Alahazra

Pontiff Rysky, of Cult of Cosmo's page

42 posts. Alias of Rysky.



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Silver Crusade

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So lots of new neat stuff, but the more I look over the more ehhhh moments I'm having.

Revelation Spells wrote:


You can cast revelation spells, which are a type of focus spell. Though it normally costs 1 Focus Point to cast a focus spell, as an oracle, you do not have a focus pool and can never gain one by any means, even if you take a feat that would grant you Focus Points or a focus pool. Instead, you cast revelation spells, or other focus spells you learn, by drawing upon the power of your mystery, which incurs the effects of your oracular curse (see below).
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, and you can’t cast them using spell slots (see Divine Spellcasting on page 14). Certain feats can give you more focus spells. The full rules for focus spells appear on page 300 of the Core Rulebook.
You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you can cast as a revelation spell.

I don't foresee this playing nicely with multiclassing, nor people wanting to play Oracles or wanting to multiclass with them liking that.

Oracular Curse wrote:


[1]An oracle draws power from multiple deities, each with their own alignments, agendas, domains, and anathemas. [2]The inevitable conflict between these different sources places incredible stress on your body, manifesting as a supernatural curse whenever you cast revelation spells. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies also provide you with divine benefits.
The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse starts with a minor effect and progresses to a moderate effect. At higher levels, you can grow to withstand your curse’s major and even extreme effects.
[3]The first time after your daily preparations that you complete the Cast a Spell activity for a revelation spell, your minor curse manifests. Once your minor curse has manifested, it remains in effect until the next time you rest for 8 hours and make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. This effect is in addition to that of your minor curse. [4]You can reduce the severity of your curse from moderate (or worse) to minor by spending 10 minutes using the Refocus activity (Core Rulebook 300) to mentally reconcile the conflicting demands of your mystery and find common ground between them. While your curse is active, you can’t mitigate, reduce, or remove its effects by any other means; for example, while you are slowed 1 from your extreme curse, you couldn’t benefit from an effect that normally cancels or counteracts the slowed condition.
[5]Drawing upon your mystery’s power while your curse is at its worst takes a terrible toll on your body. Immediately after casting a revelation spell while under the worst effects of your curse that you can currently handle, you are overwhelmed by your curse. [6]You fall unconscious and can’t be awoken by any means for 8 hours, after which you awaken naturally and can make your daily preparations normally.

1) Does it have to be from deities? Can't it be from the planes themselves? Or other sources?

2) So the gods are idiots.

3) minor thing, but why not "after casting a Revelation spell"?

4) I don't care for this for how super specific it makes the flavor of the Oracle. "I have to play mediator for a bunch of jackesses" is a neat theme, I don't like it being the only theme.

5) What does "at it's worst" even mean?

6) I REALLY do not like this. I like thematic climatic sacrificial abilities (Champion of Gwynharwyf and Frenzied Berserker were my favourites Prestige Classes in 3.5, and I love playing Barbarians in all recent editions). Things that damage or kill you for the right, desperate payoff are awesome, I live for that s$+~.

Death is unpleasant because you lose your character most likely, the second most unpleasant experience is showing up to play and not being able to. "Okay since you did this your character is still alive, you're just not allowed to play" is not a good experience by any measure.

Overclocking, good.

Dying, not good but okay.

Telling the player they're not allowed to play even though they didn't do anything wrong, not okay.

Silver Crusade

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Not sure how I feel about, granted it's not bad per say, since now Witches can pick their spell casting Traditions, though I did like that (similar to Deities for Clerics and Bloodlines for Sorcerers) you could get spells for them from other lists.

I do like the Lessons though.

Silver Crusade

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Vivacious Bravado wrote:
Your panache swells your ego with bravado, granting you a temporary reprieve from your pain. You gain temporary Hit Points equal to your level plus your Charisma modifier that last as long as you have panache.

