Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I'm just going to say, this is one of my favorite books of LO behind Mwaangi Expanse (we love you Anadi!). Ill just list what I love the most about it.
1. The shops: They are memorable, unique, and best of all, can be plopped into just about any location with a quick change of ownership. This book is great for anyone looking for ready to roll NPCs and gear. From a plant that sells rings to a chic clothing boutique there's so much to play with in this book.
2. Poppets: I wasn't sure at first but really its a fun ancestry that if played correctly could lead to some seriously entertaining games. Clockwork, ghosts, and childrens wishes? Sounds like one hell of a good time.
3. The wholesomeness: While I love myself a good drama or adventure story there so many wholesome characters in this book, like the home for wayward familiars, the gnome who wants to extend the happiness to people undergoing bleaching, the half orc mechanic that wants to help fix your machine and your heart, and the ice queen with a soft spot for trans people. Most of the time in these books its like every single NPC is secretly working for a dark organization or under the thrall of vile monster and its nice to see so many people who just enjoy their jobs and owning shops in the weirdest place in the world.
4. Gear: There is great gear in this book, a lot of weird but a lot of useful stuff as well. Each shop has gear themed to what it sells. A ton of potential all around from magic food to new weapon runes. Even a decent wooden shield for those defense minded druids out there. My favorite item by far is the wig of holding and I can see myself being an alchemist chucking bombs out of my hair.
5.Inclusivity: I missed out on what I assume was a torrent of negative comments about this book but I want to say that this is by far one of my favorite parts of this book. The rules for wheelchairs, visual and audio aides, and prosthesis are amazing and implemented in a way that make it extremely accessible for adventurers. I WANT my players to be able to see themselves as heroes in PF without it being a penalty. Additionally, the LGBT content is wonderful. I never thought I would ever see someone like me represented in a mainstream TTRPG product, and in a positive light too! I was overjoyed to see that there was a lot of trans characters in this book and they weren't portrayed as weird or unnatural, just people living their lives. It was odd at first but then I thought...if you wanted to find your true self you would head to the city at the center of the world to find answers.
Overall, I highly recommend this book for any DM and if you are a player that likes flavorful gear and living toy ancestries this is for you.
PS: I almost forgot the wrestler, HOW WOULD YOU NOT WANT TO BE A LUCHADORE?
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
keftiu wrote:
The lore.
From the outside looking in for most of 1e, Pathfinder seemed like Yet Another D&D Setting, albeit one that sometimes reveled in pushing the envelope for edginess beyond what WotC would ever touch. I finally hopped aboard with the transition to 2e, and am now a big Golarion lore nerd! The pivot to a more nuanced and inclusive house style is a huge appeal, and large swathes of the setting are actually really, really compelling - though I’m never going to like Golarion goblins.
I'll agree, they have really made the setting their own and while I really really disliked PF1 (I had a bad time DMing 3.5) this has been a complete turn around for me in terms of well....everything! Mechanics are fresh and tight while still allowing depth, lots of options, etc. The biggest thing for ME however is the act of being inclusive without making a big deal out of it (looking at you WotC), which makes me feel like I am welcome in this game. The art shows people of all colors regardless of theme and location. There are places that aren't just fantasy Africa, they have a unique identity that is respectful of the source material. The fact that when casually reading about NPCs in the beginner box and its supplements you come across gay couples and nonbinary folk is amazing, plus there was a main class character that is trans (shaman if I recall)! Im loving the openness of the game itself and its something I have NEVER encountered in an RPG product.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Sanityfaerie wrote:
Shirren_Human_Expert wrote:
thank you! That makes a lot of sense now. I've never heard to them referred to as wave casters so I was very confused! I'll file them under warlock in the DnD part of my brain while I figure out how to do PF2
They're really not Warlock. Warlock is the thing that PF2 doesn't have yet, but that I (and at least a few others) are eagerly awaiting - a primary caster who's not heavily tied to daily slots. They're a lot closer to half-casters, like the Paladin or Ranger. Actually, the 5e paladin with its whole smite schtick is in many ways parallel to the magus - fightery, but not as fightery as the fighter, and makes up the difference by burning a limited pool of spell slots to buff their attacks for burst damage.
The Magus is cooler, and their mechanics are more interesting, but that's PF2 for you.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
thank you! That makes a lot of sense now. I've never heard to them referred to as wave casters so I was very confused! I'll file them under warlock in the DnD part of my brain while I figure out how to do PF2
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I really really really want to see a new setting book. Mwangi Expanse was such a cool book. My #1 hope is something about Tian Xia, its a setting ripe to get an expansion and one that could really do with cleaning up on the cultural end. Alternatively I would also love to see something with Arcadia since its such a fun and odd fantasy setting. No need for classes, just lots of fun new Heritages and lore lore lore!
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Perpdepog wrote:
Kekkres wrote:
Wei Ji the Learner wrote:
Drow have issues due to their backstory and history (as related via AP and PF1 lore) as a coded dog-whistle for bigots. Almost always evil, bodily horror/control issues, skin pigmentation, etc
always evil and skin aside, what on earth is mutilation and body horror a dog whistle for?
Ablism and shaming of those whose bodies don't conform to the normative standard, mostly. Also lifestyles that involve altering their bodies, such as tattoo enthusiasts, or those who have tattooing or similar bodily modification as part of their culture.
Not to mention the "traditional" idea of Drow being matriarchal and inherently bad because of it (oh noes, the men aren't allowed to be vote because they're men!) fulfilling a boogeyman role for misogynists.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
As a huge fan of the Anadi I would like to see more monstrous races that just want to be friends with everyone. Its easy to be edgy and grim but something genuinely heartwarming like Spider people that want to give big hugs is something I want more of. We can still have Golarion be a perilous place full of adventure but at least we can have a happy go lucky ancestry of people that want to make it a better place.
Also I want to run a game where every player is a shapeshifter or "half-something" (ie halfelves who wear cowls or tieflings who cover up their horns) type ancestry and all of them are pretending to be humans and ALL players think that the other players do not know their secret. It would be hilarious. "why hello fellow human, I also like cheese and putting things in my mouthflaps" So we need more shapeshifter type ancestries.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Ventnor wrote:
Dubious Scholar wrote:
At the same time, it's entirely possible for someone to have done some big thing for a clan. Maybe you saved one of their kids, or something.
Alternatively, it's not unreasonable to say that it's a clan pistol without any clan markings - or marked in a way that it's clear it's a generic not associated with a clan.
