and transfering their souls into machines with little to no control. Soul binding doesn't allow body restoration as long as the soul is traped in the soul stone. While celedons aren't afraid or xenophobic against mortals, they do punish outsiders as such if they cause trouble or jeopardize their existance.

The laws are as any standard society, but celedons themselves aren't much concerned as breaking the rules, as they know that they may lose their sentience. They were built to serve a deity and rare are the ones who diverge from that path. There have been pragmatic incidents in the past, such as celedons wanting to dominate mortals (mostly of evil alignment), but according to stories, Brigh herself intervene and supressed the opposers.

In the 1st Alien Archive, we have the Kyokor, a Colossus native from Daimalko, and it has the Colossus subtype. However, if you go to the Creature Subtype Graft section of the 1st Appendix, the subtype is not available as a graft. You cannot "create" new Colossi, and no, the 2nd Archive did not add it on its own appendix.

1) Why isn't the subtype available as a Graft?

2) When will it be available as a Graft?

You know characters fully decked in big armors and such, probably wielding a two-handed weapon or a shield? Yeah, how would you make them viable for adventuring?
- They are heavy, which carrying capacities can be a problem, and drowning.
- Armor check penalties are abound for skills.
- Mobility is also a problem for travelling, sneaking and even attacking.

The thing is that... you just can't forbid someone to play such a character. I mean, if your player wants to play Reinhardt or Steiner, you should just let him/her to do. If s/he wants to be a devoted bodyguard, "go for it".

What classes, feats, skills, abilities and items would make it easier for these characters to be adventurers and not burdens? I say "classes", because fighters, paladins, cavaliers, samurias and certain archetypes can become a walking tank, so anything goes.

Any news on when Paizo will release its errata for Ultimate Wilderness? I'm referring to their statement to tweak the shifter due to the mixed reception.

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 :)

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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...


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...
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.

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.

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.

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?


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 :)

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?

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?

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.

Advanced Race Guide, Catfolks, Catfolk Equipment wrote:
Claw Blades: These subtle blades can only be used by catfolk with the cat's claws racial trait. Bought in a set of five, they fit over the wearer's claws on one hand. The blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Catfolk with the cat's claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.

With these things, clawed catfolks can essentially use their claws as light weapons (with iterative attacks) instead of natural weapons (usually one attack with weapon); rules are a bit hazy on that one, but Two-Weapon Fighting might be required to use them efficiently. However, the blades are race-exclusive. For instance, the changeling, also expanded in the same book, has claws, but can't benefit from the blades. Also, well, additional races might not be available to players, basically barring claw blades if clawed races aren't allowed.

This brings me to the shifter, who gains claws at first level... You see where I'm getting at? Technically speaking a shifter could use claw blades; you would just need the proper feats to wield them... and you can take them off if you're not comfortable with.

What do you think?

Ok... I need to get this out of my mind...

I'm pretty sure that players and GMs alike would like to eventually build their own armada, with a lot of spaceships to conquer worlds or to explore. Dude, if you have a party of six players, there's a good chance that each one would like their own vehicle... or vehicles...

However... people seem to forget that 1) there's an actual cost to ships and 2) there's an actual building time to them :P

Yes, the universe is vast and yes, there is magic to aid technological advances, but let's face it, there is a HUGE resource management to be done when building ships, such as steel and batteries.

I haven't seen a machine/artifact that can create items out of thin air either, so unless you overmine a planet or several planets, you will never get a huge armada if you consider resources.

So yeah... how do you guys feel about this? How would you manage this issue?

So far, when it comes to TWF, I've seen the following weapons:
- longsword & shield
- longsword & short sword
- rapier & dagger
- dagger & dagger
- longsword/rapier & hand crossbow/pistol
- sawtooth saber & sawtooth saber
- kukri & kukri
- scimitar & scimitar
- katana & wakisashi
- katana & katana

However... what other weapons actually work well when paired for TWF? Have players and GMs come up with crazy combos that ended up being surprising useful and deadly?

