Jester

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1,705 posts. Alias of jreyst.


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Oh! I meant to include a link in my prior post mentioning subscribing to OGN. Here is that link!

http://account.opengamingnetwork.com/manage/subscription

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Thanks for the kind words Caydens Designated Driver and Deriven!

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Fergie wrote:

Cheers jreyst!

Thanks for providing such a great resource!
How can people support the d20pfsrd?

There are several ways, up to each person!

1. Just say "Great site! Thanks!"

2. Buy something from opengamingstore.com

3. Click an ad on d20pfsrd.com or 5eSRD.com now and then if you find something that interests you.

4. Subscribe to the Open Gaming Network! You can sub quarterly or yearly and it's really cheap and it removes all the ads!

5. Back me on Patreon! patreon.com/d20pfsrd

or just email me a smile at jreyst@gmail.com :D

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31 people marked this as a favorite.

Removed from d20pfsrd.com.

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Sorry about that! Fixed it just now to the correct source (Pathfinder Society Scenario #2–26: The Mantis’s Prey).

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Hey Ozzy! Do you mind if I add this to d20pfsrd.com? With credit of course!

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1 person marked this as a favorite.

As a retailer/distributor of DSP products, unfortunately, I can agree that for some reason Dreamscarred Press seems dead. I rarely get any response from any communications to them, or if I do, it takes weeks to get a response, and even then it's a challenge. At one time DSP was the top seller at opengamingstore.com. Now they barely register a tick-mark in sales. I also am not sure why this is the case :(

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Enderrin wrote:
d20pfsrd.com wrote:

Hey Enderrin, would you mind if I add these to pf2.d20pfsrd.com? I'd rename them to not be WotC IP of course.

Edit: I'd credit you and provide a link to you of course!

Sure. Once I get them in front of my players I will probably post updated stat blocks here, these are very much version 1.

Woot! I've added everything up to this post to pf2.d20pfsrd.com already. I linked to your profile here but would you prefer some other linkage?

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Hey Enderrin, would you mind if I add these to pf2.d20pfsrd.com? I'd rename them to not be WotC IP of course.

Edit: I'd credit you and provide a link to you of course!

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Plane of Information wrote:

An attempt at converting 5e's Oblex into PF2.

There were two major changes. The first was removal of their association with Mind Flayers, should be obviuos why. The second was moving the alignment from LE to N, mostly for personal preference.

I am aware of pf2.tools and did attempt to use them, but the formatting was enough of a pain that I just cleaned up what I had.

Thank you for your time and enjoy your day.

https://drive.google.com/file/d/1Nim61kAdxg2VmkE50drHIpO1CanLErKs/view?usp= sharing

Do you mind if I add these to https://pf2.d20pfsrd.com/?

*Edit: You'll be credited of course, and linked to somewhere you like!

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No offense but this strikes me as a reason why a major company/business shouldn't outsource something to a fan-maintained resource. Obviously I'm biased (I run d20pfsrd.com) but this is a major reason why I didn't agree to the idea of being "THE OFFICIAL SRD". I am not Paizo. I didn't want people thinking I am. I'm just... a dude. NOT PAIZO. Anyway, carry on. lol

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We are actively working on a subscription model and it *should* be available VERY soon (as in, days or weeks?). However, I don't *think* we're serving any major popups unless you consider the text-based informational things I send now and then (sometimes sales, sometimes info about other SRDs coming live etc.)

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3 people marked this as a favorite.

Another option is pf2.d20pfsrd.com. I'm working constantly towards improving usability and real-world functionality, and always appreciate suggestions or ideas on how to make it easier to use. You can reach me anytime at jreyst@gmail.com.

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Thanks Lucas! We're moving along! Getting Lost Omens World Guide content added now at the same time as continuing to nail down the new site structure.

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Also, ... (click the dots lol)

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1 person marked this as a favorite.
Bardarok wrote:
Just like PF1 the rules will be available online free on the archive.

as well as on the fan-supported SRD, which also include 3rd Party Publishing content at http://pf2.d20pfsrd.com

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Also, the site will continue to be updated with the most popular 3rd Party content for PF2. Look soon for content from Legendary Games, Jon Brazer Enterprises, and more!

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The 2nd edition version of d20pfsrd.com is now LIVE AT http://pf2.d20pfsrd.com/

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shadram wrote:
...although the rules content (stat blocks of the monsters) will be freely available on...

SRD sites like d20pfsrd.com (and its 2e equivalent).

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I've updated d20pfsrd.com to reflect C vs. X. If this is incorrect please let me know (pm or direct email jreyst@gmail.com)

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Michael Sayre wrote:
...but my favorite is still the Road Warrior fighter archetype...