Getting temp HP is nice, but the manner in which you get it I foresee leading to two odd scenarios. The first has you play it safe and not use your Finishers (barring good luck with the Feat Finishing Follow-Through, which I think should be a core ability honestly), which just seems at odds with the daredevil badassery of the Swashbuckler. The second is to still use Finishers, and promptly lose your temp HP, making the Feat rather unreliable, even though you do get more temp HP every time you resume Panache.

Silver Crusade

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… what in the hell kinda slug is that?

Silver Crusade

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The following is NSFW, just a head’s up.

My buddy and all around kickass person and artist Alexis Flower just launched the KS to collect and bind the latest chapters of his online comic (you can read here for free, again NSFW) into physical form and he’s already funded!

Link to the Kickstarter

The higher reward tiers include art prints as well as a dice box and a set of dice (ah, got your attention now do I) that are gorgeous like the comic itself.

Even if you don’t back it I highly recommend checking the comic out, it’s absolutely gorgeous and whimsical, also free (and NSFW. There’s a lot of sex).


Carnacki, capital of Lusk.

Silver Crusade

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Art and support for Pike and Torrent please!!!!

Sovereign Court

French Fries !!!

Silver Crusade

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Hello and sorry to bother you but I got an email (and double checked with my card account) that I'm currently being charged for this month's PFS subscription (Order 7953796). I was under the impression that if you have 4 subs you got 1 free Society sub and if you had 6 you got both for free.

Is one of the subs I have not the correct one or did I do something wrong in setting them up?

Silver Crusade

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Advanced Player's Guide playtest coming in October.

Bestiary 2 coming in March (or was it may?)

Gods and Magic goes into the Lore of the Starstone and how it works.

AP after Extinction Curse is Defenders of Edwatch (I'm probably misremembering the first part), takes place entirely within Absalom ala Council of Thieves.

Silver Crusade

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Witch, Oracle, Swashbuckler, and Investigator are back!

60 Archetypes.

Multiple new Ancestries and Heritages, Planar Scions, Dhampir, Changelings, Orcs, Kobolds, and more

(from the Gencon Twitch)

Silver Crusade

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*steeples fingers*

Hmm.

Silver Crusade

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Per a suggestion from a certain Leshy and me wanting to be safe rather than sorry would you please cancel my Pathfinder and Starfinder Society subscriptions since I will get be getting both for free due to my other subscriptions?

Sorry to be a bother.


Come along now


Welcome to Ekidu!

Silver Crusade

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I wonder if we will be able to get this as part of the starting subscription?


MITIGATE (EX) 2nd Level wrote:
As a reaction when you take damage, you can spend 1 Entropy Point to reduce the damage you take by an amount equal to your vanguard level. If you do, you can’t gain any Entropy Points from that attack. You can’t reduce damage to less than 0 with this ability.

Mmmmm, yeah...

Does anyone see this ability being used any? You're using an EP to negate getting an EP and also shaving just a bit of damage off.

What are some ways to improve it? Turn it into a Stamina Fast Healing ability instead for a certain number of rounds?


(sorry if they already mentioned what they were.)

If not, I recommend Vlaka (guardian) or Ganzi (entropy).

I also recommend adding the Ganzi to the game :3


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We got's some :3

Silver Crusade

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Oh wait, we did! The Stalwart Defender from 1st was all about defense, so with the way we're handling Multiclassing/Archetypes/Prestige Classes would it not make sense to make it the defensive Dedication that people take if they want to get armor/shield proficiencies, rather than having hordes of Mutliclassed Paladins?

Silver Crusade

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Thankies for fixing the Favourites and Avatar selection ^w^

Unfortunately it now seems that we no longer get that nice red dot on the circle next to My Account alerting us that we have new PMs. We still have the (x) notification next to Private Messages if we mouse over the drop down though.

Silver Crusade

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First off, it's heartening that the increased damage the monster/npc deals is partially tied to the weapon (extra dice) and not just on them, thus making the weapon and its enchantments rather pointless.

