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dirkdragonslayer's page
Organized Play Member. 145 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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Dragons are known to be over-tuned in some ways, but I think this is one of the reasons dragons have a lot of their quirks. You fight them in their lair (which happens to be a cramped castle or cave), many are vain and might be tricked into fighting to the death or finishing the job with their own claws.
I think being dangerous on an open field or a Cliffside is kind of the point of being a dragon, and players should be able to narratively adapt. Dragon is breathing ice through the country side? Party finds a place to hide like a cave or outcropping, find where it sleeps. Threaten it's hoard so it can't leave. Find a place to bait the dragon into a trap, collapse a gate to trap them in a fort, etc. Homebrew some sort of siege weapon net launcher or harpoon to pin them to the ground like an earthbind. Do you injure it in an open field? Track it down to it's lair.
Dragons are special, you generally don't fight them randomly out in the open. It's a major story event that players should be able to prepare for or react to, and not some random encounter in a field.
I think what I would want would be something like one-handed, D6 bludgeoning, finesse, versatile slashing, and then a flavor trait like shove or sweep.
And the +1 to athletics checks to dig similar to the fighting oar and combat fishing pole special traits. Just for fun.
But that's because that's what I would want for a specific character who was a combat engineer alchemist. Needs finesse so it synergizes with alchemical bomb throwing, needs one handed to work with using items, slashing in case poison is needed, but bludgeoning because it's a friggin shovel. It's a greedy desire.
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Niktorak wrote: I agree, this doesn't look like any of the orcs we've seen recently. ... I don't know why people are saying this, she looks like the same kind of orc lady as the old Orc Brute art, or the old Warchief. I guess Player Core 1 and Triumph of the Tusk "humanized" them in some art, but she's not that weird compared to a lot of 2E orc art. Wizkids just released the PF2 orc brute lady model a month or two ago that's a similar build.
But I do really like her. Cool backstories, I like her weird halberd banner and all the medals.

Excited to see Mimics return. Their absence in the first Monster Core was probably my only major complaint with that book, since no monster really filled their niche. If I wanted Darklands raiders with poison to replace the lost elves there's Caligni, Dero, Sekmin, and Hryngar, but nothing was like the mimic. Also a golem based on real-life mythology is a fun twist. I'm curious if there will be something like using thievery to remove the shem to deactivate it (maybe takes one turn to power down) or a crafting/religion check to rewrite the runes powering it. Are they mindless, do they have simple intelligence, are they constructs built by clerics to protect temples, etc?
Whenever I get a new monster book I always think "how does this selection of monsters get worked into the next few APs..." Rune Dragons for the new Runelord AP seems pretty straight forward, an Allghothu that specializes in stealing memories and deep one minions, a goblin fleshwarp and some sort of soul parasite that Paizo needed to be level 1 for something...

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Age of Ashes happened 6 years ago on the timeline, so it's uncertain whether your adventuring party would be there. At that level they might be doing mythic adventures, visiting other planets, fighting fey invasions in the first world, etc. Maybe everyone left for a holiday and this was a surprise attack on their house guards.
Like the other person said, adventures like Seven Dooms of Sandpoint imply that the previous adventurers left to some other quest. Not many retire quietly. Though it might be cool to frame it as one or the group of heroes is acting as your commander, they send you (troops) out to fight the enemy troops, then need to fight their own big bad evil guy offscreen. I think Kingmaker does that with it's army combat, the players fight a boss separate from the troops fighting eachother.
I'm curious about this combat though; is this at Player scale with infantry blocks, is this shrunk down to troops acting as single units on the board, is this on a regular map or hex map like hexploration?
Am I breaking out my Frostgrave gangs or my 6mm infantry for this?
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I normally don't care for special edition covers, but that black one with the pink graffiti is so charming.
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Agonarchy wrote: The wonderful thing is that you can *add* things.
Maybe there's a kind of vampire that sparkles. Maybe there's a kind of four-limbed dragon that sparkles.
Reality has the platypus - fantasy doesn't need to be less weird than real life.
I think a great setting to look at for this is Monster Hunter. There's so many variations on wyverns and draconic cousins with different morphology and traits. From stuff like the Gravios and Rompopolo whose wings are semi-vestigial weapons, some species that evolved to be more bird-like such as the Kut-Ku and Malfestio, some walking on their wings like the tigrex and nargacuga, some breath fire and some shed virus, etc..
