Erastil

Oh, Deer Lord's page

Organized Play Member. 23 posts. No reviews. 1 list. 2 wishlists. 3 Organized Play characters.


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Book: War of Immortals pg. 79

Mythic Calling - Artisan

The final gained anathema states that you may not use a weapon or item you have not created yourself except to learn how to later craft it. This VASTLY limits gear options as no one character has the time & resources in game to craft every type of gear needed or wanted. "Item" is a highly broad and ambiguous term and can be interpreted to mean any type of gear.

Proposed solutions: remove this specific anathema or change "item" to a narrower term such as armor.


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Well, only half the issues have been addressed, but it's better than nothing.
Was really hoping the action economy for overclocking with the ServoShell language would be addressed, as it's kind of unusuable as it's written. And Drones still have issues as well.
Still, thanks to the devs for listening to our concerns!

*

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I've been loving most of the design choices for Starfinder 2e Society play and would like a lot of these changes to one day be brought over to Pathfinder society play, but am really disheartened by so low a level cap. I understand that a single high-tier combat can last HOURS, but level 10 feels too low. Even level 12 would be better without hopefully tipping into the time sink of level 15 combat. APs feel like a cheap substitute for higher than half level play; I would hope for a lot of high-tier APs to compensate. I know this makes things more difficult for the writers, but personally I'd rather have longer scenarios if it means a higher level cap.
Just my 2 cents. As I mentioned, most of the design choices seem very positive to me.


As others have pointed out, the action economy for ServoShell is a mess that makes the subclass unusable. It takes 3 actions to cast Summon Robot, so you can't overclock on the first round. If you sustain your summon and cast a two-action spell in order to overclock, you again can't overclock.
Some possible solutions are giving this subclass a tech familiar or reducing the action economy involved.


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As others have pointed out in the Playtest forums, there are some errors in this that make portions of this Playtest unusable. Would really appreciate some developer feedback!


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I agree with the calls for an ooze ancestry!
(Yes, I'm aware Battlezoo has one and I love it. I just like to be able to use things for society play one day.)


A hyper-specific wish that I don't expect to see come true: a snake ancestry. Basically humanoid, human-sized snakes with arms and tails instead of legs. A few different heritages that paint different types of snakes in broad strokes: desert, jungle, aquatic, venomous, etc. Feats that do things like let you climb a tree or constrict a foe you have grappled. There's a great homebrew version, but something official would be wonderful. :3


Zoken44 wrote:
What about a collective people? like you are a living swarm. Instead of being made of specialized cells, you are made of specialized creatures of the same species. feat trees growing into either resistance and immunity to precision damage or self-heal and regeneration. Weakness of course to splash damage.

Would absolutely LOVE a swarm ancestry, with different heritages for if you're made of worms, leeches, bees, spiders, etc.

I know alignment now only exists as a broad concept, but most swarms that walk are unrepentantly evil, so it would take some creative implementation to create a "good" or "neutral" swarm ancestry lore-wise.

The Spathinae from Starfinder are a great example of that.

Heck, as someone very excited for Starfinder 2e, would be thrilled with a 2e version of the Spathinae I could port over!


I don't think there is enough material to warrant an entire book, but a book themed around games of the world with rules for playing some of the games and expansions like decks of cards would be fun.

There are two official pieces of art of Starfinder characters playing a holographic TTRPG, and I'd love my characters to be able to play one between adventures. Though that one probably works better for Starfinder than Pathfinder and is probably a little too Meta. ^^'


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Yeah, Mythic rules are SUCH a letdown for how hyped up they were. Rewrite Fate is VERY nice at lower levels, and some of the highest-level feats are good, but most of it just feels really blah. Large parts of it don't even feel like they were properly playtested.

You aren't even properly Mythic until level 12, a tier most campaigns don't even reach! I was hoping for the crazy, game-breaking shenanigans from 1st edition, and instead I'm just slightly better at a few rolls a session until over halfway through the game. Mythic points don't replenish quickly enough to make a real difference it feels like, and I don't think they should replace Hero Points since they don't cover everything Hero Points did.

As someone who loves to play crafters, I am honestly very upset with the Artisan's Calling. It prevents you from using any equipment you haven't crafted yourself. No one character can craft everything they need! Some of the really cool options at high tiers like Mythic Runes and the Worldforge can only be accessed by PCs with Mythic Crafting, but the calling to get it is too prohibitive.

I think Callings should be done away with entirely, and you should be PROPERLY Mythic from the very beginning.

I am REALLY hoping that in a future release, Mythic rules will get a MASSIVE overhaul. They don't really seem worth it as-is.


I second the calls for an Aberration splatbook. Give me my Lovecraftian campaign!