If anything, I'd expect that the best pistols sold by the Gunworks are functionally identical to clan pistols anyways (because why wouldn't a master smith turn out their best work consistently), but maybe you need some connections to get them to sell you one. It's not like they're revolutionary weapons Alkenstar and Dongun Hold are keeping for themselves for security - they're just masterpieces created by dwarven smiths.
A versatile human can take Adopted Ancestry (Dwarf) with their heritage-granted general feat and then Clan Pistol with their Ancestry Feat, if you want to go with the "adopted by dwarves" backstory.
I'll second this being the absolute best way to ensure this is balanced across players. I'd also say that if they did NOT take this route then they would have to deal with the cultural impact of being a non dwarf with a clan weapon (ie suspicion, anger, and shame). Taking the feats would simply erase this as the person would have dwarven "looks" ie clothing, mannerisms, and acculturation that would make any dwarf look past that.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Perpdepog wrote:
One question I have is, why only one organization? A common trope in intrigue-style stories is "wheels within wheels," where one organization is directly or indirectly doing the bidding of another. The Aspis Consortium could be funding the Golden League, for example, so that the party graduate from dealing with the League, who want their empire back and to re-establish their criminal rackets, to the Consortium, who are hoping to open up wider-reaching networks across the continent.
This can also lead to betrayals by either group, or both of them, which are helpful ways to generate dungeons because the inciting incident becomes pretty easy. Stop the bad guys from doing things to other bad guys which get innocent people caught in the middle.
Also, don't be afraid to ask your group what kind of campaign they want. If they know the style going in, and enjoy roleplaying, they are more likely to make characters who fit the campaign better and that helps you as a GM generate content, because you can play off their backstories.
You are quite the genius, I love this idea. Use different groups at different levels (ie golden league will be more local, Aspis will be more regional, etc). Thankfully my players are pretty open to just about anything, they want an opportunity to roleplay first and foremost. Backstory wise I think I at least have some hooks to start. One character is a pyromantic Monk that was exiled from a Quain monastery over some fires, I have a Kitsune witch that gained powers from being experimented on by a villain from Tianjing, and an Elven Storm Druid from Jinin who likes to wander a bit too much. To make sure they live ill put in a fighter NPC to take some blows.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Watery Soup wrote:
Are you looking for something completely homebrew, or something to reskin to fit your campaign?
Fall of Plaguestone could fit in terms of a shadow organization looking to undermine a town, and adventurers with only loose ties to the town working to save it. You'd have to do a lot of renaming, but it seems like that's something you've done in the past.
Im fine with either homebrew or reskinning. Im at least adept enough to be able to repopulate encounters to make them fit the proper level. Im just short on getting my ideas to go from point A to point B at the moment plot wise. How have you done intrigue kind of games?
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Hi! Im a long time DM (for DnD) but my groups typically consisted of powergaming murder hobos so making a story was usually something that was.....secondary. Needless to say my skills have greatly atrophied in the intervening years and I FINALLY have some real role players in my new group.
As such I need to make a REAL campaign with plot and story. I've started on the beginner box since I'm new to Pathfinder and I have Troubles in Otari to help me branch out. I've plopped Otari into Tian Xia, specifically Shokuro. My players are all native Tian characters but have no real loyalty to Shokuro outside of it being a sort of home for outcasts (they all are refugees of some sort). The plan so far is to play through the beginner box and sprinkle in Troubles in Otari depending on how they react to the different kinds of adventuring (they are all new to table top RPGs) and I want to seed in references to a shadow organization that will be scheming to undermine Shokuro. The problem is I haven't quite decided where to go from there or who will be doing it! Ideally it would have the party heading to the capital looking to uncover the mystery and help save the kingdom.
I was wondering if you had any suggestions on things you might have done, or what sounds the most interesting. Currently some ideas are...
The Aspis Consortium wants to regain their foothold in Tian Xia and are bypassing Goka and heading to Amanandar. Their actions are intended cause the colony to invade Shokuro and come to them to be exclusive suppliers.
The spider people, ghosts, and other outer god creepiness of Shenmen is wanting to gain a foothold in Shokuro by slowly infiltrating the area. Kind of a dracula meets spiders meets invasion of the body snatchers creepiness campaign
The golden league wants revenge for losing out on their previously secret control of the country prior to it being freed. This would likely be full of ninjas.
The family of the corrupt lord that Shouro Toriaka killed and was banished for wants revenge after finding out that the samurai has been doing well for himself. Probably more ninjas, maybe even a combined Oni plot involving the same group that established the Jade Regent.
More straightforward, Lingshen, who didn't seem too mad about losing the country really wants it back so they can feed their armies of conquest. This would be a lot less of a shadowly plot because nothing about Lingshen strikes me as "subtle".
What do you think? And I have never done an intrigue style campaign before, what premade adventures or sources would you suggest for helping me flesh this out?
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
please do some PDFs on sale (Crazy right?) I have a cart with like 14 old 1E pathfinder society adventures I need for "research" ie idea stealing purposes.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I'd love to see a return in some form of my favorite class from 4th edition DnD, the Avenger! It was essentially a holy rogue. Basically its a lightly armored 2h wielder that had some nifty holy tricks up their sleeves and light healing. Its very close to the monk but I can see it really differentiated with spells.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
The Raven Black wrote:
AoN
I'll assume they're a newbie (like me!) so they may not know the shorthand for the Archive of Nethys, which has tons of monster stats, feats, and info but lacking the....finesse of a book (Im a librarian so I'm biased).
Follow this link, its a great resource for starting GMs and veterans alike. https://2e.aonprd.com/
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
If you're new to the setting like me I've found the World Guide to be a great introduction to the "feel" of Golarion. Its by no means overly detailed like the FANTASTIC Mwangi Expanse but it will show you the basics of what the Inner sea region is about and its political and cultural dynamics.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Hi! Im a long time DM, albeit a rusty one, of games like DnD and I am just DYING to play some sort of game of PF2 set in Tian Xia (I've recently discovered a love of Xianxia and Wuxia content). The setting seems so rich and varied with a ton of untapped potential (please give it the Mwangi Expanse treatment!).
I've gotten hold of the Dragon Empires Primer and Gazetteer (the primer is sadly redundant) and I was wondering which of the adventure paths would be a good place to mine for information about making adventures in the Dragon Empires? I have no interest in actually playing the adventures themselves I just want a decent amount of information to help me make the setting work and have some life to it. It seems like Jade Regent 4-6 would be a good start as well as Fist of the Ruby Phoenix but I'm not quite ready to drop money on books that aren't going to give me setting information. Im new to the AP system so I am not sure how much content is in any given book.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Captain Morgan wrote:
I've never seen an AP where at least one of the books didn't have some backmatter devoted to lore for the region... But I don't know which books within the AP you'd want. Haven't read those two specifically.