Let's say you want to play a Gathlain, a Strix or an Aasimar which will later take the Angel Wings feat, what classes (and archetypes) take advantage of the fly speed?

I'm looking for options in any role BTW, so it can be for a warrior, healer or spellcaster. However, I'm having trouble finding stuff about it... considering that winged races weren't the norm at first.

The Eldritch Knight... doesn't allow to treat its levels as whatever class levels in terms of class features. For instance, while you can stack your EK levels to your Fighter or Wizard levels for feats, you cannot do so for class features.

With that said, is Wizard the only good spellcasting class to use for an Eldritch Knight?

The Wizard has class features that top at 6th. After that, you just get bonus feats, so as an EK, you still has everything exclusive the class has to offer. The other classes? All have scaling features that do NOT get better if you advance as an EK.

Bard? No new Bardic Performance.
Sorcerer? The bloodlines don't get better.
Summoner? Neither your Eidolon or the Summon spells get better.
Witch? No new hexes and many are tied to your levels.
Arcanist? No new exploits and many are tied to your levels.
Bloodrager? The Bloodrage doesn't get better.
Skald? No new features either...

If the EK's Diverse Training was worded as follow, it would be fine:
Diverse Training: An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats and class features (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats and class features.

But we don't have that.

Is it me, or does it feel weird that we don't have siege weaponry yet?

I could see starship weapons being used for ground, air, sea and underwater vehicles, as well as attached to giant aliens.

Then again, is the lack of an actual war/conflict an explanation for no siege weaponry right now?

How did Heaven, Hell and the Abyss end up with technology???

Of all creatures, extraplanar outsiders are probably the most traditional beings out there that wouldn't be swayed by mortal inventions.So how did they cave in and just adopt whatever weaponry and vehicles mortals made?

Did a Demon invasion get repelled so hard with so many lost souls by technology-wielding soldiers that the Demon Lords had to back down in a corner and reconsider their oppositions? Did a renowned angel champion suffer a terrible defeat to a mortal techno-warrior that he had to plead his cause to upgrade the armory?

I just feel like the Planes... were always on 2 distinct phases when it comes to innovation and inventions.

Ragtag Bunch of Misfits (TV Tropes)

A "Motley Crue", in fiction, is your typical band of adventurers/heroes which every single team member is different in each aspect. Think Gunardians of the Galaxy, but sometimes even mismatched :P

In Starfinder, due to the numerous alien races, your typical party will likely stand out of the crowd as each member is a different race. In sci-fi fiction, that usually passes pretty well without anyone being bothered.

I do remember that in Pathfinder, Paizo tried to keep the PC races at a minimum to avoid this particular problem, as it does not fit THAT well in a fantasy game. I did hear James Jacobs not liking the idea of having a party made of weird races, as legal as they are.

Are we talking about different solar system "adjacent" to the Pact Worlds or just some random spots in the galaxy?

EDIT: These terms are used in the Core Rulebook, in the Beyond the Pact Worlds section, page 462.

Dragonkins were made playable in Alien Archive. The Dragonblood theme was added in Pact Worlds. Can you mix the two considering that Dragonkins are... essentially "already dragonblooded" :P ?

I've been reading and re-reading the entry and nothing is specified about what race cannot pick this theme. For instance, I don't see something like "can be applied only to non-Dragon character".

I would like some feedback from players and GMs alike who used the playable aliens (aliens with PC stats). Are they viable to the same level as both the Starfinder and Pathfinder races, or are they so "nerfed" that they end up being unplayable?

Ok, for people who... kinda hated the myriad of races in Pathfinder, you're going to be disappointed in Starfinder, because the world is like 1 million times bigger with multiple planets :P

The first Alien Archive had both playable aliens and monstruous aliens. Considering the... rather huge amount of creatures Starfinder might end up with, would it be better to just split the books between what aliens are playable and what aliens are simply monsters?

Alien Archive 2 only has playable aliens; Starfinder Bestiary only has monstrous aliens.

