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Zoken44's page
Pathfinder Rulebook Subscriber. Organized Play Member. 1,051 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.
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Pathfinder Rulebook Subscriber
One thing I like about the game is that Rarity is not about power. Mechanical power is very carefully balanced across most things. Rarity is about how it fits certain settings and campaigns. the more rare it is the more likely it is to not fit most general campaigns. to be a 13th Warrior, if you know the reference. Which is why the only gate on Rare items is regional and DM fiat. as long as the DM says it's okay for their campaign, you are good to go.
If you are looking for in Lore reasons to make fire arms more common, a decorated scholar has been working with a team to recreate the amazing devices that have trickled out of the Alkenstar Duchy, and a major break through was recently made.
Pathfinder Rulebook Subscriber
To expand, as I missed the Artifact option.
Artifact Warrens are strangely the most "Kobold" Warrens, since there is usually no open will shaping the Kobold Warren. These Kobold's scales tend to be in shades of Red, brown and black, though depending on the nature of the magic in the Item they have set up around this can vary. In addition to traps and tricks, expect many counterfiets of the Object Druxie. they do this both as a form of psuedo-worship, and as a means of tricky protection. Object warrens also produce some of the more prolific Kobold warriors (Barbarians, fighters, monks, and Swashbucklers).

Pathfinder Rulebook Subscriber
So for a Fey Warren, I would imagine their scales are actually multi-colored, like in swirls of pastels, as the Fey in charge treats them as purse dogs: fashionable accessories to be shown off for their own clout. They might have abilities revolving around performance and making impressions, and mental spells. their warrens use more illusions and compulsion magics as part of their traps.
Fiends would probably be more like Drill Sergeants preparing the Kobolds to throw their bodies against whatever enemy they direct them at. They have have more prominant horns, though not necessarily demonic horns. which might give them new unarmed attacks, and abilities to divine magic. Their warrens are more militarized with more ramparts and fortifications than traps.
A Lich or powerful Undead would probably be the most destructive to their Warren as they have little care if the Kobolds live or die, and thus be most likely to have their Warren abandon them. Most Kobolds hatched here will have white, gray, and black scales, with very underfed apperances. They will learn a lot about undead and binding them, their Warrens will feature undead as part of their traps.
City Kobold, or Mortal Bound as some Warrens call them, live in large cities either among the populace or in the sewers and catacombs. They typically have dark green or dark red scales, and are often employed by the city, brining them to view the city itself as their Druxi. while Kobolds born in such cities have very mild magical abilities, except those they bring from other Warren blood lines, they tend to be far smarter on average than other warrens. Their trapped Warrens tend to be the most intricate and dangerous (but if you have actual business you will likely be provided a proper map to avoid the traps, or where to stop and wait for someone to disarm a trap).
Pathfinder Rulebook Subscriber
So... we have a lot of lore about how Dragons interact with their Kobold tribes.
and I like this change, and the head cannon of the origin of the misconception (retcon).
So How do fiends and Fey interact with the Kobold warrens that form around them (I dislike "Tribe" as it can be a loaded term. a Warren of Kobolds, a Hold of Orcs, a Town of Humans, a Community of Halflings, a Forest of Elves, a Mine of Dwarves, etc.)
Pathfinder Rulebook Subscriber
I've said it else where, but I hope when they put out Starship building rules they have rules for genres of ships.
The Ship that is also an enemy, such as from the Expanse, or other hard Sci-fi where you constantly have to work to maintain the ship.
The Ship that is the marvel of tech such as from any Star Trek series. It is almost less an object as an environment more stories can be told on.
The Ship that is part of the crew, how to get your PC's to form emotional attachments with the ship.
and the Ship with a super-power, ala the heart of gold or Outlaw Star.

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Pathfinder Rulebook Subscriber
Things I would want in my fantasized "Pathfinder Stuff in Starfinder" book.
Alchemist
Not sure if anything is needed here, especially since we want a biohacker to come out and we wouldn't want to step on toes.