Riding Drakes in Pathfinder don't have art, but since all other drake monsters are winged bipeds I imagine the Riding Drake to be something like a Tigrex or a flightless Rathian.
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Errata: Air Scamp (Specific Familiar
Issue: Scamps must pay for Flight and Elemental Mobility. Elemental Mobility for Air familiars gives flight, meaning the Air Scamp pays for it twice.
Suggested Fix: Have elemental mobility give another benefit to Air familiars if they already possess flight, such as Fast Movement (Fly) or maybe a version of Purify Air the druid leshy familiar gets.
OrochiFuror wrote: We don't need most of the old D&D dragons. Gold's can be folded into sovereign dragons. Copper, bronze and brass can be scrapped and use the personality and quirks for brand new dragons that actually stand apart. Chromatic are just elemental dragons so easy to redo or fold into existing elemental dragons. I would like to see Silver dragons return, perhaps mixed with mirror/iron dragon themes., A mythril dragon that tends to be a combination of social butterfly and social justice warrior or oppressor depending on how they view the communities they play with.
Then all we need is all the old pathfinder specific dragons back, there's plenty of those. Add more new ones or stat up the RFC dragons and that's a full dragon book.
The remaster name for Mythril is Dawnsilver, so that could be cheekier as a 'Dawnsilver Dragon'. Get a second skymetal dragon next to the Adamantine one.

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JiCi wrote: QuidEst wrote: JiCi wrote: Because remastered spells, feats, skills, damage types and terminologies don't count as "rules changes" now? ... Huh? I'm sorry, I'm really lost on what you want.
What feats do dragons get? What damage types do dragons do that got changed in the remaster? What spells do dragons have that aren't covered by the spell change rules?
Do you just want the red dragon reprinted with "Telekinetic Hand" instead of "Mage Hand", and named a "fire dragon"? Or am I misunderstanding something? Essentially, a Remaster Errata for Bestiary 1 and 2, replacing every single "OGL stuff" with "Pathfinder Remaster stuff"
At this point, just offer a Remastered digital version of those books, so Paizo won't have to clog Draconic Codex with dragons that could have been updated elsewhere. I mean, that's what Monster Core 1 was, 70% Bestiary 1 but updated, a few favorites from later bestiaries like Vilderavn, and a few monsters replaced with new versions (Hags, Sargassum Heaps, Horned Dragon, Caligni replacing Drow's spot).
I assume Monster Core 2 is also going to be a "Best Of" book of Bestiary 2 and 3, with a few remastered monsters (like the already confirmed Cinder Dragon), and some new monsters. Some dragons will be new, some might be old with new abilities/names.
It really isn't a big deal if it's not a remake of Bestiary 1 dragons that are the exact same with the names filed off. Maybe the ice dragon replacement is Occult and it collects the bodies of those who die lost in the snow to create frozen undead minions, or maybe a bog dragon also sheds disease-ridden spores in an trail behind it. It's a new monster book, and even if it's a twist on old Dragons, let's have fun with it.
This did remind me though, we never got a Mimic replacement from Bestiary 1, and I would love to get something that filled a similar role as a trap monster. A slime that replicates furniture, a fey that turns into treasure to trap people, etc.
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NoxiousMiasma wrote:
So, presumably the upcoming (MC2) Cinder Dragon is our remastered red (as well as, y'know, the diabolic also being a remastered red), in the same way that the horned dragon is our remastered green, which means we'd only be getting at most three other remastered chromatics. I'd honestly rather they didn't do that - having five dragons for the sake of equivalency with a license that isn't being used anymore seems like a waste of creative effort that could be better used for new and original ideas.
On the other hand, I also want an ice-breathing dragon please!
Yeah, with the Primal Dragons (should probably rename them Elemental Dragons..) covering most of the elements and Horned covering poison really fills every classic draconic elemental niche... Except ice... I'm fine using Cloud Dragons for lightning and Brine Dragons for acid, as long as Monster Core 2 or Draconic Codex has an ice dragon I'll be happy.
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I feel like Primal and Imperial aren't part of this book, unless they aren't included in the Dragon category. Since there's 8 dragons and 4 have already been named. Cinder, Despair, Requiem, and Rune. 4 open slots.
There's 5 Imperial dragons, so that's too many to include in this.
