Yeah, I think it's pretty understandable why Paizo is choosing to do this. There are lots of things that make sense about it, moving fully to their own system rather than something with links to the OGL, wanting to have the systems be the same so they don't have to be in the design space of two separate systems when working on it, having standardized formats, etc.
Obviously, it's unfortunate for me personally, since I don't happen to find Pathfinder Second Edition enjoyable, gave up on it after Secrets of Magic, and I did enjoy Starfinder's unique science fantasy blend, but, you know, that's just me, and I'm sure there are enough people who do enjoy it and wouldn't have played Starfinder normally to probably make up for people like me who won't move over to the next edition.
A bit of a personal downer, but I don't wish Paizo any ill will. Who knows, perhaps there will eventually be a third edition that I enjoy more?
And I will be sure to snag Starfinder Enhanced and anything else in the last days of first edition that looks appealing, of course.
Ah, well, it was nice while it lasted. Will look forward to Starfinder Enhanced, at least, as the presumable capstone to first edition...unless they have anything else of interest in the last days of Starfinder 1e.
I will say that seeing all the portraits for the 124 playable races in Starfinder makes me imagine a Starfinder edition of Guess Who? for Starfinder races.
I would love to hear how adaptive strike has changed, if anyone who gets their pdf early feels like answering any questions.
The short answer is: it hasn't. There have been no changes to adaptive strike beyond a few grammar tweaks.
Overall, the most impactful changes the new evolutionist has undergone is just having full BAB, as well as (I assume?) more skill points. It also gets a free augmentation of the type appropriate for their niche when it gets Augmented Form at 2nd-level, and they added grenade proficiency.
Additionally, given that species grafts can potentially be any type of augmentation, this is now reflected, rather than claiming that only Vital niches can get the discount for them, all niches can so long as they are the appropriate type, which naturally includes the free augmentation. Probably useful for the Sepulchral niches, given the limited number of necrografts around.
For specific options that were buffed, the augmentation Evolutionary Focus also offers another free augmentation in addition to its usual effects, the eldritch niche's instinct had a little added, the eldritch niche's drawback now specifies it only applies to non-magical kinetic damage.
Additionally, the Enhanced Mobility, Extraordinary Sense, and Ocular Advantage adaptations now offer constant benefits more in line with other class options while still gaining an additional effect upon spending points, providing a small amount of still welcome utility, and Fission Form was modified to be usable in a very limited way outside of combat.
It was also clarified that you lose all of your points at the end of combat, and that you need to use evolution drain on a significant enemy instead of, say, a sack full of space kittens, you monster.
Hopefully not too much detail there, but I'll understand if the post needs to be deleted.
Got my copy, and since I'm playing a playtest evolutionist in a campaign, took a look at what all is going to change as I update to the final version, and immediately noticed what appears to be some conflicting information...
Interstellar Species says that the evolutionist now has 8 + Intelligence skill ranks per level, rather than starting with 4 + Intelligence skill ranks per level, but Flexible Skill still says that at 9th level it increases to 5 + Intelligence skill ranks per level, and 6 + Intelligence skill ranks per level at 17th...
I'm guessing that it's supposed to just be an additional class skill at 1st, 9th, and 17th now, and the skill ranks per level don't change? Or was Flexible Skill supposed to be removed as a class feature altogether?
Perhaps the expanded rules for Stylized Magic in Inner Sea Intrigue might become something anyone could potentially do? I like the method presented in Stylized Spontaneity, and it does allow for suppressing audible or visible effects, as well as disguising your magic as another kind of magic.
The first of which is that it allows me to create characters I find interesting from a mechanical viewpoint. Lots of options, classes, races, spells, and other things to play around with and combine in ways I find interesting.
The second, and far more important reason, is that I have friends who play it and thus, I can play it. There are many systems that look potentially intriguing to me, but if no one's interested in playing it with me, there's not much point to it.