Animist
Maybe some new apparitions, but their stuff seems pretty evergreen
Barbarian
Instincts to deal with more sci-fi concepts like Entropy, Super-Novas/black holes, Luddite/anti-Tech, or Pro-Tech
Bard
new muses would always be nice.
Champion
New causes as I've said in other places, a For the Lulz cause which is all about chaos and disruption playable either as a comedian or a troll
Cleric
We have gods with rules for them, but more futuristic divine spells would always be good.
Commander
New tactics that focus on the ranged meta and the greater availablity of flight, or wonky gravity
Druid
as with the Cleric, more futuristic spells in the Primal list, as well as Druidic Orders for alien environments: like the Silica order about crystalline life forms, the Tech Order, for places like Aballon (that may need to be a class archetype)
Exemplar
Weird space-y Ikons and Epithets obviously.
Fighter
Perfect, no notes.
Guardian
Again, not much to desire here, other than perhaps some feats to do with energy shields and personal force-fields
Gunslinger
again, not much you need to do, other than specify their abilities are limited to physical ammo fire-arms.
Inventor
New modifications that can be put on Innovations. I would say more innovations, but that could stray too close to the mechanic.
Investigator
A methodology that focuses on Infospheres, and hacking
Kineticist
Always more impulses and equipment, but I'd want that in a normal PF2e book.
Magus
A hybrid study for powered weapons.
Monk
New stances and feats for this strange new world.
Oracle
New space themed Mysteries.
Psychic
I got nothing on this one.
Ranger
Can't think of anything for this.
Rogue
Looking good
Sorcerer
New bloodlines having to do with the Gap, with the Drift, with the New Born or the Ghost Levels
Summoner
Strange new alien Eidolons! and new construct/Robotic Eidolons.
Swashbuckler
A style that revolves around flight, and manipulating gravity.
Thaumaturge
New implements and expanded lore on how they operate with space now a (somewhat) more known quantity.
Witch
New Patrons revolving around more deeps space themes.
Wizard
New Arcane Thesis options! in addition to new schools.
Pathfinder Rulebook Subscriber
I just want to reiterate that all of the above is based on canon material from a YA books series aimed at middle schoolers, supposedly to teach them about animals... that just so happened to turn into a sprawling space opera about how horrifying War makes you act, even as the good guy, with themes of body horror and cosmic horror.
Pathfinder Rulebook Subscriber
The Hork-Bajir would get bonuses to strength and con, penalty to int, and a free bonus.
Medium, dark vision, 25ft movement speed, a d6 unarmed blade attack that is in the knife group, and a d4 claw unarmed attack in the grappling group, and a climb speed of 15ft, and trained in the nature skill (or other if you are already trained, yada yada)
One of their feats at first level would be "Hork Bajir Free or Dead!" Where in if they fail or critically fail a saving throw against an ability with the mental, emotion, or controlled trait, they may, as a reaction, make an unarmed attack against themselves, and increase the degree of success by one step.
"Follow, Do as he Does" Hork Bajir are very good at mimicing movements get bonuses to follow the leader.
"Hork Bajir Lore" gives not just training in Athletics and Acrobatics, but also Abomination Lore
Pathfinder Rulebook Subscriber
more of a "I have no mouth and must scream" because they are fully sapient, but have an all consuming hunger that they must sate whenever they smell blood.
Then there are the Hork-Bajir.
7-8 foot tall reptillian aliens with razor sharp claws on hands and feet and beaks. bone-blade protrutions from their wrists elbows, knees and foreheads and tails. used as shock troops for their size, strength, and lethality. absolutely among the more terrifying of the regular hosts for the body-snatchers... not only are their herbiverous and naturally very peaceful and welcoming, they are in fact, AS A SPECIES, mentally handicapped. With only a rare exception they all essentially have down-syndrome. rarely, a Hork-Bajir will be born with not just normal intelligence but advanced intelligence.
Pathfinder Rulebook Subscriber
They only fight the body snatching alien antagonists because it was one of their people who gave them space travel and advanced weapons in the first place. and There is very GOOD reason to expect them to wipe out humanity rather than let the body snatchers take it, they tried to do it on a previous planet.