There's 5 Primal (elemental) Dragons, so they don't fit unless one is dropped (unless one of the new ones replace Umbral for some reason). Also since Rage of Elements added 2 more planes they probably need to add 2 more Primal Dragons, maybe Fungal and Rust? Maybe uplift the Zomok to true dragon status with young and ancient variants.

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Sir Belmont the Valiant, II wrote: Doesn't Desna have the Star Knife as her favored weapon? Try a high dex/throwing build.
As someone pointed out to me the other day, a champion with dex can wear an armored skirt with Half-Plate to get the full benefits of heavy armor while reducing the strength requirement and speed penalties. So you only need 2 STR to wear it. You are gonna be -3 to your stealth checks due to Noisy, but let's be honest you weren't sneaking anywhere as a strength-based champion either. So probably start in light armor like leather until you can afford half-plate with a skirt. Also start by grabbing a shield and star knife.
Justice Cause is probably the best because you can get Ranged Reprisal to throw your star knife at people who hurt your friends. Getting a ranged attack reaction will help make up for the lower damage of a Star Knife. Get a returning rune when you can.
Shield of the Spirit is tempting, but I like the healing of Lay on Hands. Maybe check with the party healer if they need the extra healing or more defenses.
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I hope we finally get ice dragons back. The new dragons and the primal elemental dragons combined filled all the mechanical niches I really needed from basic Dragons... except Ice. Nothing has ice breath right now. It's a bit of a glaring absence, especially with one 2E AP featuring one as a major antagonist.
There's so many fun names you could use. Rime Dragons, Glacial Dragons, Hoarfrost Dragons, Winter Dragons, Polar Dragons, etc.
Wooo! Errata day, time to take notes. So far I like the champion buffs and jump changes, though I'm sad that the RoE errata fixed the Gennayn but not the Air Scamp paying for Flight twice with elemental mobility.
Also the Runelord changes to not double staff charges is kinda sad, it was an interesting gimmick to get all those charges in exchange for anathema to miscast. But maybe it was too good and made Staff thesis irrelevant.

NorrKnekten wrote: I typically hand the villains Rank 5 translocate in the form of a scroll or wand. Its amazing how many devils and fiends has this spell innately.
Outside of some rather niche preparations it is impossible for your average party to catch up to someone thats now 1 mile away in an unknown direction. Possibly to a getaway vehicle, Teleportation circle, Portal or other instant teleport feature that has been prepared in advanced,
The players might even stumble upon the portal/circle layer in a deactivated or destroyed condition that might even be possible to restored either trough Awaken Portal or other method.
I'm currently running an AP with a lot of demons, and boy under ideal circumstances with Translocate they are unkillable. There's a reason these adventures need to say "this enemy fights to the death," because if the Roru didn't he would be halfway to Absalom by the time he hit 1/3rd hit points. To stop it you would need to prep counterspell and translocate themself to counter it. You can get some good fleeing distance with 120 from the low level demons, but basically all of them from level 6 or higher have 5th rank translocate to just warp out.
The Sakorian Scar is probably still infested with demons because they are so slippery and hard to catch.
Wizkids schedule and pre-orders have a lot of cool models on the way like the Clockwork Mage and Leukadaemon which us pretty exciting.
It makes me exciting about what other Pathfinder monsters could one day get plastic models. A linnorm, a pair of gongorians, sarglagon, larval ofalths, etc.
Eldritch Yodel wrote:
*There's a strong argument to be made that hryngar would be their own ancestry, given drow were considered as such. But I feel like you can probably still just make them a heritage of dwarf.
Yeah, I've been thinking that too. I feel like it would be a heritage like Spellhorn Kobold, except it gives you an occult cantrip and the later feats are giving occult spells (like Blood Vendetta) or better darkvision (which is already a dwarf feat)
It could be it's own ancestry, but it really doesn't need to be.
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I think the writers didn't think you would lose it.
I think it would be reasonable that it would take a week of downtime to make a new one, putting spells in a new stick or broom, like how 'reviving' a wizard familiar takes a week as you retrain the feat.
I was a wargamer, primarily Infinity, and the 3 action system and lore was really appealing to me. I wanted to find an RPG group but couldn't for 3-4 months, so I said "screw it, I'll be the GM." I put my notification out on a local discord channel.
