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Actually, basing your character off of an obvious gap in the hero-god lineup would also be pretty fun - could you even get a whole reasonably functional party out of it?

The big blank spots right now in the Ibyldonian line-up are: agriculture (both farming and herding - olive trees are an important cash crop!), words/writing/knowledge (could also tie in with legal or astronomical knowledge), the aforementioned hospitality, any sort of psychopomp (in the mythic sense, not the creature type!), thievery/trickery, and maybe a more conventional artisan deity? (there's also the bigger archetypes like sky-fathers and such, but they seem a little too... celestial? for a hero-god. You're always going to be a bit more down-to-earth than a true deity)


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moosher12 wrote:
After someone brought up RWBY in another thread, I'd like to see some Combination weapons. Let us bring upon the age of sniperscythe.

Yeah, give us back the maze-cores! (I had some fun in 1e with a biohacker running a maze-cored injection gun, where one mode was longer range and chip damage, for shooting friendlies, and the other was big damage.)


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Curaigh wrote:
None of these quite fit though. Any thoughts?

You don't actually have to use the backgrounds in the Player's Guide, if none of them fit. If you can talk a GM into allowing a Rare background, the Cursed one from PC2 seems appropriate, or you could just select a background based on what you were up to before you got cursed, which could be just about any of them. Maybe a Noble, for a Heracles-style backstory, or the classic shepherd boy as a Farm Hand or Animal Whisperer (why is there not an actual shepherd background?)


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The "Core 20" aren't necessarily the strongest gods or whatever, they're just a list of 20 (living) deities that are particularly relevant to the Inner Sea region. Arazni's star is rising for metaplot reasons - a goddess who's patron of those unwillingly cursed or death-touched is going to resonate with a lot of people right now, between the Godsrain scattering curses, blessings and things that are both all over the world (especially Ustalav), and a goddess of the abused, vengeance, and hanging on to your dignity in the worst circumstances has a lot to do when there's a war on.


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vyshan wrote:
I wonder why people think it is a redemption story then?

Because people saw her previous alignment and then her current edicts/anathema, and didn't have the media literacy to realise that leaving Team Evil doesn't mean that it's a redemption story. (I'm very firmly in camp "Arazni's "redemption" is about getting yourself out of an awful toxic situation that was constantly pushing you to be your worst self, and then trying to figure out what to do next." It's a very relatable arc!)


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Crack idea: Scout, the Iconic Evolutionist?


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Zoken44 wrote:
Edit: Actually, this is a good place to ask a question I've always had: If you have unarmored defense, it states that it counts as light, medium, or heavy armor... are you proficient with it if your class doesn't give you that proficiency?

Nope, if your ancestry/heritage gives you innate armour of a category you aren't proficient in, you're just stuck running around with bad AC.


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Perpdepog wrote:
I hope we get osharu in this book. They're another of the ancestries I've always really loved, science-loving slug people.

Yeah, osharu have both a cool look and interesting characterisation hooks, so I hope we see them in 2e soon. What sort of heritages and feats do you think they'll get? I'm expecting a feat chain for the slime stuff, and probably some stuff for taking emotional support from a trusted partner


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If we're making it a question of biology, somehow I don't think an izalguun has a particularly stable gait for a passenger, seeing as they look to move kind of like a gorilla... Humans ride horses because their spines don't change shape while they're walking or running, so they make a good stable platform (this is why basically nobody rides cows outside of rodeo events). I'd rather they spend the ancestry power budget on stuff more tied into their theming and backstory, like their ancient tech stuff.

(Dragonkin get rules for carrying someone because "dragonrider" is such a common fantasy thing. Centaurs are literally horse shaped, so they also get feats and features for that.)


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moosher12 wrote:
I'd hazard a guess it'd probably go something like this. Spend an action to change between a four legged and two-legged stance (though not actually a Stance trait stance, more like a toggled mode?). While in two-legged stance, you have four arms. While in four-legged stance, your speed would go from 25 to 30 feet and you'll probably get the Mount ancestry feature from the centaur.

