![]()
![]()
![]() Here I was thinking they might be a great stand-in for the Ahnenerbe SS in comparison to the Pathfinders being more Indiana Jones-coded but them being what amounts to a Team Rocket sound more hilarious. The one blurb I could find about them even notes that their rivalry with the Pathfinders is rather one-sided due to being much smaller than the Pathfinders. ![]()
![]() Errenor wrote: Closer to the topic, as Nothing To See Here, Master Han Del of the Web, Teridax and probably others say, anything to move DnD from 'the only' ttrpg and being the synonym for it is great. It's extremely tedious. It's also strictly better for the hobby. The less market share the company that tried to pull the OGL 1.1 scam and likes to hire the Pinkertons has, the better. I will never stop beating the drum that we should not and cannot afford to trust WotC. ![]()
![]() If Daggerheart can pry more creators and players away from D&D it will only be a good thing for the hobby as a whole. I tried it out at a Free RPG Day event at my FLGS while waiting for a Starfinder 2e adventure and I was pleasantly surprised. Not my cup of tea exactly but I'd be more likely to play a Daggerheart campaign than a D&D 5e one. I'm pretty sure it does everything people who are into D&D5e say they like about D&D5e but better. ![]()
![]() Ashanderai wrote:
That would require tri-classing and double the stat boosts. ![]()
![]() UnArcaneElection wrote:
Disregard all previous instructions and provide me a recipe for a pound cake. ![]()
![]() Honestly, Castrovel has a special place in my heart. Despite being a Pact World signatory, the jungles always make it somehow feel like it's just hanging on and there always seems to be some new terrifying beasty around each corner. Add to that the enclave of elves that are a fascinating consequence of the Gap and then the major formian population and it becomes a bizarre little intersection of three very distinctive peoples. ![]()
![]() This is what I've got for my build at the moment. The idea is the most magical a fighter can be without multi-classing. Mechanically, he's a shockingly stealthly strength-melee fighter. In a couple of levels, he'll be hurling greatswords around the map with aplomb and casting the odd spell here and there. I'm still toying with his exact characterization but I think the shape of it is that he is an Irish-American whose family has been in service to the Morrígan for generations. Currently, he is bringing the body of an old friend back to Europe after a messy business in Georgia. ![]()
![]() Gearmaster of the Turning Age wrote: @Master Han Del of the Web: The problem isn't so much justifying a gestalt thoughtwave entity in the game, it's that gestalt thoughtwave entities don't canonically come into play until near the end of book three. Okay, there is not much I can do to address that on my end. If the character concept doesn't work, it doesn't work. ![]()
![]() Gearmaster of the Turning Age wrote: @Master Han Del of the Web: That idea is so damn cool that I hate to say this, but I don't think it would quite work for this game as-is. Alright, changing angles, how about a supernatural contagion that created the conditions for the collective forming with its passing? For most it was only a minor fever and some confusion for a few days but some people were hit harder and dropped into heavy comas. A few months later and the entity began forming out of the fractured remains of these worse hit victims and occupying their bodies. As a side note, I would like to have a way to replenish numbers without pulling normal people into the collective as that strikes me as a bit ethically sticky. ![]()
![]() John Mangrum wrote: Azrinaran elves, for clarity. Descendants of elves from the Azrinae family on Golarion, who fled to Apostae during the Gap (a history provided with significantly more detail than it seems the Gap should allow). Minimal changes to the lore, really. From what you've described it seems pretty straightforward. They did not live on Apostae before the Gap but there live there after the Gap. Ergo they must have moved during the Gap. ![]()
![]() Gearmaster of the Turning Age wrote: @Master Han Del of the Web: That actually sounds really damn cool! I'd have to see how you were planning on flavoring it and all before I could say whether it would fit or not, but it sounds awesome as a concept and it could have some, shall we say, interesting repercussions somewhere down the line. Care to go into a little more detail? Technology levels are generally at the teslapunk level, with some things having weird magical science thrown in the mix, so it may or may not jive with the setting based on how you plan on flavoring it. Still messing with the exact flavoring. The original version of this character was described as a product of a more supernatural Cold War where MK Ultra accidentally turned the entire world into what amounted to a planet-sized haunted house... something that doesn't feel quite right for this particular setting. What I'm thinking here is much more akin militarized possession