Lost Gear, page 23 of the Playtestiary wrote:
Some creatures rely on gear, like armor and weapons. You might need statistics for a creature that doesn’t have its gear. For example, it could get disarmed, an ambush might catch it while it’s out of its armor, or one of its worn magic items could get dispelled(3). If a creature loses its weapon, it needs to use an unarmed attack or draw another weapon(1). In the latter case, find a Strike entry for the creature that most closely matches the substitute, reducing the attack bonus by 2 and using the damage die for the new Strike(2). If the creature needs to make an unarmed attack and doesn’t have one listed, it uses the statistics for a fist (Playtest Rulebook 179). For a creature that has lost its armor, find the armor in its Items entry. Reduce its AC and TAC by the item’s bonuses (Playtest Rulebook 176). If the armor has magical potency, reduce its AC, TAC, and saves by the armor’s potency. For other magic items, the creature doesn’t gain benefits(3).

1) Though that raises the question on if they draw a new weapon will the damage be the same, or how similar? The Babau does 2d8+7 with their nonmagical spear, if they switch to another weapon will it still do 2d8+7? If they get a greatsword will the damage be the same or will it now be 2d12+7?

2) For Strikes, will we have a table for "find a Strike entry for the creature that most closely matches the substitute," or will we have to dive for other monsters?

3) So other than armor do any other worn magic items factor into a creatures stats? If not this needs to be much more explicit than simply tucked into the Lost Gear section, otherwise you'll wind up with Numerous GMs who don't trust the statblock when running APs and Scenarios, "Oh it says their skill/ability is +x, but they have [item] so it should be +xx" which is gonna lead to not fun times.

Silver Crusade

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Something I've started to pick up on on here reading the rules and updates and watching the forums and elsewhere, is the apparent current goal of getting the math "correct", or correct as can be. Unfortunately this also seems to be coming at the expense of the math enabling fun, which is kinda the whole point of it.

A lot of times I see posts that amount to "this isn't good/fun" and other posters and the designers will chime in with "At that level +x bonus works out to xx% which is where it should be", which... actually sidesteps the prompting statement, or at least the priority of it.

Recently Untrained was remixed to give a -4, since a lot of people had the perception (little p) that something being "Untrained" should be a negative rather than so-so, which it previously had the appearance of. But on the other hand even before that, an equal number of people were calling for the higher Proficiency bonuses to be raised, so that you had the appearance of improving as you leveled even if the obstacles' stats increased along with it so they kept in tune, psychological satisfaction basically even if the math worked out the same.

Which is the crux of my concern, it doesn't matter how "correct" or flawless you get the math if it isn't fun. The math is the framework, not the endgame, it enables the game. So, is this more and more "Corrected" math fun to actually use?

What's everyone's feelings on it?

(and yes I know a bunch of monster Skills and Skills DCs are off, that's not what I'm referring to when I say the goal of "Correct" math, I'm talking about the tightening and lowering the floor.)

Silver Crusade

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I'm curious, how unbalancing would it be for a character to have a Reaction available for each Reaction ability they possessed? For example, a Fighter with both the Attack of Opportunity and Reactive Shield abilities could use each once per round (but not say, AoO x2)?

This would especially help Paladins, who have Retributive Strike and also possibly Divine Grace, Attack of Opportunity, and Shield Block.

Silver Crusade

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I was was wary about Paladins being touted as the masters of armor, and after reviewing over the weeks, my opinion hasn't lightened. Putting my bias out there, I've played Heavy Armor characters before, but the only Heavy Armor Paladin I've ever played is my most recent one, a Vindictive Bastard hilariously enough (they're a Fallen Paladin Archetype). I like being mobile, or simply just tanking hits (Barbarian is my favourite class). I know "Knight in Shining Armor" is a saying, but I've never envisioned that to be literally clad in heavy cumbersome armor, just be a hero.

Looking over the forums about them being masters as well it readily seems that, plainly, no one cares (watch this thread get a deluge of posters saying they love the Paladin being the Heavy Armor class). Note, I don't take issue with them getting Armor/defense related boosts, I just don't like it being a core of them, specifically Heavy Armor being integral.

