13 True Ways Playtest File: Commander, Druid, & Monk

Total Page:16

File Type:pdf, Size:1020Kb

13 True Ways Playtest File: Commander, Druid, & Monk www.fireopalmedia.com and www.pelgranepress.com. 13 True Ways Playtest File: February 2014 Commander, Playtest Note Greetings from rain-tossed Seattle. This time Druid, & Monk we’ve got three classes for you, as the druid joins the commander and the monk. A fantasy roleplaying supplement for 13th Age by Rob Heinsoo & Jonathan Tweet If you have playtest feedback on these classes, send it to [email protected]. We’re more interested in feedback based on play Edited by Cal Moore sessions rather than read-and-critique messages. On the other hand, we’ve had a few extremely © 2014 Fire Opal Media. All rights reserved helpful read-and-critique responses, so if that’s all you have time for it’s not like we’ll kick your Published by Pelgrane Press Ltd under license mail out of the box. from Fire Opal Media It’s easiest for sorting purposes (and for giving you credit) if you use the subject line of The commander borrowed a couple of its talents from the mail to indicate what you’re giving playtest a class design by Ryven Cedrylle. feedback on, monk, commander, druid, or all of The monk benefitted from comments by ASH Law, the above. Wade Rockett and many playtesters. If you have questions and doubts about how to handle something while you’re playing, I’d Full playtester credits will appear in final drafts. In suggest not waiting for a response. Choose the this round we’re calling out Gurrzak and Eric interpretation that seems right to you, or that Stewart for useful or inspirational feedback. makes sense, play with it, and report on the experience. That’s useful feedback. Product Identity: The following items are hereby identified Internet discussion of playtest feedback does as Product Identity, as defined in the Open Game License us a small disservice, in that it’s much more version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names useful to get feedback from different gaming (characters, icons, place names, new deities, etc.), dialogue, tables rather than feedback that has been shaped banter and comments from Jonathan and Rob, plots, story and echoed by internet discussions. elements, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Commander We called this class the battle captain during the Open Content: Except for material designated as Product 13 True Ways Kickstarter. It’s the commander Identity (see above), the game mechanics of this Fire Opal Media game product are Open Game Content, as defined in now, but you can still find the battle captain the Open Gaming License version 1.0a Section 1(d). No name as a talent. portion of this work other than the material designated as The first playtest version of the commander Open Game Content may be reproduced in any form without written permission. was deliberately weak. A round of playtesting and development has strengthened the class. To 13 True Ways and 13th Age are published by Pelgrane Press help you see what is new, most all the major under the Open Game License version 1.0a Copyright 2000 changes are in yellow, green and blue Wizards of the Coast, Inc. 13 True Ways and 13th Age are trademarks of Fire Opal Media. ©2014 Fire Opal Media. All highlighting. The colors correspond to three rights reserved. © 2014 Fire Opal Media. All rights reserved. different phases of development inside Fire Thanks to all of you for supporting the game Opal. with your pre-orders, Kickstarter contributions, One note about something we cut without a and wonderful home campaigns. trace: the commands that created half-damage attacks were all changed to create full damage —Rob Heinsoo attacks. Lead Designer, Fire Opal Media February, 2014 Druid The druid is the new arrival. It’s the largest of the class designs. As you’ll see it uses a new approach to talents. Different talent choices create very different druids. Playtesting may adjust the power level and the number of spells/powers provided at each level. Although there’s a lot of stuff in the class now, there will probably be a few more spells added, notably something like cantrips, so if you give the druid something like cantrips in your game feel free to tell us about it in your feedback. Monk Changes from the last monk include… an opening of the Five Deadly Secrets so that you can build your monk with flurry and greeting fist and drunken style, if you wish, so long as you use one secret per battle. A number of new or seriously revised talents, including the aforementioned drunken style, burning fortress style and path of the perfect master. Elimination of talents and forms that require specific icon relationships for best effect More ki powers spread through the class as well as attack form revisions that make