Not trying to pile on Andrew here, but for a specific example, the current gunslinger iconic Nhalmika has a daughter named Ondla who, last we heard, was in a stable-sounding romantic relationship with an Alkenstari human.
I'm not sure if it qualifies as a city in the strictest sense, but my fave settlement is Basrakal. I like the Island of Misfit Outsiders trope a lot, and it feels like such an interesting adventuring destination because every citizen is amazing quest giver/main character material, almost by definition.
Hobgoblins are super-soldiers of a sort. They were originally goblins altered by an artifact called the Cantorian Spring to become bigger, stronger, and more disciplined so that they could make war on some elves who were enemies of the hobgoblins' original creators.The spring got stolen before war could officially begin though, and the hobgoblins were routed, so now they live on their own, still hating elves.
Archpaladin Zousha wrote:
Maybe they're saving that one for the Firebrands book, since that organization's one a lot of liberators would gravitate towards?
I could easily see something like a flashy rapier being the Liberator-specific weapon. That would also cover all three physical damage types, which would be fun symmetry. (Yes I know the longsword is technically also piercing, shoosh.)
I'd love to see Bastard's Sting make a reappearance, but I highly doubt they'll do much evil-centric content outside an evil-centric book.
The spellgun and other potential spell weapons are intriguing. With their consumable nature, I assume they'll function like weird scrolls with a non spell effect for casters, and work like weird scrolls you don't need to trick for martials. Still, it's nice that they seem to usable by anyone.
Yeah. I'm always excited to see more universal options. I especially like ones like this, items that let you make a spell/firearm attack for example, that take caster and martial disparity into account.
I'm really hoping there's an archetype that takes advantage of these, or some class feats. They kind of feel like magical gadgets, and gadgets are fun.
I can second Iron Gods and Hell's Rebels. I didn't get to play/run them, but I read through both those APs and the last chapters were very thematically on point and looked cool. Hell's Rebels also has the advantage of
letting you kick Barzillai's teeth in for the second time while wandering through some thoroughly horrifying and neat Hellish setpieces.
I'd have gone with Apocowlypse, myself, but it'd be a boring ol' world if we were all the same.
I got way too much enjoyment just now from imagining the flat vs. round world debates on Golarion.Someone claims the world is flat, and at least half a dozen wizards go "Wanna bet?"
People live on both the Moon and the Sun in that setting, after all.
Duel-Handed Assault was what put it in my head, yeah. Someone mentioned it in another thread and I started thinking how neat it'd be for my old magus to be able to do that.I feel as though it's still in an awkward spot for fitting into the other studies though, rather than being its own. Inexorable Iron turns off when you're not two-handing, and Laughing Shadow partially does. I imagine the benefit would be tied to how many hands you have on your weapon, maybe something like Twisting Tree's altering of traits for a staff. (Not that exactly because then you'd be recreating Twisting Tree, but more versatile, which I don't see the point of.)
Something I just realized I'd like to see today is a switch-hitting magus hybrid study. The one magus I got to be in 1E used a bastard sword, and I'd like to be able to replicate them.
Inexorable Iron doesn't fit because it wants you to have a two-handed weapon all the time, and Laughing Shadow doesn't feel like a great fit because its benefits are meant for a free-hand fighter. I'd love to see something that's in the middle, though I admit I have no idea what such a hybrid study would look like.
I was thinking of exactly that, yeah. It still low-key bugs me that there is mention of higher-grade common materials, but then no statistics for said common materials.Then again the one thing that's always irked me since launch was how materials are handled so that's not surprising.
Dark elves, the ban-sidhe, bad fairies etc call them what you will, but currently on Golarion Drow have purple skin, don’t particularly revere spiders and aren’t all evil and hopefully aren’t cavern elves particularly. That’s history for you.
Well they don't revere spiders outside of House Moivas, at any rate. They worship Mazmezz, one of the spideriest spiders to ever spider, so spiders are likely very important to them.(Small warning for anyone afraid of spiders, assuming Mazmezz has art on her wiki page, she is extremely spidery.)
Yeah, but it's not like it's that expensive or difficult for anyone to have a bow or crossbow or gun or cantrip in Pathfinder, either.
And? My point wasn't about expense, it was about ubiquity. Guns are expected to be everywhere, so the game is built to take that into account.
I'd also argue that it's marginally more difficult to get a ranged option in PF2E than in SF. 2E requires you to either spend multiple actions using your ranged option, like with a cantrip, gun, or crossbow, or be a class which has access to the martial, more action-efficient ranged options, or to spend an ancestry feat to get one of those options on a class that hasn't got them.
Leon Aquilla wrote:
In fairness, having access to flight isn't as encounter-warping when everybody's got a gun.
Which I think is the cool thing about Starfinder; the designers and writers recognized that a different level of tech means that characters would all have access to different kinds of resources, and budget/gate items appropriately.