It turns out if you offer to GM, people come out of the woodwork en masse. The eternal struggle with TTRPGs, lots of people want to play, but not many want to be the GM.
Did the Air Scamp Familiar from Rage of Elements ever get errata'd to fix their abilities? I didn't see it. All the elemental scamp familiars get Elemental Mobility which give flavorful extra movement options... except the Air Scamp. Scamps already pay for flying, and then Elemental Mobility (Air) makes them take the same flying ability a second time for no benefit. You waste a slot.
Should they get Fast Movement (Fly) instead of Elemental Mobility?
I never got a change to use it long term because I'm the forever GM, but I had a goblin chirugeon alchemist who rode a wolf written up. I liked it.
I think Alchemist can do animal companions like the wolf surprisingly well! A lot of early feats are pretty optional, so it lends itself well into grabbing the Cavalier or Beastmaster archetypes. My wolf-riding doctor chose Beastmaster, but I think both work.
One day I will remake them as a Kobold doctor, maybe if we get a Slurk companion animal.
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I'll be real with y'all, this is a really long argument about what is and isn't a katana. Just take a Temple Sword or Wakizashi, it's not that complex.
Someone mentioned Drizzt's "Scimitars", but didn't mention that the reason they are "Scimitars" is because weapon fluff is free as long as mechanics fit. Gary Gygax (or maybe one of the other early writers of D&D) didn't want to put out stats for all the varieties of curved swords and made the decision that all curved swords are scimitars. Elven sabers, Orc cleavers, machetes, shamsirs, pirate cutlasses, whatever, they are all scimitars. So you see Drizzt in all the art with what [i]aren't[/b]
I don't know why it's so hard to say your monk's temple sword, his personal sword that he's been training with his entire career as a monk, is some sort of katana variation. Maybe customized to be weighted for martial arts. I think this forum likes arguing too much sometimes.
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But the Runelords already returned in Rival Academies, why would you republish it again? /s

Tomppa wrote: ... No, I'm saying that if your character concept revolves around using the same object every single time, go for a weapon that best represents what you're doing instead of expecting a GM to always rule the same way.
My character has a bag of bricks they use as "Improvised" weapons: No way to be sure what stats Gm will give it.
My character has a bag of Bricks - light hammers actually, brick just fits the theme better and gives a nicer mental picture: 1d6 martial thrown 20ft agile.
If a GM complains about bricks not being light hammers/that's taking 'reskinning too far' -> "Fine, the character wields a bag of light hammers (for the GM), (everybody else is free to imagine them throwing bricks)."
Point is: If you want to benefit from abilities that require improvised weapons, actually improvise your weapons on the fly. If you want a character that uses a specific object as their weapon of choice, don't go for an improvised build because they aren't improvising, go for the closest actual weapon and just introduce it during character introduction and check with the GM that they are fine with the (hopefully just a small) re-skinning, like using using a staff that 'looks like a broom' or using a spear that 'looks like a pitchfork'
It's more of a question of always having a weapon available for these archetype/Magus study in Organized Play than specifically being the bag of bricks magus. I didn't want to build a PFS improvised weapon character if I wouldn't have access to improvised weapons I can use. In some of the scenarios I played in it could be restrictive with what is in the scene and what I can interact with, so the theoretical bag of bricks was a backup idea if there's nothing to pick up.
Tomppa wrote: If you buy a bag of bricks and plan to use them as weapons, they probably aren't "improvised" anymore. So you are saying if I carry around a bag of bricks long enough I no longer need improvised weapon abilities to use them! They will become regular simple/martial weapons.
I just noticed the Weapon Improviser archetype is PFS legal, and presumably the new Magus study will be as well. Both rely heavily upon improvised weapons which are pretty much up to GM interpretation.
Would a Weapon Improviser in PFS need to buy and carry around a bag of improvised weapons like bricks? Is it alright to pick them up in adventures? Does PFS have a chart of common improvised weapons that GMs can reference or is it mostly left up to individuals?

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With the Magus's tight action economy, I could see a subclass that repeatedly breaks and draws weapons being a problem. There are feats at level 6 and 8 that help fix that, but then you end up with the "Triggerbrand Problem" where the subclass finally comes together over halfway through your average low level adventure. And since improvised damage/traits is mostly decide by GM fiat, it's really hard to evaluate like other Magus options. There's no strict chart that says a chair deals d10 damage with the shove trait, that a tankard is a D6 throwing weapon. I've thought of some builds using the Improvised Weapon archetype before, and this has all that improvised baggage combined with Magus baggage.