Im new to how APs work so I wasn't sure how in depth the titles go and if its worth a purchase just for a few paragraphs of info vs a deep dive of locations and people
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Hi! Im a long time DM, albeit a rusty one, of games like DnD and I am just DYING to play some sort of game of PF2 set in Tian Xia (I've recently discovered a love of Xianxia and Wuxia content). The setting seems so rich and varied with a ton of untapped potential (please give it the Mwangi Expanse treatment!).
I've gotten hold of the Dragon Empires Primer and Gazetteer (the primer is sadly redundant) and I was wondering which of the adventure paths would be a good place to mine for information about making adventures in the Dragon Empires? I have no interest in actually playing the adventures themselves I just want a decent amount of information to help me make the setting work and have some life to it. It seems like Jade Regent 4-6 would be a good start as well as Fist of the Ruby Phoenix but I'm not quite ready to drop money on books that aren't going to give me setting information.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Minkai now has baseball in my new headcanon. Theres nothing at all in any official publication about it but I'm making this mine.
Each daimyo can have his personal team and instead of engaging in battle when someone is slighted they have baseball games. Winner retains his honor. This is a relic of the Dragon Empire when it would have been disruptive to have factions fighting each other for no particular reason. Each team captain can be a retired Samurai. This would also provide a welcome diversion to the populace who are unhappy with the state of politics in their nation.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
FormerFiend wrote:
Ah, see, I'm from Texas. 11 million fewer people with an extra 100k square miles to spread them out in. Just have a hard time reconciling 55k with the term 'podunk' when I've worked in towns that struggle to break 4 digits in their population.
But yeah I agree that the given population numbers for Starfinder are just whatever a given writer thought sounded good in their heads & not a whole lot of thought was put into it after that. I tend to ignore the numbers wholesale.
I agree and think that the numbers they throw out are really off in general.
This argument really makes me thing of the idea of "scale" as we see it in general in comparison to our own view of things and where we live. In pathfinder you can expect to find small villages with maybe a few hundred people being the norm and thats the scale that maybe the writers see (and if they live in Washington thats wholly common to have a sprinkling of tiny towns everywhere) whereas for me the scale is skewed much much higher. I consider a town of a few hundred people to be microscopic because of the population density I'm used to (and central California is widely considered to be a condensed version of Texas). This makes me wonder how people in extremely populated places like Japan see even my "small town" in terms of scale when major cities run in the 10+ million residents.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
BigNorseWolf wrote:
maybe after Ravagog escaped golarion and the gods had to create the universe where his nomming left off space time they could only think of so many backgrounds for people
I can get behind that. Maybe they took who was left and spread them around and did their best to seed in a previous "life" with the illusion that life had moved on. Since there was no more Golarion they spread those races around the solar system and reinvented a few more just to make sure there was balance (ie an undead race, a good race, a militaristic race, etc). Its like Rovagug smashed their toy and they had to glue it back together the best they could.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
FormerFiend wrote:
Shirren_Human_Expert wrote:
Peg'giz wrote:
Shirren_Human_Expert wrote:
I see what you're going at and I can also see what you mean by the math. HOWEVER it is also implied in these that there is plenty of open space in these vessels for either green space, traffic, or food, which skews that idea.
I'm looking at this from the perspective...
I totally understand your point of view.
Open/green spaces are already counted for in cities (also infrastructure, health care etc.) and I also added 30% additional space (in the case of the Idari I even doubled the space).
So I think my estimations are not that far off.
I think the biggest issue with station/ship size is, that doubling it's size didn't mean doubling it's volume, but instead increase it by a factor of 8.
So if you take a aircraft carrier and double it in size (to 2000 ft x 2000 ft x 2000 ft), you don't have (cramped) space for 6000 people but instead for 48.000 people.
If do this again two times, you are at a station with roughly 2,5 km (8000 ft.) side length which has space for 3 Million people (and space for 43.520 fighter jets^^).
As said, scaling sizes (and especially volumens) are something which can be tricky.
Because of this I normally model my players ships in 3D (sometimes just as a rough blockout) and it always amazes me how many (or with small ships how less) space there is. :)
Darn kids and your actual understanding of math and physics!
On to my next point......48,000 seems like not a lot of people. I live in a "podunk small town" and that has 55,000 people. I'd like to think that the Idari came with a lot more people to at least, I'll assume many left when they pulled in but it seems like in the span of a generation or 2 you have millions of Kastathas roaming around the pact worlds having come from such a small sample size.
Where do you live that 55k is considered "podunk small town"? Where I'm from, a small town is less than 20k & a podunk is less than 2k.
California. "Small" cities run in the 500,000+ range. There's 40 million people in this state so I'm familiar with population density. For as many densely populated places such as LA there are vast stretches of NOTHING in-between. The populations of these planets should be much higher. IE with modern medicine, communication, and food production methods populations should be MUCH bigger all around. Some of these planets should have numbers in the Billions, instead they are barely inhabited with maybe a few million people. Earth isn't even all that densely populated when it comes to being able to sustain a large population, we just suck at resource management, which is something that Starfinder universe has done a pretty good job. I get newly colonized planets having small populations but homeworlds should be at least reasonably inhabited in order to sustain their basic populations and promote some level of genetic diversity. Even on the Idari it states that there are reclusive traditionalists that live in "the plains" and manage populations of grazing animals in what can only be described as a vast sprawling wilderness but is in reality less than a few dozen hectares. That's why I was having trouble seeing these numbers as sustainable for the amount of productivity thats supposed to be happening (even barring robots). Its almost like during the gap every planet in the universe minus Vesk lost 90% of its population. This is indeed possible but it seems weird that there wasn't a huge population boom after things stabilized.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I like to think of the idea of the "good" and "evil" god in a wider context of them trying to garner a following and worshippers. The 'pure" deities who were never mortals want to expand their influence and need mortal's to follow them so they are probably a lot less likely to be picky about WHO worships them as long as they do and they are more or less doing the what their god demands. Plus gods are busy doing whatever it is that they do so they aren't going to be looking into small details like that. Thats Pharasma's job. They have some bigger picture in mind. What that is is beyond our mortal comprehension. Maybe its a great game of back and forth with no clear winner? The cosmos must be in balance and only the outergods and Rovagug seem to want to completely annihilate creation. They do however need to stay relevant and have worshippers to advance these goals, however nebulous they may be. In another thread they talked about Saerenae and Slavery, she probably tolerates it because they are getting her name out there and increasing her power. With more power she is able to DO more to further her cause and she will do something about the slavery later, probably, maybe, gods are busy after all.
