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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Just a heads up since this confused a friend of mine. The Single File download option is just the PDF of the adventure booklet, while File by Chapter download includes the various pawns, maps, and pregen downloads. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Looking at my copies of Shades of Blood, I see only one mention of Godsrain in Shades of Blood, and its not player facing. Details: Godsrain is mentioned as being the reason for Andoran's recent militarization push. This also includes a push for additional investment in education and research, including research grants. An astronomer uses money from one of these grants to hire the party. So pretty easy to ignore, even if your PCs get interested in Andoran research grants for some reason. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Empires Devoured should work fine for Starfinder 2e. The main things that changed during playtest were the PC options, not the GM side of things or the underlying math, and I don't recall reading anything that referenced player abilities. I know some of the lower level playtest adventures had issues with creatures with resistance to physical or fire damage being really hard for most party compositions to deal with (since low level ranged weapons don't have a lot of damage output and do fire or physical). Level 10 characters have a lot more options, so that should be less of a concern. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Yeah when I ran Outlaws I used the Impossible Lands rules for Wellspring surges and they worked well. Don't want to derail this thread too much, but
Me ranting about Outlaws a little bit: When I was first looking to run it, Impossible Lands was not out, and the AP is just "Here's a bunch of lore about how magic is weird in the city and surrounding area but we completely ignored that when writing this AP outside of a couple of events." Impossible Lands does give you some of the tools for the Mana Wastes but it doesn't help with everything. For instance, the AP also talks how magic in Alkenstar varies throughout the day. During bronzetime magic is more stable and during surgetime it gets crazier, and so predicting when these happen is part of everyday life the same way we have weather forcasts, but the AP doesn't give you any tools to implement them into your adventure.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() By the time this thread was started this question had already been answered elsewhere. Thurston Hillman's response wrote: Related to the Core 20 discussion: we changed it up, because the spotlight on deities is just different this edition. The change there doesn't mean that Sarenrae is less powerful or important to people in the setting, just that she's not as "in focus" by the metaphorical camera that we have for stories we want to tell this edition. I've seen others hope for a Divine Mysteries style book for Starfinder and I think that would be a great spot to talk about these three deities in Starfinder. As for the Burning Archipelago, did the Galaxy Guide not mention it? That's really where I'd expect it to come up. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Loreguard wrote: I do remember reading that although a whole section of the city has an Anti-magic zone, the AP says there shouldn't be any feeling that a spellcaster would be at a disadvantage in the campaign, which just seems odd. PF2 retconned a bit of the dead magic stuff from PF1. The main emphasis in PF2 is less that magic doesn't work at all and more that magic is unreliable in the Mana Wastes. There's rules for it in Impossible Lands. Personally I like that more than dead zones. You're not alone in feeling odd about that in the AP. That was a fairly common criticism of the AP when it came out, especially as the Impossible Lands book hadn't come out with rules for Wild Magic. It makes sense from the perspective of not wanting to disappoint people who want to play their favorite class, but it doesn't give mechanical support to the lore and so puts more work on the GM. ![]()
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![]() Sniper's Advanced Exploit is actually an improvement from the playtest. But that's because it largely did nothing in the playtest since it just didn't increase MAP. Which as pointed out by the OP, rarely comes up because of action economy. Justnobodyfqwl wrote:
I also have some practical experience with a sniper operative in the playtest and this is basically how I feel about it too. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() You comparing this to the Star Wars box sets reminds me I should see how this compares to my Alien RPG scenario box sets. The second I saw this product my brain jumped to those since those also have tokens, pregens, weapon/item handouts, and maps. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Phoebe Bane on bluesky mentioned void elves being in the book as an expansion for PF2 elves, along with Formians and some sort of playable ooze ancestry. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Also bear in mind that the 3-action doesn't get the increased healing of the 2-action version. That's a common misreading I've seen as well. The non-selectiveness of Heal and Harm's 3-action version means that they don't get used often. 95% of the time its the two action. However there are 2 scenarios where it becomes super useful:
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Yeah, there's a bunch of undead companions, including a zombie and skeletal servant that can be humanoid. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Starship combat rules similar to 1e will not be in either Core book (they're earmarked for some future release), so I doubt there will be starship building rules either since those were pretty tied to the combat rules in 1e. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() RAW all the followers are living humans. You can get skeleton (at GM discretion since its rare) with the Leader for All feat, but currently there's no way to get a non-skeleton undead follower. Of course you can always homebrew an option for that. And considering there's undead animal companions there may be undead followers in a future release. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() One of the main issues with the one-off ancestries in PF2 like the shoony was their low number of options. 4 ancestries and 13 feats total, and none above level 13. If this is a one-off for ancestry options, both ikeshti and shobhad have triple the number of ancestry feats shoony got, and more 17th level ancestry feats than some core PF2 ancestries currently have. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() The opening post made me realize I'd never looked at what PF2 GM Core had to say about traps, and it turns out it does seem to agree with you on Simple Hazards. "In isolated encounters where the PCs have plenty of time to recover from hazards’ effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous." Granted that's in the section on encounter building rather than the Hazard section, but it largely matches up to your initial criticism of simple hazards. Looking at GM Core, about a quarter of the simple hazards in GM Core do impose debuffs that can last for more than a 10 minute rest (ex. Hallucination Powder Trap, Pharaoh's Ward, Poisoned Lock) So I think your argument for what simple hazards should be has more system support than you think. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() The pregens in Nova Rush are the same as the ones published for the playtest. You can find full sheets for them and descriptions of their abilities on this page. There also will probably be official pregens using the Player Core rules in the next month or so. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Trip, the map's usage is held in one hand, so its way too small to cover a commander's table. pauljathome wrote:
I think the best American comparison would be a USGS 1:100,000 scale map. I fully agree the map would be incredibly useful for an army. Just knowing heights would be good information and every army would try to get one. And I'm in agreement that 7th level is a little too low, this should probably be at least an 11th level item to be on par with scrying instead of clairvoyance. However, things this map would not show: Forest hunting trails, current weather conditions, ford locations of rivers, whether bridges have been fortified or destroyed, enemy supply caches, etc. Local guides or scouts would still be needed. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() I get being worried about it invalidating scouting. However, some other factors to consider:
You mentioned Pearl Harbor. The US military had radar stations that detected the incoming Japanese planes, but due to the military expecting friendly planes that day, security procedures, and miscommunications, they weren't reported. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() To use a practical example, the largest dungeon level I've seen in a Paizo AP is about 350 by 350 ft. If you double Xenocrat's proposed map size to 36 inches, that whole dungeon level on the map would be roughly the width of a credit card. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() To follow up Finoan:
4. Yes, I don't see any mention of weakness to Splash for Swarm Eidolons. The swarm trait says that "typically" a swarm may have weakness to splash but that's not a hard rule enforced by the trait. 5. That seems correct to me since Swarm Eidolon's dispersed form can't make Strikes and Eidolon's Opportunity makes a Strike. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() shroudb wrote:
On first read, the skirmish combat rules do seem like they integrate player characters into large combats well. I haven't seen how well it works in practice yet though. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() I don't know how many feats for natural weapons there are but there's over 20 heritages that give unarmed attacks so there's plenty of precedent. Warrior Automaton for one example. To answer the OP's original question:
Mechanically Jotunborn are a Large ancestry (with one heritage allowing you to be medium) with boosts to Strength, Wisdom, Free, and a Charisma flaw. They have the ability to glow with dim light thanks to the silk they weave into their skin. Not having the silk is the sign of being an outcast from jotunborn society. They have 5 heritages that generally have to do with the character's role in Jotunborn society (Warrior, Animal Keeper, Sage, Plane-Hopper, Weaver) Their ancestry feats largely revolve around animal caretaking, creating things, grappling and being planar travelers. Plus the usual ancestral lore/weaponry feats There were two feats that stood out to me. The first is a feat that's a copy of the Minotaur feat that gives reach as a stance. The other was Jotun's Boost, which lets you pick up a willing ally and toss them 25-30 feet (and strike as reaction) for two actions. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Sure. Player Options:
No new mythic feats, but exemplar gets two new dominion epithets, plunderer of the hive's riches and trespasser in death's realm. Also about 6 new class feats for exemplars, two of which require the new epithets.
There's also a subsystem for managing a mythic hero cult devoted to the players. Creatures: Pyrkarion Asura (Level 7) Traits: Unholy, Spirit, Asura - Asuras seem like they're no longer fiends. Forgotten Dead (level 4) Traits: Shade Bee Borer (Level 3) Traits: Animal Three stat blocks for Giant Bees! Gigantic Bee Drone (Level 4) Traits: Animal Gigantic Bee Guard (Level 4) Traits: Animal Gigantic Bee Royal Guardian (Level 6) Traits: Animal Lava Spitter (Level 4) Traits: Construct, Elemental, Fire Firehoof Minotaur ( Level 7) Traits: Beast, Fire, Humanoid Two Stygian Guardians Eumeniad (Level 6) Traits: Monitor Keribos (Level 6) Traits: Beast, Monitor. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() From what I can tell, the main difference between what the class archetype gets and what a normal innovation gets is that your class DC progression is better. You get Expert at 7 and Master at 15 instead of 9 and 17. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() My experience is usually the PCs will take care of turning things into an evil campaign, you don't need published material to directly cater to it. Also I recommend reading Battlecry first instead of playing this weird game of telephone with its contents. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Magus focus spells don't interact with spellstrike because casting them recharges your spellstrike. Focus fang is really nice for this because if you don't have to move you can Focus Fang and then spellstrike as your three actions without MAP on a turn. They also don't meet the spell attack roll or saving throw requirement of spellstrike. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() Basing it off of Sustain could be cleaner. That may cause some order weirdness with River Carving Mountain but that doesn't seem like a big deal. I'll have to think about that. Thanks for the feedback y'all. Super Zero wrote: But not allowing Tumble Through, either? I was torn on that but eventually decided that if the developers added Tumble Through to be a move action with style then having Stride as a move action serves the role and Tumble can be safely dropped. Striding while dancing is stylish enough for me, and there is precedence since that's how Uncontrollable Dance works. ![]()
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![]() NorrKnekten wrote:
Yes that's correct. ![]()
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
![]() I'm also in the camp where using using Tumble Through to just Stride feels wrong to me. After reading this thread, I'm simply going to house rule that Dancing Invocation is a one action ability that lets you choose one of Step, Leap, or Stride and then Sustain as two subordinate actions. This solves the problem of enabling quickened strides or other subordinate actions, while allowing for the developer intent to include strides without mandating Tumble Through strides.
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