1e izalguun got reach while biped, but their bipedal speed was only 20ft (their quad speed was 40ft). Going between 20ft speed and four arms, and 30ft but only two hands seems reasonable? These days large ancestries generally seem to get reach as a 5th-level or later thing, so that's probably gonna be an ancestry feat (maybe like sarcesians Large Reach, or like minotaur's Stretching Stance, but it just upgrades your "being bipedal" into a proper Stance? An ancestry that gets Stances at higher levels could be interesting...). I'm a little dubious of izalguun getting Mount, because unlike centaurs they don't seem to have a cultural opinion about the whole thing?


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So I forgot that the cover got revealed as well, and that has a space goblin, izalguun Solarian, and bantrid probably-Witchwarper, so it seems pretty safe to assume that both bantrids and izalguun will be in.

I'm wondering how izalguun's variable limb count and speeds are going to be handled (probably not like dog kholo, almost certainly not as a stance thing), and hoping for some interesting heritages between the ruin-delving izalguun of the Scoured Stars and their more rural settlements on Izalraan.

Not sure what bantrid heritages will end up looking like - their 1e alternate options are a lot about movement, with options like a speed boost, a piloting boost, or having a magnetic wall-climb option.


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What we know so far, from people's Gencon recaps:
- there will be at least one entirely new ancestry,
- core ancestries are getting new options
- there will be Starfinder-specific content for PF Player Core ancestries
- Formians (the ant-people from Castrovel), and Azrinaran elves are gonna be in there,
- we're getting a playable ooze ancestry, which could be selamids, thyr, maybe entu colonies, or something entirely new,

There are also still a lot of ancestries of Lost Golarion still running around the galaxy, so we could also see some options for those (canonically-present in 1e options: ghoran, hobgoblin, kholo, kitsune, kobold, samsaran, strix, tripkee)

My longshot hopes are a Xenometric Android Versatile Heritage (it would be so cool!), and the astriapi (not having their ancestry stuff is the only thing stopping me from starting a big campaign of the Colveare Emergency Response Team.) More plausibly, I'd expect to see space dwarf options (asteroid mining?), a Castrovel elf heritage, some cobbled-together tinkering stuff for goblins, and maybe some frontier survivalist stuff for halflings? Also hopefully Space Leshy options, as they are core now.


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Hang on a sec, is that space station in the trailer Outpost Zed? It certainly looks to be a very similar shape... maybe it's another Azlanti station?


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QuidEst wrote:
Technomancer and Mechanic interact with gear. The Starfinder team wanted to have some time to get some basics for gear nailed down first.

Yeah, they learned from Premaster Alchemist that gear-based classes generally need a bit longer to cook, so they can get more than one book's worth of equipment options (see also: how lean inventor's gadget-based stuff is)


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Well, sun worship becomes a little passe when 99.99999% of the suns you are dealing with aren't Sarenrae's (as she is very specifically the deity of the Pact World's system's sun, her worship is much less popular now that easy space travel and FTL are a thing).

She's still worshipped in the Pact Worlds (Burning Archipelago sun-churches, Fullbright scimitar dancers, Eos's still-living population defending themselves, etcetera), but if you're, say, a system-hopping Starfinder, her faith may not be super relevant to your life and work, so she's not in the core. Same with a lot of the PF gods, really - everyone except Rovagug is still around, but their faiths aren't necessarily super popular or relevant to the lives of contemporary people. (Would still really love to see a book that's just a bunch of details for Golarion options in the far future - like, does Erastil have a following amongst first-gen space colonists and historical re-enactors? Are the churches of Nethys now the most hazardous magitech R&D in the galaxy? How's Torag doing with the Second Quest for the Sky?)


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Ravingdork wrote:
I'm not familiar with the Magus + Psychic combo.

Get amped Imaginary Weapon off psychic dedication, use that to Spellstrike. It's not super complicated, but it hits pretty dang hard.


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Well, I don't think there's a spelled-out canonical answer, but there are people occasionally going back and forth (eg that 1e AP where you go to WW1 Russia and fight Rasputin), so some of them might have got transferred across that way? Alternatively, the gods do have favourite animals, so maybe they just spread their faves out a bit.