I think the once mortal gods are the ones more likely to be strict on their worshippers because they still remember what it was like to be mortal and know how easy it is to fail. They also will be more focussed on a particular goal and worshippers be damned they want to accomplish it. Like in the case of Arazni she doesn't even want worshippers because she doesn't want to deal with their nonsense.
This is all my personal speculation of course and how I try to cope with the idea of having evil worshippers of a good god and good worshippers of an evil god because they are mortals trying to interpret the divine through a lens not capable of understanding beyond their own limited experiences. IE you can have perfectly good people in service of Cheliax because its just the place they live and work just as much as you can have evil woshippers of a good deity who twist the words of their faith to gain personal power. As for the gods themselves....they're too busy to deal with this mortal stuff
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I'll take the Mwangi Expanse treatment for Tian Xia please! Ive been dying to get a fleshing out of that regions thats also culturally appropriate. Theres so much potential in that setting to do so much! Wuxia, Xianxia, and splash of Kurasawa would be so much fun.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Peg'giz wrote:
Shirren_Human_Expert wrote:
I see what you're going at and I can also see what you mean by the math. HOWEVER it is also implied in these that there is plenty of open space in these vessels for either green space, traffic, or food, which skews that idea.
I'm looking at this from the perspective...
I totally understand your point of view.
Open/green spaces are already counted for in cities (also infrastructure, health care etc.) and I also added 30% additional space (in the case of the Idari I even doubled the space).
So I think my estimations are not that far off.
I think the biggest issue with station/ship size is, that doubling it's size didn't mean doubling it's volume, but instead increase it by a factor of 8.
So if you take a aircraft carrier and double it in size (to 2000 ft x 2000 ft x 2000 ft), you don't have (cramped) space for 6000 people but instead for 48.000 people.
If do this again two times, you are at a station with roughly 2,5 km (8000 ft.) side length which has space for 3 Million people (and space for 43.520 fighter jets^^).
As said, scaling sizes (and especially volumens) are something which can be tricky.
Because of this I normally model my players ships in 3D (sometimes just as a rough blockout) and it always amazes me how many (or with small ships how less) space there is. :)
Darn kids and your actual understanding of math and physics!
On to my next point......48,000 seems like not a lot of people. I live in a "podunk small town" and that has 55,000 people. I'd like to think that the Idari came with a lot more people to at least, I'll assume many left when they pulled in but it seems like in the span of a generation or 2 you have millions of Kastathas roaming around the pact worlds having come from such a small sample size.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
PossibleCabbage wrote:
I want as much information on spider friends as I can get.
More spider friends is best.
I'd love to run a game where everyone is Anadi but thinks everyone else is human, leading to some very awkward and fun roleplaying full of friendship and caring (also if there was ONE human they would probably just be freaking out the whole time)
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Sanityfaerie wrote:
Temperans wrote:
Yep clarify things, give an update on the situation, or change the description to be more fitting. I have never seen a retcon, even for the really jarring stuff.
Example of typical changes: Goblins.
So there you go. It's been a few years.
Maybe the place closed.
If the closing in question was in some way adventurer-related, it might have been closed so thoroughly that it wasn't worth rebuilding the structure, and they cleared it to make space (and possibly grabbed the still-usable building materials for use elsewhere).
Sure, it might be nice to have that in something like an explicit update, but this apparently wasn't all that significant an institution overall. Some stuff is bound to slip through the cracks.
In my games an "adventurer related closure" typically meant that the place was burned down by my players. OFTEN. After a while my regular group of players called themselves The Bar Burners Guild and now its quite the tradition that I hate. Its already been addressed what happened to the Wench but I think "an adventurer group trashed it" is going to have to become a new go to after "a wizard did it"
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Peg'giz wrote:
The problem with sizes, especially in space is, that humans are very bad in realizing sizes and especially volumes.
I always try to compare station sizes to real world cities.
Let's take a look at Absalom station (Population: 2 mio)
2 mio people are roughly the population of the Paris city area.
Paris urban area is given with 105 km^2 resulting in a density of 21,000 people/km2.
So if Absalom only had one deck it has to be a size of 10km x 10km.
Let say it has 20 decks (not much or?) => 100.000 people per deck => ~ 5km^2 per deck => 2,2 km x 2,2 km
Lets say one deck has a height of 50 meters (~a 12 story house), then we are at 2km x 2km x 1km. Adding 30% for life support, power generation etc. and we are still smaller then Absalom in the game (8 km diameter ~4 km height).
The Idari has a population of 40.000, lets double this to count for all the people who left the Idari since it's arrival and double this again to count for lifestock, plants etc. => 160.000 people => 7,6 km^2.
Now keep in mind that it's a hollow cylinder (Basically a O'Neil Cylinder).
The Idari is 4km long and has a radius of 0,4 km.
So 3km long, radius of 0,4km => cylinder surface (2 x pi x r x height) => 10 km^2
So more there is more then enough space for all people (and lifestock) on board. (Keep in mind that you also have most of the volume of the cylinder for life support etc.)
Tldr: Absalom Station has roughly enough space to fit 8x Paris in it and the Idari could hold ~200.000 peoples without problems.
The problem is the "bigger is better" trend in Scifi. Some IPs really go to ridiculous large sizes without thinking about what these numbers really mean. (Yes I'm looking at you Warhammer & Star Wars).
I see what you're going at and I can also see what you mean by the math. HOWEVER it is also implied in these that there is plenty of open space in these vessels for either green space, traffic, or food, which skews that idea.
I'm looking at this from the perspective of someone who has spent lots of time on Navy vessels and even though those ships are big and we are cramming 6000 people onto an aircraft carrier (1000 ft long) those people are mostly sleeping 3 to a bunk space instead of being in regular apartments as is implied in the lore. Yeah a lot of space is devoted to tools of war but I imagine a similar percentage of space is being devoted to hanger bays, commerce space, warehouses, junk yards, recycling plants, and food production on these stations, not to mention the excess of spaces being devoted to the rich and powerful.
It still feels pretty small to me, and I can agree with your argument that Warhammer has skewed my brain on size
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Is it just me or does the Idari feel kind of.....small? Its supposed to me a galaxy spanning mega ship with the population of a dying world and its the size of the national mall which in retrospect wouldn't feel very spacious if it was stuffed with people, let alone have enough room to cram plants and trees and wild spaces on. For me at least I see it being EASILY 10 times that size in order to feel a lot more in line with its description. Additionally Absalom station should be much bigger as well. My mind is seeing the Citadel from Mass effect as a baseline and even that dosen't seem big enough for what they want in their descriptions.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
The Ragi wrote:
Wheeled and non-wheeled models.