The second species I was outlining are the Taxxons, large centipede like alien who mostly WILLINGLY became hosts to the body snatchers because they are in a constant state of HUNGER. Their blood lust is so extreme that the body-snatchers CANNOT stop them if they scent a wounded creature, they will immediately try to consume the wounded animal... even if THEY are the wounded animal.
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Pathfinder Rulebook Subscriber
The Book of the Risen (Sequel to the Book of the Dead)
providing alternative takes on Necromancy that cast doubt on the black-and-white morality that most take (*Cough*PHARASMA*cough*), providing space for ethical and moral undeath and and necromancers. as well as nightmarish creatures that come forth from the void that were never alive to begin with, bringing question to the true nature of the void.
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Pathfinder Rulebook Subscriber
Starfinder: LAST OMENS, the Remains of Lost Golarion
new ancestry options for Pathfinder Core ancestries like Orcs, Elves, Gnomes, Halflings, Leshies, and Goblins all living across the Pact Worlds.
Special class feats or class archetypes for Pathfinder classes to help them interact with the Sci-Fantasy world of Starfinder.
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Pathfinder Rulebook Subscriber
kaid wrote: Tridus wrote: Yeah, Shelyn is not focused on technical perfection. Rather it's the action of creation itself that matters. Someone creating art with their heart invested in it is making her happy even if it's technically not very good. Shelyn is the proud mom who puts up all the pictures her lil kids make on the fridge with love and pride. Whereas Nocticula is the pet mom who adopts all the unadoptable cats in the shelter, and believes they are beautiful.

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Pathfinder Rulebook Subscriber
I would imagine that a clergy built upon one massive grift would run a wild spectrum. You would have the true believers (mostly confined to the lowest echelons. They believe Razmir is a god and rationalize away any proof to the contrary. and among them there will be those who try to use that faith to help people, and those who use it as justification for their own power-trip. Neither will advance far, but the second will make it slightly higher than the first.
They won't be allowed to advance very far because they are principalled. and as a clever pilot once said, you can always trust a dishonest man to be dishonest, but an honest man... you never know what they'll do. That, and on some level, the higher levels of the church just think they are faking it, like them. because who would ever let themselves be guided by faith.
the next tier up will be the sycophantic in the know. the yes-men, who will profess even louder than the true-believers about the divinity of Razmiran. all to advance up the social ladder, giving them little tastes of power and authority. They advance only so far because despite having no scruples, and thus perfect to lead the Razmiri faith, they also have no vision and no cleverness, no ideas of their own.
Then the tops spots would go to the Schemers, and the Self-righteous, dangerously balancing each other out. The schemers, like the sycophants crave power and respect and MORE, that comes from advancement, but they have the brains and wit to know when to speak, when not to, and how to properly descent. They are shameless in how they will push the grift and the indulgences they will encourage their Living God grant.
The Self-Righteous have justified taking part in the farce to themselves as they believe they can twist it to something good, and that the order it gives, though based on a lie, is better than the chaos that would surely ensue if they... oops, Razmir were ever to fall. They believe their thin veneer of justification and moralizing will cover the dark deeds they do to keep their positions of power, and the indulgences they take as rewards.

Pathfinder Rulebook Subscriber
and since I'm at it, let's try statting another of the alien species.
They would have the abomination trait, medium
they can see, but also have scent as a precise sense out to 30ft
25ft movement speed
they have a centipede like body, as thick around as an average human.
the "Many Feet" ability gives them a +1 circumstances bonus against attempts to trip them. and if they are prone they may still move their full movement speed.
If they are moving toward an enemy at less than full HP, they gain a 5ft status bonus to their movement speed.
They have a d6 jaws attack.
They have two arms strong enough and dexterous enough to function as normal arms, and countless small pincer like arms down their torso that can hold something of negligible bulk, but NOT use any items.
