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Mark Seifter wrote:
syll wrote:


It isn't from only the teaser, but also the podcast. Multiple times now they have said -Fighter- gets an AoO. The -Fighter- has a charge action.

It would be very easy for Jason or someone else from Paizo to allay these fears if they are misplaced and set folks (like me) at ease.

More importantly they have said, in this very article "Not everyone will have a reaction they can use during combat"

In Jason's podcast group, the fighter is the one who had a relevant reaction in that situation (Attack of Opportunity), and only the fighter is certain to have it. Without revealing too much, at least one other class can just pick it up for a feat, and everyone else could in theory gain access if they are willing to commit to that style of play (flexibility is key for the new system!). But they might not want to do that if they have a reaction or reactions they like better, since at some point, you'll have enough reactions competing for use that you won't necessarily be prioritizing getting more of them. Whether you have a reaction to take in a given situation will depend on your choices, both in character building (did you choose that reaction ability or the cool action instead?) and in play (did you decide to use a shield, for example?).

So just to clarify if I want to make an Attack of Opportunity I have to either play a fighter or multiclass?

I get the logic sort of get the logic in that but, that seems really limiting and contrary to the whole "build it your way" mindset.

I would really hope that at the very least something relatively basic like taking an AoO would be available to everyone either automatically or as a universal feat that can be taken. otherwise I feel like your setting a precedent where we get nickle and dimed for wanting to build something "less traditional". And if that's the case then we're back where we started with characters needed to spend a ton of feats to just one thing kinda well.


I like the basic concept so far...but it sounds like a lot of basic actions (like charging & AoO) are locked behind class. I don't want to have a situation where only the monk is allowed to grapple and it takes someone 6 feats to put someone in an effective choke hold.


Paizo needs to get a better download client. it should not take me 2+ hours to download the SFCRB when I have a download speed of over 50 Mb/s


What factions and organizations are listed in the CRB? do any of them have any kind of mechanical support?


Mashallah wrote:
SquishyPoetFromBeyondTheStars wrote:


@Mashallah and/or @Calth

I'm looking to port Path of War into Starfinder when I get the CRB. based on what you've seen so far what are your thoughts on potential balancing issues that are likely to come up?

I figure the bonus damage from maneuvers will have to be heavily tweaked based on the damage dice of higher end weapons. but beyond that are there any things I should be on the look out for when I get the book?

Instead of getting more attacks like in Pathfinder, people generally get more damage per hit in Starfinder. As this would carry over to Martial Strikes, it would boost them quite a bit.

On the other hand, the lack of over-reliance on MORE ATTACKS in the system means Path of War will be easier to balance overall and should generally work better than in Pathfinder after you port it IMO, you just need to adjust numbers for the new math.

Cool thanks, yeah that's what I figured after hearing a bunch of stuff


@Mashallah and/or @Calth

I'm looking to port Path of War into Starfinder when I get the CRB. based on what you've seen so far what are your thoughts on potential balancing issues that are likely to come up?

I figure the bonus damage from maneuvers will have to be heavily tweaked based on the damage dice of higher end weapons. but beyond that are there any things I should be on the look out for when I get the book?


What makes the Thief, Ghost, & Spy specializations different from each other? seems like they would all have very similar abilities.

What makes the Blitz and Hit & Run fighting styles different? they also seem like they would be very similar.

Can you share some details on the Mechanic's Exocortex?

what are some examples of the Operative's Exploits?


Oh mighty orb reveal to us things...

What makes the Thief, Ghost, & Spy specializations different from each other? seems like they would all have very similar abilities.

What makes the Blitz and Hit & Run fighting styles different? they also seem like they would be very similar.

Can you share some details on the Mechanic's Exocortex?

what are some examples of the Operative's Exploits?

Lastly how big is your Resolve pool? and what are some of the things you can use it for?


1) What sort of abilities does the Bounty Hunter theme grant?

2) What do the Operative Specializations look like? do any of them seem to have a "ninja-like" feel?

3) What can you share about the Soldier's Fighting Styles? are they mostly passive abilities or do they grant things like special attacks and such?


How exactly does The Gap work? does it block out all memory beyond X years ago? or is more "we remember everything except what what happened between year X and year Z"

How dependent are characters on their gear? are the Big Six still necessary?

what classes would I use to build a Psychic-Space Ninja in Starfinder?

How customization are ships?

Can I be the Captain and Pilot of my party's ship?

Are the classes more customizable than Pathfinder? meaning do most or all of the classes have a Talent list?

