Eranex

SquirmWyrm's page

191 posts (193 including aliases). No reviews. No lists. No wishlists. 1 alias.



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Will this book also contain guidelines for creating and balancing equipment, such as how much damage dice a weapon should do when compared to it's range, special abilities, and crit abilities, or is that coming in the Tech Revolution book?


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I've loved Starfinder ever since it came out, and every addition to the game so far has only deepened that, but I can hardly say I'm satisfied. I'm eager to see what is coming on the horizon, but there are some areas I'd like to see deeper exploration.

-More info on Pathfinder-era ancestries that haven't already made the jump to Starfinder. I don't care if Ysoki already fill the niche, I'd love to see kobolds in space. Plenty of classic fantasy species would do well with a Starfinder write-up, and we've certainly seen how orcs have been changed by the centuries. In a similar way, other playable species could find their own niche separate from similar alien ancestries that already exist.

-More Character Option Books. Yes, Starfinder has so far been "Less is more" compared to PF1e, but with 4 Alien Archive books under our belt, perhaps it's time to delve into expanding the various sub-genre's of sci-fi that players can explore through their character. Mechanics that have swarms of orbiting mini-drones, A bigger delving into how the Planes have changed in the millenia, and so on.

-Bigger Books in General. I know that's a longshot, but Starfinder books are criminally small compared to their Pathfinder equivalents, particularly books like Near Space, which was even smaller than Pact Worlds despite covering many more worlds!

I think I'll leave it here before I start to really ramble, but what are the rest of you hoping for in the future of the game?


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Bringing this thread back because kobolds deserve to be in Starfinder!


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Bringing this back since we never got a definitive answer


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Please let us know as soon as you have an official answer!


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With 2nd-Edition Pathfinder on the way, is there any changes to how any third-party content should be handled legally?

Will there by a graphic that says "Pathfinder 1st edition compatible" instead of the "Pathfinder Roleplaying Game Compatible" which exists now?


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I'd love to see an Ultimate Magic 2 and Ultimate Combat 2, not necessarily any new classes, but filling in a lot of gaps, like tons of new shaman spirit and bloodrager bloodlines to fill out the missing parallels between them and the sorcerer and oracle and so on.

Not to mention tons of new options. Maybe even a new alternate casting system, an update to words of power, and so on


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Proteans! We need a lot more proteans than we already have. And inevitables too.


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Its been a while since I played a class with a familiar, but my favorite of the ones I've seen has got to be the homebrewed undead dodo that Savannah Broadway used when we played the Serpent's Skull adventure path. Its name was Percival, and he had a top hat, and a monocle, and a tiny waistcoat with spats.... Those were good times.


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86. A Grand Voyage. Your uncle leaves you his prize vehicle, a magical ship that travels through sand/the air/the earth/outer space. Gathering a bunch of friends together, you embark on a journey of exploration with the mighty craft. Alternately, you could mothball it in the secret hanger until such time that you need it.

87. Mysterious components. Your father, a master wizard, recently died, and the only thing you have left of him is the strange array of of clockwork components, and a set of blueprints.


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Freehold DM wrote:
Belle Mythix wrote:
Goth Guru wrote:

44) You've inherited an heirloom engagement ring. It's admantium with Pygmalian inlaid with platinum. If put on the finger of a statue it will bring it to life. When your great grandmother passed away, they removed the ring and she turned back into a statue.

I wouldn't mind that one.

SquirmWyrm wrote:

69. A Boy and his Mimic. Your grandfather was a reknowned wizard, and he left you a nonviolent mimic as a companion. It follows you everywhere, and will sometimes take on useful forms for you if you offer it sweets.

Kinky. Inspired by the MGE?
No, the classic video game, A Boy and His Blob.

And its remake for the Wii. Hug button!

77. Weresloth. You've inherited a rare form of lycanthropy that gives you an edge in combat. The problem is, the animal you take on the aspect of is embarrassing to say the least. Most people view you with ridicule when they find out exactly what you turn into, let alone see you in that state.

78. Who's the ancestor? Your family has always been described as being of strong or mystical blood, but the source of that heritage is unclear, even to the beings that could potentially BE your blood relatives. Since your family holds great power, each of these various entities is trying to prove its claim of blood for its own ends, with you stuck in the middle. If you are a sorceror, you might already know who really is your relative, but maybe said relative is the candidate you'd never want to have any stake in your family's business.


