PATHFINDER ARMORY PDF
Adventurer's. Armory mither, May 7, . This Pathfinder Companion book works best with the Pathfinder Roleplaying. PZO Adventurer's olhon.info olhon.info Views. 4 years ago. Bonus, · Smither, · Shield, · Armor, · Alchemical, · Pathfinder, · Items, · Penalty. Errata for the first printing of the Adventurer's Armory is available as a free download ( MB zip/PDF). Updated Thursday, July 21, Note: This product is.
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Adventurer's Armory, a Pathfinder Companion by Jonathan Keith, On July 7, , the PDF version was updated to include these corrections. Advanced Race Guide, Adventurer's Armory, the Pathfinder. Campaign Setting line, Paizo's annual RPG Superstar design contest, and more. Mixed in with. Starfinder Armory · Starfinder Roleplaying Game · Pathfinder System. Nickname. PDF Version. Version Publisher. Paizo Publishing. Alternate Names.
All spellcasting is distinctly 5e-ish, with lower-level spells that can be cast in higher-level slots for boosted effects.
For instance, the primary healing spell is a first-level spell, but it heals more and more as it gets cast in higher level slots, eventually also cleansing various status effects and resurrecting the recently deceased.
Most classes that rely on weapon-use get "Weapon Specialization" in their weapons during progression, and all of them can take it as a feat. It adds their character level to damage rolls for those weapons you're natively proficient in. Unlike with PF where you're stuck trying to remember what armor bonuses add to Flat-Footed or Touch, this allows you to calculate your defenses a bit easier. Cybernetics and genetic modding are also a thing.
Most classes start off scaling a bit slow, then ramp up at about level For instance, a Solarian's energy blade does 1d6 damage at first level, then 2d6 at fifth level, but starts going up much faster at level eleven, and caps out at 12d6.
Weapons take a page out of 4E's book and have items that scale in power alongside player levels You still have to buy these stronger guns and armors!
Armory gives you a means to build these new gears as upgrades to prior models, but that won't stop certain dead levels from existing and you still need cash for supplies. Magic Items, while still given in the form of special properties, no longer depend on a certain enhancement on the weapon and instead just fit in if the magic property's level is less than or equal to the item's level. Ship-building and combat will be very familiar to those who played Rogue Trader. Build Points to buy parts for your ship, the need to travel through an alternate dimension that may or may not contain unholy terrors, the whole shebang.
The promotional material also promised that each class would totally have mechanics to help them in ship combat. Most of this is false. Not only is a majority of the mechanics keyed off of RANKS in a particular skill Pilot for all the ship defenses rather than the character's actual bonus, but several class bonuses are flat-out not allowed to work in a ship. Also damning is the sharply-rising difficulty curve for all your ship actions, which keys itself off of the average party level rather than some other stat This means that if you level up high enough, your little zippy spaceship that's been extensively customized will be as impossible to maneuver for your veteran crew as a fucking freighter for a bunch of rookies but this was fixed in the errata.
Each character has roles during combat, similar to RT. Unlike that game though, the roles are a lot more simplified in number Captain for leading, Gunner for shootin', Engineer for fixing, Pilot for flying, and Science Officer to manage all computer things and complexity. All each role does is grant special abilities to use in combat. Core classes[ edit ] Envoys: Use wit and charm to bolster their allies and demoralize or befuddle enemies.
They also get a lot of skillmonkey powers, including "expertise" in a number of skills in a way similar to the Investigator and nearly identical to the 5e Bard. They have two sets of talents to select from: those you use in order to distract enemies require an enemy to either see or hear them, which can hamstring usage without the proper add-on tricks, and the ones built on adding new uses to your skills.
Mechanics: Mechanical geniuses. The class as a whole has a lot of tricks for fiddling with computers and disabling or taking over machines, and can do fun things like turning any piece of mechanical gear into a makeshift grenade or overclock their drone or cortex to put themselves in the Matrix.
Drones are one of their choices for class themes. It's pretty obvious - it's a fucking drone, with purpose of either being a gun-rig, a scout, or a hoverdrone. Drones are always fun to use with customizable parts to work with. Exocortex is the other choice, hardwiring an AI into their brains. Rather than a pet drone, this allows for a Mechanic to use additional weaponry as well as a free Skill Focus feat.
It also can help with hacking a bit and can target enemies for guaranteed hits, and can give themselves some of the drone's upgrades. Including a jet pack.
