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GoatKingDice
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Registrace 26. 10. 2020
Starfinder 2e, Versatile Heritages First Look
With a new edition comes new features!
Download the playtest for free at
paizo.com/starfinderplaytest
Download the playtest for free at
paizo.com/starfinderplaytest
zhlédnutí: 34
Video
Starfinder 2e, Ysoki First Look
zhlédnutí 22Před 12 hodinami
It just wouldn't be Starfinder without out beloved ship rats! Download the playtest for free at paizo.com/starfinderplaytest
Starfinder 2e, Peoples of the Ghavaniska System First Look
zhlédnutí 40Před 21 hodinou
I felt like grouping these three together since they are thematically linked and it would save us a little time. Enjoy! The playtest is free to download at paizo.com/starfinderplaytest
Starfinder 2e, Shirren First Look
zhlédnutí 49Před dnem
A quick look at our buggy friends! Grab the playtest for free at paizo.com/starfinderplaytest
Starfinder 2e, Lashunta First Look
zhlédnutí 38Před 14 dny
A first look at the playtest Lashunta, and how there telepathic power is potentially growing. Check out the playtest yourself here paizo.com/starfinderplaytest
Starfinder 2e, Kasatha First Look
zhlédnutí 25Před 14 dny
The Kasatha, a people of a dying world, making home wherever they go. Check out the playtest yourself here paizo.com/starfinderplaytest
Starfinder 2e, Human First Look
zhlédnutí 33Před 21 dnem
The Starfinder human is... well human. Pretty standard. Check out the playtest yourself here paizo.com/starfinderplaytest
Starfinder 2e, Barathu First Look
zhlédnutí 45Před 21 dnem
The playtest Barathu displays a fantastic ability to reconfigure it's biology! Check out the playtest yourself here paizo.com/starfinderplaytest
Starfinder 2e, Android First Look
zhlédnutí 69Před 28 dny
When I started this video, it was gonna be all the ancestries. That would have been at least an hour and a half. So I'm gonna break this down into more manageable chunks! Starting with the android. If you want to get the playtest yourself, check it out here paizo.com/starfinderplaytest
The Raxilite, Starfinder Spectacular Species
zhlédnutí 37Před měsícem
No that is not a potted plant on the dash, that is our captain! aonsrd.com/Races.aspx?ItemName=Raxilite
Howl of the Wild Ancestries Part Two: Merfolk, Surki, and Minotaur ft. TheLocalDisasterTourGuide
zhlédnutí 47Před 2 měsíci
Join me and friend of the channel Mark as we explore the second half of the Howl of the Wild ancestries! For the other half of this video make sure to check out TheLocalDisasterTourGuide video czcams.com/video/jLQJZQ3Cufo/video.html
The Plane of Water, Pathfinder 2e
zhlédnutí 106Před 3 měsíci
So I slipped and fell into the plane of water. They really should mark that entrance better. I didn't even have my potion of water breathing ready yet... 2e.aonprd.com/Planes.aspx
The Huitz'plina, Starfinder Spectacular Species
zhlédnutí 41Před 4 měsíci
Planning an expedition into a forest filled with unpredictable and dangerous animals? Consider hiring a Huits'plina! aonsrd.com/Races.aspx?ItemName=Huitz’plina
The Plane of Wood, Pathfinder 2e
zhlédnutí 135Před 4 měsíci
Slow and steady we will explore all the elemental planes, but for today, just the plane of wood! 2e.aonprd.com/Planes.aspx
The Varculak, Starfinder Spectacular Species
zhlédnutí 37Před 5 měsíci
The Varculak make for interesting crew mates, and are usually on the brink of doing something dangerous! aonsrd.com/Races.aspx?ItemName=Varculak
The Shatori, Starfinder Spectacular Species
zhlédnutí 67Před 8 měsíci
The Shatori, Starfinder Spectacular Species
The Sazaron, Starfinder Spectacular Species
zhlédnutí 48Před 10 měsíci
The Sazaron, Starfinder Spectacular Species
Best of the Best, Starfinder Spectacular Species
zhlédnutí 120Před 11 měsíci
Best of the Best, Starfinder Spectacular Species
The Contemplative, Starfinder Spectacular Species
zhlédnutí 109Před rokem
The Contemplative, Starfinder Spectacular Species
The Dromada, Starfinder Spectacular Species
zhlédnutí 58Před rokem
The Dromada, Starfinder Spectacular Species
Dullahan Archetype, Pathfinder 2e Homebrew
zhlédnutí 81Před rokem
Dullahan Archetype, Pathfinder 2e Homebrew
The Damai, Starfinder Spectacular Species
zhlédnutí 89Před rokem
The Damai, Starfinder Spectacular Species
Faster than Light Systems in Starfinder
zhlédnutí 202Před rokem
Faster than Light Systems in Starfinder
Shatori are such a cool race
PF2 fighters take an unarmed combat feat -sometimes- because bar fight, captured, rust monster broke your sword etc. No different from Android taking a feat for when they don't have a space suit, like in the space casino when the pirates breach the walls and attack.