Bizzare Beasts Boozer wrote:
I hope they make their way into 2E someday. I think the only one we have in this edition is flumphs? I wouldn't be surprised if they didn't, IIRC most of the creatures were originally D&D-isms that Paizo put a Pathfinder spin on, but I can hope.
The first way that comes immediately to mind is paying a necromancer to get raised as a husk zombie. Given how well undead are treated and that becoming undead is seen as a step up the social ladder for many I'd imagine there are necromancers willing to perform that service, if at a stiff markup, and with prospective clients taking some precautions to ensure they are animated as the kind of undead they want to be, and that the necromancer doesn't bring them to life as a shambler and then pocket the difference in their requested cost.Another method could be by accident. Perhaps the PC was intended to be a mindless farm-drudge, but something about their reanimation allowed most of their mind to remain intact, which was something they had to keep secret from the corpse tenders until they had a chance to escape and make it on their own.
It's also entirely likely that someone simply clawed their way out of their grave on their own accord. Geb has to be positively oozing with necromantic energies, to say nothing of the kinds of horrible circumstances that lead to the sorts of deaths that create undead in the first place.
I've just been thinking of making a crossbow-focused inventor, too. A super jolly guy based off that YouTube channel about making home-made slingshots and bows.
"HA HA HA! Let me show you its features!!!"
I have my fingers both crossed for some kind of scarab-based, or at minimum beetle-based ancestry, and that said ancestry has some link to Ulunat, the Unholy First, not so much in a "they are its spawn/minions" kind of way, but more in a "they may have been associated with it once and no longer want to be, or never were and bristle at the insinuation" kind of way.
I'm mildly concerned that we haven't heard any news of elemental eidolons yet; they seem like something that would have been talked about already. The book is still over half a year out though, so I have hope.
There was a goofy water elemental that my party named Squidicus that I'd love to graduate from recurring joke to full character.
Paizo Blog: Play a slime, mimic, demon, nymph, and more with Battlezoo Ancestries: Year of Monsters!
The Slime PDF has come out already, and it looks like loads of fun. You can make yourself composed of different things, do silly grapple stuff, and replicate yourself to a limited degree, among other stuff I'm probably forgetting.
The de-emphasis of magic was a bit of a waste, since every group I was in had someone who wanted to play a full on Space Wizard but really couldn't to their satisfaction, so bringing back PF2 style magic would be a boon. Fully embracing the PF2 caster-martial balance allows tech and magic to fit together gracefully without magic taking an overly back-seat position as it felt in SF. Also, the long level gaps between new spells in SF was the pits.
Yeah, I think high-level magic would be much more workable in PF2E's design framework. Pulling other options up while reigning magic in a bit really helped in that regard, not to mention all the capstone abilities of SF casters are basically 10th-level spell features before they existed.
That's fair. I personally kind of dig the super specific focusing in on tropes for the SF classes. I like how it pushes the design toward really out there ideas because of how narrow a focus might be, things like the Biohacker injecting magical chems into ley lines or an unarmed Soldier being a plasma monk, or the different flavors of caster. Sure those kinds of options can always show up, I've just always felt that they cropped up sooner because of the focus that a class identity had to maintain.
Zero of the people I played with enjoyed the equipment of SF, finding it fiddly, overwhelming, treadmilly, and tedious. I had to prepare so many shortlists of options for my groups because they didn't know how to tackle the massive lists, even with search functions. So, wholesale borrowing the PF2 equipment system, and putting the word "Futuristic" in front of every item would be preferable.
I'm definitely in that camp. Wading through massive item tables is a nightmare when you have to use a screen reader and move through a table cell by cell. I don't think remaking equipment in a hypothetical Starfinder 2E would be especially hard, either; all the crit abilities on weapons would become traits, I imagine.Come to think, being more liberal with traits on weapons and armor in general would emulate a lot of Starfinder's big weapon and armor variety, and be a big boost for the latter.
I've got mixed feelings on a Starfinder 2E. On the one hand, I personally would absolutely love it. I think that PF2E's rules would play even nicer with a lot of SF's game conventions, what with it being a half-step between the old and new systems.On the other, I know a fair number of people who love playing Starfinder because it's got that older-but-slightly-updated Pathfinder feel who would be bummed if the game suddenly shifted on them. Granted, SF has a lot of material out now and it wouldn't be hard to keep playing with what's been produced so far.
Now that I'm thinking about it, I'd be very curious how a potential SF2E would handle a number of systems and classes. Soldiers and operatives are basically fighters and rogues in space, respectively, so would they use a fighter and rogue chassis and call it good, gain some new feat lines, or would they be their own new classes with mechanical identity?
One thing that might help is that, as of the latest errata, you can take two free boosts with a character instead of what their ancestry gives them.
So your elf could, instead of +Dex -Con +Int +Free, get something like +Str +Wis, which would be more immediately helpful if your intention is to be a melee druid.