I concur, it seems more like a brand name or descriptor than a specific item (which is a common theme in the game) so likely "enercycle" is just one of many different models you can fix by applying the appropriate graft
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
And here I thought someone was referring to me with this title *ba dum tiss*
I can easily see them trying to give the players a cleaner baseline to work with and then if you so choose you can add in such things yourself (really you can ALWAYS do this, no one at Paizo is forcing you to play it like this). It integrates well into their focus on consent based gaming. They provide you with the clean family friendly version and based on your group you are allowed to Saucy it up to your liking.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Steve Geddes wrote:
Shirren_Human_Expert wrote:
Sooooo, whats the point of a subscription then if you're getting railed on the Shipping price?
It means you never miss one basically and have the convenience of not having to order things. They just turn up.
It’s not a cheap option - the high shipping is partly offset by the free PDF if that’s of value, but it may well be cheaper to buy the book through another avenue and just get the PDF on release.
Also, if you have multiple subscriptions you get a 15% discount and a free subscription to PFS and/or SFS scenarios (at that point the benefits probably outweigh the costs, at least if you’re in the US).
Ahhhh that makes a lot more sense! if you're willing to get a couple of subs then the value will definitely be there (plus reduced cost on shipping). It kinda felt like the PDF was just there to slightly diminish the pain of shipping costs. Not that I particularly like PDFs (Im an old fashioned librarian with groaning shelves). Their description of the discount was not worded in the best way possible.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Metaphysician wrote:
. . . I remain baffled. Mystic *is* the "occult/psychic" class, just like Technomancer is the "sufficiently advanced" class, and Witchwarper is the "parallel realities/quantum" class. Yes, these are different flavor variations than how spellcasting is split up in Pathfinder. Its a different setting separated from Pathfinder by millenia. Why would the primary ways of organizing magic *not* be different by that point? Pathfinder uses a high fantasy "gods vs nature vs arcane lore" split. Pathfinder uses a "psychic forces vs clarkes law vs quantum" split.
Is the sticking point that Mystics have a connection, which implicitly ties them to some higher force than themselves, and you want to play a psychic with no "strings" attached? Because "psychics are linked to higher powers" is not exactly a rare thing in science fiction, going back at *least* to Doc Smith.
I think if they introduced a straight "divine" class it would go a long way to keep people from making this complaint about the mystic. I'm not sure how it would look but I'd like to see something that can, with options be a utility fighter or a utility healer of some kind. Call them a "Herald" and they would have an association to a church or organization and gain either spells or holy weapons from that connection as long as they are furthering their gods wishes. I like that Starfinder has these highly versatile classes that aren't pigeonholed into old concepts. Really any flavor of divine would help if only because they push the churches and gods a lot in lore but they don't have much in the way of class representation.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Im a brand new customer here and I recently started buying A LOT of products this summer (like....all the Starfinder books and a chunk of PF2e) when I heard all the good things about this company "appearing" to be this extra inclusive and queer friendly place well before it was popular. Honestly it seemed like a dream come true for my little queer trans heart to have an RPG that wanted ME as a customer and represented it in their content. I used to have an indifferent attitude to pathfinder because of my bad experiences GMing 3.5 DnD (I was one of the weirdos that liked 4th, don't judge me!) but the content and inclusivity of the writers seemed like a pretty solid choice to me, plus they were high quality to boot! I've been playing TTRPGs since my adolescence in the early 90s and I wanted a company that was looking forward in its development instead of being locked into nostalgia and cultural stagnation and Paizo fit the bill.
For example...
Pathfinder 2e decided to take evil out of races, talks about pronouns and even preventing triggering people during game play! Starfinder's starter characters are gay and NPCs use they/them! Heck even their official starfinder game on youtube had pronouns listed! Their art features lots of people of color! It was co-founded by a woman! So how can this company be....like this?
I only found out about this last week. I don't know what to think really and I am highly dismayed. It looks like the majority of the people who work there are pretty cool and its a management problem and I can see why a lot of people are crushed by this (me included), especially after investing hundreds of dollars into products. I don't want to reward a company that is doing bad things to their employees. But I also don't want to punish those amazing inclusive and queer friendly employees either, as I thoroughly enjoy their products. So what now? I haven't had a single game in yet and theres so much I want to do despite the sour taste in my mouth.
Could you please stop being evil Paizo? I want you to have my money.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
keftiu wrote:
GameDesignerDM wrote:
I would absolutely love an Adventure Path set entirely in Tian Xia that is a full 1-10 (or 1-13, or whatever) that has big wuxia adventure vibes and maybe hits places like Quain, the Wall of Heaven, Shokoro, and Goka. Maybe something dealing with stuff related to Lung Wa? Something cool like that.
And, of course, I'm one of the many clamoring for a Jalmeray or Impossible Kingdoms AP.
We have two Impossible Lands APs coming! One in Alkenstar, one in Geb.
I'm loudly seconding another AP in Tian Xia... not just because it would probably mean we have playable Samsarans.
Im going to second this, I/m new to pathfinder and Tian Xia seems like such a cool location and I demand more of it!
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Really theres nothing stopping you from just saying when you upgrade your weapon lets say from a Lvl 1 laser pistol to a Lvl 6 one, that you aren't just taking it to the shop and having it overhauled and parts replaced? instead of buying a new one you are just having your old one retooled. Hell this can work with even different weapon types. Going from laser to plasma? You tried out a new capacitor and barrel. Obviously theres limitations but there is nothing really stopping you from doing this game wise. The weapons list is just stats after all! As long as you splash the creds I do see why anyone would say no. Additionally if a weapon is found as a reward you could just scavenge the parts to upgrade your own weapon to make the "same" weapon statwise. The skys the limit!
+3 bonus on Reflex saves to avoid traps
+3 dodge bonus to AC against attacks made by traps
+2 Will saves against fear
+11 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects
DR 2/-
SR 21
Grappling:
ROUND 1
Swift Action: Bear Form
Free Action: Rage
Standard Action: claw +26, 1d6+16/20x2
--At 10th caster level your claw attacks gain the grab universal monster ability.
---Grab: If a creature with this special attack hits with the indicated attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
--Free Action: grapple +35
---As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple: 1d6+27/20x2
---In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.