Mystics: Sort of a cross between Sorcerer and Cleric in that they have a special theme in them with bonus thematic spells and talents as well as the ability to heal. The thingummy they get their powers from doesn't have to be a god, so have fun channeling the power of Health Insurance to heal your party. Despite the reduced level cap for spells, they're still spellcasters and can still obsolete large portions of the other classes' abilities given a modicum of thought.
Akashic is a rather skill-focused connection. Bonuses on skill checks, the ability to re-roll with more ranks on the skill, and the power to eventually cast any spell you want at the cost of a higher spell-slot. You get bonuses while fighting the same type of enemy over and over, your crits hurt more, and you even get a Barbarian Rage! That's right, you're a Barbarian Mage! Your ultimate ability causes a huge explosion right where you stand for suicide bombing.
Don't worry, you don't actually get hurt from it. Empath is, obviously, focused on magical empathy. The ability to read emotions. Geneturge from Armory adds a new set of bio-implants that have unique functions though they'll contest for slots with your aftermarket implants.
Eventually though, you can fit one slot with multiple implants and even gain the ability to tamper with the genetics of enemies, allies, and even your own, you crazy haemonculus!
Healer is rather obvious. You're a medic. You keep tabs on everyone, top them off on HP when you can and eventually learn to siphon health from your enemies and cheat death itself. Mindbreaker allows you to commit literal mindfuckery.
Overlord is also about mindfuckery, but on a more subtle scale. This allows you to brainwash people, break their resistances slowly, and eventually exert absolute control over someone. Star Shaman is the most spacey one.
You can pilot ships good, walk in space without a suit, and turn into a star-being. The capstone for this allows you to teleport between planets. Xenodruid is the remnants of the Druid.
Plant shenanigans, the power to talk to and transform into an animal, and even the eventual ability to reincarnate. Operatives: Use stealth and skill to get in and out of dangerous situations. They get a shitload of attacks with weak weapons, like a monk, and a special sneak attack trick like a Rogue , and they can pick a number of specializations to refine what kind of sneaky guy they want to be. Among all the classes, these guys are especially notorious for how powerful they are.
Daredevil allows you to be very mobile, with the eventual ability to gain a natural swim and climb speed for more maneuverability. Detective gives you the ability to investigate a bit better, with the ability to eventually cast Divination to find answers when you're at a dead end.
Explorer is the sort used to exploring all sorts of different worlds. They can explore around with special benefits and are especially familiar with places far from home. Gadgeteer from Armory makes you effectively get Batman's utility belt.
Anything you need, you'll dig up with the power of pre-spending preptime. All you eventually get is the power to haul this crap out your ass faster. Ghost is probably the one people use the most for having a serious boost to Stealth a skill they'll already have high scores on by virtue of a high Dex , making it neigh-impossible to fail. They can turn invisible and eventually even phase through walls.
Hacker is in a similar field to the Mechanic, with the power to distract with computers. They're more focused on hacking than anything else though. Spy allows you to pull of any sort of disguise, eventually being able to even feed any thought-reader false information.
Thief is more like a traditional thief. Their special ability allows them to build a contingency plan JUST when something goes wrong and derail the DM's plans to bust your asses if it goes right.
Solarians: Shape the energy of stars and black holes into armor and weapons for themselves. The Solarians are attuned to a sort of ill-defined cosmic cycle that's somehow connected to stars but what it amounts to is "You want to play a Jedi? Here you go! They can choose to build either Graviton or Photon points, which can then trigger associated spells.
Graviton tends to be more focused on moving and controlling your enemies, whereas Photon is more about damaging and dazing. They have minor magic effects that they can use basically whenever, but their show-stoppers require them to be fully attuned to the associated force basically, to have spent three rounds attuning themselves. Also, they basically have to balance the number of Gravity and Photon tricks they know or suffer harsh penalties.
All in all, they play sort of like a Magus mixed with a Cataclysm-era Druid. It's kind of complicated, but fun to play.
Starting out, this laser-weapon somehow only hits physical armor, but they have talents and even weapon crystals to gain new properties. Solar Armor is considered the unloved child. While some revelations give them some new features, they still have a rather slow progression that only improves light armor and issues some new Energy Resistance.
Soldiers: Specialize in heavy weapons and armor. They share a Fighter 's bonus feat selection, but differentiate themselves by picking from combat styles that alter how they work and a not-shit save and skill progression. They also learn "gear tricks" to boost up their weapons and armor in ways most other classes can't.
Arcane Assailant allows you to punch through resistances and corporeality before anyone else and imbue weapons with special effects like they were magical. Armor Storm focuses on wearing heavy armor and making sure you're not hamstrung by it. You naturally gain proficiency in powered armor literal walking tanks and giving you the full mileage and then some from your suit. Blitz is about aggression.
