(Also, what's going on with that monster on the front cover? That almost looks like Numerian tech.)
When I ordered the cover piece from Sheppi Rodriguez, I only asked for a fight with a monster. He asked for free rein on the monster design, which I was 200% on board for. This is what he ended up producing. I'm hoping to get a chance to actually stat up this monster and figure what exactly it is sometime in the future.
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:
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!
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.
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
Please cancel Order 4398135. Also, please cancel my Starfinder Society Scenario subscription. I didn't realize that Starfinder Superscribers received that for free.
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!
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?
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. :)
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.
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. :(
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.