(I reckon the weirdest Golarion-Earth transplant is probably the kangaroos - why are they in Casmaron and Garund? Makes no damn sense)


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I would love for Iron Gods 2 to have some amount of support for playing as an alien (one of my dream pairs of books for PF2/SF2 is a set of ancestry options for each's ancestries in the other's time period - give us some Space Elves and pre-Gap Kasatha, please!)

Beyond that, I think a climax where you ram a cobbled-together, salvaged rocket (that maybe you've spent the previous book building for some other reason, and are now hastily repurposing to repel an alien invasion) into an orbiting Dominion ship in order to do a big horrifying dungeon and boss fight, and then have to flee back out of the crashing starship could be fun.


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For an oddball option, perhaps something like the mantling that shows up in TES: Morrowind? Golarion's got enough occult stuff that "walk like them until they walk like you" doesn't feel any more implausible than, say, a thaumaturge's weakness thing. And that sort of thing has a heck of an inbuilt plot - are you echoing a legend on purpose? By complete chance (at least at first)? Or by the agenda of someone else?

(Showing up to a higher-level adventure with a character who's done the whole "mantling a local legend" thing already and is now trying to figure out what to do next could be fun, too - new PC for 11+ AP idea, I guess!)


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vyshan wrote:
I wonder what ancestry is best for the Satyr?

A (PF2e) satyr is a medium fey creature with a knack for magical songs, low-light vision, and a higher-than-average movement speed. Disregarding the fey bit for the moment, it wouldn't be unreasonable to model that using an elf, and seeing if you can get access to some of the fey-touched universal ancestry feats - Fey Influence and Fey Ascension both have appropriate faun-themed picks. As for class, fey sorceror or any bard are obvious picks, but I could also see satyrs as druids, or maybe even a barbarian (ligneous, elemental wood, or animal instinct seem most appropriate)


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I was having some more thoughts about emulating various Greek Mythological creatures, in order to play as a sphinx or dryad or whatever, so I thought I'd share them here:
Dryads: I'm going to suggest hitting up the Tian Xia books, because both Yaksha and Yaoguai work surprisingly well - yaksha have a heritage that makes them plants as well as spirits, and grants a primal cantrip, as well as ancestry feats to ignore vegetation-based difficult terrain and cast Protector Tree as an innate spell (plus it heightens!). A born of vegetation yaoguai is a plant person who can grab a feat to turn back into their original tree form, which is also pretty dryad. Because Golarion's nymphs are all fey, perhaps a fey bloodline sorcerer, or filling out some ancestry feats with the Fey-touched options?
Other Nymphs: yaoguai are actually just quite good at "spirit of geographical location," particularly with a versatile heritage to add some extra mechanical heft (undine is perfect for a naiad, nereid, or oceanid, oread works quite well for the, well, oreads, while you could use the glowier bits of ifrit or nephilim to model the evening nymphs)
Sphinxes: Large or medium flying (for Grecian) or running (for Egyptian) awakened animal, and pick a class to suit - as well as the obvious lore oracle or enigma muse bard, perhaps a tome thaumaturge, or you could get Classical with it and make more of a temple guardian.
Giants: there are so many giants in Greek Mythology, and we're getting the jotunborn at the end of the month, for a Big Guy option that isn't half horse or bull. Lots of fightery guys in the legendry, here.
Automatons: not sure who'd be building them in Ibyldos, as Aerekostes doesn't seem to be the sort of crafting god who makes the wonders themselves, but presumably there have been other hero-gods of smithing or stonecarving or woodworking who could have made a wondrous machine that thinks and speaks and walks (in the Greek set, they're usually made by Hephaestus). Great excuse for including an automaton or android who's a native.
Dracaena: creatures with the top half of a human woman, and the bottom half of a dragon, but in the mythological sense, so at least some of them had snake tails (apparently two rather than one, though) - sounds perfect for a Sacred Nagaji!
Lykos of Athens: so this guy is kind of a one-off, but he's great, so I want to mention him anyway. Lykos was a, and I quote, "wolf-shaped hero with a shrine next to the jury court, and the first jurors were named after him." The sudden vision of an awakened wolf investigator becoming a hero-god of the legal system struck me, and that sounds like a lot of fun!