You intend to rush in head-first, learning how to ignore pain and throw everything into an attack. You can make your own grenades, you can punch harder with heavy guns, and make explosions get more boomy. Guard is the defensive style. Extra comfort in the armor is the start, and the end is ignoring conditions and being such a walking tank that you can make yourself a wall to your buds. Power Armor Included. Hit and Run is switch-hitting: the class. Run in, lay a few blows, and hop out before they hit you.
Sharpshoot is for snipers. You aim so well that you can ignore cover and hit them in their weak points for maximum damage. Shock and Awe from Armory emphasizes being loud, bright, and upfront. Bright weapons and powered weapons blind suckers, sonic weapons can demoralize and deafen, and you can eventually blast even harder.
Technomancers: Wizards in space, with an electronic bound item and no familiar and a bunch of special talents that let them crap all over the guardrails that are supposed to keep casters from being walking win buttons. They eventually even have the ability to fuse spellslots together to cast bigger spells. Playtest[ edit ] Indeed, whilst still mulling over their PF2E playtests, Paizo released a playtest for three new classes on December for their upcoming Character Operations Manual.
Biohacker: A mad doctor who can uniquely key off either Intelligence or Wisdom for certain skills and Will saves. They specialize in needler weaponry and can even create their own injections to either improve allies or cripple enemies based on particular fields of study. And this is before the talents which give you either more ways to deliver syringes or improvements to the injections themselves some of which are kinda metamagic.
Endocrinology messes with hormones, overloading an enemy's focus or homing an ally's processing power Enzymology deals with metabolism and the activity of living beings Genetics either strip resistances or delivering gene therapy to heal handicaps Immunology works with the hastening or hampering of the immune system and it's ways of dealing with diseases Neurochemistry has you be a mindfucker with chemical imbalances Pharmacology gives you drugs, namely painkillers, coagulants, and hallucinogens.
Toxicology is the study of poison.
Vanguard: A big tanky mofo with a special attack that scales like a poor man's monk and hits EAC. They get a pool of Entropic Energy whenever they get hit and can use it to be even tankier. Your subclass abilities all offer an improved maneuver feat and some new way to gain and use Entropy. Adiabatic: Your focus is on acting like a wall for allies and not budging. Boundary: Another bodyguard focus, granting allies some of your tank powers.
Cascade: Your dedication is on making your hits be gradually more devastating by Exergy: You are the bull in the china shop, running in to trample things under your feet. Inevitable: You can't be stopped, but your enemy can be.
Inversion: You can reverse the flow of entropy, granting healing and re-rolling saves. Momentum: Everything that moves must keep moving, Newton be damned. Reaction: You are built on inflicting conditions, with a capstone of building a power.
Witchwarper: At last, the Charisma-based caster There are also rules and fluff for the core races of Pathfinder, with some tweaks like no speed penalty for being Small to fit the Starfinder rules. Androids : Artificial people. Are generally pissed off about being created as a servitor race, complete with occasional literal slavery, so they intentionally distance themselves from the human cultures they broke away from.
They have no gender because they're robots. Crunchwise they have similar social penalties to their Pathfinder counterparts, and retain many of their immunities. The only difference here is that they can wire themselves with an armor upgrade to get the benefits of the upgrade without actually wearing armor. Humans : Everybody knows humans. They are about the only race that didn't get nerfed in the transition from Pathfinder, or in comparison to their most-obvious Pathfinder equivalents, and so are just as overpowered as they've always been.
Kasathas : Four-armed aliens from a desert world. They invented the Solarian traditions. Their four arms are unfortunately nerfed such that they can't quad-weapon wield, the system as a whole makes multi-weapon fighting a rough concept for just about anyone without multiple attacks.
And unfortunately, they lost nearly all their good, general purpose abilities, like AC boosts, in the transition, and instead kept all their situational abilities, such as not taking movement penalties in desert terrain, presumably to "balance" the power of their now-neigh-useless four arms. Lashuntas : A race of telepaths. They choose which subrace they get to be at puberty, which mostly determines ability scores and fluff like social standing.
The two subraces are tall, slender and attractive and short, broad and strong; both are reminiscent of the golden age of pulp SF.
It used to be that only women can become the former and men always became the latter, but now the two can now pick, with government-sponsored aptitude tests making the rounds. This means that their men can now also be tall, slender and bishie while the women can be short, broad and swole. Shirrens : Insectoid people who recently broke free from a predatory hive mind. Literally addicted to making choices for themselves.