How expensive is Cybertech?

what is the unit of currency and how does it work?

exactly how compatible is Starfinder with Pathfinder? what are some of the biggest differences?

how different is Starfinder's combat from Pathfinder's?

thanks


Hey Owen, James, and/or Rob

I assume there will be some form of starship design rules in the Starfinder book. How detailed are they going to be? Will there be multiple types of engines, and electronic systems you can install in your ship?

What about FTL travel? are you going the more warp gate route or are ships going to have FTL drives separate from their main engines?

Also which way are you guys leaning with wealth? Is it going to be GP like system (like standard Pathfinder)? or a wealth bonus like system like d20 modern?

Is Starfinder going to have Alignment?

lastly are Starfinder characters going to have the same reliance on stat boosting items as Pathfinder characters?

looking foreword to Starfinder.


I like what I see so far particularity the talents.

The Dynamic Striker and Exposed Vigilante are probably my favorite Archetypes. I kinda wish there was a way for other Vigilante's to snag one or two of the Dynamic Striker's talents.

Personally I think the level requirement for the Cross-Specialization is a bit too high. I would suggest dropping the requirement down to 8th level or maybe 6th. That's just a personal preference though.

I also really like the Shared Identity feat as it extends the life of the Vigilante class a bit.

Again I really like what you did with the talents. keep 'em talking is a classic trope and Swift Defense & Martial Flexibility are staples of nearly every fictional Vigilante I can think of.

A couple of thoughts and ideas.

1) I recently checked out Legendary Rogue and it struck me that the Skill Specialties from that book would make a really good fit for the Vigilante. Maybe have an option to swap out Unflappable for a Skill Specialty.

2) Smoke Bombs. The Vigilante does not have enough of them.

3) I would really like to see an Archetype that focuses on the social side of the class more. I feel like that's a missed opportunity.

4) I would also like to more Talents that are focused on gathering information and solving mysteries. Both the Vigilante and the Investigator are lacking in this area in my opinion.

5) Another idea was an optional "Vigilante's Code" type of system (like Monk's Vows or Paladin's Oaths) I don't have any solid ideas to go along with that but it seems like something that could be flushed out into a nice add-on for the class. Maybe a code against killing gives the Vigilante the Knock-Out Artist feat or something. I don't know just some ideas.


I think I'll be making a vigilante character to play in the next few weeks so hopefully I'll have something useful to contribute to the play test.

BYW N. Jolly I picked up the Shinobi recent and really like it solves a problem I was having with a another character build I was working on.


N. Jolly wrote:
SquishyPoetFromBeyondTheStars wrote:
Am I missing something? I thought the Shinobi was suppose to be in Legendary Kineticists?

You're not, let me explain. So originally the first post here was meant to be advertising 3 products; LK: Mind, LK: Additional Options, and LK: Shinobi. The thing was that Jason N. and I danced around for a few days on if LK:M and LK:AO should be 1 or 2 books. After a lovely waltz, we both looked into each other's eyes and said in a heroic tone "One book."

By the time I made the first post, (Kinetic) Shinobi was always planned as a hybrid class separate book. I can understand why after the first two were merged that it seemed like all 3 were going to be in the same book, but sadly that isn't the case.

Although the reason for that now would be that if it were, the book would be twice as large, as right now the (Kinetic) Shinobi is about as large as all of Legendary Kineticists with a truckton of archetypes, talents, and all sorts of other things that make for an awesome class. Sorry if it felt misleading, that wasn't my intent. It's sort of the issue with making a post like that before everything was 100%, but we wanted to get everything out before Paizocon (mission accomplished!), so there was a lot of back and forth on that end.

As an aside, if anyone wants to see my dev post for Legendary Kineticists, it's right here. A bit of interesting commentary, seeing how much Onyx actually wrote (spoiler: a pretty sizeable amount), and just little fun things that happened during development of the class itself.

Ah I see, I mistook the first post as advertising 3 topics in the same product. c'est la vie. I look foreword to the Shinobi's eventual release. I'm also intrigued by the passing mention of vigilante content hinted at.


Am I missing something? I thought the Shinobi was suppose to be in Legendary Kineticists?


Luthorne wrote:
SquishyPoetFromBeyondTheStars wrote:

A couple of questions for those who have their PDFs.

Are there VMCs of the Occult classes?

No.

SquishyPoetFromBeyondTheStars wrote:
Is it possible for a character to gain Wild Talents without being a Kinetist?

Not that I saw.

SquishyPoetFromBeyondTheStars wrote:
What is the Hypnotism Skill unlock like?

