Leaf Leshy

donato's page

Contributor. 1,178 posts. Alias of Luis Loza (Developer).


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If you were to follow the natural progression of the monk unarmed strike damage, it increases every four levels. Also, it seems to increase from d6 to d8 to d10 and then come back around to d6. Were you following that logic, this is what the damage dice would like all the way up to 41st level:

1. 1d6
2. 1d6
3. 1d6
4. 1d8
5. 1d8
6. 1d8
7. 1d8
8. 1d10
9. 1d10
10. 1d10
11. 1d10
12. 2d6
13. 2d6
14. 2d6
15. 2d6
16. 2d8
17. 2d8
18. 2d8
19. 2d8
20. 2d10
21. 2d10
22. 2d10
23. 2d10
24. 3d6
25. 3d6
26. 3d6
27. 3d6
28. 3d8
29. 3d8
30. 3d8
31. 3d8
32. 3d10
33. 3d10
34. 3d10
35. 3d10
36. 4d6
37. 4d6
38. 4d6
39. 4d6
40. 4d8
41. 4d8

From there, you can look to the natural attack FAQ to determine how the damage dice increase when going from Medium to Huge size. In this case, 4d8 becomes 6d8 at Large size and 6d8 become 8d8 at Huge size.

Mind you, as Haladir mentioned, the game doesn't support anything above 20th level with official rules, so this is just an extrapolation based on what we have available. i.e. This is unofficial and just for fun!

I like figuring stuff out like this, so I hope it's helpful!

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It's the second syllable. op-PAH-rah

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According to the February release thread, the street date is February 28th, but you'll most likely get it sooner if you're a subscriber.

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Owen KC Stephens, the Starfinder Design lead, has an unofficial style guide for Rogue Genius Games here. It's not the exact style guide used by Paizo, but it's darn close and will give you a good idea of how to format your work.

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Behold!

TOC Spoilers:

INTRODUCTION 4

CHAPTER 1: WILDERNESS HEROES 6
Gathlains 9
Ghorans 15
Vine Leshys 20
Shifter 26

CHAPTER 2: ARCHETYPES AND CLASS OPTIONS 32
Alchemist 34
Barbarian 36
Bard 40
Brawler 42
Cavalier 44
Druid 46
Fighter 50
Hunter 52
Investigator 56
Kineticist 58
Monk 64
Occultist 66
Oracle 68
Paladin 70
Ranger 72
Rogue 76
Shifter 78
Skald 84
Slayer 86
Witch 88
Other Archetypes and Class Options 91

CHAPTER 3: FEATS 98
Types of Feats 100
Feat Descriptions 100
Feat Table 101

CHAPTER 4: MASTERING THE WILD 122
Discovery and Exploration 124
The First World 128
Foraging and Salvaging 134
The Green Faith 136
Harvesting Poisons 142
Hazards and Disasters 146
Herbalism 152
Spells of the Wild 156
Trophies and Treasures 162
Weather 165
Wilderness Traps 172

CHAPTER 5: COMPANIONS AND FAMILIARS 174
Magic Item Slots 176
Animal Companions 178
Plant Companions 182
Vermin Companions 184
Animal Companion Archetypes 186
Familiars 190
Familiar Archetypes 210
Companion Tricks 214
Companion Feats 217

CHAPTER 6: SPELLS 220
Spell Lists 222
Spells 227
Nature Rituals 238

CHAPTER 7: GEAR AND MAGIC ITEMS 240
Adventuring Gear 242
Alchemical Tools 245
Magic Items 246
Magic Plants 247
Wondrous Items 250

INDEX 252

Spoiler:
I'll let other people share spoilers from the book.

Spoiler:

EXPLOSIVE RUNES!

Scampers off into the wilds

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Legacy of Fire #2: House of the Beast

It's a picture of a sand kraken named the Waiting Beast.

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Please cancel Order 4398135. Also, please cancel my Starfinder Society Scenario subscription. I didn't realize that Starfinder Superscribers received that for free.

Sorry for making you do extra work! :(

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Leshies!

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It's as wide as a cape.

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I guess I'll bring attention to the fact that the print version is now available for purchase.

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Prestige classes are potentially in the game. I played the demo at PaizoCon and one of the companions had a level in arcane trickster. It was the light-brown haired elven (half-elf?) woman in the companion artwork. She had levels in wizard, rogue, and one level in arcane trickster.

I asked Alexander about prestige classes and he mentioned that the plan is to get all Core prestige classes in to the game. I can't speak as to whether that is from the get go or if it would be a stretch goal.

Also, I was able to recruit Jubilost in the demo. Alexander stated that I was the first person all weekend to have gotten the chance to do so. Pretty interesting!

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The CRPG is real!

Looks like Owlcat games is helming the development with Chris Avallone as the narrative designer!

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Finally, a book for all my Allens.

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Dotting. Got a two-handed fighter for a PBP that didn't get off the ground.