THAT BEING SAID, I love the subclass. I think that sometimes the Pathfinder community can be overly harsh on wonky subclasses like this one. Yeah it's not going to be as efficient as an optimized laughing shadow Magus, but you don't become a chair bashing wizard to be efficient. You do it to style on monsters, to beat a necromancer to death with his own zombies. It's an inherently goofy concept and I think it does a mostly alright job fulfilling it. I would definitely play one.
But I'm a Triggerbrand and Outwit Ranger apologist whenever it comes up for discussion.
Xenocrat wrote: Coiling Dance is the best. 2nd level, divine/occult, 30' emanation, sustained 1 minute. On cast and sustain it gives a escape reaction to an ally who can use your Occultism or Religion modifier if they want, and it also makes all allies in the emanation count as holy for spells and attacks. Either of these effects would be a good scroll spell, if you're in a fiend heavy campaign with party members who need help getting sanctified this can even be good as a spell known or prepared. Oh gosh, I'm on book 2 of Quest for the Frozen Flame and our cleric is gonna abuse the heck out of that. The bully fiends spell.
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BotBrain wrote: See I think you'd make more money selling the wands to nobles, letting them do all the gold stuff, then coming back to you. No need to bother doing it yourself, and you make more. Become the MLM wizard!
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magnuskn wrote: I presume at some point you'd get a visit from the priests of Abadar explaining the concept of "inflation" to you (see the Traveler's Guide how the church of Abadar keeps prices stable). Forcefully, if necessary. Alright, paladins of Abadar hunting down the party for causing inflation is a hilarious plot hook, and I'm putting that in my idea folder alongside "Champions of Zyphus who follow behind the players and reset traps and restock dungeons."
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Most likely it was a slight art mistake, they drew a gun that looked cool. Revolvers do exist in Pathfinder, though they are exceedingly rare from what I gather. The odd bit of art sometimes have them and I think the Russians in Irrisen have a few from Earth. It's not something your average Gunslinger has to make the aesthetics of Pathfinder look more fantastical.
Mechanically, the Slide Pistol fills the niche that Revolvers would fill, which is probably why it isn't a priority to include stats for them. Anything a player wants from a revolver could be handled by reflavoring a slide pistol.
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Master Han Del of the Web wrote: You might as well just invest in a skill you can use with the Earn Income activity at that point. "Ya know, I thought creating gold with magic would be profitable, but honestly I started making more money running my fancy tea shop in Absalom.."
8Brit wrote: Do wish Necromancer had something to push into a melee direction, ala Warpriest or Battle-Harbinger. A Death Knight type character is pretty awkward to do right now even with those. Maybe not quite a Death Knight, but I find a hobgoblin Obedience champion filled just what I needed for my Tactics Ogre-inspired Terror Knight. Praise Genzaeri, mistress of magpies, matron of battlefields! Smite fools, be durable, and inspire terror.
A lot of necromancer-y spells are still available to Magus since they are arcane, so that's another venue. fully armored, inexorable iron with a scythe, and spellstrike with Boneshaker or what not, from the legacy of Necromancy being an old wizard school.
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I want my Wizkids adamantine dragon! It was supposed to be released before my birthday last year and it's still unreleased.
Ahem
A book on the weird, unknown, and alien stuff. More aliens, fleshwarps, and abberations. More variations on yithians and elder things, spawn of Mhar and creatures of the black blood. Creatures and people blessed by the uncaring stars. Throw in more remastered stuff on algholthu and conquerer worms, and darklands stuff like Munavri.
GET WEIRD.
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Gaulin wrote: I understand the move away from a gishy necromancer, but osteo armaments is one of my favorite feats ever. Having a scaling, disposable weapon you can create with an action is extremely cool and I really hope it finds a home somewhere. It is what I hoped for in things like mindsmith, soulforger, etc. Maybe include it as some sort of necromancer-adjacent archetype, Bonemoulder or something. Then you could be a Kholo barbarian who uses their bone collection to summon weapons and bone armor. Summon bone barricades, throw skulls, etc.