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UnArcaneElection wrote:
QuidEst wrote:
{. . .} I'd certainly enjoy less feat-intensive drone customization too, but minibots (... Please stop autocorrecting to "mini boys"...) sound like a great addition. {. . .}

Off-topic, but related in a back-handed way -- this reminds me of an ongoing problem: I am Entertainment Chair for the Boston Street Railway Association, and I take notes for the Entertainment, which as you might imagine often features the buildings where streetcars are stored, which are often called "carhouses" . . . and AutoCorrect in Apple Pages (competitor to Microsoft Word) keeps changing this to "cathouses". Very embarrassing when I send one of these in for review and missed an instance of where this happened.

Slightly ridiculous idea for a Starfinder Affliction: something (virus or curse) which causes you to involuntarily replace words with similarly-spelled substitutes. At first it's just frustrating and inconvenient, but as the aflliction worsens, more hazardous words are used instead... there's a lot of things in the world that don't like it when you say their names...


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I made a Borai Barathu for the playtest, who I ended up calling Sings-This-Dream-Again. They're a Rhythm Mystic, because I saw that connection and my brain immediately cross-referenced a bunch of stuff about electron shells and string theory (everything sings.), and also because I was trying to test out how Barathu went if you didn't take the land speed feat (pre-taversal trait, very poorly!). Backstory is a little fuzzy, but they were a Dreamer, or they sought the Dreamers, and then something went very wrong, and they awakened as a mystic as they were dying, and that's why they're a borai now.


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Considering how they gave us textual evidence that there are vanaras around Ibyldos in the Player's Guide, specifically so anyone who wants to do Monkey King Jr. gets to do so, I think bringing in inspiration from other pantheons will work just fine.

Your shard of Old One-eye sounds very interesting, and just the sort of being to seek out information on the Hero-Gods to get embroiled in Plot. (You've now got me thinking on how to do an Odin myself - I think a Thaumaturge could be interesting, or a Warrior of Legend Fighter comes with a nice built-in Doom to try and dodge. Honestly, the Gallows-god's got so many versions you could probably populate a whole adventuring party just with him!)

Other grand mythologies could also be good inspiration... how about a Samsaran archer who was born a noble of Jalmeray? Bring a little Ramayana to the AP.


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Funniest bit about Golarion seasons is that somehow every nation apparently counts them Solstice to Equinox (citation: Travel Guide). That's certainly not true of Earth (where I am we just count them in three-month chunks, so June-July-August is Winter). And that's not even getting into the huge amount of real-world cultures that don't use the standard four seasons at all!

But yeah, Golarion is both hotter and colder than you'd think - Numeria is more like the Eurasian Steppe than the American Wild West in climate (not what you'd think at all from some of the 1e art!), and there's a reason a number of 2e Sarkoris art pieces show distinctly Inuit inspired fashion - unless the Abyss is messing with the climate, it is cold!


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Zoken44 wrote:

I think the Xenometric Android should definitely be included, but should be a heritage of android, which basically gives you the adopted ancestry general feat, but you CAN take feats connected to body parts.

That seems like somewhat awkward workaround, when we've already got the rules examples of the hybrid heritages to work from - having Xenometric Android work like Aiuvarin or Dromaar, where you use it on the non-android ancestry, would be much more efficient. No need for new rules to be large or have claws at first level, that way.


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Captain Morgan wrote:
That is coincidentally the stats for a halfling sling staff. :)

Ah, the halfling sling staff - really should be a weapon that lets you use it for melee or range (sling staves are a real thing, and their major advantages were that 1) a sling on the end of a stick makes your sling circle wider, so you can huck your bullet even further, and 2) if an opponent gets up in your face you have a nice study stick to hit them with - if it's loaded it can serve as a flail as well!