ki matter a bit more. Acknowledgement of the monk’s reliance on multiple ability scores by giving the monk two class ability score bonuses instead of one bonus like everybody else. Other changes you’ll find highlighted in green. © 2014 Fire Opal Media. All rights reserved. COMMANDER Backgrounds: Commanders have backgrounds similar to fighters and some Some people are born to fight. Others like giving paladins and rangers. Sample backgrounds orders. Put these two types of people together and include Frost Range mercenary, historical re- you’ve got a commander. enactor, sergeant of the city guard, street gang Overview survivor, ex-gladiator, wilderness scout, cobbler, Play style: Commanders tell other characters bouncer, exotic dancer, Queen’s Wood patroller, what to do. A commander who isn’t a team Axis wargame veteran, Imperial squad leader, player is a lonely warrior who needs to get over reformed drunk, and officer of the Crusader’s it and rejoin their warband or adventuring party Guard. in order to do what they do best: dole out Icons: The Emperor and the Dwarf King are commands. the icons most associated with commanders, The commander aims to tell other player largely as a function of their positions as the characters what to do without interfering too often masters of large standing armies. Soldiers in the turn-by-turn structure of the round. That’s devoted to the Great Gold Wyrm may find that why commands take effect on the turn of an ally the path of the commander gives them even who is already taking their turn. Tactics can be more influence over their comrades than the used anytime, but they’re limited by how many moral example of the paladin. Similarly, the times they can be used each day. Crusader appreciates underlings who can give Choosing how and when you’ll spend orders that will be obeyed. command points to help your allies may be In recent years, orc sub-commanders challenging for a novice player. Actually, that’s represent one of the most dangerous examples not entirely true. The challenge level of the class of the Orc Lord’s growing influence on the might not be so bad. But straightforward hordes. Few of the Elf Queen’s followers master characters usually work best for novice players the skills of battle in times of peace, but these are and the commander’s options are laced with not peaceful times and warriors know they may subtleties, starting with how you’ll choose find service in the grace of the Queen. between commands and tactics as you create Gear your character. At 1st level, commanders start with a trusty Ability scores: Strength and Charisma are melee weapon or two, a ranged weapon, a the two most important ability scores for shield, light armor of some type (or heavy armor commanders. Strength is the ability score used if they chose the Armor Skills talent), and other for the commander’s favored melee attacks. minor odds-and-ends suggested by their Charisma helps commanders give effective backgrounds. commands and orders to their allies. Commanders who have been taking it easy Commanders gain a +2 class bonus to start with 25 gp. Commanders flush with Strength or Charisma, as long as it isn’t the same battlefield plunder or back from a successful ability you increase with your +2 racial bonus. night of gambling start with 1d6 x 10 gp. Races: Half-orcs and half-elves both excel as commanders, especially in the service of the Armor Emperor. Humans and high-elves share an Commanders split their focus between aptitude and a taste for command. Although commanding fellow warriors and striking their they lack the advantages other races possess as own blows. Unless they choose the Armor Skills commanders, dwarves are drawn to the class talent, commanders are at home in light armor anyway—it’s a cultural thing. such as leather armor, studded leather, If the optional races show up in your courbolli, and light chain. campaign, dragonics are commanders supreme. © 2014 Fire Opal Media. All rights reserved. Commander Armor and AC Type Base AC Atk Penalty Weapons None 10 — Unless they improve their combat ability using Light 12 — the Martial Training talent, commanders fight Heavy 14 –2 better with light weapons. Shield +1 — Commander Melee Weapons One-Handed Two-Handed Small 1d4 dagger 1d6 club Light or Simple 1d6 mace, shortsword 1d8 spear Heavy or Martial (–2 attack) 1d8 longsword, warhammer (–2 attack) 1d10 greatsword Commander Ranged Weapons Thrown Crossbow Bow Small 1d4 dagger, star 1d4 hand crossbow — Light or Simple 1d6 javelin 1d6 light crossbow 1d6 shortbow Heavy Martial — (–2 attack) 1d8 heavy crossbow (–2 attack) 1d8 longbow Basic Attacks Melee attack At-Will Target: One enemy Attack: Strength + Level vs.
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
    Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie.