You mean THIS one?

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1 person marked this as a favorite.

Also, I submit that d20pfsrd.com has far, far, more content/up-to-date content than other sites, and if not, please let me know what is missing so I can get on that.

Literally every book up until this moment, hardcover or soft, should be available on the site now, or, if it's a most recent release, should be available in the next couple of weeks.

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FYI We've made addressing broken links job#1 right now. You should see a significant improvement already, and continue to see such improvements over the next few days.

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FYI We're in the process of developing a "subscription" based option which will allow you to remove *all* ads from the interface.

Just need to do a bit more development to get it finalized!

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Blayde MacRonan wrote:
So... I don't know if anyone has asked about this or not, but the stats for the Core Iconics are no longer a part of this PRD. Is this intentional or will they be added at some point in the near future? Yes, I know I can use the simplified Iconics over at the d20PFSRD, but I liked that they were available on the Paizo PRD and used that more often than not.

You can also find them at http://www.pathfindercommunity.net/iconic-characters

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Viridianprime wrote:
Where are all the psionics rules from the pfsrd? Please leave the old site up, at least long enough for me to download copies if they are being dropped from the game...

d20pfsrd.com is a different site (mine) and is not affected by this.

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Don't let me interrupt or break the flow but just wanted to say I'm loving reading this and seeing the quality rp you guys are putting out!

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Congrats to all of the entrants, and mostly so to the top 16!

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1 person marked this as a favorite.

Yes, clearly, if you prefer ONLY Golarion-content, or ONLY PFS-legal content, then AoN is probably your better option. d20pfsrd.com is probably better suited to those who are open to 3rd Party content, or those who run their own home campaigns, or those who want a complete rules reference site. To each their own, but d20pfsrd.com leans more towards players and GMs who run custom home campaigns and likely in their own campaign settings, and those who like to look at content OTHER than just that from the primary publisher (meaning, open to other publishers content.)

Thanks everyone for continuing to support d20pfsrd.com and for those who prefer AoN, to each their own! I hope you are enjoying gaming is the main goal, and I suspect you are!

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2 people marked this as a favorite.
MageHunter wrote:
It is not for profit (although does accept donations to support it), which means that the person who does the website is allowed to post setting specific info and names which makes checking stuff from books easier. d20 will change the names around and flavor text for copyright reasons.

This isn't entirely accurate. AoN also includes affiliate links to Amazon.com, just as d20pfsrd.com does, which means he earns affiliate income from sales of Paizo books you buy on Amazon after clicking there.

Paizo decided after d20pfsrd.com opening opengamingstore.com, we were no longer allowed to use the Community Use Policy.

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Hey everyone! John from d20pfsrd.com Publishing here! I'M SO PUMPED FOR THIS! Can't WAIT to see how this develops so GET GOING!!!

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Regarding adding Pact Worlds and Dead Suns content to the Starfinder SRD (starjammersrd.com) This is underway now!

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Verminous hunter on d20pfsrd.com has now been updated to reflect the removal of Fast Healing for the worm.

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The unofficial list has been re-added to d20pfsrd.com. Sorry about that!

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WOOT! Gorbacz said something NICE about d20pfsrd.com! My job here is complete!

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So for purposes of updating d20pfsrd.com, we ONLY update classes and such with OFFICIAL errata, that is, when Paizo releases a PDF that is OFFICIAL errata, or has an actual FAQ update. Is there such an update for the Shifter, or is it JUST a forum post thus far?

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Thanks Rick!

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Thanks Rick!

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Thanks Rick!

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Thanks for contacting me Nordom!

Avast has a known history of misidentifying things. I recommend a different antivirus app.

https://forums.majorgeeks.com/threads/bad-update-from-avast-today.235875/

Also, if something is incorrect taks, or you have recommendations for fixing any crappy layout issues, a) we always are open to suggestions and b) anyone is free to edit.

On that subject, anyone who wants to edit ANY of my SRD sites just go to http://opengamingnetwork.com/publishing/become-an-editor/application/ and enter xyzzy as the password.

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Also, it is available at all of the usual locations:

Here (Paizo)

OpenGamingStore.com

DriveThruRPG

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You can read the original review on End's blog at http://endzeitgeist.com/starjammer-core-rules/.

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Here's the first part:

Endzeitgeist wrote:

This massive tome clocks in at 238 pages, 1 page front cover, 2 pages of editorial, 1 page ToC, 2 pages of SRD, 1 page advertisement, 1 page back cover, leaving us with 230 pages of content. Of these, 8 are devoted to a handy index (kudos!).

This review was requested as a non-prioritized review by my patreons.

