Goblin

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I’m just curious to see if this is the case?

Since there is currently no up coming books listed, my educated guess seems to be right, but I’d love to be proven wrong.


I recently picked up the pawns for the first bestiary and wondered if anyone had any advice for the best way to store and organize them.


Hello. I was thinking of purchasing a GM screen for Pathfinder Second Edition, but I can’t decide whether to get the normal one or the advanced one? What’s the difference?


Quick question. What happened to the Pathfinder Second Edition Beginner Box in the Paizo Store.

I usually check the store every now and then to see if anything knew is coming up to get excited for. As many of you are aware of, sometimes things appear there without a huge announcement on the home page.

Today however something was missing. The Pathfinder Second Edition Beginner Box that was supposed to release in October was no longer under the preorder tab. The only thing there was the third Bestiary coming next year and the special edition version of that Bestiary.

What happened? Has it been cancelled? Was there a glitch?

I honestly was seriously considering buying it to maybe introduce a few of my friends to the system.


In my in-person games, I typically do combats theatre of the mind style, but I was thinking of starting a Pathfinder 2nd Edition game and use actual maps and pawns for combat. I'm most likely definitely going to buy the Pawns for the first Bestiary, but I'm not sure which Flip-mats would be a good choice to get started.

Any advice?

(P.S. I'm also curious about what to for my player's characters as far as pawns go, but I'm mainly curious about the Flip-mats.)


I was wondering is there any significance to the name Golarion for the planet? Does it mean anything? Is it an anagram or an acrostic? Was it just something random that Paizo came up with? As someone who really loves names and naming things, I’m very curious.


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Fun fact about the Harrow Deck: I love it. It’s one of my favorite tools to use in tabletop RPGs.

I’m curious to know if there are any plans for it in Second Edition? Also would anyone else like to see something more done with the Deck or am I alone?


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Hello, I've been a fan of Paizo for a while now and I bought the Core Rulebook for Second Edition almost exactly when it first came out, but I didn't have the time to play in a game for it and definitely didn't have the time to GM one. However now I have a little more time on my hands.

What I'm curious to hear, and I apologize if this isn't the right place for this topic, is anyone's experience with the game as a player or a GM. What have you liked about it, what have you not liked about it, what houserules do you use, and do you have any advice for potential new players or GMs?

Thank you for taking the time to read this and thank you for in advance if you post anything.


I love all of the different equipment options in Starfinder. Honestly, it's easily one of the biggest chapters in the core rulebook. However I feel like it may be daunting for new players deciding on what they want their characters to start with.

So I was wondering, if you had to do a starter kit that has everything a level one character needs, what would you put in it.

Obviously, different characters will need different armors and weapons.


I have a question. Since every class gives Weapon Specialization for at least a few weapons as a bonus feat at level 3, and Versatile Specialization requires Weapon Specialization as a prerequisite, doesn't that mean that every class can choose Versatile Specialization at 3rd level?


I’ve fallen in love with Starfinder over the past few weeks, I love the classes, the setting, the races, and even the Starship system. I see the occasional flaw here and there, but nothing that couldn’t be easily fixed with a minor house rules.

However, part of the reason it took me so long to actually get into the game was an interaction I had with a former acquaintance online. It was over a year ago and I had just purchased the PDF for the Core Rulebook. I was liking what I was seeing so far and I told some of my online friends and this acquaintance about how I was enjoying the read so far. Most of my friends were unfamiliar with the game, but were happy that I was enjoying it.

However, the acquaintance had played the game a bit and went on a long rant about how much the system “sucked”, how overpowered certain classes were, how underpowered others were, and how Starship combat was impossible. In hindsight most of what he said was wrong or had been fixed in the FAQ. However his negativity kind of stuck with me and I stopped reading the book before I could even finish the skill chapter.

Now I longer associate with this person, but for reasons other than what he said about Starfinder. I’m making my way through all of the books (a lot borrowed from a friend). However, I still see a little negativity every now and then, especially regarding the classes. The Solarian is a popular target, as well as the spell casters, but after them is the Envoy. I don’t quite get it, I love the idea about them, they are skilled, and seem helpful in combat. I love the idea of a class that uses Charisma and isn’t a spell casting class.

I’m sorry that I got so much off track, but I guess the TL; DR of if it is, is the Envoy fun to play?


Ok, if a creature in the Alien Archive and that creature has a statblock that says:

Spell-Like Abilities
1/Day- Spell A (DC), Spell B (DC)

Does this mean the creature can either cast Spell A OR Spell B once a day, or can they cast Spell A AND Spell B once a day?