Ok, so I've heard that Pathfinder is getting an upgrade after 10 years. Now, I know that Starfinder just started, but are we going to see some of the 2nd edition's rules into the upcoming Starfinder products?

Ok, fine, it's not the same system, but... it is the same system if you take a step back.

I only found a way with the Mammoth Rider PRC, which bumps your companion's size from Large (or even smaller) to Huge, with additional class features.

What if I... don't want to pick up the PRC due to not fitting my style of play or simply not meeting the requirements?

What if I want to play a Medium cavalier mounting a Huge elephant, a brawler of the Wild Child archetype with a Huge T-Rex, or a bard with a Huge lizard to hook up his war drums? (There are feats that can grant animal companions to other classes.)

Are there other means to get a Huge companion for different purposes, or is the PRC the only known way so far?

They have been supporting Unchained classes, like the Monk and the Summoner, in recent publications. One thing that would have been nice to see more is the Magic Item Scaling rule.

Here's the thing: any magic item of this kind can be treated as a "new kind". You would have gotten "static items" and then "scaling items". Furthermore, I feel like scaling items are a tad bit more appealing for players and GMs alike, because they just need to obtain an item and "have it grow on them".

Ultimate Wilderness introduced the Vine Leshys... which are basically of the same species as regular leshys, right down to the fact that they can be grown and harvested as companions.

B3 added the Fungus, Gourd, Leaf and Seaweed Leshys, B5 added the Flytrap and Lotus Leshys and the Ironfang Invasion APs added the Cactus, Sunflower, Lichen and Snapdragon Leshys.

So... is it possible that the Vine Leshys will get alternate racial traits to mimic (read: emulate/transform) another leshy's specie?

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Hey, both settings are related, so why not give it a shot ;) ?

Note: Androids, Lashuntas, Kasathas and Ryphorians (Triaxians)... don't need conversions, as they already exist in Pathfinder.

I'll start:

Dragonkin, Spacefaring
- Dragon (10 rp)
-- Darkvision 60 ft.
-- Low-light vision
-- Immunity to magical sleep effects and paralysis effects
- Large (7 rp)
- Base speed 30 ft. (Normal, 0 rp)
- +4 Str, -2 Dex, +2 Cha (2 rp*)
- Gliding Wings (3 rp)
- Speaks Common and Draconic (Standard, 0 rp)
- Partner Bond (Ex) (1 rp): A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.

Total: 24 rp

*For the ability scores, it's Flexible (+2 Str and +2 Cha), but it also takes in account the Large modifiers (+2 Str and -2 Dex).

Ok, now to answer some of your questions:
- No natural weapons due to rather poor damage output. A regular dragonkin deals 1d8 with a bite, but according to the ARG, it would be 1d4... Same goes with claws. If there are feats that grant natural weapons, they could be applied here.
- Flight can be overpowered in a lot of situations and I thought that in Starfinder, dragonkin PCs would be able to glide instead of fly. If there are feats that grant a flight upgrade, they could be applied here.
- Breath weapons are powerful abilities... that the ARG can't offer for a similar option that Starfinder can. At the very best, they could get a bonus to checks or saves with kinetic blasts or any breath weapon ability, but even then, that could dangerous.

So... that's it. Your turn ^_^

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It's the future... in space... with fantasy elements... but what innovations have been discovered and expanded in Starfinder?

Internet? Fast food? Modern/Next-level fashion? Video games? TV shows? Movies? Marketing ploys? Smartpĥones? Music streaming? You know, these kinds of things.

How come Endbringer Devils, which are also Colossal in size, become Huge starships?

Wouldn't... a Colossal creature be roughly the same size as a Medium starship, or is the Oma actually too small as a starship?

Finally revealed in Alien Archive, finally available for players, what is your opinion about the dragonkin?

For newcomers, dragonkin were Pathfinder dragon-type creatures that 1) serve as mounts, 2) could wield weapons and 3) come from another planet. In Starfinder, being extraplanetary creatures, they were showcased in Alien Archive... and are also playable.