Occult skill unlocks, as far as I can see, seem to be quite different from Unchained skill unlocks. That said, once per day you can attempt to implant a reasonable suggestion into a willing creature (or, at a much higher DC, an unwilling creature subtly), or, alternatively, draw out a forgotten memory.

SquishyPoetFromBeyondTheStars wrote:
What are the Occult Ritual rules like? Do you have to take a feat chain to use them?

It is ritual magic. You take at least ten minutes and generally more to perform various rituals, requiring difficult skill checks. If you fail, you may get an unwanted effect, or even backlash. No feats are required to perform one.

SquishyPoetFromBeyondTheStars wrote:
Can the Medium gain Sneak Attack and/or Rogue Talents with the Trickster spirit?

You can get something like sneak attack with a few differences.

SquishyPoetFromBeyondTheStars wrote:
and lastly, what are some of the utility talents for Aether/Telekinetist?
Moving things, performing combat maneuvers, force choking people, creating force fields, invisibility, flight, making temporary animated objects, deflecting spells and attacks, etc.

Cool thanks for the info that'll help me plan my character over the weekend.


A couple of questions for those who have their PDFs.

Are there VMCs of the Occult classes?

Is it possible for a character to gain Wild Talents without being a Kinetist?

What is the Hypnotism Skill unlock like?

What are the Occult Ritual rules like? Do you have to take a feat chain to use them?

Can the Medium gain Sneak Attack and/or Rogue Talents with the Trickster spirit?

and lastly, what are some of the utility talents for Aether/Telekinetist?

Thank you.


David knott 242 wrote:
SquishyPoetFromBeyondTheStars wrote:


Also what abilities does the Escapologist replace?

Just Trap Sense, Uncanny Dodge, and Improved Uncanny Dodge -- but the Trap Sense replacement has similar language to the Danger Sense text in Pathfinder Unchained, so it is compatible with archetypes that replace Trap Sense.

Cool thanks for the info looking foreword to picking this up on the 29th.


Would anyone be willing to share some info on the Geist Channeler and some of the new skill uses/feats?

Also what abilities does the Escapologist replace?

Thank you.


What are the Rogue archetypes like?

Any way for a Rogue to a Hypnotic Stare without multiclassing?

How many feats are there and are there any new feat types?

Any interesting sounding feats or items?


Do items placed in your Safe House travel with your Safe House when you reestablish it a new town?


Is this the final version of Warlords of the Apocalypse or something else?


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Hello, Is there anybody in there? Just nod if you can hear me. Is there anyone at home?

Any updates on this project?


I would like to toss a vote in for Alchemist, but I would be happy with Gunslinger as well.

A somewhat related question for you Owen; How would you have the Talented classes interact with the Archetype Packages concept (like in the Archer Archetype Book)? Would it be fair to let players swap out an Edge or Talent at the appropriate level and gain the archetype ability.

Also on a tangential note I would love (and buy) any technology based material you make when the Technology Guide hit the public.

Edit: I agree with Kolokotroni on the matter of other relevant RGG material being incorporated into the Talented books, so long as it doesn't negatively impact the core concept of the Talented book in question.


I would like to see more...

1) Alchemy based stuff (feats, items, archetypes, everything)

2) More Numeria everything (I know Iron Gods, Technology Guide, and People of the Stars are coming out, but I still want more...I love sci-fi, and super-science.)

3) More Cosmic Stuff: I would love to get so modules that take place on other planets / planes.

4) More Tian Xia: what can I say I like the more exotic less standard stuff, in fact Jade Regent was the first AP I bought in full.

5) More Alkenstar and Nex adventures, and player options

6) And lastly a sequel to Game Mastery Guide that focus on integrating more exotic rules and flavors into you game. (like maybe rules for crafting new technological items)

P.S) As a last minuet thought I would also like to see more horror themed adventures.


Just curious,

what is you guy's opinion on granting Maneuvers to other Base classes through archetypes? you know something like "trade your Ranger spells for to initiate like a Warlord? (but with a different recovery mechanic Initiator ability.)


Hey James,

I was at work today and had a question pop into my head that I would like your input on.

What do you imagine Golarion will look like 10 years from now?

50 years from now?

and 200 years from now?

Assuming setting cannon and such are not an issues.

I'm most interested in what you think Golarion's technology would look like at these intervals, but societal changes would be cool too.

like would there be colonies in Arcadia? Would Golarion's people take to the stars with great frequency?

Thank you.


my preference is

1) Gunslinger and Alchemist. (they are tied for first)

2) Cleric

3) Wizard


I'm into it.