    [Show full text]
  • Phoenixphoenix Absolute Power 2 Email Roleplaying Epsom Galactic Invasion Galaxy Legends Lords of the Earth Lunatix Online Space Troopers Starfleet Warlords
    ISSUE 98 Flagship POSTAL AND INTERACTIVE GAMING PhoenixPhoenix Absolute Power 2 Email Roleplaying Epsom Galactic Invasion Galaxy Legends Lords of the Earth Lunatix Online Space Troopers StarFleet Warlords Games Galore! Play-by-Mail, Email, Web, RPG & Board Games ... plus news from Origins '02 plus ... Origins '02 Sports News, Board Games, Roleplaying, Game Design, Interactive Fiction, Zine Scene ... ... and all the news and views! £3.95 Report FLAGSHIP: #98 August / September 2002 from IN THIS ISSUE ... the Bridge FEATURES Explorer’s Findings (game reviews) Absolute Power 2 ....................................................................................................... 10 Bumper Summer Reading Lunatix Online ...........................................................................................................21 Epsom......................................................................................................................... 22 AUGUST has its holiday delights, but it’s never Discovering Sci-Fi Games (StarFleet Warlords, Space Troopers, Galaxy, Galactic Invasion) ....... 26 the best month for playing games. Read this on Britannia (boardgame) .............................................................................................. 40 the beach, then, and plan your September Test Flight (game diaries) campaigns! We've continued to expand the Lords of the Earth ...................................................................................................... 12 magazine (to a bumper 56 pages) which allows Austerlitz
    [Show full text]
  • Rules of Play - Game Design Fundamentals
    Table of Contents Table of Contents Table of Contents Rules of Play - Game Design Fundamentals.....................................................................................................1 Foreword..............................................................................................................................................................1 Preface..................................................................................................................................................................1 Chapter 1: What Is This Book About?............................................................................................................1 Overview.................................................................................................................................................1 Establishing a Critical Discourse............................................................................................................2 Ways of Looking.....................................................................................................................................3 Game Design Schemas...........................................................................................................................4 Game Design Fundamentals...................................................................................................................5 Further Readings.....................................................................................................................................6
    [Show full text]
  • Precog Playtest
    PRECOG PLAYTEST Welcome to the playtest for a new character class for the Starfinder Roleplaying Game: the precog! A spellcaster who can manipulate the flow of time, the precog exploits temporal paradoxes to foresee the future and alter the present. We plan to debut the precog in a hardcover rulebook in 2021, but first we need your help in playtesting the class and running it through its paces! The precog playtest will run until December 25, 2020. We’re looking for your feedback, comments, and criticisms regarding the precog class, but will focus our attention on feedback from actual play. We encourage you to make up new characters, use them as NPCs or villains, and run a few game sessions—or even a few mock encounters—to incorporate this class into your game. We’re interested in just about any input from play! When looking at the precog, please keep in mind that we don’t expect the final version to look like the playtest version. This is an early iteration of the new class; some elements might be a bit extreme or interact with new rules that stretch some of the assumptions of the game, and the best way to find out if we’ve gone too far (or in the wrong direction) is to give them to you. There’s plenty of time for you try things out and for us to make adjustments based on your feedback, because we want our new additions to match the needs of Starfinder players. So whether you love something or think it needs some work, let us know.
    [Show full text]
  • Finding Aid Template
    Brian Sutton-Smith Library and Archives of Play PlaGMaDA Papers Finding Aid to the Play Generated Map and Document Archive (PlaGMaDA) Papers, 1974-2014 Summary Information Title: Play Generated Map and Document Archive (PlaGMaDA) papers Creator: Timothy Hutchings (primary) ID: 114.894 Date: 1974-2014 (inclusive); 1980s-2000 (bulk) Extent: 15.1 linear feet Language: The materials in this collection are in English, unless otherwise indicated. Abstract: The Play Generated Map and Document Archive (PlaGMaDA) papers are a compilation of hand-drawn maps, sketches, notes, reference materials, and other documentation generated by numerous players of assorted role-playing games. Dated materials are primarily from the 1980s through 2000. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Play Generated Map and Document Archive (PlaGMaDA) papers were donated to The Strong in April 2014 as a gift from the Play Generated Map and Document Archive (PlaGMaDA). The papers were accessioned by The Strong under Object ID 114.894. The papers were received from Timothy Hutchings, the Founding Director of the Play Generated Map and Document Archive, in seven large boxes.
    [Show full text]
  • Iss U E 2 1 3 | a P R IL 2 0
    ISSUE 213 | APRIL 2013 A Dungeons & Dragons® Roleplaying Game Supplement CONTENTS 1 TEH TOMB OF 29 TE H DREAD PIRATE OWLBEAR PIRATES! BraXIS By Christopher Perkins By Jeffrey Ludwig I hope you like owlbears, pirates, and Avast, ye hearties! Storm the island deathtraps, ’cause this issue’s full of them! stronghold of the dread pirate Braxis and the sunken caves of his sea devil allies. A D&D adventure for characters of levels 4–6. 2 OWL BEAR RUN By Christopher Perkins and Steve Townshend 68 TOMB OF HORRORS Every year, two wizards in neighboring By Gary Gygax towns host a competition. This year, it’s an Welcome to the dungeon that has killed owlbear race over the mountain. Will your more adventurers than all other dungeons owlbear be the first to cross the finish line? combined. Let’s see if your D&D Next An off-the-beaten-path D&D® adventure characters fare any better! This adventure for characters of levels 4–6. is designed for D&D Next characters of levels 10–14 and includes 4th Edition conversion guidelines for characters of levels 14–16. ABOUT THE COVER: Map? Check. Wagon? Check. Supplies? Check. Owlbear? Check. LET THE RACE BEGIN! Jason Juta depicts intrepid heroes racing over the mountain in true medieval fashion in this month’s feature illustration for “Owlbear Run.” EDITORIAL 213 DUNGEON April 2013 The Tomb of Senior Producer Christopher Perkins Producers Greg Bilsland, Steve Winter Managing Editors Miranda Horner, Kim Mohan Owlbear Pirates! Development and Editing Lead Jeremy Crawford By Christopher Perkins Developer Chris Sims Senior Creative Director Jon Schindehette This issue was a lot of fun to cobble together, mostly Last but not least, we have something special for because I’m a sucker for owlbears, pirates, and killer D&D® Insider subscribers this month: a faithful adap- Art Director Kate Irwin dungeons, and this month we have all three.