Hi, I'm still a little bit on the new side to Starfinder and I'm loving it so far, but in the Alien Archives there are options for playing races that are Large size. This is a bit new to me as most D20 games that I play avoid Large races like the plague. Is there anything to take into account before choosing a Large race? Any positives or negatives to doing so?


I have an idea for a character concept, but it would only really work if there was a way to get rid of Light-Blindness. Is there something like special goggles or lenses that could get rid of it? Is there even anything within the rules?


I apologize if this question makes me sound foolish, but when I first heard about Starfinder, one of the first heard about the Starfinder setting, the first part that came to my attention was Absalom Station. A large space station that replaced the orbit of the lost planet Golarion. The center of power and culture within the Pact Worlds. A melting pot of different alien cultures and a homing beacon for ships traveling light years through Drift Travel. I imagined it to analogous to Mass Effect’s Citadel.

Then I read through the Core Rulebook, and Absalom Station is only five miles in diameter. Now I might be underestimating how much Space that is, but it does seem a little small for a Space Station that is described as being the size of a large city. In addition, the Idari is only three miles in length.

What do you guys think?


I was wondering if their is any setting information to say how gambling works in the Pact Worlds setting? If not, what is it like in your campaigns? Do you simulate it with simple dice rolls or do you have more in depth options.

Personally, with the knowledge that the Harrow Deck has survived into the future, that should mean that games using the cards could have as well. I'm especially fond of the idea of making the game Last Azlant (introduced in The Harrow Handbook) the most popular gambling card game in my setting. This is primarily because the rules are simple and the idea that it's just fantasy UNO amuses me. I do feel like I should change the name.

Any thoughts or information?


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Hello everyone. I fell in love with the Harrow Deck when I first heard about it. It fascinates me both as a story device and in it's mechanics. I've also loved learning about different games that can be played with the cards. Whether it's Towers (the game that comes with the base rules), Pillars (a fanmade game that is very similar to Go Fish), Illusionist or Last Azlant (two games introduced in The Harrow Handbook that are resemblant of Liar's Dice and UNO respectively).

However, I have never seen a version of one of the most popular card games, Poker, that used the Harrow Deck. I hope to fix that.

Obviously the most basic way to start making Poker, is figuring out what hands of five cards exist and how are they ranked.

Here's what I've got so far:

True Cross- Having five cards, all of the same suit, that make up both one row and column.
Truest Match-Five cards, all of the same alignment.
True Match-Four cards, all of the same aligment, with one card that doesn't fit.
True Opposing Match-Three cards of one alignment, two cards of a second alignment.
Suit-Five cards all of the same suit.
Cross-Having five cards that do not all share the same suit, and make up one row and column.
Good Match-Three cards of the same alignment.
Opposing Matches-Two Pairs of alignment.
Match-Two cards of the same alignment

What do you guys think?


Hey, I've fallen in love with the Harrow Deck and I'm thinking of using it in a Starfinder campaign, but I'm curious about one thing. Are there any games you can play with it like poker? I'm aware of the Towers game that comes with the Base Rules and two games that were in the Harrow Handbook, one a version of Liar's Dice, the other kind of like Uno.

I was wondering, are there any others? Even if it's fan-made or homebrewed, I'd be interested.


Seeing as Resolve is a very precious resource in Starfinder and if one were to make a more “unusual character build” could feel punished with a reduced pool compared to other players. To resolve this hypothetical situation I have come up with a housefuls: Minimum Resolve. Basically if you calculate your Resolve and it’s lower than the minimum, your maximum Resolve is equal to the Minimum.

At 1st level the Minimum Resolve is equal to 3. This number increases at 5th level and every five levels thereafter. At 5th level it becomes 5, at 10th it’s 10, at 15th it’s 12 and at 20th it’s 17. If you take the Extra Resolve feat, your Minimum Resolve increases by 1.

What do you guys think?

I’m sure someone has probably stated something like this before and if they have, I apologize for beating a dead horse.


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Hey, I purchased the Core rulebook a while back, but I’m just now sitting and reading through it. I like what I see so far, but there is one thing I’m curious about. Why do themes only give a +1?

With the default point but method, the +1 just makes it so you always have at least one attribute that starts at an odd level. I guess it works ok if you decide to go with the rolling method.

Why not just make it so that every theme gives a +2 instead so it makes a difference? What do you guys think?