So, as you can see from the page-count, this is a massive book. As such, I will try to be brief without sacrificing analytical depth.

First of all, we take a look at how to use this book – and, in case you did not know, this is NOT, I repeat, this is NOT a Starfinder-book – this is a scifi-toolkit for PFRPG. We begin with different ways of using the book: From sprinkling parts in, to developing an ongoing campaign to go to the stars to a full-blown campaign in the vast regions of space. It should be noted, that this book makes use of the Technology Guide’s rules. I strongly suggest getting that book.

The first chapter deals with races for Starjammer. The first would be the Abiarazi, a race of shapechanging oozes that take humanoid forms. As such, they are oozes with the shapechanger subtype, get +2 Con and Int, -2 Cha, 30 ft. speed, do breathe and don’t need to sleep, unless preparing spells etc. They thankfully are neither blind, nor mindless and have no special immunities to gaze attacks, illusions, etc. The race can, as a standard action, assujme oozeform, which allows them to fit into spaces as though they were half their size, quarter their size with squeezing penalties. They also get a plasmic lash, which is kind of like a tongue that can tether those nearby to the creature, with rules codified properly – kudos! 1/day, they can use blur as an SP (which is pretty potent), and as a shapechanger, they can alter their forms into a Small or Medium humanoid as per alter self, minus the ability score adjustments. As downsides for their potent tricks, they suffer a -2 penalty to Will-saves against compulsions and require twice as much food, suffering the fatigued condition when not eating at least once in 4 hours. Shape changer may be replaced with 1/day psionic powers or psychic spells. The racial archetype is an interesting fighter-tweak that replaces armor training for an immediate action miss chance that scales with the levels. Pretty cool for a small tweak. The racial feats range from basic bonuses to 1/day crit/precision damage negation to a high-level –feat that nets a lot of immunities – but the previous, less amazing feats make up for the massive benefits that one provides. There is also a spell to lock targets in a specific form and there would be two race traits.

It should be noted that all of the races herein come with favored class options AND an age, height and weight table as well as some flavor to contextualize the respective races, so bear that in mind – I’m not going to repeat myself in every entry.

Manu have seen a meteoric rise from basically savages to one of the most advanced races in the system. Black-skinned, with chiseled features, they gain +2 Int and Wis (lopsided), have normal speed, darkvision, detect magic as a constant SP, +1 untyped bonus to Disable Device and Knowledge (engineering) as well as +1 to Knowledge (arcane) and Craft (mechanical) and treat the latter two skills as class skills. They gain a further +1 to Craft checks made to create magic items. 1/day, they may treat their level as 4 higher for the purpose of a level-based class feature. This does not grant early access and an ability thus boosted only lasts for one round. While this could be slightly more precise, it is surprisingly concise and well-presented, considering its open nature. The alternate racial traits include a psionic variant of the skill-boosts and magic sense and master tinkering may be replaced with +1 to atk, +2 damage versus goblinoids.The racial archetype would be the technician investigator, who is better at using and identifying magic items, resists them easier and later manages to craft them quicker. Basically, a crafter engine-tweak. The racial feats let you hold your breath longer, haggle better, etc. There is an anti-magic suit that nets SR +2 (or grants you SR 7), a stabilizing jacket when gravity is lots( doesn’t help vs. spells) and a spell to suppress magic items. The traits help you better assist allies in crafting items or improve your vessel crafting skills.

The Pasimachi are crafting beetle-people – they are monstrous humanoids with the insectoid subtype. They have slow and steady as a speed, darkvision 60 ft., a climb speed of 20 ft., additionally a constant spider climb effect (but can’t cling to smooth surfaces), +2 natural armor (split over two traits) and a primary slam attack as well as stability. Attribute modification-wise, they gain +4 Str, -2 Dex and Int. This race is pretty lopsided and arguably stronger than the previous 2. Clumsy, personal flight and several options for a natural attacks beyond the slam attack make this race distinct and interesting, but stronger than the others presented so far. That being said, the archetype presented is pretty cool: Bombardier beetle rider cavalier? Yes, please! Better wings and pheromone messaging make for interesting racial feats. A healing clockwork beetle and spells that enhance defenses (highlight: Prismatic shell, which lasts for 7 rounds and switches defenses each round) complement the entry. The trait that enhances AC by +1 verss bludgeoning and slashing weapons is interesting, but a bit micro-manage-y.