Move Action: Pin, maintain grapple +42
ROUND 2
Standard action: Damage, maintain grapple +42, 1d6+27/20x2
Swift action: Damage, maintain grapple +37, 1d6+27/20x2
Immediate action: Limb Ripper
===
Grappled: Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled
Prone: The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.
https://www.d20pfsrd.com/Gamemastering/conditions/#Prone
Pinned: A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentrationcheck (DC 10 + grappler’s CMB + spell level) or lose the spell.
https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned
Choke Hold: Whenever you control a grapple against a creature, that creature is unable to breathe or speak, though they may hold their breath in response to being grappled. 7 rounds/round
Painful Flex: Opponent takes -4 penalty on next grapple check after taking damage.
Limb Ripper (slam): When you successfully maintain a grapple against a creature you have already pinned, you may expend your martial focus as an immediate action to attempt to remove a limb from them.
--If you remove a wing, the target loses a wing natural attack if it had any and cannot fly (creatures with 3 or more wings who lose a wing have their flight maneuverability reduced to clumsy and have their flight speed reduced by 1/2 for each wing which they are missing).
--If you remove a tentacle, the creature loses all attacks and abilities related to that tentacle.
--A character who has lost an arm incurs the following penalties:
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved.
--A character who has lost a leg incurs the following penalties:
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 ft., and can no longer make a 5-ft step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing.
Creatures with more than 2 legs do not suffer these penalties, but instead lose 10 ft. from their movement speed and lose the benefits of being a quadruped if they had them.
In addition, the target suffers 1d6 points of bleed damage from the wound, +1d6 for every 4 points of base attack bonus you possess. A severed limb counts as an object one size category smaller than the creature it came from if using it as an independent object or improvised weapon. These penalties do not stack with other penalties for losing limbs. A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic. A character who has lost both legs is always considered flat-footed and prone, and can only move 5 ft as a full round action, without the aid of prosthetics or magic. (+3d6 bleed)
Strangler: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.
Raging Bear Form:
--Bear Form as swift action: Bite attack and two claw attacks (1d6 Large), low-light vision, scent, 40 ft. move speed, the benefits of being a quadruped, +3 natural armor bonus, 30 ft. climb speed, +4 size bonus to Strength, grab universal monster ability, Large size
--Rage as free action: +4 Str, +4 Con, +2 Will, -2 AC
--Chokehold 7 rounds/round
--Opponent takes -4 penalty on next grapple check after taking damage
--As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.
+3 bonus on Reflex saves to avoid traps
+3 dodge bonus to AC against attacks made by traps
+2 Will saves against fear
+11 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects
This sturdy leather bag is approximately 3 feet x 1.5 feet x 1.5 feet, with finely tooled geometric patterns covering its length. The opening is lined with a mithral frame, with two large bulbs forming a clasp to hold the bag shut. However, like a bag of holding, the interior dimensions are far larger than the outside would suggest.
The bag of the cosmos acts as a bag of holding, but contains an extradimensional space approximately 10 x 10 x 10 miles. The bonded owner of the bag is capable of storing and retrieving objects from within the bag by mental command. An object or unwilling creature (with a successful touch attack) can be stored in a chosen area within the bag with a mental command. An object or specific creature can be removed with a mental command, and appoears in the hand of the bonded owner or in an adjacent space large enough to hold it.
Storing or retrieving objects or creatures Large size or smaller requires a swift action. Huge objects or creatures required a standard action. Gargantuan objects or creatures require a full-round action. Collosal or larger objects or creatures require 1 round per 30 cubic feet of dimension, rounded up. Unattended objects that are affixed to the ground, walls, or ceilings take twice as long to store, with a minimum of 1 full round, and usually take a portion or foundation or surrounding architecture along in the transportation.
The inside of the bag of cosmos counts as a demi-plane, with the following characteristics:
-- Finite: 10 x 10 x 10 miles.
-- Objective directional gravity
-- Normal time
-- Conjuration magic within the bag is unaffected, but conjuration magic to summon or teleport in or out of the bag is nullified. Extradimensional spaces cannot be created within the bag.
The inside of the bag is featureless, with dimensional walls of dark gray and emitting light akin to a dim sky. The bag of cosmos can safely house living creatures, but breathable air, drinking water, and food must be provided from outside of the bag.
If an extradimensional space is brought within the bag of cosmos, it is safely ejected to a space adjacent the bonded owner.
The creature bonded to this item can teleport the item to his waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function.
The bag of cosmos can only be destroyed by being consumed by a sphere of annihilation.
Equipment:
bag of the cosmos (--gp, 5lb), necklace of adaptation (9,000gp, 0.5lb), unfettered shirt (10,000gp, --lb), gauntlets of the skilled maneuver (grapple) (4,000gp, 1lb), gloves of shaping (10,000gp, --lb), ring of mind shielding (8,000gp, --lb), ring of sustenance (2,500gp, --lb), belt of mighty fists (furious, ghost touch, planar, quenching) (32,000gp, 2lb), thieves tools (50gp, 1lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb), belt pouch (2gp, --lb), signet ring (5gp, --lb).
You see a male human with slicked sandy blond hair and a clean-shaven face. His eyes are a deep blue, with small flecks of silver near the iris. His skin is fair and pale, with high cheek bones and a strong jaw, but criss-crossed with numerous scars. He is dressed in simple jerkin, trousers, and boots. He wears a dagger at his hip.
Background:
Rattlebones originally hails from the prime world of Greyhawk, on a continent called Oerik, in a region called the Flanaess, in a smaller region called Old Aerdy East, in a forest called Adri, in a village called Elversford. His home was the last house on the north side of the village, hard against the Harp River. You can't miss it.
His parents were lovely people. Unfortunately, being the last house in the village meant they were the first house when bandits came. After one night of blood and flame, a young orphan found himself wandering the forest aimlessly in search of help. After several hours and an enormous amount of luck, he was found by none other than Griffith Adarian, hierophant druid of the Adri Forest.
He was given shelter in Druid's Well and raised among adherents of the Old Faith. He grew into a brawny lad, and committed himself to learning the magic of skinchanging. He became a mighty warrior, and after several years has nearly single-handedly wiped out the bandit scourge from the Adri Forest. Now he is getting itchy and restless. He needs a new adventure, or a wife. Which may be difficult, since locals claim it would take a she-giant to settle him down proper!
Racial Abilities:
Advanced Human
Type: Humanoid (0 RP)
Size: Medium (0 RP)
Speed: 30ft (0 RP)
Ability Scores: +2 Str, +2 Wis (Flexible, 2 RP)
Languages: Common, Sylvan (Standard, 0 RP)
Immunities: Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. (4 RP)
Spell Resistance, Greater: 11 + their character level (3 RP)
Spell-Like Abilities (CL 10th)
At will: see invisibility (4 RP)
Total: 41
Traits:
Reactionary: +2 initiative
Heedful Readiness: Once per day, you can add your Wisdom modifier to an initiative check.