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Well, while we're waiting, I guess we can chat. What kind of builds was everyone thinking? I'm not sure but I might actually go some kind of combat maneuver route. Trip or dirty trick, maybe?

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Sorry for showing up late! Weekends eat my time up as well, so I'm glad we're mostly a M-F kind of thing. I'm best available to post during my work (call centers are godsends for wasting time online) which is between 7 AM-4 PM CST(GMT-6).

As for my character, I think I'm going either oracle or investigator, depending on what seems a better fit for the group overall.

Edit: I just saw we are lacking another frontline fighter, so I might actually swing towards a vanilla fighter. :)

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Sign me up for Rise. :)

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Lemartes wrote:
The Gold Sovereign wrote:

While we got only one picture that was indeed completely new, that was a really good preview for Bestiary 6 we got on Paizo Blod.

I would like to point that the new picture for Belial is awesome (!!!), especially if you noticed that, although minor changes were made (such as his evil side being more "devilish"), major features such as his clothes, armor, and even his angelic face from Book of the Damned weren't discarded.

I'm really anxious now to see what was done with Geryon, Beelzebub, Szuriel and Charon.

Hmm I don't remember this post. Link?

Here you are!

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Color me interested for Carrion Crown, Runelords, and Jade Regent in that order.

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About 17th level.

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JiCi wrote:
- Time

YES PLEASE

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QuidEst wrote:
Thomas Seitz wrote:

Quid,

Is it true there are no illusion spells or evocation spells offered in this book?

Only technically.

Technically correct, the best kind of correct.

Contributor

psychie wrote:
Any rogue talents?

There are new alchemist discoveries, alternate racial traits, masterpieces, an occult ritual, a psychic discipline, subdomains, traits, witch hexes, and a witch patron. No rogue talents, sorry. :(

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Closest thing I can think of is Flying Tackle from Dirty Tactics Toolbox.

Flying Tackle wrote:

Flying Tackle

You quickly bring down an off-balanced opponent.
Prerequisite: Improved Overrun.
Benefit: When attempting an overrun combat maneuver check against a flat-footed opponent, if the attempt knocks the creature prone, you can also fall prone in order to attempt a grapple combat maneuver check against the creature as a free action. Doing so does not provoke an attack of opportunity from the target of your grapple.

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Here's a list of the gods mentioned. Mind you, most of them just have a brief snippet mentioning how their faithful are proficient healers, so don't expect any new secrets.

Spoiler:
Bolka
Irori
Milani
Pharasma
Qi Zhong
Sarenrae

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Dragon78 wrote:

Will there be any psychic themed archetypes for the non-occult classes?

Will there be any psychic disciplines?

Will there be any feats for kineticist?

Reply hazy, try again later...

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Nebraska checking in.

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Check out the Aura line near the top, right before Defense.

Aura chainstorm (15 ft., DC 25)

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Jessica Price wrote:
I'd still like to try that somewhere -- the whole "here's a map, and here are three different encounter types you can run on it" thing.

[shameless plug]

Well, I'll let you know how that works out. I started a blog that is just that exact concept over on Know Direction.
[/shameless plug]

Anyway, I think that would be an interesting book. It sounds similar to the Encounter Codex, which I'm still hoping to see sometime in the future!

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Dragon78 wrote:
Can anyone tell me anything more about the solar bloodline?

It's focused on sorcerers who serve Sarenrae and thus, has lots of fire and healing themes.

It gets access to appropriate spells like daylight and the aforementioned searing light and shield of the dawnflower. Its powers include bonus damage on fire spells, low-light vision, fire resistance, producing a healing fire, and the ability to transform into a being of light.

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Dragon78 wrote:

What level are the kineticist wild talents?

Are there spells/abilities for healing animal companions, familiars, eidolons, summon creatures, etc. specifically?

The universal talent is Level 3 and the other is Level 6.

No specific options for healing those companions.

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John Ryan 783 wrote:
donato wrote:
Arachnofiend wrote:
Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?

Curative Mastery is an Item Mastery Feat (See: Weapon Master's Handbook) focused on healing. It allows you to cast a variety of cure spells, but don't expect to take over as the main healer. It only allows you to do so a handful of times per day.

deuxhero wrote:
Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?
There is at least one spell that allows you to damage enemies and receive healing.
Hmmm, would I like this item mastery feat if I were a fan of healing ability damage?

Just "cure" spells, unfortunately. Cure Light and the like.

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Arachnofiend wrote:
Auugh, this new policy sucks, I am desperately curious to know what Curative Mastery does. The people with their PDF are waxing fairly poetic for it, so let me ask this: would a Fighter with Curative Mastery be able to fill the "healing" role with the same efficacy as a DPR-spec'd Cleric?

Curative Mastery is an Item Mastery Feat (See: Weapon Master's Handbook) focused on healing. It allows you to cast a variety of cure spells, but don't expect to take over as the main healer. It only allows you to do so a handful of times per day.

deuxhero wrote:
Any effects that heal based on damage done (the kind of thing generally called "leach life", "vampiric healing" or "HP drain")?