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68. Multiple forms. You have been afflicted with a transmutation curse that causes you to change to a different, specific form when conditions are right and vice-versa, with no control over this change beyond avoiding/instigating those conditions. You may shift between genders, or perhaps turn into a sahuagin when you touch gold. The curse is annoying and sometimes dangerous, but still, being able to turn into a drider sometimes has its advantages.

69. A Boy and his Mimic. Your grandfather was a reknowned wizard, and he left you a nonviolent mimic as a companion. It follows you everywhere, and will sometimes take on useful forms for you if you offer it sweets.


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52. Missing instructions. Your late father, a master craftsman of constructs, left you his greatest creation, but neglected to mention how to activate/control the thing. Enjoy searching the vaults for the manual to your golem, or perhaps cleaning up the mishaps of your naive sentient clockwork girlfriend.

53. Under new management. You inherit a ranch specializing in the training of powerful animals and mythic beasts of all descriptions, only to find that business is going poorly, Its up to you to venture into the wild and acquire new and interesting stock and return your family's business to its former glory!


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49) Extraplanar Love Triangle. You've spent your whole life loving a girl whom you've known all your life. You finally work up the courage to take your relationship to the next stage when your family informs you that you've been betrothed to a powerful outsider since birth, and she's coming to visit. She isn't a bad person, but she's been looking forward to meeting you for a long time, and will not brook opposition.

What do you do?


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37) An Old Ring. Your uncle left you his prized magical ring. It has a simple, low-level magical effect, but the faded carvings on the inner edge hint of powers beyond that.

(Naturally, a LotR reference, but also could be used for the rings of elemental mastery.)


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204) Because farmers and townies make much less effective troops than say, an army of dragons, golems and other mystical beings, and you need forces for your dreams of conquest.


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Burgomeister of Troll Town wrote:
3) Magic is not real.

Isn't that a bit of a cop-out to just throw that one out there off the bat? The thing is, men with scientific minds exist in pathfinder, and science is based on observation. One cannot simply say "Magic is not an observably real thing in the real world, ergo, a fantasy world is unscientific because it contains observably real magic." To a scientist in Golarion or any other setting with magic, it is real, and can be observed and quantified.

For one that makes more sense, I present:
26) The void of space deals cold damage, despite the lack of matter-based heat-convection required for that to be possible.


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31) Golden Child of of the Planes. You have the option of pursuing one of the following bloodlines, or the Eldritch Heritage feat line of said bloodlines: Abyssal, Celestial, Infernal, Protean, or Shadow. Furthermore, the race of outsiders associated with your bloodline have taken an interest in your progress, for good or ill.

Also, in response to Arcanemuses, isn't it odd to have a background as a feat chain? Having a aristocratic heritage shouldn't be something you spend a feat on, nor should you spontaneously get hitched to an NPC spouse that may as well not have existed before taking the feat.

What I'm saying is, that's the sort of thing that is roleplayed.


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Why is it that most people, when they try to come up with a homebrew setting, they always seem to go for the no magic/limited or wild magic/casters are persecuted for performing magic approach?

Seriously, why? I'm not saying there is anything wrong with said settings, but for the love of Gygax, show some originality!

If you insist on applying the age-old formula of "Something taken for granted is missing on a world-wide scale" approach to your campaign setting world, why not fiddle with something else, like gravity, or the very ground beneath the characters' collective feet? Playing Pathfinder in a world that mirrors Baten Kaitos would make for a nice change of pace.

While we're at it, why not shake things up some more and design an entirely different slew of races to take the place of the old stand-bys?

Make everything cubes, make every magic item intelligent and unruly, invent a new pervasive elemental force that affects everything, do something to set your setting apart if you must, but don't rely on such an overused, cheesy trope for your premise.


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This is all well and good, but by your logic, every character build should be given freebies because those feats are integral to the concept of their character, and I don't just mean the ones you have listed.

Playing a barbarian who focused on brutal frontal assaults against multiple opponents? Power Attack and Cleave.

Playing a blaster mage? Empower and Maximize spell.

Playing a divine warrior-type cleric? Channel Smite.