Wisdom in the Flesh: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you. (Stealth)
Muscle of the Society: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
Mageknight Class Abilities:
Casting: Wisdom
CL: 5th
Spell Pool: 15
Resist Magic (Ex): A mageknight gains a natural resistance to magic as he focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level. (+3)
Stalwart (Ex): At 3rd level, a mageknight can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless mageknight does not gain the benefit of the stalwart ability.
Marked (Su): At 7th level, a mageknight who successfully deals damage with a weapon or natural attack to a target may, as a swift action, leave a magical mark on that target. The target suffers a -2 penalty to saving throws against the spells, spelllike abilities, and sphere abilities of the mageknight, and the mageknight gains a +2 bonus to saving throws against the spells, spell-like abilities, and sphere abilities of the target. This mark lasts for 1 minute. The mageknight may not have more than 1 mark active at a time; giving a second mark causes the first to be dismissed.
Combat Feat
(4): Toughness
(8): Extra Combat Talent (Unarmored Training)
Mystic Combat (Ex)
(2): Resilience of Soul - As an immediate action, you may spend a spell point to reroll a saving throw you just failed. You must take the second result, even if it is worse.
(6): Unbreakable - You may spend a spell point as a swift action to grant yourself DR equal to your mageknight level for a number of rounds equal to your casting ability modifier.
(10): Great Fall - When falling, you treat the distance fallen as being 10 ft shorter per mageknight level when determining the amount of damage you sustain. At 20th level, you may fall any distance without taking damage.
MAGIC TALENTS
[BEAR]
Bear Spirit: As a swift action, you may channel the spirit of the bear into yourself. This lasts for 1 minute per caster level. While you are thus channeling the spirit of the bear, you are considered to have the animal creature type in addition to your own creature type, and gain the benefits of the Endurance feat. If you already possess the Endurance feat, double all of its numerical benefits. While you are under the effects of the bear spirit, you have the ability to activate certain powers, bonuses, and abilities, known as bearacteristics. Talents marked (bearacteristic) grant you additional bearacteristics. If a bearacteristic grants a constant benefit, the benefit lasts until the end of the bear spirit channeling; refreshing the bear spirit ends, rather than refreshes, these bearacteristics. (5 minutes)
Bear Strength (bearacteristic): You may spend a spell point as a free action when making a melee attack roll. You gain a bonus equal to 1/2 your caster level (minimum 1) to your attack and damage roll. If using this ability in conjunction with making an unarmed strike, that attack does not provoke an attack of opportunity. (+2)
Bear Form: When you channel a bear spirit, you may spend a spell point to increase the power of the bear spirit so that you transform into a bear for the duration of the effect. This is a polymorph effect. When transformed into a bear, you gain the usual +10 bonus from polymorph to Disguise checks to pass as a bear, and you also lose your normal power of speech, although you gain the ability to speak and understand bears. You gain a bite attack and two claw attacks (1d4 Medium), and you gain low-light vision, scent, a 40 ft. move speed, and the benefits of being a quadruped. You gain a +2 natural armor bonus which increases by 1 per 5 caster levels. At 5th caster level you gain a 30 ft. climb speed and a +2 size bonus to Strength. At 10th caster level your claw attacks gain the grab universal monster ability, and you may choose to become Large size, which gives you +4 size bonus to Strength but a -2 penalty to Dexterity.
Beary Scary (bearacteristic): While you are channeling a bear spirit, you gain the ferocity universal monster feature. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Bears Love Honey (bearacteristic): As a standard action you may spend a spell point to heal yourself or a touched ally for 2d6 hit points, +1d6 for each Bear sphere talent you possess beyond the base sphere and this talent. (5d6)
Ursine Blow (bearacteristic): When using the bear strength bearacteristic and successfully striking a corporeal target, you may spend an additional spell point to compare the result of your attack roll to your opponent’s CMD. If your attack roll is higher, the target is knocked flying 10 ft. in a single direction of your choice and falls prone. The target cannot move closer to you than its starting square, and if an obstacle prevents the completion of the target’s move, it strikes the obstacle and each take 1d6 points of damage before the target falls prone in an adjacent space.
[WARP]
Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Create Gap: You bend space to create a gap in an otherwise solid object or wall. By spending a spell point, you can create a hole in an inanimate object up to a 5-ft. cube in size plus an additional 5-ft. cube per 4 caster levels placed in any configuration so long as it is contiguous. This hole does not damage the object or affect its structural integrity; since the created hole is formed of added space rather than removed space, everything in the affected area is still accessible, pushed to the nearest edge of the created gap. If the gap is created so that a creature would fall through it, they may make a Reflex save to safely move to the nearest edge of the hole. This hole lasts as long as you concentrate, though you may spend a spell point to allow a gap to remain for 1 minute per caster level without concentration. (10-ft cube)
Extradimensional Storage: You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space. You may take this talent two times; when taken a second time your extradimensional space may hold an additional 15 pounds per caster level, for a total of 25 pounds per caster level. In addition, you may place or withdraw an object from your extradimensional space as a move action instead of a full-round action. If the object would normally be worn or have to be donned in some way (such as armor or a magic ring), you may remove or don it as part of the same action as placing or withdrawing it from storage. (50 pounds)
[WRESTLING]
As a swift action, you may attempt to snag a target as a melee touch attack, latching onto part of their clothing, armor, or flesh and making them battered. If you are already holding a target, such as via the Scale Foe Athletics talent or via a successful grapple, they are also considered battered as long as the hold persists. If you do not grapple an opponent or perform a similar technique by the end of your turn, the snag automatically ends. Any time you initiate or maintain a grapple, you may apply 1 (slam) talent as an immediate action in addition to the normal benefits of initiating or maintaining a grapple. [Improved Unarmed Strike]
Choke Hold: Whenever you control a grapple against a creature, that creature is unable to breathe or speak, though they may hold their breath in response to being grappled. Each consecutive round they spend grappled by you counts as a number of rounds equal to your practitioner modifier against the total number of rounds they may hold their breath before they are forced to make Constitution checks to avoid suffocating. For every 4 points of base attack bonus you possess, each passing round counts as an additional +1 round when determining how long they can hold their breath. (7 rounds/round)
Inescapable Grasp: Whenever a creature attempts to magically escape a grapple with a teleportation or Warp effect, you may make a special combat maneuver check against their CMD as an immediate action. If successful, the escape fails and they provoke an attack of opportunity from you. At +10 base attack bonus, if you make a grapple attempt against a creature under the effect of a freedom of movement spell or similar effect, that effect is suppressed for the duration of the grapple.