Transgenics are the result of the coupling of a human and an alien. They gain +2 Str and Int, -2 Con, are humanoids with the transgenic subtype, darkvision, normal speed, +2 to Acrobatics and Survival and they can survive in the void for longer. They also have 150 ft. range individual telepathy, usable for 1 round per character level.v There are a ton of racial variants for them – 10 subraces, all of which come with their own alternate racial skills and ability score modifiers – no complaints regarding their balancing. The racial feats include personal flight (unlocked at 4th level) and this feat#s dressing is modified for the subraces – kudos! The Xenofilos magus can tap into the arcane pool to enhance telepathy, using limited telekinesis and combine that with spellstrike. They also learn some custom spells. All in all, an interesting archetype!

Now, beyond these new races, we take a look at the core races and their role within the context of Starjammer: Each race gets some crunch and fluff – archetypes and flavor. Dwarves get a construct-specialist cleric; elves get a rocket-pack specialist investigator. Gnomes get the close-quarters combat scuttle swashbuckler, an anti-construct specialist. The gnome technomancer summoner is pretty potent – with a mechanical eidolon that gets some modifications and a custom summon-list. As a whole, I’d be weary of this one – it’s pretty potent. Half-elves can become hullbreaker brawlers, anti-tech sunder specialists. Half-orc space marines are brawlers trained to deal with strange worlds, unusual gravity, etc. – really cool! Halfling privateer slayers can study vessels, gaining the benefits of studied target versus captain/pilot and may execute breaching ramming maneuvers with vessels. Human explorers are all about knowledge and all classes may take it – the archetype replaces skilled and 1st level’s bonus feat. Finally, there would be the razer – a gnoll barbarian, who gets progressively better at smashing through walls and obstacles – both with attacks and charges.

Okay, this concludes the racial section; from here, we move to the non-race-specific class options. The heliacal healer cleric is locked into the Healing domain. Cool: Creatures healed multiple times may be designated as crew – this title connects with the other abilities – pretty cool. Shock trooper fighters also have a bit of a Warhammer 40K-feeling: Chanting litanies while boarding? Hardsuit training? Yeah, I like that! The Void tracker ranger can, bingo, track in space. Speaking of rangers: We get a Siege combat style for them. Oracles can elect to choose the infinity mystery, which allows the oracle to lock down dimensional travel, temporarily remove targets from time – pretty damn cool mystery here! There is a utility wild talent to create air and a rogue talent to use siege weapons with sneak attack. All in all, a flavorful bunch of options – surprisingly so, if I may say so. While I wasn’t totally blown away by the material, there is a distinct lack of filler or broken material, so yeah, kudos!

To my surprise and delight, this is where the book introduces factions. Not one or two, but 5 of them – all with their own proper write-ups: You know, entry-fees, extracurricular activities, education granted – pretty damn cool, they also provide a context for learning, magic, etc. – big plus here. And yes, we get, for example, codes of conduct, rules for the drug-spice salmagundi (stats provided; cue insert “THE SPICE MUST FLOW!!”)…really neat chapter. Speaking of really neat: The book also covers a new skill uses and modifications: Craft (vessel) is provided and Knowledge (geography) is modified. Profession (pilot) treats the vessel as a flying creature, just fyi. The pdf also contains 18 feats – and there is a big plus here: From Null Gravity Combat and its follow-up feats to those that help piloting, the feats do the right thing: they focus on the peculiarities of the system instead of providing numerical escalations. Big plus.

Anyways, the equipment section discussed currency – and while it explains, in detail, the use of comets (common markers for economic transactions), these are correlated to traditional coinage – i.e. you won’t have to deal with nasty currency conversions: Prices in silver, gold and copper are retained. The setting comes with its own WGL-table (helpful!) and sports new items: magnetic shields (lacking italicization in one instance), an extremely long-range emergency beacon, a torc that slows the movement of the wearer…really cool. Similarly, there are quite a few costly custom tech suits…and hardsuits. Think of these as basically power armor. And yes, in another callback to Warhammer 40K, we do get a space marine suit. Apart from some cosmetic hiccups, a cool section.

The spell-section follows a similar design-paradigm, focusing on the demands of the setting, as opposed to being redundant – air creation, an antimatter ray (with a powerful untyped damage balanced by spell level and affected target), creating slipstream or a holy nova, mending vessels…some spells use plasma, using the proper fire/electricity duality – in short, as a whole, a welcome array of spells.