This was exemplified when the Paladin Multiclass package was released, with very few people talking about it in regards to gaining Paladin abilities while an overwhelming majority of people are discussing it solely in order to take the Armor Proficiencies with pretty much full disregard for the Paladin package itself. In a way this is worse than previous Editions' "How do I get Divine Grace onto my Character...".

Not throwing shade at the people doing so however, since that's the most effective and efficient way to get Heavy Proficiency (among other goodies), as early as level 2 rather than spending 3 General Feats solely for Heavy Armor Proficiency and having to wait till 11th level at the earliest to get it. Then there's the fact that this train of thought seems to be encouraged as well, "Want Heavy Armor? Multiclass into Paladin!" ????? Even stranger is this is why so many people were taking the Fighter Multiclass and they removed the shortcut to Heavy Armor for it.

If someone said to me (and I was unaware) that there was a feat line you could take to get Paladin abilities Heavy Armor Proficiency would certainly be the last thing on my mind, and it certainly wouldn't be on a list of wants.


OOOoooooooo, pretty!

Silver Crusade

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I attended the 2e panel hosted by Jason Bulmahn and John Compton so I'll do my best to remember stuff that was talked about. Just a forewarning that none of these were explicit "we're going to 100% do this", but more "how we're leaning/what we want to do".

Witches

Witches are well loved (and they have an in-game country full of them) and they have enough stuff to stand on their own mechanically that making them an Archetype would be a disservice, so "we'll get them sooner rather than later".

Paladins

Again they stated the reason they went with LG only for the Playtest was because there was absolutely no consensus anywhere on what people wanted from the Paladin (Group A, B, C, D wanted them to be LG only, Group E, F, G, H wanted them to be any Good, Group I, J, K, L wanted them to be any alignment, etc) but at this point there's little to no chance of an any/no alignment Paladin and they are instead heavily leaning towards paladins of Any Good "because that's [Good] the part that matters".

Ancestries

Bulmahn himself isn't happy with them atm, and he came up with them, that combined with the mostly negative feedback with how they're currently implemented means they are likely to get a major overhaul.

Location of Monster making rules

Bulmahn expressed interest in putting these somewhere else rather than in the first Bestiary which would a) mean not everyone has to buy the first Bestiary to make monsters and b) it would free up a lot of space in said bestiary for actual monsters. Where it would be moved? Core Rulebook? Gamemastery Guide? *shrugs* Thing's they're considering atm.

I'm definitely not remembering a whole lot, which there was, this is just bits that stood out to me.

P.S. Compton is a kickass GM.

Silver Crusade

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Looking over multiple issues I've seen I wonder if it would not be better to simply put some meat on the Ancestries rather than have them be bare bones and have to "grow" into them, and replace all instances of Ancestry Feats with General Feats so that's it's back to 1st Editions advancement of one every odd level and offer a single Heritage Feat at 1st level for something really neat.

Then also add Combat feats under General, rather than restrict them to Classes so that Classes aren't pigeonholed to certain weapons and armor and/or add Combat abilities to certain Proficiency Ranks for weapons and armor similar to how Skills work (As discussed here). That way Class Feats could consist of things that are actually evocative of the Class, rather than giving access to weapon styles or use.

Going off the Barbarian for example,

1 Ancestry feat, barbarian feat
2 Barbarian feat, skill feat
3 general feat, skill increase
4 Barbarian feat, skill feat
5 ancestry feat, skill increase
6 Barbarian feat, skill feat
7 General feat, skill increase
8 Barbarian feat, skill feat
9 Ancestry feat, skill increase
10 barbarian feat, skill feat
11 General feat, skill increase
12 Barbarian feat, skill feat
13 Ancestry feat, skill increase
14 Barbarian feat, skill feat
15 general feat, skill increase
16 Barbarian feat, skill feat
17 Ancestry feat, skill increase
18 Barbarian feat, skill feat
19 general feat, skill increase
20 barbarian feat, skill feat

would turn into:

1 barbarian feat, general feat, heritage feat
2 barbarian feat, skill feat
3 general feat, skill increase
4 barbarian feat, skill feat
5 general feat, skill increase
6 barbarian feat, skill feat
7 general feat, skill increase
8 barbarian feat, skill feat
9 general feat, skill increase
10 barbarian feat, skill feat
11 general feat, skill increase
12 barbarian feat, skill feat
13 general feat, skill increase
14 barbarian feat, skill feat
15 general feat, skill increase
16 barbarian feat, skill feat
17 general feat, skill increase
18 barbarian feat, skill feat
19 general feat, skill increase
20 barbarian feat, skill feat

Silver Crusade

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While looking through the Bestiary I notice that there appears to be two types of Poisons.