Obviously, they can't do much about the second beyond, perhaps, good marketing, though I hope to convince some of them to try out the playtest. For the first, I do recognize there's only so much that you can include in a single book, but I'm sure Paizo will have a decent amount. I am personally not much of a fan of the majority of the core classes, which makes me worry I may have to wait for a few more books to come out for me to have many options that actually interest me for character creation, but we shall just have to see.
I certainly hope that the Occult Adventures classes aren't too far off, though!
I also enjoy the number of different subsystems and races and other such that allow you to easily adapt things to the kind of campaign or setting you want to run, for the most part...but those things take time to build up...
Ah, sorry, after Ultimate Wilderness I've been spending a lot less time on the forums. I'll let Skeld handle the details, but as for the organizations involved...
Faiths and Associated Rules Elements:
Concordance of Elements: Elemental Monk (Archetype), Elemental Envoy (Archetype), Elemental (Combat Style), lantern of the four elements (magic item)
Cults of the Failed: Dogged (Trait), Vessel of the Failed (Archetype), echo of divinity's promise (magic item)
Esoteric Order of the Palatine Eye: Esoteric Intiate (Archetype), book-bound (magus arcana), circle of order (magus arcana), Tabris's step (magus arcana)
Hellknights of the Godclaw: Fist of the Godclaw (Archetype), Godclaw (Blessing), litany of admonition (spell), litany of dependability (spell), litany of duty (spell), litany of order (spell), godstar (magic item)
Magnimarian Mystery Cults: Ecumenical (Trait), Order of the Monument (Cavalier Order), duty (variant channeling), flying creatures (variant channeling), journeys (variant channeling), moonlight (variant channeling), monuments (variant channeling), sexuality (variant channeling)
Razmir, The Living God: Self-Sustaining (Trait), Mask of the Living God (Archetype), armored mask (arcanist exploit), aspect of innocence (arcanist exploit), charmer (arcanist exploit), mending flesh (arcanist exploit), convert wand (greater arcanist exploit)
Sangpotshi: Imperfect Recall (Trait), Seeker of Enlightenment (Archetype), ancestral enlightenment (social talent), skill familiarity (social talent), magical familirity (vigilante talent), steely resolve (vigilante talent), weapon familiarity (vigilante talent), emblem of lost lives (magic item), breath of forgotten life (occult ritual), song of the kami's gift (occult ritual)
Shoanti Shamanic Traditions: Natural Ritualist (Trait), Totem Channeler (Archetype), Aspect of the Quah (Trait), Storval's fang (magic item)
Tamashigo: Natural Ritualist (Trait), Ward Speaker (Archetype), kaminari drums (bardic masterpiece), spirit of the horse (bardic masterpiece), cloak of good fortune (magic item), breath of forgotten life (occult ritual), song of the kami's gift (occult ritual)
Miscellaneous: Heretic’s Caution (Trait), convocation bells (equipment), disguised holy text (equipment), ritual disk (equipment), spiritual leader's vestments (equipment), charlatan's cope (magic item), malleable monument (magic item), spectacles of comprehension (magic item), tome of forgotten epithets (magic item)
Arcanist Exploits: armored mask, aspect of innocence, charmer, mending flesh
Arcanist Exploits, Greater: convert wand
Archetypes: Divine Numerologist (Oracle), Elemental Monk (Monk, Unchained Monk), Elemental Envoy (Ranger), Esoteric Initiate (Occultist), Fist of the Godclaw (Warpriest), Mask of the Living God (Ninja), Seeker of Enlightenment (Spiritualist), Totem Channeler (Skald), Vessel of the Failed (Medium), Ward Speaker (Samurai)
Bardic Masterpieces: kamniari drums (percussion), spirit of the horse (strings)
Blessing: Godclaw
Cavalier Order: Order of the Monument
Combat Style: Elemental
Equipment: convocation bells (100 gp), disguised holy text (1-100 gp), ritual disk (20 gp), spiritual leader's vestments (100 gp)
I think prestidigitation is an obvious one. Easy cleaning, adjusting the flavor of meals to match your tastes, just improves your quality of life so much.