So I also took a sneak peak at the space suit part of the equipment section, because this was bugging me. Space suits only operate in vacuum. It thin, toxic, thick, or whatever other hazardous atmosphere, space suits shut down and just leave you to figure it out yourself. I will talk about it more when I get to the equipment section in videos, but it seems they want to make hazardous environments more impact full in sf2e.
@GoatKingDice Ya, I can definitely see balance problems with a level 1 feet/item invalidating the 3rd rank spell Stinking Cloud.
I never played a caster in 1e. How common were spells like that?
Yay special guest!
Welcome back. It has been a while.
Unfortunately work has been keeping me very busy. But even so I will keep up the good work, a little at a time if need be.
But what if Enemy Bandits or Kobolds is crafting Spike Snare? Or digs a pit? Does the traps require Search exploration activity? Or can everyone roll the Perception? Is it hidden roll to notice the trap? Does Kobold Scout have Trained or Expert Crafting? Would pit use hidden pit stats? Why it has stealth dc 18? Should it not be 10+Crafting modifier? I mean this from DM perspective. Dyslexia so it is bit unclear and 5h google didn't help much.
If they are digging a special pit you might want to want to use the information for the Gamemaster Guide or GM Core to make a custom hazard. Either way the following info should be useful! Noticing snares is like noticing hazards. So unless a specific proficiency is required to detect the snare(trained, expert, etc.) you as the gm roll a secret perception check for any pc that would be reasonably able to detect the snare(when they enter line of sight for example.) They would only need to be using the Search exploration activity or take the seek action, if a minimum proficiency is required. For snares that is if the crafter(in this case the Kobold Scout) is expert or greater in crafting. To figure out the proficiency of a monster we reference page 7 of either the bestiary or monster core. Under 'Skills, Perception, and Proficiency' "A creature usually has expert proficiency in its listed skills around 5th level, master proficiency around 9th level, and legendary proficiency around 17th level" So for a Kobold Scout crafting a spike snare, Search should not be necessary. When setting stealth DC of a snare you could either grab a DC from the DC's by level table(pg 53 of GM Core) for a quick dc, or use the kobold's crafting bonus + 10. Either way that should come out to a DC 15 to detect a Spike Snare left by a Kobold Scout. The Stealth DC of a Hazard such as a Hidden Pit, is a set value that doesn't need to match up with the kobold's crafting bonus. You could have a snare set up in the bottom of the pit. In that case you would probably be best using the stealth DC of the Hidden Pit. But when you start combining things it will probably be easier to keep track of if you build a custom Hazard to represent the trap. Hope this helps! If you need any more clarification feel free to ask!
I cant express my dissapointment about the fact that paizo still kept the "large pc = inflated medium pc" approach even after the introduction of minotaurs in howl of the wild.