1) The traditional have to make Saves against kind or you get penalties.

2) And Poison Damage from Attacks similar to elemental Damage.

I tried searching the Bestiary and Rulebook for a description of the latter, but didn’t find anything in the Bestiary and the section on Damages in the Rulebook doesn’t mention Poison Damage. So is it just extra damage or does it have any rider effects like traditional poison? I’m going to assume no at the moment but we don’t currently have any information on it.

Silver Crusade

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Reading the blogs I was really keen on making a dual wielding Barbarian cause Double Slice made it look really cool, only to be saddened to find out they don't have access to the Double Slice feat. And lots of the classes were in that predicament.

As someone not fond of equipment and weapon styles being restricted to certain classes, I got to thinking, have Classes have actual Class Feats, and tie the Weapon related Feats to their own thing. And with the Proficiency system we already have the structure in place. It would also give the tiers of Weapon Proficiency a purpose other than just attack and damage bonuses.

Tie things like Power Attack and Double Slice to being Trained/Expert in those Weapons, that way a Fighter still has a leg up while keeping a structure and pacing to when the Feats are accessible (or even better have some of those things be options unlocked at those Tiers, similar to skills, rather than Combat/General Feats you have to spend).

Silver Crusade

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I’ve noticed a couple of monsters have Gaze Actions, and Avert Gaze is an Action targets can do, so I was wondering if there would be any codifying on the types of Gaze Attacks as right now they’re a little vague (some listed are described as Auras as well) in how they’re used/triggered.

Basically we have:

Gaze A) Monster sees target.

Gaze B) Target sees monster.

Gaze C) Monster and Target eyes meet.

The Mutilation Demon (Shemhazian) for example seems to possess both A and B.

Paralyzing Gaze wrote:
(aura, divine, enchantment, visual) 30 feet. Any nonevil creature that ends its turn in the aura must attempt a DC 32 Fortitude save. If this creature fails, it's slowed 1 for 1 round, and if it critically fails, it's paralyzed for 1 round. A creature can spend an action averting its gaze (this action has the concentrate trait) to gain a +2 circumstance bonus to its saves against Paralyzing Gaze and Focused Gaze for 1 round.
Focus Gaze wrote:
(concentrate, divine, enchantment, visual) The mutilation demon can focus its gaze on a nonevil creature it can see within 30 feet. If that creature isn't slowed by the mutilation demon's focused gaze, it must attempt a save against the mutilation demon's focused gaze. If that creature is slowed, it must succeed at a DC 34 Fortitude save or become paralyzed for 1 round. A mutilation demon can't use this ability against the same creature more than once per round.

Silver Crusade

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I just wanted to say I really love the red banister style border on all the Playtest book's pages. It's really evocative.

Silver Crusade

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Blame Gorbacz (and Cosmo).

Silver Crusade

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Hello and sorry for waiting till the last second but would it be possible to cancel the Starfinder Rulebook subscription on my account? I'm just not interested in Armory (I'll probably renew for Alien Archive 2).

I would like to keep the AP and SFS subscriptions atm though.

Silver Crusade

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I accidentally hit the Block button when I was trying to reply to a PM (I’m using my phone, stupid fingers >_<), is there anyway I can unblock them? I looked around the PMs and my account settings and there didn’t seem to be an option I could use.

Silver Crusade

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That or Skyrim 2

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The 61 year old chef and television personality was found dead due to an apparent suicide in his French hotel room, he had been filming a new episode of his show Parts Unknown.