Endure elements, every day is a lovely day, unless it's truly horribly hot or cold out. I could save so much money on air conditioning with this spell as well. A wonderful qualify of life enhancement.
Levitate, very helpful, and not necessarily overt if you pretend to be moving it. Allows you to move things, float yourself up places, makes moving furniture a breeze. And, honestly, I feel like it would probably be pretty fun to lift yourself a little off the ground and push yourself around.
Voluminous vocabulary from Ultimate Intrigue acts a lot like comprehend languages, but lasts for eight hours automatically, allows you to actually speak and write it, and, well. There's so much out there that I can't understand because I don't speak the language. This would circumvent a lot of that, though the literal meaning element could definitely take some getting used to. And it can be used on animals and such too, which could definitely be interesting.
Greater make whole from the Technology Guide is just a great spell, specifically works on fixing technology as well as normal broken objects. Would make what you own last a good long time as long as it fits within the weight limits. Some furniture might not work, though dismantling it and repairing the parts might be possible...would be worth a shot.
Teleport, well, enough said. Greater teleport is better, but I had other plans for my 7th-level pick, and honestly it's probably more than good enough the majority of the time, though needing to physically see the location before going there would definitely make things trickier. Still...teleportation. Hard to go wrong with it.
Heal will remove any disease you might have, any poison you might be exposed to, cure at least some mental illnesses, and help deal with any repercussions caused by past diseases and the like. Also cures addictions and, well, all kinds of stuff. And if you're badly injured...this will do. It also deals with exhaustion and fatigue, so you probably don't need to ever sleep again. Truly an amazing spell.
Greater shapechanger's gift from Ultimate Wilderness is a great spell. A huge amount of versatility, it lasts for a decent length of time, giving you a near-perfect disguise, transforming into an animal, or assuming the form of something inhuman...unless the material component sticks around, in which case, animals and humanoids it is. Still great.
Create demiplane from Ultimate Magic is pretty amazing as a spell. Grants you your own extraplanar refuge, fill it with natural foodstuffs, add a floating castle to live inside of...I'm assuming that if I eject myself, I do return to the Material Plane since it would have been cast there and I wouldn't be stuck in the Astral or Ethereal Plane...though that is a bit of a risk. The other problem might be acquiring the focus, if I have to worry about focus components, but I think it should be possible to acquire with some effort, look into finding the right crafter. Does make me want greater create demiplane, but what I really wanted was...
...regenerate. Because some things heal can't tackle, and, barring dead, regenerate can definitely manage it. I mean, I could have taken it as a 7th-level spell, but I really love greater shapechanger's gift, so...
I assumed that that when Dragon78 was talking about the hunter's having a longer duration, he was referring to the default hunter...and that if he was talking about a hunter who murdered their animal companion or an archetype, he would have specified.
Edit: Edited for clarity.
And I added to his point. I assume hunter includes it's archetypes, and even that's not for some reason, the base "default hunter" includes a dead animal clause. So even if it wasn't his point, it's a natural extension of it.
I was saying that one of his points, as stated, was incorrect. That's it. Saying that under certain unstated circumstances it could be viewed of as correct if you dispose of a class feature does not seem to be relevant. I was not making any commentary as to how useful that class feature is or is not or whether or not you should kill animals for personal power.
And I certainly don't assume that talking about a class includes talking about all of its archetypes. If I said, for example, that I like playing monks because it gives me an excuse to freely dump Charisma, and someone told me I was wrong because the scaled fist exists, well. Or because Perform was a class skills for monks...
I assumed that that when Dragon78 was talking about the hunter's having a longer duration, he was referring to the default hunter...and that if he was talking about a hunter who murdered their animal companion or an archetype, he would have specified.