First, epic profile pic. Hastur, Thee King in Yellow? I'm planning to contribute my own video on Howl of the Wild to the youtubiverse but for now I will leave it at this. Considering small and tiny pcs are pretty much shrink wrapped medium pcs I am not surprised. And it doesn't particularly urk me.
I had overlooked these! Thanks for highlighting them!
Are there any changes to this in the PFc¹ ruleset?  ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ̄ ¹PFc ~ PathFinder Core editions (i.e Remastered releases)
The only notable difference I spot quickly comparing the Influence subsystem in the GmG vs the GM Core, is that the GM Core ends with a sentence suggesting that an Influence encounter should be worth experience equal to a moderate combat encounter of the same level. So no big change there.
you know what would be cool how about a race of robot dragonkin with a Draconic AI that was made by dragonkin scientists tying to create a new race of war machines like draconic skynet
One of the best parts of Starfinder is how easy it is to build a new playable species!
cool looking aliens
You forgot ancestry familiars like the gnome!
oops...
Name makes me think of Powerwolf and their song varkolak. Etymologically it sounds like vlkodlak, czech word for werewolf
Awesome, learned about some options I wasn't aware of. Thank you for the video!
I didn't vote for ya
That's the secret, they just put me here and told me to be king. I couldn't escape if I wanted to...
do the xeno wardens use bio engineering tech to make living weapons maybe a bio mech that is not a tree but a giant crab or spider mech with acid based weapons
Most xenowarden ships and mechs lean toward a tree/machine hybrid, however I know no reason a GM couldn't go a meatier route. I say go wild! If you really wanted to get into it you could have it be the trademark design language of an offshoot of the xenowardens. You might even dabble in these meat machines requiring some form of food.
I see Telia! I hit play!
with the Varisian Emblem avaria type that casts longstrider, can you heighten that spell?
That comes from a tattoo feat in the Lost Omens Character Guide correct? I believe that feat gives you the spell as an innate spell. Player Core pg 299 has the rules for innate spells. Innate cantrips are automatically heightened but other innate spells are not able to be heightened unless the ability that gave you the spell specifically says so. Unfortunately you can't heighten that spell by that ability.
@@GoatKingDice Thank you.
what about a dragonkin in a armored space mech suit would be badass like boosters that fit over there wings
Right! Power armor would be the easiest way to do that, but if your gm is running a mech game even better!
I started my campaign with it in place. Saved a lot of headache. It is easy to run on the fly easily. It fixes things to make it more like 1e/2e. And it takea no work on the GM side if you simply subtract the HD from the to hit on the fly. Easy.
Thank you for the informative video that wasn't just regurgitating the text from the books.
I like it.
I'll let you know. I'm going to be playing one soon
I want to build a Robotech Cyclone fighter, but no one wants to do a mech pool, my GM said if I can come up with an alternative ways for single player pool.
I will say from experience, the balancing for mechs breaks down if only part of the party is engaging with them. For that scale you will probably get better results with power armor and a vehicle. You could work with your GM to treat them as one transforming suit rather than two separate pieces of equipment. Hope this helps!
Comment for the algorithm
Also there is the massively buff Bless spell that was clarified to have the Aura trait. It also gained 15ft emanation in the remaster so that your front liners will get the buff even when flanking a large creature with you. This in turn kinda relegates the attack bonus from Restorative Strike to being only sometimes relevant. As 1 level after you get that feat you are as accurate as a normal martial anyway from 5th through 9th and Bless is an AoE buff. Still useful for the other aspects and is you need to move up to strike but don't have Bless up yet, but not necessarily worth dumping a slot just to fuel a +1. Especially if you have the Zeal domain. That great time where you don't have a Bless up, need to move up to attack, and an enemy hit ya'll, and the hit ally is already next to it is sweet though. You get up in there, double heal some health, and get an attack buff then next turn when you don't need to move you pop Bless.
Not having to spend several turns building up bless is nice!