Silver Crusade

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So from what we’ve been able to glean thus far stat generation is done through various +2s at each step (Ancestry, Background, Class, then Level 1), allowing a wide range of stat distribution that isn’t as finicky as Point Buy.

However we haven’t seen (or rather I haven’t seen) any hints on whether you will be able to dump stats, and just as importantly, whether you can get recompense for doing so*. While this was mostly seen as a tactic of min-maxers it was just as often done by those who genuinely wanted their characters to have flaws, and allowed them to do so without suffering table pressure for making a flawed character (which I’ve been hearing is an issue in Starfinder).

So, going off this assumed system I’d like to offer the suggestion of the ability to add an additional +2/-2 at the end of character creation, to allow characters to play a character with a flaw if they choose.

*aside from playing an Ancestry that has a penlty (such as an Elf’s Con), if Human and Half Elf/Orcs follow the pattern from 1st Edition then they won’t have any stats below 10.

Silver Crusade

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aka BARBARIANS IN SECOND EDITION! What they gonna be like?

I'm wondering what Rage will look like. Will we still have rounds or move to "rage points"? Or will it have certain triggers such as entering combat or if you are critically hit?

And what about Rage Powers? Hopefully the totems are consolidated into a single Class Feat.

Curiouser and curiouser...

Silver Crusade

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Ooooo!!!


Ooooo...

Silver Crusade

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Ooooo! Glad to see these got a public release too.

Silver Crusade

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Hello and sorry to bother you all, but I just saw my March Subscriptions are listed as being in my Sidecart, but I got the Authorization email back on the 8th, so I was just curious ^w^

Silver Crusade

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I love the Barbarian, it's my favorite class. And I love Rage Powers, so I hoping my favorites, Spirit Totems and Linnorm Death Curses, transfer over to Barbarian Class Feats in some fashion pleeeeeeeease :3

Can't wait to see what we get ^w^

Silver Crusade

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Have they been rolled into the Animal/Magical Beasts category or are they still their own thing?

If so are they (hopefully not) still “mindless”?

Having them like that made them a category of nothing but exceptions, not only on abilities that affected but also on their own entries as wordcount was eaten up having to explain why that specific Vermin had feats and skills despite being “mindless” every time one was statted up.

Silver Crusade

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The possibilities of all the kinds of Reactions has got me excited, so what are some people are hoping will me make it in?

1) Bottle Tap: When someone goes to drink a potion you smack the bottom of container so that it splashes into their face, denying them the effects of the potion and also probably disorienting them.

2) Fencer's Fracture: When an opponent strikes at you you strike their weapon, damaging it.

3) Friendly Fire: When an opponent's attack misses you by x amount/critically fails you can redirect it to an adjacent opponent.

4) Foe Shield Grab an opponent to use as a shield against a ranged attack.

5) Faster on the Draw: Grab an opponent's wrist or weapon when they try to draw.

6) Oppurtunist: (classic) When an opponent has just been struck you may make an AoO against them.

7) Spear Catch: When an opponent using a reach weapon misses you by x amount/critically fails an attack you can grab the weapon and pull them closer.

8) Let Me Show You: Disarm the weapon the opponent is attacking you with if they are not proficient with it (could also make it hit them, say if they were using a flail).

9) Return to Sender: Catch a thrown/missile attack and and make a new attack with it (maybe a higher level version will allow you to do so to certain spells as well).

10) Bodyguard: When an opponent targets an ally with an attack you can take the attack in your Ally's place.

11) Overswung: When an opponent critically fails an attack against you while using a piercing or slashing weapon you make sure it gets lodged in something (other than you) and gets stuck.

12) Blade Brake: When wielding an Adamantine (or comparable) slashing weapon you may use it so slow your fall if you are adjacent to a wall or creature.

13) Take Me With You: When a creature at least one size category larger than you moves past you you may grab onto them and move with their movement.

14) Interceptor: When an adjacent opponent goes to throw an item (such as a bomb) you can grab it while still in their hand (Cinematic, but the viability is questionable).

15) Deflect and Redirect: Attack a ranged attack, sending it at someone else.

Silver Crusade

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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

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