Edit: Edited for clarity.
To be perfectly fair to Dragon, he's technically "right" about even default Hunter having a longer duration, because it is in fact "all day" when applied to your animal companion. The self-buff is pretty much a ribbon tied on to it, and people are upset that the Shifter seems to have only gotten the ribbon and not the meat it was tied to.
Technically correct, the best kind of correct?
Given the way the ability was phrased, I always felt that the self-buff was in fact the "meat" of the ability, with the ability to grant those buffs all the time to your much weaker animal companion was the "ribbon", personally, to use your terminology.
Aspects- works like hunter's animal aspects but much shorter duration plus add on set form.
Erm?
Advanced Class Guide wrote:
Animal Focus (Su): At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level.
Edit: The hunter actually gets shorter total duration than the shifter does for its focuses, since they can use it for 3 + level minutes instead of just level minutes.
"If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day."
Forester archetype acts as if their pet was dead. All day is longer than 3+level min/day...
I assumed that that when Dragon78 was talking about the hunter's having a longer duration, he was referring to the default hunter...and that if he was talking about a hunter who murdered their animal companion or an archetype, he would have specified.
Out of curiosity, does the Shifter have any forms that would actually be good for infiltration? Or can they turn into dinosaurs, but not a common housecat?
Aspects- works like hunter's animal aspects but much shorter duration plus add on set form.
Erm?
Advanced Class Guide wrote:
Animal Focus (Su): At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level.
Edit: The hunter actually gets shorter total duration than the shifter does for its focuses, since they can use it for 3 + level minutes instead of just level minutes.
Envoy: skittermander (pilot)
Mechanic: urog with a drone artificial intelligence (engineer)
Mystic: early stage barathu with the xenodruid connection (science officer)
Operative: gray with the ghost specialization (gunner)
Solarian: dragonkin with the solar weapon solar manifestation (captain)
Soldier: wrikreechee with the armor storm fighting style (gunner)
Technomancer: witchwyrd (science officer)
I've been serious with my worries about the book. Should I not to coddle those that are unable to make up their own minds to sheepishly follow any bad review they see? At a certain point, personal responsibility needs to come in and they have to evaluate things for themselves.
I was more talking about Dragonborn3's statement that he feels like being overly critical can only bring about positive results for everyone, since either he's right and thus satisfied with himself, or he's wrong and everyone's happy once it turns out he's wrong. It's not always that simple.
On the other hand, if you feel like you have legitimate reasons for sharing your worries, that's a different story. Though I'll admit, I'm not certain what good it does at this point, given that the book is complete, unless you already have a copy.
Unless they take you and other people seriously and decide it's not worth ever checking it out themselves. I know way too many people who just hear something online, sometimes from people who haven't even seen the actual thing and decide it must be worthless and ignore it from then on...
Aren't we lucky to have wonderful sites like Archives of Nethys and the d20pfsrd then? They can always look at it later.
But it's worthless, so why would they waste their time looking at it? They heard on a forum that it's terrible so there's no point.
...yes, I know people who actually use this kind of logic.
I prefer to be that way. If I'm right then I'm not as heavily disappointed as I usually am when I see, say, another Kineticist archetype I'll never use. Or, much more commonly, something cool and useful and unique get mauled by a nerf-from-orbit.
At the very least I am wondering if the wildshape is based off of a creature and not the spell it emulates so you could get abilities not listed in the spell(and quite a few seem to have come out since Core, so this would be pretty cool. Alas, you know my position on such things already ^^).
Well, sure, but no reason to quash somebody else’s excitement.
If I'm wrong they get to be really happy too. It's really a win-win.
Unless they take you and other people seriously and decide it's not worth ever checking it out themselves. I know way too many people who just hear something online, sometimes from people who haven't even seen the actual thing and decide it must be worthless and ignore it from then on...