I have not used this variant but I plan to use it in an upcoming campaign. And yes, if you are playing at the table, it would be harder to implement. But I play on Foundry, and all the changes are automatic.
I'm planning to run an open world pirate game for my home group. I'm going to use proficiency without level so that I can use a wide variety of cr creatures without having to level lock different parts of the map!
Because there was no previous mention other than positive energy hurt undead and negative heal them my group just had mundane means heal undead. This means elixers of life and treat wounds both being non-magical could heal an undead. Needing a special magical oil or a feat as if "Stitch Flesh" of an undead would be that much different than stitching up any other would. It's like yeah see giant cut, you stitch giant cut. It just makes someone in the party waste a valuable feat pick because one or more party members want an interesting RP choice. No magical healer is already a tough thing to handle, unless you got a cleric with Harm spell. ;)
Yeah, until Book of the Dead I would have assumed treat wounds would work on them just fine. To this day I still forget that elixirs of life are prohibited, even tho the item description does specify use on living creatures. Honestly I'm not sure why they made the decision to make "healing" harder for undead pcs. An argument could be made I suppose that undead are something between construct and living. But even that argument seems silly considering the automaton can benefit from positive energy, effects targeting living creatures, and they have no explicit mention of immunity to treat wounds or any other medicine check.
@@GoatKingDice Also constructs as I recall can be repaired. But even so most playable races don't have the construct trait even though they are given their description of being made, synthetics, built, and etc. But yeah even the ones with construct trait still mention they are like normal races and heal with healing energy. But yeah when it comes to treat wounds and medicine checks it makes NO sense to have a separate feat. I mean early medicine learned by practicing on corpses to learn where all the bit fit together, so being undead doesn't change how the pieces fit together. As such we don't use it at our table, treat wounds works on living and undead. As for the Elixir of life we just sorta ruled it would since it was mundane and didn't catch that bit about it being meant of "living creatures" but it never really came up as the undead player was more of a back line support role so he rarely got damaged thus really only used treat wounds after the fight on the rare times he was injured.
Energy-Resistant is a trap. It's better to get the rings an save the limited armor rune slots for something you can't get elsewhere. There are a few armor runes like this where they can easily be achieve by something else, in the case of the rings I like getting multiple rings to resist multiple damage types.
I see what you mean. I will say that if for some reason you need a lot of different types of energy resistance, and you are already wearing a lot of magic items, resistance runes on your armor can get you multiple types without costing more than one investment. Probably a rare case but worth thinking about.
@@GoatKingDice Only at higher levels. As you can only have Property runes equal to the + of armor. Thus at you get 1/2/3 at levels 5/11/18. But it's also more cost effective as first Energy-Resist armor rune is a level 8 for 420 gp while the Ring is only level 6 and cost 245 gp. The rings also have 3 Tiers with level 14 rings resisting 15 damage. They also add for versatility as 10 magic items is a LOT available to invest and can easily increase to 12 with a feat. But even if you are pushing up against that limit you don't have to wear them all the time. If you know your going up against something that uses fire a lot put on fire one. Same with any of the other elements. In general though there are a lot of fire abilities/spells so it's a good one to always have on. Others like cold/acid/electric can be rarer and used as needed. But there are runes that can't be so easily replicated else where. Like Dread is a great one if you use actions to put fear on the target as it makes them do a save to loss fear. Our fighter used it to great effect to help keep targets feared. Quenching is good if you encounter a lot of persistent damage effects. Gliding is good to help get around as you can simply glide across areas. Gotta cross a 50 foot river/ravine just find someplace to climb up 10 feet, or make one, and glide across. Need a quick get away? Jump out a window and glide to safety. As you get higher level there are better runes I'd rather have on armor than some basic energy resist. It's also really funny when the alchemist can throw alchemist fire with 10 ft burst and no one in the group takes damage because we all have resist fire damage rings on. Part of the reason we grabbed the rings was because we didn't have a lot of invest items and wanted to see what we could afford. I am curious as to what some priority investable magic items would be. Have you done a video on that? There were a few items that like everyone in the group ended up taking. Boot with +5 speed, I forget name. Healer's gloves so that everyone could do emergency heal once per day if someone went down. The +1 bulk carrying though only really low STR ones used that. Various Energy Rings, some people had amulets that gave them fire resist and once per day fireball so they used that instead of fire resist ring. Looking for multi-function investment items was also important. It's been a while since I got a game in I can't recall what other items were must haves in group. I know things like bag of holding but they aren't investment so don't count towards your 10 item limit. And only like 2 of the party had the 12 item limit feat but most of the party had like 3-4 resist types from rings and other items without any coming from armor runes by the time we hit level 9-10. Sure it's only 5 resist but it adds up quick. By level 12 many had upgraded most of those resist to 10 as the Greater Energy ring is a level 10 item and at level 12 having a couple extra level 10 items is pretty cheap for the benefit.