What I dislike about them:
- LARGE!; you might have seen my opinion on this... and it stills stands. The Starfinder Core Rulebook stated that many dragonkin have resorted to DNA engineering to reduce their size in order to fit in cramped quarters and starships. However, the major technical issue is that the wording made it sounds like dragonkin would have been Medium, not "smaller in size, but still considered Large". Whether or not Starfinder is better suited for Large PCs than Pathfinder remains to be seen but still, the whole premise kinda got me confused and overhyped for nothing.

- Flight; It also refers the flavor text, but I would have thought that the DNA engineering would have weaken its wings granting it gliding capabilities instead of full flight... especially if the fly speed is 4 times slower than the regular dragonkin's. Furthermore, nerfing this ability would have given the devs some rooms to expand on other racial traits.

- Weak breath weapon; That they have one isn't much of a problem, it's just that we... have the Dragon Gland... which follows the same rule. Yeah, from a mecanic perspective I would have simply give them something similar that deals 1d6/level in damage and maybe as an Energy ranged attack instead of a cone. While I get the damage scaling, it feels a bit tacked on, especially when weapons in SF have extra dice instead of flat damage modifiers.

What I like about them:
- SF Dragonborn; it is what it is.

- Rather easy customization; I don't see how broken it would be to:
* change the breath weapon's energy damage from fire to cold, electricity, acid or sonic.
* change the appearance to match a true dragon's.
* change the glaive's energy damage from electricity to other types.

- Partner Bond; Surprisingly good adaptation for PCs.

- Dragonglaives; a doshko-like weapon that isn't unwieldy? Yes please ^_^ We do have doshkos that are more maneuvrable, but their pure energy damage might be problematic in some situations.

So, what about you?

Last update was on May 25th 2016, it's been 1 year and a half since it was updated. Ultimate Intrigue, Bestiary 6 and Villain Codex haven't been added... and Ultimate Wilderness come out next month.

Does Paizo have plans to update the PRD?

With the recent statting (building a stat block) of archdevils, demon lords, horsemen, empyreal lords, would it be okay to have stats for Adabar, Desna, Iomedae, Gorum, Zon-Kuthon and others?

I feel like if it was the case, people wouldn't like it, because it would cause some disparities between how powerful one deity is compared to another. However, we have gotten CR 30 monsters in later books... and I lost count of images/pictures showing deities in the company of mortals... and if the PCs dare challenge one of them into combat, it would probably be good to have a stat block ready... even if it would last 3 rounds... or less :P

There's also the idea that deities can take many forms and that they usually don't get into mortals' business. Still, having a stat block ready wouldn't be a problem. It wouldn't be necessary, but it would be a good resource.

Finally, well, if D&D did it for 3E, I don't see why Paizo couldn't or shouldn't do it. I mean, if they wish not to stat them, that's fine, but I don't see any restriction of any kind.

- 20 Core Deities (Inner Seas Gods), in a 2-page layout (other any high-level monster), for 40 pages.
- 26 Secondary Deities (15 are presented in Inner Seas Faiths), for 52 pages.
- 14 exclusive Tian Xian Deities (Dragon Empires Gazeteer), for 28 pages

That's 120 pages of stats, maybe double it (240) or even triple it (360; a bit more than a Bestiary) for extra material.

So yeah, would it be okay if Paizo decided to stat the Deities?

You get stunned for 1 round... only?

Versus losing an eye, a leg, an arm, your blood and/or your [constitution]??

No Int damage, no skill penalty, nothing at all???

What am I missing here? Shouldn't you get like the WORST penalty if someone rolls a natural 20 or something?

Are these part of the game, or are they gone?

I know archetypes got streamlined, but I didn't hear something about PrCs.

All 7 classes have a sci-fi feel to them, not so much for the PF classes. Then again, some of them can be converted in SF without too much problems, right? The Legacy chapter has rules for every class... except the ACG and Occult classes for some reasons, but I feel like not every class can easily fit into Starfinder, as in that some classes take a LOT of rework to explain their own "existence" in SF.