First of all, in the cosmology of Pathfinder, all the outer planes are actually already being continually eroded by the Maelstrom, which surrounds them all, which are in turn bolstered by the influx of mortal souls from the material plane, whether directly or indirectly. Given the size of the planes in question, since the Maelstrom is apparently in contact with the entirety of their borders, the amount of planar material being consumed in this fashion is probably pretty incomprehensible in scope. I really strongly doubt that there is enough extraplanar material being drawn off by use of the Drift to compared much - and even if this is untrue, it is entirely possible that most mortals don't know this.
Secondly, if you're good-aligned and just accidentally displaced someone...seems like a good opportunity to invite them onto your ship and relocate them to see if you can find someone who can return them home. As a good person would. Unless that someone is hostile or obviously evil. Though I think the likelihood of actually snagging someone like this is relatively miniscule for most people.
And thirdly...yeah, there's a lot of evil going on. If you have the chance to stop something evil from occurring or to spread goodness with the risk that you might potentially accidentally cause harm...well, aren't risks like that inherent in adventuring? You just have to do your best to mitigate any damage you might accidentally cause as a good person trying to do the right thing. And after all...the evil people probably have no such compunctions.
Ultimately, it all comes down to motivation...what are you going out there to do? What good do you hope to achieve? Are you trying to mitigate the evils of less ethical exploitive people trying to subjugate or exploit less advanced races? Do you want to go out there and make things better for new races? Are you seeking out resources in search of a greater good? Finding a new home for your people so that they can live a better life? Trying to live your life as an example to others? I mean, it's a good question. What good is a good-aligned person seeking...and why does it need to travel to the stars?
Well, I'm still waiting on my own copy of both, personally, which is why I haven't commented myself. Still, certainly won't be the first time I only got my order the second week...unless it comes in today. That could happen too, I suppose.
With the immunity to mind-affecting effects, I think at least some of it is people forgetting that they're immune to various buffs, such as bardic inspiration or spells such as aid, bless, battlemind link, good hope, heroic/saving finale, heroism/greater heroism, placebo effect, prayer, tactical acumen, and other such. Though honestly I still don't know why plants that aren't mindless are immune to mind-affecting effects anyways...or why plants are immune to polymorph effects, for that matter.
Hmm...the first sentence of Destructive Maw seems to be missing a word between "into" and "bite". And, uh, I'm not sure how it actually works...though if the missing word is "your" then that would probably clear it up, though if it's "a" then it becomes confusing again.
Mutable Blast is a bit oddly worded too...does the fact that you create an area within 5 ft. cubes mean you can avoid attacking people that are in one of the cubes you selected if desired, such as two creatures in the same square or a swarm in a square with an ally? Or am I overthinking it?
Not everyone starts with pure concepts. Some people examine the rules and let them inspire them for a character's tactics or background. Just the fact that this is something that is canonically possible via the Pathfinder ruleset might well let GMs sketch out scenarios they might otherwise not have, though making it an occult ritual might have done just as well.
And, of course, not everyone is comfortable granting purely narrative abilities without any plausible explanation for why a PC can never do it...or playing under someone who utilizes it.
I don't think you can cast a 6th level spell with a 1 level slot.
Some of the spells, like fly, have varying effects based on which spell slot you cast them with. In the original pathfinder, the effects of the fly spell are based on caster level.
It's actually the undercasting mechanic from Occult Adventures, found here. They just made it a core premise instead of something they came up with later. I'm not sure why being able to use a fly spell to cast levitate or feather fall with a lower level spell slot is a downgrade, though...it seems like an upgrade to me.
I personally think it would be neat if Expanded Summon Monster from the Monster Summoner's Handbook were reprinted, the table expanded to include all the current bestiaries, and in future bestiaries if they would note in an appendix that X, Y, and Z are viable options for the feat. Since it adds two monsters for each spell level of summon monster, it could help round out your summoning list, while still making you take some cost for that expansion.