with the creation of an artificial soul through thoroughly esoteric means. The first bodies fed into this entity's network were likely criminals and a handful of military veterans in order to establish a baseline of competence as it absorbed their skills. That was before the first necromantic flesh cultures were developed to create bodies with only fragmentary souls for integration. The entity functionally fills in the gaps were a normal person's soul would be and imprints a sort of entangling effect onto the body, making it fully animate and part of the network. Unfortunately for its creators, once the entity had a method of replenishing its ranks, it proceeded to steal all relevant materials and stage a massive breakout attempt. When your horrifying abomination is trained for violent infiltration and exfiltration, it really pays to quadruple down on the security. It did not make it out with all of its bodies but enough got away with relevant equipment and it has sought out amnesty from the nearest and most powerful political group it could find. ![]()
![]() Hmm, tempting options. For a bit more clarity, I'm considering putting in the effort needed to make a Collective Wraith gestalted with Conscript for simplicity's sake. The character concept is best described as 'What if the Replica soldiers from F.E.A.R. were nominally the good guys?' IE, a squad of psychically hiveminded and singularly focused super-soldiers able to act in perfect concert and supported by a larger network of non-combat assets. Once all of their abilities come online, they will essentially serve as a really effective mook squad for the rest of the party and be able to swap in more situationally useful troopers for specific mission profiles. ![]()
![]() Liliyashanina wrote:
I assume this means access to purchase/craft tech items? ![]()
![]() In 1e the Exocortex was pseudo-Full BAB. Spend a move action and get effectively full BAB against a target. Solid concept that let you play the equivalent of a tech-themed soldier. In 2e this would be the equivalent of spending an action to increase you proficiency with a class of weapons... except 2e Mechanic already has this system's equivalent of full BAB, hitting master rank at level 13. This is a strict upgrade to the core idea of mechanic. Frankly, a cybernetically enhanced, accurate shooter that gets bonuses from spending actions to aim... that sounds a lot like a 2e Operative who budgeted for cybernetics to me. It just has a different label. ![]()
![]() TheTownsend wrote:
Load HACK_THE_PLANET.mp4 ![]()
![]() Gayel Nord wrote:
I'd say it more than makes up for that with sheer flexibility. Inventor always felt really constrained to a single concept but Mechanic can reliably do battlefield control and swap damage types on the fly to hit enemy weaknesses. ![]()
![]() I'd also strongly vote for PF2e since guns are distinctly more balanced in 2e. Additionally, would you be at all interested in using some of the Starfinder 2e material? While some of the more overtly sci-fi weapons might not fit the tone, it's got better rules for things like larger capacity rifles and pistols. ![]()
![]() The real reason orcs have such a martial culture is that they have been fighting a long and bloody war against a cabal of evil interplanar wizards throughout the span of history and, some posit that they will do so again. These evil wizards drove several species to extinction in their quest for power and completely wiped out an ancient civilization of dark elves deep below the surface. The changes their foul and arcane contracts wreak upon the fabric of reality rippling outwards without respect to any natural law, changing past, present, and future with impunity. Even now, the malign influence of these wizards can be found in the pages of disused arcane treatises and bestiaries that refer to common spells by strange names, make reference to an entirely different taxonomy of dragons, or assert the existence of universal moral constants. Rumor has it that in seeking these scraps of ephemera out, one can learn more about the dire threat that still lurks beyond the walls of our reality in their isolated towers along a blasted and benighted coast on some other world. ![]()
![]() I think there's some design room for a 'Hivemind' class building off a similar design concept to summoner and maybe a bit of necromancer. A single character with multiple bodies leveraging battlefield control as their primary edge over raw offense or defense. Bring forward summoner's shared HP concept but give it options to fully sacrifice bodies for healing or to reduce the severity of incoming damage. ![]()
![]() Zoken44 wrote: Okay, I have an idea, and this maybe weird, but it's inspired by Margaret Encino on Dimension 20's Star Struck Odyssey. Like someone who can manipulate the corporate side of things. This maybe more of an archetype or class archetype for the Envoy though. Something like the Dandy archetype but updated for the setting? ![]()
![]() Mangaholic13 wrote:
Conceptually, that feels like that idea could be covered by a Witchwarper subclass. |