Case-in-point: the vigilante; a regular citizen playing self-appointed law enforcer/criminal mastermind. That actually works pretty well in SF, possibly better here than in PF.

Wanna play as Superman or Green Lantern? I'm pretty sure you can in SF XD

Is it me, or does it feel like there are some starship upgrade options missing?

- Exchanging weapon mounts; Ok, so you can upgrade a light weapon to a heavy one, but only if your ship is Medium or larger, as Small and Tiny ships cannot have Heavy weapons. Ok... what about the option to convert 2 Light mounts into a single Heavy mount, for instance? Same goes for exchanging Heavy mounts for Capital mounts. The reverse could be true as well, like trading a Heavy mount for several Light mounts. The Fighter frame has to have a tracking weapon, but could you trade it for a regular Light weapon? Please note that the Fighter cannot benefit from weapon linking.

- Frame upgrade; I get that you can upgrade your shields and armor, but what about the actual frame? Let's say I want to keep my Interceptor, I don't have options to upgrade its hull, as in "increasing its main HP".

- Different arc-firing weapons; I cannot have weapons that shoot in the Forward arc, but must be targeted from either the Port or Starboard arc. I get a turret can work, but... your typical "X-Wing" weapons don't seem to be possible as of now; all Forward arc weapons seem to be installed right under your cockpit.

- Pathfinder AI implementation; Talk about a missed opportunity here :P If you want to add an AI (Technology Guide), no rules are given.

Ok, I get that you can houserule all of these, but... before getting there, they could be added normally, right?

Ok, the Mammoth Rider PrC has been reprinted in Adventurer's Guide, making it a LOT more accessible to players and GMs alike. The main gimmick for this PrC is that your animal companion becomes Huge and you use that extra bulk for various tactics.

However, this... brings up a LOT of questions about the rules for riding such creatures.

1) Where's the rider?
Huge mounts are 15ft. by 15ft., and unlike D&D 3E, those are square areas. Take this little figure here:

1 - 2 - 3
4 - 5 - 6
7 - 8 - 9

2 is the front, 4 is left, 6 is right and 8 is back. Does the rider sit at 2, at 5 or at 8? 2 would be at the neck (like on elephants, or even behind a triceratops's crest), 5 is in the center (on the back) and 8 is at the back, like a horse.

2) How high is the rider?
Huge mounts are... 15ft. high, like the space they occupy, but is it the right thing to assume? Does he get a high ground bonus? How does it affect enemies that want to attack the rider?

3) How can a rider attack in melee?
On a horse, or any Large mount, a lance can hit targets in front of the horse as a reach weapon. On an elephant, your lance isn't going to reach pass its head, and the elephant as a 10-ft reach, as opposed to a horse's 5-ft reach. That's also without considering the rider's height.

4) Taking all of this in consideration, how can a rider be efficient in melee with a Huge mount?
This all boils down to this. I feel like these rules need clarification for future builds.

I've seen a few archetypes that favor the Summon Monster SPLAs over the Eidolon, but I don't recall seeing the opposite. Is there a Summoner archetype that replace the SPLAs with, I dunno, more evolution points or something similar?

One thing I kinda hate about the Summoner is that you can't summon monsters if your Eidolon has been called, unless you cast Summon Eidolon. However, since the Eidolon received a LOT of stuff from the class alone, I feel like it can be a good focus for builds.

Ok, I'm posting this here because every single book has this issue.

Why aren't hags listed under the letter H in monster books?

Green Hag? Letter G
Night Hag? letter N
Sea Hag? letter S
Annis Hag? letter A
Blood Hag? letter B
Winter Hag? letter W
Storm Hag? letter S

and that's only for the standard Bestiaries...

How come hags aren't listed as a subcategory of creatures, such as "Hag, Green", "Hag, Annis" or "Hag, Sea"? Is it because they don't have common traits and abilities? Is it because the Night Hag is an outsider instead of a monstrous humanoid?

The WotC books, at least 3E, listed hags as a category. What happened here? It's like if giants were alphabetically listed by genre than species, like having both stone and storm giants under S and both fire and frost giants under F.

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