I know this sounds dumb, but I feel like he would be a Gnome for Gnome Obsession. So he would only need 1 day of downtime (investigation day) to become an expert on a case's lore quickly with Additional Lore scaling. Eclectic Obsession let's you have your "Hold It!" moment as you suddenly find a super specific lore to focus on in the moment. Wait did you say steel samurai... I KNOW ABOUT STEEL SAMURAI LORE.
Yeah, electric arc is a tempting one. Do innate cantrips still scale off Charisma if you are a non-charisma spellcaster, or did the remaster change that?
I'm thinking a Kobold Shaman animist. Spellhorn heritage for a cantrip, familiar with cantrip connection. That brings me to 4 cantrips to better allow me to bring something like Needle Darts and utility cantrips.
I've been trying to build an Animist recently, and I'm really loving this class's customization, but I'm having an issue. There is one surprisingly restrictive issue at level 1;
You only have 2 cantrips.
You get more from apparitions, but many are ones I usually ignore like tanglevine and sigil. I'm used to normal casters with 5 cantrips, allowing me to take 1-2 damage cantrips and a bunch of utility cantrips like detect magic and light. I'm thinking of picking Shaman so I can get another cantrip on the familiar, but what cantrips do you prioritize? Utility like tremor signs, detect magic, guidance, light, shield, etc, while using one apparition for an attack cantrip like Ignition?
What are your two favorite cantrips for your animists?

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Kavlor wrote: Some thoughts on who else could be in the playable races list:
Harpies - Let's be honest, they are basically the race we all think of when we think of flying people. And they would fit the theme of Casmaron perfectly. My main hope is that they will remain monogender. Especially since we already have the Surki.
Cyclops - Pathfinder has already done some work fleshing out the Cyclopes, and I could see an opportunity to give them their own flair in the setting. Especially given their innate talent for prophecy. A big ancestry intended for casters?
Fauns - The last of the folk from classical Greek mythology, but this time more closely related to the fairies.
Iblydos is getting a 1-10 mythic adventure soon, and we know from the Magic academy book on it's way that theres a magic school of oracles consisting of Cyclopses and Centaurs. It would be good timing to include Cyclops and other greek monster ancestries in Battlecry. But maybe that's my hopeful GM brain looking at the Cyclops "I guarantee one hit per day" ability and thinking how funny it would be as a wizard. Screw your AC, my disintegrate hits.
Also revisiting an old Darklands book from 1E, it would be cool to see the Munavri return. Also things like Dero, Urdephan, and maybe a Hryngar heritage for Dwarves.
It's not directly a class option, but a weapon choice for a class. I used to play a lot of For Honor, and one of my favorite classes was the Gladiator. It maps onto Battledancer or Gymnast Swashbuckler so perfectly, except the Trident isn't a finesse weapon. There's the Filcher's Fork, but I'm always weird about D4 weapons on martial classes that aren't offhand.
So my suggestion would be a light trident for swashbucklers and rogues. Damage die reduced to D6, but gains the finesse trait.

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Justnobodyfqwl wrote: Kobold Catgirl wrote: Unfortunately, no. I was very distracted trying to justify giving one of the tribes baseball for some reason. the flight speed will obviously be reserved for A Conundrum of Kobolds when this becomes a major franchise. Obviously, it's the Starfinder 2e antigravity Kobolds heritage that grants a level 1 fly speed. This represents kobolds that grow up on low density planets, on asteroid warrens orbiting dense stars, and in the cracks of intergalactic colony ships DANGEROUSLY close to the engine.
Look forward to "To KoBoldly Go", a Starfinder 2e supplement that introduces them alongside Solar Kobolds and Nuclear Kobolds. Nuclear kobolds that worship and draw power into their eggs from a nuclear reactor or undetonated bomb is actually a hilarious idea. Zealots who worship the blessed radiation, and because their 'patron' isn't sentient it's easy to have the tribe shaman speak for it.
I don't know if anyone played Wasteland 2, but i'm imagining the Kobolds acting like the MAD (Mutually Assured Destruction) Monks.
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Jobuns wrote: I already have the GM core and Player core. Is there a way for me to join this bundle but instead of receiving the two books I already have, receive the Monster core? There is no swapping books, it's as it is. Also you really can't split up the bundle (like if you wanted to give the code for player core to a friend since you already have it, you can't due to how Humble Bundle handles price tiers).
But from a price perspective, it's a good bit cheaper than the Kingmaker PDF on it's own and all the extras are just freebies.