There is at least one spell that allows you to damage enemies and receive healing.

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Mr. Reynolds, I have a question in regards to the cover of the NPC Codex. My wife is an art major and says that the artwork reminds of her a notable piece of art. She can't quite put her finger on it, though and she wanted me to ask you about it. Is the NPC Codex cover an intentional reference or allusion to an existing work?

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Secret Wizard wrote:
Artificial 20 wrote:


Disciple Of Wholeness (Monk)
Can anyone confirm whether it works with UnMonk?

It sure does!

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Feros wrote:
So how extensive is the section on gnolls, a couple of pages or just a paragraph or two?

A few mentions here and there plus a decent length entry about a particular set of gnolls in the Adventuring in Qadira section.

nighttree wrote:
Any information on occult classes in here ?

Every base class, except the vigilante, has a small bit explaining how they fit into Qadira, including the occult classes.

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The spirit specialization is the equivalent of a subdomain, modifying an existing spirit and replacing some of its abilities. In this case, the restoration spirit is a specialization of the life spirit. It trades out some hexes and gains two hexes that focus on granting temporary hit points. One does so as a standard action and the other can do so automatically while casting healing spells.

Five vigor feats in total.

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The wizard can start adding healing spells right away.

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Dragon78 wrote:
So the golden horses are just animals?

Yes, but their progression differs from the standard horse animal companion. They don't grow larger until 7th level, but gain more bonuses.

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Dragon78 wrote:
Can any druid use druidic herbalism?

Yes, it becomes a third choice for nature bond.

Marco Massoudi wrote:

Can somebody roughly explain what the wizard trades away and what he gets for it (only levels 1-6)?

One or two feats that allow a rogue for example some self-healing?
Like once per day as a move-action you can gain level x2 tp?

In exchange for choosing an arcane school, the wizard adds healing spells to his spell list.

The vigor feats allow a character to spend points from a pool as a standard action to restore some hit points, but leaves her fatigued for some time. The rest of the vigor feats improve the healing or reduce the penalties.

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Murdock Mudeater wrote:
donato wrote:
Works great for a barbarian, bloodrager, or kineticist not concerned about losing feats.
I have yet to find a class that isn't concerned with losing feats....That kineticist in particular, was a very feat demanding character (because I started with 20 HP at first level).

Oh, I know. It's technically something that's possible, but I wouldn't recommend to most anyone.

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You can also throw in Fast Healer to get some more healing out of it. Works great for a barbarian, bloodrager, or kineticist not concerned about losing feats.

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Jeraa wrote:
In the PRD it is in the Glossary (also a similar entry in the common terms section of Getting Started). I assume it is the same for the book, but I don't have a copy at hand to check.

That works. Many thanks!

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Dragon78 wrote:
What element(s) get love for the wild talents?

Aether and water, as well as a universal talent.

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Jeraa wrote:
Quote:
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
All supernatural abilities are magical.

There it is clear as day! Where did you find that? I was looking in the Magic section, but maybe not in the right spot.

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PannicAtack wrote:

Hermea and Galt would be awesome!

Also, people have the book now? Is there anything on the white feather monks?

There is a small blurb.

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Dragon78 wrote:

Disappointed that most of the archetypes are divine and all are casters.

Any new sorcerer bloodlines, rogue talents, rage powers, alchemist discoveries, etc?

Anything for kineticist?

There are new alchemist discoveries, warpriest blessings, bardic masterpieces, paladin mercies, kineticist wild talents, and more.

Contributor

I'm looking at making a self-healer with the use of Godless Healing. Fey Foundling helps a ton with healing, but I'm not 100% as to whether the two would interact as I hope.

Fey Foundling wrote:

Fey Foundling

You were found in the wilds as a child, bearing a mark of the First World.
Prerequisites: You may only select this feat at 1st level.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Godless Healing wrote:

Godless Healing

You have mastered a specialized and complex technique to ignore pain by focusing your belief on the self rather than relying on faith.
Prerequisite: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.

So, Fey Foundling specifically works with magical healing. The healing from Godless Healing is classed as supernatural. I would believe that the two interact just fine, but I can't prove it without a shadow of a doubt per RAW.

Supernatural Abilities wrote:
Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.

Any thoughts?

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Kalindlara wrote:
I'm surprised that there's no witch archetypes, but they probably get more hexes instead.

Indeed! New spells, too!

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Fourshadow wrote:
Eagerly awaiting my shipping notice so I can get the nitty gritty on that Angelfire Apostle myself! If it has anything to do with what I think it does, I may make my first Cleric EVER! I've been playing since '83 or so...it has been awhile.

Angelfire apostle focuses more on channel energy. It gives up some spell casting and proficiencies in favor of expanded channeling options. Eventually, it can give up some uses per day to get some healing themed SLAs as well as expending uses to damage enemies with cleansing fire while healing allies.

Very fitting for worshipers of Sarenrae.

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