    [Show full text]
  • Dragon Magazine #249
    HISTORICAL FANTASY Issue # 249 Volume XXIII, NO. 2 July 1998 Seeds of Evil James Wyatt Combining the historical AD&D® supplements with the Masque of the Red Death campaign for a legacy of terror. 26 66 Wyrms of the North Ed Greenwood The guile and subtlety of a drow lurks behind the Below the Tomb of Horrors smile of The Dark Lady. Bruce R. Cordell 76 Giants in the Earth New terrors to add to the classic AD&D module J. Gregory Keyes New legends from or any cryptic dungeon in your campaign. the World of the Waterborn. 38 82 Bazaar of the Bizarre Jeffrey Mendoza Before your next Sixguns and Sesheyans trek, shop at A Travelers Emporium. 90 Arcane Lore Rich Baker Ed Bonny Discover the dire powers of ® Back to the future with ALTERNITY game rules The Lost Spellbook of Rary the Traitor. for Old West firearms, plus guidelines for creating your own Weird West campaign. 98 Dungeon Mastery Holly Ingraham Learn the vocabulary 48 of the Underdark in Deep Meanings. Fiction Wakes the Narrow Forest The Wyrms Turn . 4 J. Gregory Keyes D-MAIL .................... 6 The ghost of his father compels Fool Wolf FORUM ...................... 10 to visit giant country. SAGE ADVICE ................. 18 58 OUT OF CHARACTER ........... 24 BOOKWYRMS ................. 72 CONVENTION CALENDAR ........ 102 DRAGONMIRTH .............. 104 KNIGHTS OF THE DINNER TABLE . 106 ROLEPLAYING REVIEWS ......... 108 GAME PREVIEWS ............... 114 PROFILES .................... 120 Publisher Wendy Noritake Executive Editor Pierce Watters Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Production Manager John Dunn Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha ® Michael Roele falls before the might of the dread Gorgon in this months cover by BIRTHRIGHT campaign artist Tony Szczudlo.
    [Show full text]
  • Dragon Magazine #214
    Issue #214 Vol. XIX, No. 9 February 1995 Publisher TSR, Inc. SPECIAL ATTRACTIONS Associate Publisher Brian Thomsen The Complete Half-Elf Greg Jensen Editor-in-Chief 10 Give your half-elf PCs these kits designed specifically Kim Mohan for them. Associate editor Dale A. Donovan Bazaar of the Bizarre Christopher Kutarna 18 Add these elven artifacts to your campaign. Fiction editor Barbara G. Young Dragons Bestiary Norman Abrahamsen 24 Meet the smallest (and furriest) elf-friends of all. Editorial assistant Wolfgang H. Baur Art director FICTION Larry W. Smith Hunter Under the Sun Brent J. Giles Production 94 The pursuit of justice is as relentless as the suns glare. Renee Ciske Tracey Isler Subscriptions REVIEWS Janet L. Winters Role-playing Reviews Rick Swan U.S. advertising 34 Try these alternative fantasy RPGs. Cindy Rick Eye of the Monitor Lester Smith U.K. correspondent 63 Review Les rebuttal to an earlier computer-game review. and U.K. advertising Carolyn Wildman From the Forge Ken Carpenter 112 Join Ken as he explores miniature terrain. DRAGON® Magazine (ISSN 0279-6848) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S.