I manage to locate the old character sheet files and recall why I couldn't remember what the other must have items were because they were different for everyone. ;) That said they still fall into one category, which is skill items. Our Intimidation fighter had +2 for intimidation checks, the crafter had +2 crafting checks, Ranger had + Nature check item, everyone had + Medicine check from healers gloves, and so on. Also Spellheart items help with the resist role. I had forgot the name of the item that they were using for Fire Resist. It's Flaming Star and spellhearts use up Talisman slot on weapon/armor so you can use it in addition to runes. They also have lower level ones that give Resist 2 if you want to get them earlier. Piazo keeps adding new and interesting things to the game it's hard to keep track of it all. ;)
A reaction Champion tank can be extremely effective. Ranged Reprisal let's you move 5 feet to get into range when ever the reaction is trained meaning you have an easier time protecting your teammates. It only gets better from there as follows: Level 6 Shield Warden, You can use Shield Block to protect Adjacent Ally. Now it doesn't say anything about the attacker thus even if someone shoots a ranged weapon at your ally you can block to protect them. Level 7 Crafting becomes Master and Quick Repair Feat can repair items in 3 actions, and when skill becomes legendary is 1 Action. Similar to Improvised Repair but that only works on common items while QR works on ALL items which is important as you need to keep the magic shield up because it starts to get crazy good. ;) Level 8 Quick Shield Block gives you a SECOND REACTION to use for shield block. This means you got TWO Reactions per turn, you can reprisal and shield block or two shield blocks that turn. Level 10 Shield of Reckoning is where it starts to get crazy as you can now use both for a single reaction, and you have TWO reactions. Thus you can strike the enemy while giving 2+Level Resist All to Ally and THEN Shield block. With the DR and then damage reduced by Hardness of Shield at level 10 with Moderate Sturdy shield that's 12 DR + 15 Hardness(+2 from Divine) thus reducing damage by 27 and you can do this TWICE PER TURN. This reduction only increases as you level and get better Hardness shields. Who needs a healer when the party is barely getting hurt. Level 14 Divine Reflexes cranks it even higher with another free Reaction for your Champion Ability. Thus you got 3 Reactions Per turn now. I had this build in one of my campaigns and most fights the party barely had any damage because the champion negated so much of it. Though his shield constantly needed repairs but it wasn't much of an issue as it was easier to repair than healing and it breaking in combat wasn't as bad as ally dropping. Funny part of the build was he used a 1H Reach weapon so that he could trigger range reprisal more often to move into position and he often stood behind another front liner. This sounds counter to what you would expect from a tank but the reason was even with great AC a lot of it's effect is lost if they attack him directly, but if he's in the 2nd line it forces enemies to risk flanking to get to him but allows him to retaliate and protect allies at the same time. Other tanks I've played with while they do their job they often get a lot more beat up, and if they enemy chooses to ignore them there isn't much the tank can do other than hit them really hard in hopes of getting them to paying attention. With this it was just so unique as it felt like he was taunting them to try and reach him while also just negating their damage against the team and hitting them back for damage. It's like the enemy is telling the ranger to get out of the way and goes to smack him aside only to get sucker punched by the Champion who also blocks the hit with his shield.