It is unfortunate that we get very little sling support - they were historically a very popular form of ranged infantry in a lot of the Mediterranean, to the point that several different places would literally hire out slinger mercenaries as specialised troops.


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Also, like, historically speaking, a sling does actually take longer to loose multiple shots than a longbow does - an actual sling (not a slingshot, that's a totally different weapon) is a long loop of cord or rope, with a pouch in the middle that you wrap a bullet (the original origin of the word - a round bit of lead, clay, or stone, often with something insulting to your opponent carved on it!) up in, and then spin it around and release one end of the rope to throw the bullet way further than an unaided human can (there are also many reports of slingers routinely outranging archers IRL)

But yeah, the reload is both a game balance and a historical accuracy thing! (A truly historical sling, without any concern about being balanced as a simple weapon, would probably look something like 1d10 propulsive, reload 1 with an 80ft range increment.)


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I'd love to see a Grenadier archetype, especially if it gets free grenades, in the model of 1e Bombard Soldier or 2e alchemist. I would also love to see the hybrid grenades come back, because then I can update my favourite 1e character for the new edition! (Grenade of summon monster + creature companion on a Bombard Soldier = basically a pokemon trainer)

Besides that, I really want a Xenometric Android versatile heritage, and I'd love to see a 2e take on a lot of the weirder alien options (holograms! Raxilites! Thyr! Stellifera! Some kind of archetype or versatile heritage for Entu symbiotes!). Honestly, just give us a Lost Omens Ancestry Guide in Space, that'd be great.


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Krajeek wrote:
I'd like to see a few other Heritage options. Stuff like Bleached Gnome or Possessed Doll Poppet. For Possessed Doll Poppet, I figure it could use the Levitator trait from Familiars.

It is really weird that we still don't have a bleachling gnome heritage for 2e, yeah. Especially because I'm pretty sure one was in the playtest material?

As for the possessed doll, PC ancestries are generally really stingy with expanded movement types in 2e - look at how flying feats work! And considering that sort of mobility is generally gated behind level 8 for PC options, it seems a bit high-budget for a heritage. Would make perfect sense as an ancestry feat though.


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Centaurs have a lot of fun options - you can go for a classic mythological archer (may I suggest Exemplar for maximum Chiron vibes - Horn of Plenty, either of the bow ikons, and maybe some Thousand-League uh Horseshoes? unfortunately a 1-11 campaign ends before you can pick up Teacher of Heroes, the most Chiron epithet of all time), but there's enough variety in the feats that almost any class will work (if this was a higher level AP, I would suggest maybe doing something funny with a Rogue with Accommodating Mount and Gang Up (and maybe that Ulfen Guard archetype from Shining Kingdoms, if you can swing it), but alas)


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That time my party psychologically tormented an Onidoshi gang leader so hard he forgot he knew Cone of Cold because he wanted to break their faces so badly was pretty funny - wit swashbuckler using Bon Mot, oracle with intimidating glare comboing Demoralize with Brain Drain, and a liberation champion who was just preventing any of his hits from actually going through like they should (the free step to get out of reach is a very fun trick).


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Strix are great because you can do both Golarion-accurate Harpy (Monster Core gave them more of a focus on wind mastery than a compelling song) and Greek Myth-accurate Siren (may I suggest a bard with Bardic Knowledge? Occult list for the mind magics, and the lore can be flavoured as little scraps of prophecy)

Meanwhile, I've been thinking about Apollo's ravens, the strong association of white ravens in particular with prophecy, and the yatagarasu, so... how about Leukopete, a white raven, gregarious, curious, and both cursed and blessed with literally burning insight? Awakened animal flames oracle (obviously a flying animal) with the Student of Apotheosis background, investigating the process of becoming a hero-god to try and figure out how she awakened. Probably going sage's calling, but acrobat is also tempting.


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The Player's Guide for Myth-Speakers has been released. A 1-11 AP set in Ibyldos, and it's the first Mythic AP of the edition! To quote the product page:

Quote:
The port of Bailax hosts lavish funeral games for a recently deceased hero, inviting all to compete for prizes and glory. When the adventurers investigate an ominous omen that interrupts the festivities, what they find won’t just transform them into mythic hero-gods, but also will incite Bailax to violent revelry and arson. Can the new hero-gods stop the city from self destruction?