    [Show full text]
  • Designing a Card Game
    Samuli Kuosa Designing a card game Tradenomi Tietojenkäsittely Kevät 2016 TIIVISTELMÄ Tekijä: Kuosa Samuli Työn nimi: Designing a card game Tutkintonimike: Tradenomi, Tietojenkäsittely Asiasanat: Korttipelit, keräilykorttipelit, pelisuunnittelu, pelinkehitys Tässä opinnäytetyössä käsittelen korttipelejä, pelisuunnittelua sekä pelinkehitystä, päätavoitteenani on suunnitella ja kehittää oma korttipeli. Opinnäytetyön alussa esittelen keräilykorttipeli genren. Tämän jälkeen tarkastelen pelisuunnittelun perusteita ja pelinkehitysprosessia sekä tutustun Mark Rosewaterin artikkeliin ”Ten things every game needs”. Rosewaterin artikkelia hyödynnän myöhemmin tarkastellessani lähemmin ja analysoidessani pelejä Magic: the gathering ja Hearthstone. Analysoin myös omakohtaisten kokemusteni perusteella fyysisen ja digitaalisen korttipelin eroja. Opinnäytetyön loppuosassa esittelen oman pelini kehitysprosessia ja raportoin sen etenemisestä. Analysoin myös peliä soveltaen aikaisemmissa analyyseissä käytettyjä Rosewaterin kriteerejä. Lopussa myös tarkastelen mihin asti olen pelisuunnittelussa edennyt ja mikä on projektin tulevaisuus. ABSTRACT Author: Kuosa Samuli Title of the Publication: Designing a card game Degree Title: Bachelor of Business Administration, Business Information Technology Keywords: Card games, collectible card games, game design, game development In this thesis I will talk about card games, game design and game development, my main goal is to design and develop my own card game. In the beginning of the thesis I will introduce the collectible card game genre. After this I will ex- amine game design basics and the game development process and get familiar with Mark Rose- waters article “Ten things every game needs”. I will later make use of Rosewaters article as I ex- amine closer and analyze the games Magic: the gathering and Hearthstone. I will also use my own experiences to analyze the differences between a physical and digital card games. At the end part of the thesis I will present my own games development process and report of its progress.
    [Show full text]
  • PATHFINDER PLAYTEST RULEBOOK Update 1.2 — Release Date: 9/10/2018 This Document Contains Critical Updates to the Pathfinder Playtest Rulebook
    PATHFINDER PLAYTEST RULEBOOK Update 1.2 — Release Date: 9/10/2018 This document contains critical updates to the Pathfinder Playtest Rulebook. Updates that are new to this document have their page references marked with bold text. Changes are broken into three categories. New Rules Updates: These are entirely new rules for use in your Pathfinder Playtest game, possibly replacing existing rules in the game system. Critical Updates: These are updates to the rules that will affect a number of characters and play experiences. You should make sure to incorporate these immediately. Other Updates: These are rules changes that affect only a small percentage of characters, but do so in an important way. You should be familiar with these changes and watch to see if any apply. Doomsday Dawn Updates: These changes affect the playtest adventure, Doomsday Dawn. Please incorporate these changes if you are GMing the adventure. This section contains spoilers! Please incorporate these changes as you playtest the game, and thank you for participating in the Pathfinder Playtest! —Pathfinder Playtest Design Team NEW RULES UPDATE—SIGNATURE SKILLS Cleric (page 69) As of Update 1.2, we’ve eliminated signature skills from the Trained in Religion game. This change is meant to remove a largely unnecessary Trained in one skill determined by your choice of deity restriction and avoid players needing to learn a rule at 1st level Trained in a number of additional skills equal to 3 plus your that they won’t use until 7th. Intelligence modifier In any text that refers to skill increases, remove the word “signature” each time it appears.
    [Show full text]
  • Evolutionist Playtest
    EVOLUTIONIST PLAYTEST Welcome to the playtest for a new character class for the Starfinder Roleplaying Game: the evolutionist! The evolutionist can jump-start and control their own physical development to outwit or overpower their foes, though they have to be careful these changes don’t take over! We plan to debut the evolutionist in a hardcover rulebook in 2022, but first we need your help in playtesting the class and running it through its paces! The evolutionist playtest will run until September 24, 2021. We’re looking for your feedback, comments, and criticisms regarding the evolutionist class but will focus our attention on feedback from actual play. We encourage you to make up new characters, use them as NPCs or villains, and run a few game sessions—or even a few mock encounters—to incorporate this class into your game. We’re interested in just about any input from play! When looking at the evolutionist, please keep in mind that we don’t expect the final version to look like the playtest version. This is an early iteration of the new class; some elements might be a bit extreme or interact with new rules that stretch some of the assumptions of the game, and the best way to find out if we’ve gone too far (or in the wrong direction) is to give them to you. There’s plenty of time for you try things out and for us to make adjustments based on your feedback, because we want our new additions to match the needs of Starfinder players.
    [Show full text]