Though, honestly, I would potentially be more interested in variations on summon monster, such as one where you have to start out with only two per level and have to expand it from there, or splitting it up into various spells such as summon celestial, summon fiend, summon elemental, pulling out the various templates from Monster Summoner's Handbook and the counterpoised template from Champions of Balance for this purpose.
But, honestly, while I'm sure that summoning will be touched on to some extent, I'm not really expecting that much. After all, summoning has relatively little to do with the planes, particularly if it is clarified that they're imitations created by the spell rather than actual creatures with their own existence beyond the duration of the spell. I do think it's likely we'll get a few clarifications about the mechanics summoning spells, though, but planar binding/ally seems more likely to get some attention, I imagine, since that actually deals with full entities from other planes you can interact with...
...and there's a lot of possible material when you're dealing with many of the planes of the multiverse, even if summon monster is the most common way players may kind-of sort-of deal with the bits of it that aren't the material plane.
It exists to enable classic stories, such as the psychic or wizard grooming their apprentice with an eye to taking over their body, or a malevolent psychic who's been alive for hundreds or thousands of years, transferring from body to body, and other similar tales.
I think swapping them out for alternate racial traits that form various racial subtypes was a smarter way to go that makes the races more flexible and more open to DMs customizing their settings by having deep delver or mountain dwarves as the norm, for example, or the savage elves.
Interestingly, Blood of the Coven actually touches on this...according to the book, most night hags come from the souls of powerful hags after their deaths, though sometimes night hags also perform terrible rituals on a pregnant non-outsider covenmate's child to create a changeling that can become a night hag after death if sufficiently evil in life.
Thank you! I generally pour over new campaign setting books (and search for keywords for specific topics) and keep a running list of references regarding certain topics that I'm more likely than not to end up writing about in the future as a freelancer. However I don't do this for player supplement books (and I haven't read many of the player supplement books actually, sadly), so this was a bit of flavor text that I missed.
No worries, I know that lore can be sparse in some player's companions, though there's some interesting bits in some of them. Kobolds of Golarian had a little bit on some of the kobold beliefs, for example, and Magic Tactics Toolbox did some interesting distinctions between types of magic in the introduction I've found to be useful, off the top of my head...but it's easy to miss this kind of stuff!
By your definition of fiends, then, do oni, rakshasa, and sahkil not qualify as fiends to your mind?
Those qualify as fiends to me. They're [Evil] and they're formed from souls, even if they don't gravitate to one of the evil planes. Sahkil are a bit of an edge case since they're neutral outsiders fallen to evil rather than starting that way, but they still qualify as fiends in my opinion. Night hags' origins in Pathfinder have yet to be fully explored, and at this point it's unclear if they derive from the souls of material planar hags, if they create more of their kind from stolen mortal souls, if they breed in some capacity, if they birth spontaneously, or if they arise from a subclass of evil mortal souls. Unlike in prior editions where night hags originated as evolved NE hordelings (who were themselves evolved NE larval souls - compared to the NE yugoloths who predated mortal existence and thus emerged from the NE planes without need of mortal souls), Pathfinder night hags don't have a definitive origin in print to my knowledge, and so at this point I wouldn't call them fiends (though as evil as they are the difference might be purely academic).
Interestingly, Blood of the Coven actually touches on this...according to the book, most night hags come from the souls of powerful hags after their deaths, though sometimes night hags also perform terrible rituals on a pregnant non-outsider covenmate's child to create a changeling that can become a night hag after death if sufficiently evil in life.
For the Warlock Talents Empowered Blood and Quickened Blood what exactly does 'this is subject to the same caster level restrictions as the feat' mean? Spell-like abilities don't have any spell slots to expend of any level so I'm rather mystified by how this is supposed to work.
New post, a fantasy pathfinder version of the sword, the yatagan.
While I know assuming is dangerous, may we safely assume that the damage die for a Medium yataghan is 1d4 and not 1d5?
Assuming is indeed dangerous.