So one of my favorite spells in various D20 games is Magnificent Mansion. However in P2E, the dimensions it gives you to build your mansion doesn't sound like a Mansion. The floorplan is limited to having to fit within "40 feet wide, 40 feet deep, and 30 feet high." That doesn't sound like a mansion. I mean it still is a useful spell since it gives you a safe place to sleep with your friends and comes with plenty of food, but I still wouldn't call it a Magnificent Mansion. More like a Really Nice Apartment. Am I reading the spell wrong, or are those dimensions a lot more generous than they look in my head?


After skimming through the book first I started reading through it more in depth. I have now made it to the spellcasting chapter and I am very curious about one spell in particular: Continual Flame. For the cost of a spell slot and 6 gold pieces worth of ruby dust you can touch an object and have a magical flame erupt on it. The flame is bright as the standard adventuring torch (which in P2E is 20 ft. of Bright Light, followed by 20ft. of Dim Light). The flame doesn't need oxygen, can't be put out by water, and generates no heat. Sounds like a decent spell. I don't see myself using it, but it sounds flavorful and a way to make a location seem more magical and it's a pretty basic spell being only 2nd level.

However, it surprisingly is a spell that can be potentially heightened, which also leads into my confusion. Underneath the heighten, it says how much ruby dust you would have to use for each level of spell slot, with the price steadily getting higher and maxing out at 3,350 gold pieces worth of ruby dust with a 10th level spell slot. However, that is the only thing that it lists under Heighten, meaning the only benefit to casting a higher level spell is to waste a higher level spell slot and a lot more gold. I mean I could certainly see a wizard doing that to show off to his friends how disgustingly wealthy they are, but I'm positive that was not the writers' intention.

What do you guys think about this? What do you think the heightened versions of the spell should do? My guess would be that a heightened version of the spell makes the flame bigger and brighter. Maybe every spell slot above the minimum increases the flame by 50% more than the previous slot?


I pointed out something similar about the monks, but there are a small selection of Rogue feats that allow you to take a little bit of spellcasting from any of the Spell lists, but they don't say which attribute you would use to calculate Spell DCs and Spell attacks. I would assume it would be your choice of any of the three mental stats, but again the rules don't say.


I bought the PDF for the Core Rulebook for Second Edition, and I'm loving it so far. One thing I'm confused about is whether or not the Monk's Ki Spells DC and Attack rolls (assuming you invest in the Ki Spells at all) use Wisdom.

Wisdom has been a staple for the Monk Class, often being the base for the DC for the monk's more explicitly supernatural moves. With the new edition of Pathfinder, they seem to have gone in the direction of having your more supernatural abilities being completely optional. And I think that is great, but I read through the side-bar that explained the Ki-Spell abilities and there was no sentence that explicitly said "Your spellcasting ability is Wisdom" (like the Champion does with Charisma).

The closest thing I can find is that there is an example Monk in a Sidebar called "Ki Monk" and under the Ability Scores section the second sentence reads "Wisdom empowers your Ki spells, Perception, and Will saves." I guess that confirms it, but I can't find it explicitly said in the rules.

Am I just overlooking it?


I'm not sure if this is the best place to put this, but here it is. I honestly never got too far into the first edition of Pathfinder. I purchased the PDF of the core book, looked at a few of my friends books, and played in a brief online campaign. The complexity and sheer amount of material kind of turned me off. However, now I am older and wiser and Second Edition has regained my attention.

The first thing I did was check the set PDF prices for when the books come out, as owning a very large hardcover book doesn't appeal to me at the moment. I was surprised that the core rulebook and first bestiary PDFs are only going to be 15 dollar, as that seems like a great deal. Then I saw the price for the PDFs of the setting books that are coming out not long after the core, and was surprised that both were about 25 dollars, only about 10 dollars cheaper than the hardcover.

Why is this? The books are going to have much lower page counts than the core rulebook and the bestiary. It seems like if anything, they would be cheaper. From a business standpoint, it only makes sense if they are looking to capture the attention of customers with cheaper PDFs for the beginning books, then offer them more expensive PDFs after they are already interested.


So I have recently purchased the corebook (still reading through it), and I do most of my playing online. What books would you recommend for a new player/potential GM to buy first?


Hi, I'm new to Pathfinder, but have been playing and GMing other RPGs for a while. I was just wondering how necessary it is for GMs to get the Bestiary books, since it has all the monsters, stats, and flavor text in the Rules Archive.