Also telepathic and have three sexes. A slightly more original take on the bug alien trope. Not a Pathfinder port. Vesk : Powerful reptilian aliens , with Klingon honor-culture. Have natural weapons, armor benefits, that kinda deal. Nobody likes them because they only just stopped warring with everyone else, but everyone tolerates them because they're handy in a fight and make good mercenaries that can be pointed away from civilized people and towards the dangers of deep space.
Fit the half-orc niche of the excellent bruiser race. Also not a Pathfinder port. Ysoki : A plucky and hotheaded race, often called " ratfolk ," with a bit of similarity to the Pathfinder version. Not actually Skaven in space, but don't let that stop you from rolling Space Thanquol.
Enjoy a number of benefits from their Moxie trait, including easily running around underfoot and standing up as a swift action if knocked down. Also they have cheek pouches able to store small objects like ammo and bombs like a chipmunk. If you want to play them, you can, and there are rules for them in the back of the book, but it seems that none of the old races are going to be strongly supported.
Alien Archive[ edit ] The first Bestiary didn't just contain monsters to drag into whatever story you make, but also several new PC races as well. Barathus: Weird hardy gasbag things from a gas giant. They float around and have some sort of shapeshiftery.
So tiny that you can't carry anything bigger than a pistol without breaking your psychic focus on flying. They're not only able to fly with the power of their minds, but they're also super smart.
Draeliks: Humanoid banana-looking men. They have some spell like abilities and do good with darkness. Dragonkin: Humanoid Dragons! Hell yeah! They're effectively horse-sized dragons on two legs and opposable thumbs with all the basic benefits of being a dragon Drow : Yeah, they're here too. Almost like elves, but with racial spell like abilities and light sensitivity. If they grab a specific feat, they can also detect effectively anything in the darkness. Formians: Four-legged bugmen who split Castrovel with the Lashuntas and Elves.
They get natural weapons and blindesense with smell. Goblins : Now with silly space helmets! Maybe it creates a vacuum in the area! My personal favorite… maybe the area is filled with adorable, harmless Diminutive animals tribbles? Well… here they are. You can get a necrograft version of an existing augmentation, or the Armory gives you undead-specific choices, such as the Black Heart, which gives you the environmental bonuses of armor and increased saves against most things that affect the living sleep, paralysis, etc.
Better read the paperwork, though — the minute you install one of these, you gain the necrograft subtype, which makes you kinda-sorta undead.
Ummmmm… Rusty? Is there anything you want to tell us? Were they able to do something similar with this book? Again, I think they hit the mark pretty well. Another example: weapon manufacturers. At a nuts-and-bolts level, you can pay a small bump in weapon cost to get the in-game effect offered by a particular manufacturer.
Ereus Teletech is based on lashunta telepathy, so their weapons have a psychic signature and can only be used by the owner. Ichihara Holdings has perfected their use of modular parts to such a degree that their weapons are easier to repair. Zeizerer Munition specializes in ammunition, translating to larger ammo capacities.
And so on. The in-game effects are certainly useful, but you also get this neat little dump of world lore that I find fascinating. So yes, you get lore… maybe not galore even though it rhymes , but they did manage to pack some tidbits around the edges. Those were the biggest general concerns, and I think the Armory delivered pretty well on those.
But the economy of healing still feels a little off. Did they address this at all with the Armory? Well… sorta. The Conserving fusion refunds your ammo if you miss.
Or, if your beam is stopped by an obstacle, a teammate could move that obstacle and give the beam a chance to hit new targets. The Rebounding fusion lets you bank a shot off one surface at a -4 penalty, so you can potentially get around total cover by shooting off a wall.
You know — the jazz improv portion of the review, if you will.
Shell Knuckles: take a standard punching glove, load the knuckles with shotgun shells. Low-tech, but wonderfully violent.
Very gothy. Nanite Weapons: more of a class of weapon than a single weapon, you hit with these weapons, and they release nanites that burrow into the target and do damage. Just in case you want your character to make money on the side renting out ad space.
Stag-Step Suit: Teleportation.And this is before the talents which give you either more ways to deliver syringes or improvements to the injections themselves some of which are kinda metamagic. Unlike with PF where you're stuck trying to remember what armor bonuses add to Flat-Footed or Touch, this allows you to calculate your defenses a bit easier.
March released Pact Worlds, a setting book that went more in depth into come of the central planets present in the main setting as well as some of the factions. It used to be that only women can become the former and men always became the latter, but now the two can now pick, with government-sponsored aptitude tests making the rounds. The expansion into space travel has only made her more well-known.
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