Do you see where this gets to be a problem? Characters automatically get certain special abilities when they level up, they're called class features. The problem is, you're viewing the feats necessary for realizing your character concept as "Feat Tax" and you propose a solution that involves getting these feats for free, so you can, what? Spend the feats on other stuff?

Feats represent character customization beyond what the class grants, its a step towards fleshing out your character's concept, not a bureaucracy to be navigated and resented just to get what you want.

I understand that you are going to disagree with me, but that's my take on it.


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I'm surprised no one has gone for the alternate form curse. I don't just mean a reskinned polymorph, but rather conditional transformations, such as in Ranma 1/2, where protagonist is transformed into a female version of himself and back again when touched by water of varying temperatures. That example only really holds weight in a more role-play based game, where the embarassment and attempt to hide one's gender or other transformation get played up. Alternate versions of the curse involve the character taking on an animal shape when conditions are met, which may have its advantages, but should definitely be disadvantageous as well, and the alternate form should be carefully selected by the GM or caster. Being able to transform into a killer panda may make you able to fight on the front lines, but if you're the caster, then the party might find themselves in a sticky wicket when you can't vocalize your spells.

This curse can be further played up if the alternate form has its own personality and motives, and even class levels. If your brave male cavalier transforms into a buxom, but ditzy sorceress during high tide, that makes for interesting roleplay opportunites.

-EDIT-

It's these kinds of curses that may often be less harmful to the target, but can lead to stories all there own. Imagine going on a quest to rid oneself of the curse of an night-gaunt alter-ego, but then learning to accept it as part of they are.

Then again, It may be that I watch too much anime.


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I think the trick to dealing with gunslingers lies in examining the firearms rules, not just to understand them, but also to exploit them against the PCs.
Such strategies include making the Gunslinger run out of grit points, having your baddies keep enough distance that the touch AC factor doesn't come into play, bring up the threat of wet powder (Why yes, there is a river to be crossed between the Shudderwood and Feldgrau. And yes, the Wake of the Watcher has an entire section that takes place underwater.) Throw some incorporeal beasties at them, who have pretty good touch ACs anyway.

What I'm trying to say is that why ban a particular class or combonation, when it's so much more satisfying to take it apart?


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Tacticslion wrote:

** spoiler omitted **

More semi-on-topic:

James, I think one of the problems is that Golarion and its canon is often getting confused with Pathfinder and its cannon. And that's a pretty big problem, because Golarion is a setting (the central one, granted, but still) while Pathfinder is not.

One of the things I'm thankful for is your constant reminder "this is how canon is, but this is not necessarily how you should play your home games" when you say this stuff. THAT SAID, I'm also very thankful that stuff like the Juju Oracle "slips through" and gets official publication. Even the (semi-ridiculous) paladin of Asmodeus! That stuff is role-playing gold, and I really think that something of that should be integrated more into the Core RAW, while the things like "undead are always evil" are tied more to Golarion (and noting that all spells that created undead in any way automatically gain the [evil] descriptor).

Really, I think that would solve most of your problems at Paizo with the fanbase.
Seriously, I know you need to think page count. I get that. But when you open up the Inner Sea Guide, have a note that clarifies, "In Golarion..." and make those notes clear and obvious (x: every cleric needs a single deity, paladins never have evil patrons, undead are evil). This actually allows you to be more liberal with your Core RAW and have more control with your Campaign Setting at the same time.
Also, don't be afraid of "metagame" terms in your setting books. One of the things I've noticed is that often the setting-stuff seems (comparatively) rules-light. Which is fine! You provide stat-blocks for creatures and such, but they seem downplayed, at least in the organization compared to other Setting books I've seen. But if you want Golarion to stand out... you'll need to deal with that, but...

100% +1 on this. I think that this actually hits on the root of the consternation that gives rise to this sort of discussion.

The undead are fuel for great stories because most fit neatly into the eerie valley in monster-creep factor. This is further heightened by the fact that intelligent undead have (often skewed) emotions. Give a party a monster that regrets its crimes, but fails to rise above its terrible urges, and you've got a memorable encounter that will touch your players emotionally, no matter the outcome.

As such, I like to play my intelligent undead like I would play Darth Vader. That way its more moving when he does redeem himself, and sets your players up with a feeling of respect for any redeemed undead they meet in future sessions.