I would also love a dragons book as previously mentioned. There are a decent number of dragon-themed character options, but can you ever REALLY have too many dragons? With Chromatic and Metallic dragons understandably having to be put on the chopping block, this would be a GREAT time to do second edition Planar Dragons.

Someone mentioned a second edition Book of the Damned, which would be interesting. I'd especially love Qlippoth character options.

A Deer can dream, but I'd like the Book of the Dead to be remastered one day. However, it works fine as is with minimal tweaking needed, so I'm not expecting it.

I would LOVE a splatbook about the Great Beyond. Other planes of existence were one of my greatest loves from my D&D days, and I still adore them. Paizo has also done a great job fleshing them out over the years and making them distinct from WotC's. Yes they almost never show up in a typical campaign, but the lore and art would be amazing!

I know this is the Pathfinder thread, but there are a few Starfinder 2e products I'd like one day as well. I would love another book of the Planes specifically for Starfinder. Give me my science fantasy Heaven and Outer Rifts, and show how the Planes have changed during and since the Gap!

I know there will be the Anachronistic Adventures section in the Starfinder 2e GM Core, but I'd like science fantasy subclasses for Pathfinder, and fantasy subclasses for Starfinder. The possibilities are endless!


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When I saw that line about an "entire island" serving as a soul cage, my mind instantly thought, "Tar-Baphon's soul cage is the entire Isle of Dread." I'm glad others have had the same thought, it did almost seem worded to make you have that thought.
You'd expect Urgathoa to have hidden it in some impenetrable fortress in the Astral Plane, but the best place to hide something is in plain sight. Your typical high-level party could breach an Astral fortress, but it would almost be harder to destroy a 30-mile geographic feature with anything short of Wish.
Thanks for a fun and informative write-up!


Maya Coleman wrote:
Oh, Deer Lord wrote:

I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!

The playtest for Technomancer and Mechanic is coming next year! We'll announce more details as we get closer!

Thanks for the prompt reply and for letting me know!


I could have sworn there was going to be a Playtest next month for Technomancer, Mechanic, and Starship rules. This blog makes it sound like the playtest is finished though, with no note of further playtesting. Did we all collectively hallucinate the second Playtest?

Excited for these new changes and absolutely love Chk-Chk's rizz in this picture!


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4lias wrote:

The Oliphaunt’s art is not at the right scale. This beast is supposed to be "thousands of feets" high, so tall that the Spindelhorn has been built to make eye-contact with it.

This one is 5 to 10 times too small, I would say.

Might be art for the Incarnate spell that temporarily summons a "manifestation."


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This looks very interesting! I like that rather than not knowing if your curse is a boon or a hindrance, you automatically pay a price but get power in exchange. That makes it a bit simpler, IMO. Excited to see the full class when it releases!


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Jonathan Morgantini wrote:
I would pay real monies to watch a sitcom of the emo goth oracle and the cool cat solarion bopping around space doing things.

Seconded!


I am in love with the iconics so far! I love Chk-Chk and Dae's friendship. I want to hug them and make sure they are safe. Looking forward to meeting the rest of them over the next few weeks! Adore that we have an emo barista in the lineup! Would love to read more of Chk-Chk's poems! Adore the fact that the first temple of Zon-Shelyn still functions as a coffee house, it seems appropriate somehow.


I just met Dae and I already love them!
Also so grateful for agender representation, thanks!


This seems really well done, I love that you went to the trouble of adding art! Really hoping this gets completed!


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I am enjoying this fresh way to play the Envoy so far!

The good ole cliche of "DON'T YOU DARE DIE ON ME!" as an actual mechanic got a good laugh out of me, and it's also nothing to sneeze at!

I agree with the above calls that "asset" should perhaps be changed to "mark," if for no other reason than that I can forsee a lot of snickers over the use of the word "asset." Mark also seems to fit the flavor of the mechanic better.

I also thoroughly agree with the calls that like Rogues' rackets, perhaps each leadership style should have its own key attribute: Dex for From the Shadows, Hotshot and Guns Blazing; Int for Infosphere Director; Str for From the Front; Cha for In the Spotlight; and Wis for Through Desperate Times.

I'm looking forward to the next sneak peek of this, and it's going to be a long wait until August for me!


Omni713 wrote:

Thanks for looking at it. It hasn't been abandoned, but it is on the back burner for now. And with the remaster I've been busy updating my other home brew stuff.

Ah, thank you for the update!


Omni713 wrote:

I did a thing. I've always liked the Deities and Demigods book from 3ed DnD and even played a deity in a campaign which was fun. I've been thinking of possibly elevating a character in my current game I'm running in my world, so I've been working on updating the deity rules for PF2. Here is what I've been working on. It is still a work in progress, but I would love any feedback. Thanks.

Deities

I know six months is not much time, but this seems very interesting and well-done so far! Is it still in progress, or has it been abandoned?