So there's a lot of different people who could get dragged in to this plot.

(Bonus idea: come up with a Homeric epithet or two for your characters as well - it would suit the Ancient Greek vibes perfectly!)


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I appreciate the specific mention of vanara as a Vudran ancestry that often travels to Ibyldos, because you just know somebody is gonna want to get all Monkey King for this AP (and they very well should!)


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Qadira, without question.


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Perpdepog wrote:
In case someone hasn't suggested it to you before, have you considered checking out Roll for Combat's Eldemon supplement? It comes with a trainer class and I wanna say forty-odd evolutionary families of critters.

The actual specific rules interaction for that character was Bombard Soldier's free grenade of their level, and the fact that there's a hybrid item that is a Grenade of Summon Monster. The fact that soldier's got more bonus feats so I could more easily fit a companion creature as well was just a bonus. I don't think the BattleZoo stuff would be a good fit (and most of the tables I'm at are a bit leery of 3rd-party stuff)


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I have played SF1e, I even enjoyed it, but it was very much in spite of the system rather than because of it (I really really dislike the 3.5-style actions - too many to keep track of). As I'm much fonder of the PF2e-style three actions, my hope is that SF2e will be much more fun, as I won't have to spend half my time wrestling the system.

(unfortunately it doesn't look like I'll be able to convert my absolute favourite 1e character, Ketchiketchim the Skittermander Pokemon trainer, just yet...)


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I would also love to see a Big Book of Aliens - a lot of the fun of Starfinder is the sheer variety of playable creatures, but 2e Ancestries take more page space than a sidebar in the Alien Archive, so having a book just full of ancestry feats (maybe some ancestry-linked archetypes? Like how Howl of the Wild had the Clawdancer and Thlipit Contestant.) The big advantage of having to take more page space for Ancestries is that you can fit more lore in, which I am excited about!

Also seconding (or like 30th-ing) the requests for a good look at the Planes - considering there's basically an FTL method using each of the Outer Planes to skip real space, there's not really a big breakdown of how they all are in the future. Yes, yes, everyone has sci-fi weapons now, but how have the actual places changed?


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I think having a formerly-incorporeal undead creature strangled in messed-up cosmic abomination vines that are both tying it to this world metaphorically and in the sense that they're literally forced into tangibility is an interesting idea. Like, technically it's against the rules of how undead stuff works, but letting the Colour break some rules feels appropriate to it's whole thing.


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The Gleeful Grognard wrote:
I recommend reading why the giraffe is used as an example of evolution over intelligent design. It is a hoot.

Five entire meters of vagus nerve is one heck of an argument against anyone having designed that on purpose, yeah. (I believe there's an anatomical dissection available where they manage to extract the entire nerve intact, which is both very impressive and makes it sharply obvious how ridiculous this is)


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Well, in 1e there were a couple of different armor options that could either change size with you, or be rapidly adjusted in order to fit different sized wearers (obviously the first option is more expensive). Presumably we'll get at least some of those options in the Core.


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I suspect GM Core is gonna have the creature building rules, and probably some suggestions for converting PF2e (and SF1e) creatures - there do seem to be a few differences in damage resistance between PF2e and SF2e. In a ranged-heavy game, even quite low resistances can entirely prevent attack damage, and that's worth being careful of.


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(The wyvern/amphithere/dragon/linnorm thing you've got up there was literally made up by this one English fantasy author. Frankly, if we're choosing classification systems from children's fantasy, I'd rather we picked Graeme Base's The Discovery of Dragons than Dragonology. Much weirder and more interesting designs!)