+1 Dex, +1 Int, -1 Wis +1 free
Heritages include Mound Makers, who gain a 15ft burrow speed, manipulators who have a bonus to crafting and computers checks from using their many small weak arms in conjunction with their two primary arms (they can also take a feat that gives them another pair of usable arms). and Liberated who lose the -1 to Wis, and have a bonus against saving throws regarding the controlled or mental traits.
ancestry feets include
Bloodlust: if a creature (without the construt, plant, or elemental tag) within your scent sense range is below full HP, you may choose as an action to enter a blood lust stance. the damage of your Jaws natural weapon increases to a d8, gains the deadly d8 trait, and the agile trait. Special: You EXIT bloodlust if you end a turn without having performed a jaws attack on a creature. You may use this once per day.
Pathfinder Rulebook Subscriber
Too bad, they were really good. Themes of body horror, cosmic horror, the evils done in war, even by the "good" guys, moral gray-ness, imperialism, and how no one survives war, even those who get to come home alive.
I should mention this was a middle-grade YA series sold in school bookfairs in the 90's.
Pathfinder Rulebook Subscriber
Taking another path, using Claxon's definition based around leadership, maybe something like a Wizard with the ability to direct and support other castors, even doing things like Sustaining spells FOR them, or using a reaction to spellshape another castor's spell, or even expending one of their spells, in place of another castor's lower level spell slot.
Pathfinder Rulebook Subscriber
also, I would make the shapeshifting a heritage, since that was a tech they used. feats to use them and improve them, yes though.
Pathfinder Rulebook Subscriber
The weird thing is it would depend on how you use your magic. If you specialize in polymorph spells or Void/Vitality spells, being able to add the heal spell to your spell book, and take some healing spells, or polymorph or void/Vitality spells from other traditions and add them to your spell book as arcane spells.
If you focus on illusory or enchantment spells, being able to pull some spells from the primal or occult list with mental or illusion, or emotion traits.
if you focus on damaging spells, being able to bump up the damage die of your cantrips, and maybe re-roll damage die on your damaging spells.
I don't know, some ideas.
Pathfinder Rulebook Subscriber
So for a "Archmage" I am thinking arcane caster, but able to truly break some rules. Like in the series Might Nein, we see the sinister Trent Ikithon doing some minor healing.
In Fantasy High we see the perfect example of an Archmage, Arthur Augefort, resurrect two students (it comes at a cost, but still that is breaking some rules)
I would want an Archmage to be able to do things outside of their tradition's normal wheel house.

Pathfinder Rulebook Subscriber
The reason for the suggestion of the large size was because of that one gay one that was met in the books who WAS described as being more like a clydesdale, he was buff. but maybe that heritage would be rare.
I had thought that their sense ability, that comes with every ancestry, would be a bonus to perception checks but was wondering if an untyped +2 bonus to perception checks (that does not grow) would be too out of pocket?
as for the eating thorugh hooves, I would say that it would be more of a "you require less food as your grazing passively through your hooves allows you to take in passively" and lets you eat less frequently. They don't really have resistance to ingested poison, because if you recall when that one was thrown into the water he caved when the threatened to release the drug into the water.
DEFINTIELY right about the bonus to the controlled condition.
also, I find being vague about this fun, imagining what other people are thinking about the books we're referencing.
the ancestry weapons would be a martial energy pistol and would bump the damage die on the tail blade up a size, adding versatile P.
Pathfinder Rulebook Subscriber
The Cyberdragon's horde could be data (Digital hordes) or even cybernetic enhancements/augments allowing them to change out an ability mid fight.
Pathfinder Rulebook Subscriber
I can't wait for more dragons.
Like a Cyberdragon (Arcane) a dragon that chose to have it's conciousness and soul digitized and put into a machine body. with an electric breath.
A mutant Dragon, (primal) who's breath weapon is EITHER Poison, Acid, Fire, or Piercing, which is determined every time the breath weapon is recharged.
Pathfinder Rulebook Subscriber
It is working SO WELL. thank you for all your hard work!

Pathfinder Rulebook Subscriber
So the alien species I'm thinking of (some of you may find familiar) would get
8 extra hp at starting level
25ft movement speed
a d6 slashing unarmed attack from blades at the end of their tails
"Thought Speech" which is to say they communicate via projected telepathy either to a specific individual only, or openly broadcast for everyone to "hear".