Medicine... The skill that put clerics out of business.
Quite nearly. Out of combat a good medic can do a lot of healing, and keep doing it. Clerics do steal the show in combat however! A combat medic can do a lot but they just can't drop as much burst healing as a cleric. Not to mention healing at range.
@@GoatKingDice you strap Medic on a martial and that's all she wrote
Most Champions and Fighters start with heavy armor so they can have 10+2+1+6=19AC Monks with mountain stance even though they get +4 to AC with mountain stance instead of +6 with heavy armor they start with +4 via expert in unarmored defense rather than +2 so they have 10+4+1+5=19AC so it is like geavy armor rather than medium.
Doesnt Kitsune have shapeshifting from level 1?
True, there are ways to have some shapeshifting in pf2e from first level, however it is limited. A Kitsune has 2 froms they can take depending on their heritage. Starfinder's Astrazoan can take a form of any medium creature they have seen, including impersonating individuals.
After playing since release me and my group has realised that the amazing balance is exactly what allows us to modify and homebrew to our hearts content, as we dont have to worry about breaking the game with a small change ^_^
One of my friends 2nd favorite playable species ^_^❤
I'm still working my way through the many playable species, but if you have any you want to see sooner feel free to leave a request!
Jububnan!
Damn I am not the first comment here 😢
Before watching comment: I am really interested in how SF2e will make it so we get the diversity of the original Starfinder ^_^
One of my thought about how they could do it was a collection of 'base line feats' with modable functions that can be taken and adapted to relevant ancestries.
But yea a book full of ancestries and ancestry feats would be great. Uuh maybe fewer generic feats that are instead collected in a bunch of categories and then each ancestry having only the specific feats that make them unique
Nomnomnom
Comment 🎉
Slowly moving through the entire playlist 🎉
Just found you due to the collab ^_^
Thank you so much for letting me hang out & nerd out about the crazy, cool stuff that Paizo creates!
Nice review🎉
I’m not really sure what version of PF2E you’re playing to suggest that feats “rarely give numeric bonuses.” Two quick ubiquitous examples: Double Slice for the fighter gives two attacks on one target with no multi-attack penalties. How is that not a numeric bonus available literally every round of combat? Rogues can Tumble Through at 1st level. While it requires a check, it’s not a hard check for low level foes, and gives the foe the flat footed condition, granting a numerical bonus of +2 to the whole party that round. On the original topic, fighters aren’t broken; they have limitations just like any other class, but it requires a good DM to create situations that challenge those weaknesses.
It is fair to suggest that those are both numeric bonuses. Me and nonat were both referring to direct bonuses however. Your first example is the reduction of a penalty and the second example(did you meant Tumble Behind? If so that applies the condition only against the rogues next attack.) applies a condition that is usually trivial to apply. Neither bulk up your base bonus, which I believe was the point nonat was making.
@@GoatKingDice Yes. Tumble Behind. Technically he’s correct, but an advantage is an advantage regardless of how it arrives. Causing your opponent to be flat footed is a +2 “functionally” even if not actually. And to be clear, I agree with the overall assessment that fighters are made to………fight….and are not OP overall. Champions, Barbarians, et al. enjoy other advantages. For the record I have a Well Spring Gnome Fighter who, naturally 😏, fights with a Flickmace and specializes in dueling dedication and mobility. He’s not worthless outside of combat but he’s not exactly stellar either. But nearly every battle he’s taking care of business. Our Barbarian is taking “Share Rage” next level (8th) and that will actually represent a serious combat upgrade for a meager -1 AC.
I hecking love the grasping tendrils ability from the leshy familiar secrets feat. A familiar with 15 foot reach can get up to all sorts of schenanigans. Such as acting as a rope, and being useful in combat to pass items around without moving, among other things. :3