It could be like a cross between a Malconvoker, Binder, and Necromancer.


Question Owen.

What Archetype packages would you say the Machinesmith for Louis Port Jr Design has?


Cograts Owen.


Like the new Greatwork.

Also the stuff about the Host getting talents intrigues and excites me.


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Don't know if anyone has posted this idea or not but I would like to have a book of pre-gen dialogue.

It could have like different types of NPC's listed like "Mysterious Stranger" and a few different lines of dialogue that the GM could use as a jumping off point.


Is this just a reprint of the first Machinsmith PDF or is there new content in here as well?


While the Battery is a great idea that I whole heartily support I feel like a Mobius Battery is more of a Gadget idea and working like a Gadget that improves other Gadgets and Prototypes.

as for a new Great Work, what about some sort of PSI-Helmet that lets the Machinesmith hack people's minds?

Or some sort of Teleporter device?


Cheapy wrote:
I was thinking a moebious battery too! Except, I was thinking more new uses for it. Like that turret? Suddenly it can be attached to a shield or a backpack, and then follow you or the team tank around!

Hey yeah that's a good idea! you could even have some synergy with the Mobius Detonator Trick, like use your battery as a improvised bomb or add the battery to the Crossbow Turret like you said but when the turret is out of ammo...BOOM.


I like that idea Cheapy.

What about some sort of Mobius battery that can instantly recharge one use of another Gadget or Greatwork?


I'm very interested in this topic.. I'm going to mull this over for a bit.

Couple of ideas for expanding Repair that spring to mind at the moment...

1) Demolish: Use half your Repair dice as Sneak Attack Vs. Constructs.

2) Mad Bomber: Use half your Repair dice as a damage bonus with grenade-like weapons.

As for new Prototypes maybe a Rocket Drone (Can shoot one Rocket per round that deals damage as a Fireball spell)

Maybe an ability that lets you use your Mechanus as the origin point for Drone Prototypes. Or integrate Gadgets or Drone Prototypes into your Mechanus.


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Hi James, I have a few questions.

1) Is there any chance of seeing more info on the Technic League, Numeria, or the the technology of the Technic League between now and next August?

2) Along the same lines of question #1 any chance of seeing some character type options (feat, items, or Archetypes) for technology minded Pathfinders in the next year?

3) any chance of some space/Dark Tapestry type content coming out in the next year?


Glad to hear that this project is still moving forward.


I would like to see a Talented Gunslinger or Talented Barbarian next.

Also glad to see More Monk Talents is coming out later this week.


I never play XIII either, but I checked the Wiki and I think the best combination for Vanille would be Synthesis and Witch.

I also suggest doing gestalt characters.


Thanks for the heads up Darksyde. I just started checking out Amethyst. It looks pretty promising.


Any news on this project Owen?


It's not you. I tried it just now and got the same thing. but I was able to go to an individual issue's page through search without issue. attempting to go to the larger Dragon page gave me the same message. going to the issues by year page booted be me back to the main page.


Hello,

Some of the things I would love to see are...

1) Ultimate Options: Power of the Ninja 2 ( It could focus on Ninja clans/Prestige classes, Feats, Items, maybe even tie into a Shadow Assassin sequel)

2) Anachronistic Adventurers { Love this series, you could to a modern equipment tie-in book, do something like "Anachronistic Settings" talking about modern type settings and such.

3) House Rule HandBooks: great idea would love to more of these.

Now for some more concept-y type ideas.

1) Fighting Schools: I want melee combat to be more interesting. This book could be sort of like Tome of Battle but more down to earth. It should let existing melee characters add new and interesting attacks without having to rely on Feats or multiclassing.

2) Adapting the Mythic rules to a d20 Superhero type game. You could even use Anachronistic Adventurers as the base. This is something I'm currently working on for my home games, but I thought I would pitch it hear anyways.

3) Some sort of Tech/Gadget type book. It could talk about incorporating
different levels and types of technology into your game. From Super-Science Death Rays, to Magic Powered Mechs, and everything in between.


What sort of classes do you have in your Unspeakable Futures games?

Do you use prestige classes and archetypes in Unspeakable Futures?


Can you suggest a good map making program. I'm looking to make a world map and star map for my home brew setting. I'm currently doing some research on Campaign Cartographer 3. but I hear the interface is hard a pain.

Thank you.


well that just bummed me out. thanks for the info Are.


I just logged in and noticed that all of the Gencon releases have their PDF release date as Aug. 23 now. Is this an error or are they really delayed for some reason?

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