Painful Flex: Whenever you use a successful grapple check to deal damage, you deal an additional +2 damage and the creature takes a -2 penalty on the next grapple check they make against you as long as it is made within 1 minute. For every 5 points of base attack bonus you possess, this damage and penalty increases by +2/-1 respectively. (+6/-3)
Limb Ripper (slam): When you successfully maintain a grapple against a creature you have already pinned, you may expend your martial focus as an immediate action to attempt to remove a limb from them; the creature must make a successful Fortitude save or have one of its limbs removed by you (arms, legs, tentacles, or wings), ending the grapple.
--If you remove a wing, the target loses a wing natural attack if it had any and cannot fly (creatures with 3 or more wings who lose a wing have their flight maneuverability reduced to clumsy and have their flight speed reduced by 1/2 for each wing which they are missing).
--If you remove a tentacle, the creature loses all attacks and abilities related to that tentacle.
--A character who has lost an arm incurs the following penalties:
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved.
--A character who has lost a leg incurs the following penalties:
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 ft., and can no longer make a 5-ft step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing.
Creatures with more than 2 legs do not suffer these penalties, but instead lose 10 ft. from their movement speed and lose the benefits of being a quadruped if they had them.
In addition, the target suffers 1d6 points of bleed damage from the wound, +1d6 for every 4 points of base attack bonus you possess. A severed limb counts as an object one size category smaller than the creature it came from if using it as an independent object or improvised weapon. These penalties do not stack with other penalties for losing limbs. A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic. A character who has lost both legs is always considered flat-footed and prone, and can only move 5 ft as a full round action, without the aid of prosthetics or magic. (Fortitude DC 20, +3d6 bleed)
Barbarian Class Abilities:
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted, but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death. (26 rounds/day, +4 Str, +4 Con, +2 Will, -2 AC)
Primal Defense (Ex): While raging and wearing no armor, the berserker gains an armor bonus equal to his Constitution modifier (minimum 0). (+4)
Regenerate (Su): At 2nd level, a berserker gains fast healing 1 while in rage and conscious. This increases to fast healing 2 at 8th level, fast healing 3 at 14th level, fast healing 4 at 17th level, and fast healing 5 at 20th level. This healing may only occur if the berserker has taken at least a total amount of damage equal to twice his level in the last 10 rounds. (Fast healing 2, activates after 20 damage)
Fearless (Ex); At 3rd level, a berserker gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 3rd. (+2)
Scarred Flesh (Ex): At 5th level, whenever a critical hit or sneak attack is scored on the berserker, there is a 15% chance that the damage is negated and damage is instead rolled normally.
Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. (DR 2/-)
RAGE POWERS
(2): Superstition (Ex) - The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. (+4)
(4): Strength Surge (Ex) - The barbarian adds his barbarian level on one Strength check or combat maneuver check, or to his Combat Maneuver Defense when an opponent attempts a maneuver against him. This power is used as an immediate action. (+10)
(6): Raging Grappler (Ex) - As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both the prone condition as a free action while continuing to maintain the grapple.
(8): Clear Mind (Ex) - A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse.
(10): Eater of Magic (Su) - Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, he can reroll the saving throw against the effect (this is not an action). If he succeeds at the second saving throw, he is not affected by the spell, supernatural ability, or spell-like ability and gains a number of temporary hit points equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or 1 minute, whichever occurs first.
Unchained Rogue Class Abilities:
Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. (+5d6)
Trapfinding: A rogue adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. (+5)
Strength Training (Ex): At 1st level, a bruiser adds his Strength bonus (if any) on all Fortitude saves that he makes. At 3rd level, 11th level, and 19th level, the bruiser gains a bonus feat, chosen from the following list: Cleave, Cleaving Finish, Dazing Assault, Furious Focus,Great Cleave, Improved Cleaving Finish, Power Attack, or Stunning Assault. He must meet the feat’s prerequisites, if any. This ability replaces finesse training. (+8)
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). (+3)
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, he can also debilitate the target of his attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
---Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
---Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
---Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. He gains the skill unlock powers for that skill as appropriate for his number of ranks in that skill. At 10th, 15th, and 20th levels, he chooses an additional skill and gains skill unlock powers for that skill as well.
(5):
(10):
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.
ROGUE TALENTS
(2): Stand Up (Ex) - A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
(4): Combat Trick - Strangler
(6): Certainty (Ex) - The rogue chooses one of the skills he selected with rogue’s edge. Once per day, the rogue can reroll a skill check he just made with the selected skill and take the better result. He can use this reroll with the selected skill one additional time per day at 10th level and every 5 levels thereafter. A rogue can select this talent multiple times. Each time, the rogue must choose a different skill. A rogue must have the rogue’s edge class feature before selecting this talent. (xxx, 2/day)
(8): Combat Trick - Unarmored Mastery
(10): Crippling Strike (Ex) - A rogue with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage.
Feats:
(Human) Extra Combat Talent (Wrestle)
(1) Extra Combat Talent (Choke Hold)
(1) Extra Combat Talent (Inescapable Grasp)
(1) Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
(1) Extra Combat Talent (Painful Flex)
(2) Unarmored Specialist: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor) you gain a +2 dodge bonus to AC. At 10th level, this bonus increases to +4. (+4)
(3) Kraken Style: When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.
(Rogue 3) Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
(4) Improved Unarmored Specialist: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor), double your Dexterity bonus for the purposes of your AC. Anything that would cause you to be denied your Dexterity bonus to AC still causes you to lose the entire bonus.
(Rogue 4) Strangler: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.
(Mageknight 4) Toughness (+10 hp)
(5) Steel Soul: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus.
(6) Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
(7) Weapon Focus (grapple)
(8) Greater Weapon Focus (grapple)
(Mageknight 8) Extra Combat Talent (Unarmored Training): When unarmored and unencumbered, you gain a +3 bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. (+6 AC)
(Rogue 8) Unarmored Mastery: Your mastery of unarmored combat is so great that even changes to your body do not impede you. You no longer lose the benefits of Unarmored Training when under any polymorph effect.
(9) Rapid Grappler: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check at a –5 penalty.
(10) Extra Combat Talent (Limb Ripper)
Skills:
8 class + 0 Int + 1 human + 4 campaign + 2 background*
+5 on Perception checks to locate traps and on Disable Device checks
A rogue can use Disable Device to disarm magic traps
+3 bonus on Perception checks to avoid being surprised by a foe