Speaking of skymetal(-adjacent) dragons, I'm very curious to see if we'll get an Aucturnite Dragon, considering the SF2e Tech Playtest mentions it as a new exotic material (presumably any stats will be for Starfinder, but converting shouldn't be too hard). An Abysium Dragon would be cool as heck, with some kind of sickening aura (I would be physically unable to resist the urge to give it blueish bones visible through translucent green hide, but the people working on PF2e's dragons have been way more visually creative than me), or a Siccatite dragon for a unique option for cold damage, and that Dawnsilver could be pretty fun - it's basically a near-complete opposite material to adamantine, so seeing how much flex the mechanical chassis of "skymetal dragon" has in it.


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JiCi wrote:

How many are brand new ones, remastered ones or converted ones though?

For the record...
- Chromatic and Metallic Dragons have been mentioned with new names, and since they were already converted, they would need remastering. This doesn't seem to be this complex.

So, presumably the upcoming (MC2) Cinder Dragon is our remastered red (as well as, y'know, the diabolic also being a remastered red), in the same way that the horned dragon is our remastered green, which means we'd only be getting at most three other remastered chromatics. I'd honestly rather they didn't do that - having five dragons for the sake of equivalency with a license that isn't being used anymore seems like a waste of creative effort that could be better used for new and original ideas.

On the other hand, I also want an ice-breathing dragon please!


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It would also be slightly silly for the primary goddess of Nagaji to have an unarmed attack using the mouth that didn't count the Nagaji ancestry's default (mouth-based) native unarmed attack.


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As a proud member of the PF2e Bards Need To Get Spookier Club, I really like Occult casting for them, honestly? As other folks upthread have mentioned, the Occult list is really broad, thematically (and each individual bard only gets a relatively small portion of it), so your Bard can be a very conventional, uplifting sort, with maybe Shelyn as a muse, running stuff like soothe, charming spells, and a couple of sonic spells... or you can play one of a much wider range of concepts - a spirit-speaker binding ghosts and stirring the lower souls of the living, or a Lovecraftian cultist of the squamous pipers (Summon Aberration is the unique Occult summon for a reason), or any of the many many ways to do a "warrior muse" bard that aren't "PF1e Skald Again" (some ideas: drunkard with a good right hook and a head full of drinking songs, warrior-poet in the Ancient Chinese model, a bagpipe-tooting battlefield coordinator, or any sort of person who finds a unique emotional release in the middle of a good fight).

All a "warrior muse" means, mechanically, is that you can stretch a magic a little further when you're in a scrap, and there's a lot of concepts that that can support.


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Arcaian wrote:
I don't think they became homogeneous in PF2, I think the intended narrative is that a fleshwarp has so little in common with whatever their original ancestry's physical form was that you're functionally a completely distinct creature. I think that narrative could be sold more effectively if they had an Adopted-like effect to still get more cultural feats from their previous ancestry, and I think a less-completely-Fleshwarped versatile heritage would absolutely be appropriate as well.

The intended narrative for the Fleshwarp ancestry is that you did in fact get mutated so hard that effectively nothing of your original traits remains, and the majority of the canonical fleshwarped NPCs we know about who weren't born that way actually have memory problems. While there's justification for Fleshwarp being a distinct ancestry, it would certainly make sense for them to also have a level one feat to grab adopted ancestry, and maybe make it easier for them to pass as their original ancestry (similar to Skeleton's one).


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I haven't found that stuff too complicated at mid-to-high levels, from the GM's chair. However, I'm really lucky, because I've got a table of invested players who will actually track their debuffs on the monsters for me (one of them also handles initiative and double-checks damage, which is nice). However, this is unusual as all get-out for most ttrpg groups, especially those coming in from D&D. Definitely feels more complex to read than to play PF2e, from my recollections of the first few times I'd looked over the rules.


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FormerFiend wrote:
And speaking of capturing a visual or aesthetic idea while skirting the right side of coypright law, I'd also like to once more ask for an aberration versatile heritage. A, you've been touched by great old ones or the Dominion of the Black in a way that nephilim or geniekin have. My personal want there would be for a "similar to but legally distinct from" mind flayers but you could do a lot of fun stuff with that all the same.

I would like to once more nominate Fleshwarp as the ancestry most deserving of also getting a versatile heritage when remastered - a hybrid fleshwarp would give us a really good aberration option in the same vein as hungerseed or geniekin.

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