Fantasy Yatagan for Pathfinder wrote:
And while doing so, I thought I would continue to explore the design space created by using odd-sided dice (d5s, d7s, and so on) such as those available from Impact Miniatures.
I didn't even know those dice existed.
Thank you for letting me know.
Apologies if this is inappropriate, but if you're interested in said dice, Impact Miniatures is holding a kickstarter here for them and a few more oddball ones.
Really like them all, but I'm curious why Ulon has the Community domain when he's the god of isolation. Is this to show his role as the god of conspiracy as well? Trickery + Community = conspiracy?
Also a deity of conspiracy and manipulation, both of which can thrive in a community. Perhaps he's a deity involved with creating increasingly isolated and withdrawn communities, unfriendly and untrusting with outsiders?
I have another question about the book itself. Does it assume the reader is already familiar with Spheres of Power rules, or can someone new to them jump right in to Spheres of Might?
All the necessary information is presented; Might-based spheres function a bit differently than Power-based spheres anyways, so things need to be defined, even if the general concept should be familiar to those coming in from Spheres of Power.
I haven't used the Spheres system before, but how does this compare to DSP's Path of War in terms of style?
Like, for Path of War, you can get a stance that basically gives you a double jumps (up to ten jumps, actually) around 10th level, or right from the getgo you can have a character with a strong combat flavor (like a mutating shapeshifting warrior who can drain blood from enemies to heal allies). Is Spheres of Might using the same type of flavor or is it more of an elevated version of the present flavor (Fighters are still mostly just hit things hard and fast and don't have mystical Kung Fu powers or whatever)?
This is addressed earlier in the thread, but it depends. A lot of the crazier powers are labeled as Legendary Talents, and it's GM's discretion as to whether or not they're allowed, but they do feature things like flight, firing swords via your crossbow, using three swords with one held in your teeth, sniping people from miles away and through solid walls, and so on and so forth.
yeah its a interesting take on summoning. Over all I like it but I dislike having to generate custom summoned creatures for any PC or NPC that uses them but I suppose its just a bit of added work. Would of been nice to just of had a summoned creature section of per-genreated stat blocks
Well, you have to generate them anyways for summon monster in Pathfinder, since you have to take the time to apply the celestial or fiendish template, which also wasn't already done in the first Bestiary, as I recall...
Occult Rituals: Five-Generations Curse, Grand Coven, Hag's Eye Brew, Invoke the Nemesis
Psychic Discipline: Hag-Called
Specific Patrons: Celestial Agenda, The Condition of All, Empath, Fey Gifts, Green Whispers, Hag's Calling, Infernal Contract, Touched by the Outer Gods, Shadowbound
The bit about boy witches reminds me of a character concept I had. I wonder if there will be anything for males born from hags? Surely the don't only birth changelings?
Probably not what you were looking for, but Tears at Bitter Manor did its own take on that...the caliban.
Why am I paying for a service if it's a coin toss that it's even providing what I'm paying for?
As the others on this thread have stated, you are not paying to get it early. In fact, you're not paying anything extra for a subscription at all, you're paying for the Hardcover, same price as everyone else, and you're getting the PDF for free.
It's really disheartening to see all these "If I don't get it early no one should" mindsets.
What's really disheartening is that you don't seem to get that it's pretty messed that you and I are paying the same price for the same product and yet you already have the product (in this case the digital download PDF) and I (as well as quite a few others it seems) do not. If you truly believe the only thing you get with your subscription is the hardcover copy of the book and the free pdf you should have no issue with not having it early since that's not part of what you're paying for.
I do not have the product yet, in any form, and you are right, I have no problem not getting it early. I'm perfectly fine with others getting it before me.
I also have not had my subscription ship yet, and I also think that it's a ridiculous thing to get hung up about. The notion that no one else should ever get it before me seems ridiculous. And also like it would invite the website going down as a large chunk of the subscribers all try to download their product at the same time.