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Yeah, an interpretation of Dolok Darkfur seems possible. He was the Sarkorian God responsible for leading the reclamation efforts as mentioned in Divine Mysteries. This new Sarkorian school of magic seems to be about supporting that reclamation and promoting traditions. Maybe they told the artist "feathered bear" and that was interpreted as winged.
God art can be inconsistent sometimes. Instructions can be vague instructions and uo to interpretation, especially for minor gods. In lore their depictions are usually malleable to the region anyway. Teki Stronggut, the new goblin God, has a head/nose like a Warhammer goblin and is the same fleshy ochre skin of D&D goblins. She doesn't look like a Pathfinder goblin at all.
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moosher12 wrote: Three things are for sure:
2. We are getting a winged bear (of whose name I don't know if it was announced yet) that is totally-not-an-owlbear.
Considering the winged bear is in Sarkorian art, couldn't it be a variety of the Spirit Guide? They already have the feathered bear, and their spirit guides/gods are usually amalgams of various animals. Maybe it represents a Sarkorian God, or is a higher level version of the feathered bear (like the Royal Basilisk in HotW is to regular basilisks).
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One funny thing I didn't think about; with Bullet Dancer stance you can One Inch Punch with your firearm. With your arquebus or double barrel, spend 3 actions to add 4 extra damage dice. Just fire a proverbial golden bullet and pray for one crazy crit.
Is it an efficient use of your time? Not certain, i'm still experimenting with builds. But it seems funny.
The Mithril Tree Dawnsilver Tree might also be a decent weapon option. It has the parry trait if you need the defensive bonus. Monks are already weirdly good with shields/bucklers due to their expert unarmored defense.
I wish there was a double barrel blunderbuss.
The biggest fix that Bulletdancer needed; Change the art from a orc monk with dual pistols to a monk with a rifle or single pistol, lol. I think (especially with the buff) it's an archetype that works, but differently from the art/expectation. Arquebus/Dueling Pistol for ranged attacks and using a bayonet or reinforced stock to flurry in melee, seems like how it's intended to work. One guy using one gun really well like an old movie hitman, and not necessarily someone with a flurry of bullets. He fires his gun when he needs at range, and then performs stylish martial art strikes hitting ghouls with his gun.
Speaking of art that could have used a change, the basilisk Beast Gun still looks like the D&D basilisk. It's a handsome gun, but I got a little chuckle seeing it and thinking "isn't that supposed to be a snake now?"
And I just wanted to say, which the gunslinger proficiency now applying to combination weapons, strength-based ones aren't even bad on gunslingers anymore, especially as the backup option for a Vanguard or something. With Strength (+2) and expert proficiency, you are just as accurate with the gunsword's or hammer gun's melee mode as normal martials (rangers, barbarians, rogues) with a (+4) strength and trained proficiency. If you build to have (+3) strength, you are more accurate than non-fighters/gunslingers.
I think the Gunsword, Hammer Gun, Axe Musket, and Three-Peaked Tree seem like pretty viable options now for Triggerbrands and Vanguards.
25speedforseaweedleshy wrote: mace multipistol sound far more stylish than triggerbrand
or even bad one
I don't know how to share photos on this forum, but Google the landsneckt mace handcannon. It's this wooden mace with spiked iron banding holding it together, with 4 barrels embedded in the center of it. Also a metal cap to cover and protect the barrels. I figure that's what the Mace Multipistol looks like.

Powers128 wrote: Perpdepog wrote: Powers128 wrote: Really happy with the gunslinger changes. Singular expertise didn't do anything with the changes to archer and mauler and other similar abilities. Are there any left that I haven't thought of? Or is it just combination weapons that can reach legendary?
In any case, drifter and triggerbrand are a lot more appealing now, even if drifter is kinda stuck with piercing wind or dagger pistol Or the triggerbrand. You could also use the other one-handed weapons, as long as you don't mind being maybe a point lower depending on how high your strength is. Yeah, although the mace multipistol is just a better triggerbrand rn. They only updated the combo weapons in guns and gears which did not include the triggerbrand unfortunately. I'm looking forward to the changes to the one's in TV since they're remastering that too. That Mace Multipistol change happened with the last big errata and wasn't part of this Remaster. It's funny how a little change can make a combination weapon go from terrible to better than the best finesse combo weapon. I would probably still use the Triggerbrand for style points though.
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