They have a centaur like arangement of their body, but more a dear than a horse, so they are still only medium creatures. fur in shades of blue and purple. weak arms, with seven fingers on each hand.
No mouth, they eat through their hooves.
eyes on stalks that give them 360 degree vision.
I'm thinking +1 to dex and int, -1 to strength, and a free boost
Heritages would include
a large size that removes the Int bonus, and changes the -1 to strength to a +1.
a faster heritage with a faster movement speed,
and a heritage that lets you alter polymorph spells cast on you to your benefit.
with feats to enhance the unarmed attack, feats to allow them to cast polymorph spells on themselves, feats to enhance the use of their stalk eyes increase their perception.
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Pathfinder Rulebook Subscriber
and I'm following your lead, I'm just reverse the cause and effect. They are not adventurers because they can't fly, they can't fly because they are adventurers.
Pathfinder Rulebook Subscriber
bit of necro, but it's on topic. I saw on Blusky someone talking about adventure paths being converted to Daggerheart...
First, makes sense, Paizo converts their awesome adventure paths to other systems, I know they did a 5e convert for king maker and abomination vaults. and there's nothing REALLY wrong with this.
BUT, Just F'ing try pathfinder! Grumble, grumble, gripe, gripe, gripe. so many people will do anything to enjoy Pathfinder, other than actually try to play Pathfinder!
Pathfinder Rulebook Subscriber
what I'm saying is that instead of spending time practicing flying, exercising the muscles necessary for endurance flying, maybe they spent their time practicing with swords instead, or learning investigation techniques, or connecting with a source of magic, or etc, etc, yeah, flying is good, but you need more abilities to adventure. It's why an artisan NPC could make a living selling goods they craft while an PC never could, they're just better at it because that's what they focused on.
I'm just not a fan of bio-essentialism, so that's why I was counterpointing Raven Black's point.
Pathfinder Rulebook Subscriber
it was more of a counter to The Raven Black; they do not adventure because their ability to flight is impared, their ability to fly is impaired because they prepared to adventure.
Pathfinder Rulebook Subscriber
Took a closer look at the image and one, the color scheme, the presentations of everything actually do a good bit to set it apart rom Pathbuilder, that's some awesome attention to detail. but I'm also noticing you have toggles in there for photon/graviton attuned for the Solarion, that's awesome and takes a huge amount of work off the player.
did you have to add any similar functionality in for other classes?
Pathfinder Rulebook Subscriber
Is it not true that a level 1 PC has more skills and abilities than most NPC's? more power? This may not be a question of natural capability as they chose to focus their efforts and strengths elsewhere.
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Pathfinder Rulebook Subscriber
My suggestion is that the Orcs were forced to change the environment during their servitude to Tar-Baphon for 600 years. Severe deforestation could easily lead to desertification, soil that gets easily washed or blown away by the regular flooding. Wind conditions would become more harsh without the trees cover leading to that also exacerbating the instability of the River Road, carrying moisture away. and it could be something that future books in the series show them combating, trying to re-green Belkzen, like someone said, a project that could take centuries.
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Pathfinder Rulebook Subscriber
Given how the thralls are described as being composed, its possible that they are using "Scraps" of souls. Memories being a part of that, impressions of emotion and other spiritual "Residue". not using a full soul, being why their thralls are so flimsy and weak.
Pathfinder Rulebook Subscriber
Okay, I can understand a lot of what y'all are saying (impressive environmental science knowledge here that I am very appreciative of)
So my next question is, given that people (mostly orcs but a few other peoples too) live in this area, is it likely to have always been like this? Is this condition natural, or is it possible that it could be a result of environmental destruction like I suggested above?
And, would that idea contradict any major lore? (that seems to always been the place my head cannons get tripped up)
Pathfinder Rulebook Subscriber
That doesn't make a ton of sense to me. I get seasonal uptick in the river's volume, that make sense and was used to help build several river valley civilizations, like the Nile.
tons of civilization were built on regular predictable annual flooding. that should help keep soil renewed and fertile.