From here on out, we take a look at encounters – and hazards: Dust clouds, comets, anti-magic fields, solar flares – there is a ton of these, including handy tables that include checks to avoid, collision damage, etc. There are rules for planetary rings, ribbon storms of highly virulent fungal filament…this section really drew me in, and, beyond what I’ve seen so far, helps to make the system presented feel more unique. We also get guidelines for planetary classification by size and type: Rules for acid world, cold iron worlds that are anathema to fey and demons, planets permeated with fear, mithral worlds – and yes, the classics, from desert to swamp to the elements are all covered as well. Once again, a really handy chapter. We also get 3 completely detailed sample worlds, with adventure hooks, stats, notes on adventuring and sketch-like gazetteers. Next up is a chapter on the gods of the setting: Mechanically, we usually get 5 domains and subdomains per deity, with sacred animal7color etc. noted. Similarly, inquisitions are provided – some deities, like Israfel, do go a bit beyond that with e.g. 6 subdomains. Instead of retreading old content, the pdf notes deities suitable for the setting with a handy table.

Now, let’s take a look at traveling the Void, shall we? First, we should talk about crew roles: These are flexible, with command(optional) captain, chief engineer, first mate, helmsman, medic and tactical officer as basic roles. Recommended skills/feats are provided – and yes, NPCs can take up these roles. Automata may be purchased to cover these rules, we get notes on mutiny and 4 specialized crew roles. Instead of trying to jam Pathfinder’s sizes onto vessels, they are categorized in 5 classes, with length, squares, ram damage and costs per square allowing for pretty solid customization. Vessels are really big – as such, they track their damage in VP (vessel points) – each is the equivalent of 10 hit points. This retains the importance of big weaponry, while still allowing potent PCs to damage the vessel, if in a greatly reduced capacity. Vessels reduced to 0 VP are crippled and start breaking apart after 10 rounds, with additional damage reducing the count-down – nice solution to allow for last second saves etc. We get full stats for a ton of vessels – from drones to destroyers, this section is massive and groups the vessels by size. Personal Transportation Devices.

Speed rating ranges from 1 to 30 and is divided in 3 categories: tactical speed for starfights, interplanetary for travel within a solar system, interstellar for the journeys between solar systems. Vessels move 1 mile cubes in tactical combat equal to their Speed rating. A vessel can increases its current Speed by the Acceleration rating each round. A handy table collates tactical and interplanetary speeds, with notes for travel times etc. And yep, including interstellar speeds. Big comfort-plus here. Vessel engines, with repair DCs, costs etc. are all provided as well – Spellforge turbines require Spellcraft, as do Essence Drones – the other engines use Craft (mechanical) for repairs. Really cool: You may coax out more of an engine, but at the expense of the engine, which is damaged by overclocking it thus. The engines all note their maximum speed factor,a cceleration, propulsion, control devices (including stats for AC, hp, hardness, etc.) and the Driving check in question. If the “-jammer”-aspect has been lost on you so far – the weapon-section will change that: Various ballistae, including rules for pod-mounting can be found alongside spell projectors, all next to beam cannons, weapons that can fire alchemical payloads, rail cannons…the blend of the fantastic and weird is nice here. And yes, we get custom ammo as well. Weapons etc. obviously cost space – as such, we get a simple and easy to grasp Point Buy value for weapons, crew space, defensive components, etc. – the system is elegant and easy to grasp. Want a cloaking device or a heat shield? Both may well save your behind, but their point cost and weight must be considered…and yes, life support is similarly codified, as are communications, tactical components…This whole vessel section is very easily scavenged for other purposes as well – the proximity of the rules employed to classic PFRPG-vehicle rules helps there as well. Amazing: This is NOT where we stop: We also get vessel templates for e.g. blessed vessels…and if you don’t want to handcraft a vessel, starting packages help there, as does the massive Point Buy Chart array for vessels. This chapter is really, really, really good.

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Thanks Rick!

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3 people marked this as a favorite.

d20pfsrd.com Publishing is looking for authors for Hailing Frequencies.

Hailing Frequencies is/will be 1000-2000 word blog posts on http://articles.opengamingnetwork.com that focuses on sci-fi subjects, primarily for the Starjammer Rules (Pathfinder in Space) or StarFINDER RPG.

Project Length: Ongoing 1000 - 2000 word blog posts
Pay Rate: $0.01/word

Pitch: 100-200 words describing the intended post.

Respond to: jreyst@gmail.com with your name, any credits, and your pitch. Subject line should be "Hailing Frequencies Pitch".

Note: Blog posts are an entry to being published in actual for-sale products. Particularly popular, regular, or creative author posts will likely be offered ongoing writing work.

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It will be available on Paizo.com as soon as I can get to it also!

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Thanks Rick!

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Email me some sort of evidence of purchase and I'll send you a Starfinder-ized PDF no problem. Send email to jreyst@gmail.com!

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Print is coming, but will be only POD, which as far as I know, Paizo isn't set up to offer, therefore will only be available at the Open Gaming Store (opengamingstore.com) and at RPGNow.

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