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Pathfinder Rulebook Subscriber
This is the kind of thing I was leaning toward in a more Eisengard manner. all those centuries ago when the Whispering Tyrant brought the Orcs into servitude for 6 centuries, among the things he had them do was deforest their land to feed the war machine (weapons, structures, fuel for fire, etc) and they are still living with the resultant desertification to this day.
Pathfinder Rulebook Subscriber
My understanding is that the Belkzen Hold is a harsh and inhospitable landscape with little in the way of resources. but... why? given it's location, And tall peaks, with a river running down it's spine, and tall mountains, I would expect it to be fairly green. Is there an in universe reason for the harsh environment
... because I can think of one.
Pathfinder Rulebook Subscriber
Further clairfication
Human Entertainer Cleric (Cloistered) of Shelyn (Family Domain)
Orc Herbalist Druid Leaf Order
Nimble Elf martial disciple (acrobatic) Swashbuckler battle Dancer with elegant buckler (rapier weapon)
Gnome Scholar Thaum starting with the tome, and scroll thaumaturgy (Short sword weapon)
Aiuvarin Human acrobat Monk as an Reflective Ripple stance.
Pathfinder Rulebook Subscriber
The monk being the frontline is the expectation. I can discuss the Champion Archetype. the Monk is from Jalmeray
Pathfinder Rulebook Subscriber
So I would imagine if the two allies are working on the same thing, like attacking the same creature, you could take one action to aid by saying you are attempting to distract the creature.
Pathfinder Rulebook Subscriber
So, the concept is kind of silly.
They are a group of young women who do pagents around Avistan (and northern Garund). One of their friends is missing, and her mother dead, so they set off to find their friend. Hence no one is too bulky or overtly defensive, and why there is probably a bit of an emphasis on Charisma without a bard.
Pathfinder Rulebook Subscriber
Okay, so
Cleric (Cloistered) of Shelyn
Druid Leaf Order
Swashbuckler battle Dancer
Thaum definitely has the tome
Monk as an acrobatic performance skill feat, and Reflective Ripple stance.
Pathfinder Rulebook Subscriber
For... reasons, I'm building a party of characters, and I'm trying to figure out if they are balanced.
So I have a cleric, a Druid, a Monk, a Swashbuckler, and a Thaumaturge (if I can figure out a way to make them "showy").
is this a fairly balanced party?
Pathfinder Rulebook Subscriber
I think it would depend on how you're preparing to aid. is this a skill feat, General feat, Class feat, or Ancestry feat? Context is important.
Pathfinder Rulebook Subscriber
so... was that what the Gap was like?
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Pathfinder Rulebook Subscriber
"Void Survival: Unlike normal undead, you aren’t
destroyed when reduced to 0 Hit Points. Instead,
powerful energies attempt to keep you from being
destroyed. You are knocked out and begin dying
when reduced to 0 Hit Points"
This is in the side bar regarding the Corpse Folk's heritage.
Isn't this part of those other options you mentioned?
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Pathfinder Rulebook Subscriber
With the Elebrian I imagine a streamer who grew up on stream and has formed an unhealthy parasocial relationship with his followers online, fueling his Mystic Connection. He genuinely cares about everyone, but also has very little care about himself (always treated like a product or asset, even by his family) so his journey is learning that kindness and care must also be extended to yourself.
Pathfinder Rulebook Subscriber
Borai's status as "undead" is unclear and complicated giving their bodies are still living (hence not qualifying for negative healing)
Pathfinder Rulebook Subscriber
As far as SFS goes... yeah, what Squark said.
But in general, this looks cool, another way to play undead, (a first one for SF2e) and an interesting, if sad and hilarious ancestry.
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Pathfinder Rulebook Subscriber
So, this players guide gives us the Elebrians, big headed folk with innate magical sense that are, mostly, kept for entertainment on Eox, and thus they culturally are mostly actors, streamers, and other performers.
You also get Corpsefolk as a versatile Heritage. You are whatever your ancestry was, just undead. with three lineages and lots of necro-tastic feats.
new spells, and new magic items as well, including weapons, like the Replica Zo! Microphone
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