For the record, this guy called me 'obnoxious'.
Why is it always the Fruitful Void types who not only come off sounding like snobby English Lit professors who know the Right Way to do the hobby, but always seem to have the gall to accuse others of being pretentious? #ttrpg
06.03.2026 19:33
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Optical illusion of a woman bent over some papers. Her sunglasses are pushed up and she is wearing a hair band so the top of her head looks exactly like a Muppet face
Sorry I know the world is in a terrible fix but I've been laughing at this for ten minutes now
05.03.2026 21:49
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I think there's this often well-intended but ultimately misguided idea that you assume everything done in-character is a true expression of 'IWMCWD.'
Part of the issue is that the problem players themselves legitimately think that and just fail to realise their asshole behaviours are bleeding over.
06.03.2026 05:58
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if i had to pick The Most Star Wars scene in all of Star Wars, it's the imperial officers meeting in the death star in a new hope
a bunch of military guys are talking about politics, and also a wizard is there
that's it that's the franchise
06.03.2026 02:45
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I remember back during the playtest, brutal was once of the traits Weapon Infusion could grant back when blasts were still strikes.
That was the first time I ever noticed that trait and went, what the fuck this is a thing that already exists?!
06.03.2026 01:30
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I do think Brutal is kept carefully locked for a reason, but I also think it's overkill how *little* it's used.
Like sure, a 50-100 foot strength-based throw as a baseline strike is probably too strong. But it's not like reach and extending don't already exist to give strength characters coverage.
06.03.2026 01:19
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Third to that: I get it, I'm neurospicy too. Gonna work with awareness of that. It's a root cause of the aforementioned problems. But in the end it's a social hobby. There's a line where your behaviours impact others and you don't get to use it as an excuse. Use it as a chance to improve, not fester
06.03.2026 00:54
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Second to that: most issues with the RPG scene - at the individual, group, and sometimes even design level - come down to the fact it often requires the effort of a moderately invested group assignment to make work efficiently, but too many people treat it with the flippancy of a casual taco night.
06.03.2026 00:51
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Too much of the RPG scene glorifies a scrappy grassroots aesthetic to the point it sabotages good design.
Not every game has to be crunchy and meticulously detailed, but it's glorification of vibegaming and repulsion to any inkling of polish has lead to a hobby full of products with no integrity.
06.03.2026 00:49
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Most arguments about realism are actually arguments about abstraction.
05.03.2026 19:53
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The Cryptic Class Playtest | Tabletop Obscura
Get more from Tabletop Obscura on Patreon
Playtest up to level 10 is out now on Obscura's Patreon! Pathbuilder module is included, and Foundry module will be available soon.
06.03.2026 00:22
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All in all, this not only solidified the subclass's niche, but gave it an *extremely* cool aesthetic, leaning heavily into that design of a rapidly shape-shifting monster that can turn into a t-rex but has the jaws of a snake and can also spit acid at you. A true mutant crossed with a nightmare.
06.03.2026 00:22
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So in addition to making morph spells usable in battle forms, I decided to flesh out the concept of these partial morph spells and grant a variety of options. Not only would this help the manifold rumour, but it would also give other spellcasters more beefier attack options with solid utility.
06.03.2026 00:22
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At the same time, @tabletopobscura.bsky.social was working on a group of spells he called 'Partial Animal Shifts'; basically one-and-done morph spells not unlike Hippocampus Retreat or Camel Spit from HotW. I thought, wouldn't it be cool if MR leaned into those a bit more, even in battle form?
06.03.2026 00:22
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The idea for allowing morph spells and actions in battle forms came from a combination of two things. The first was after initial playtesting, I knew I needed something to make them pop more than just relying on Emerge actions and their Cryptic Secret to pop off attacks.
06.03.2026 00:22
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...we have to lean into that somehow and make it pop. Battle forms are a bit of a sore spot in PF2e, so I knew I had to do something to make them appealing. At the same time, the goal wasn't to stealth patch-fix them. We want this to exist alongside untamed druids and have them retain their niche.
06.03.2026 00:22
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Mechanically, the idea here wasn't to go for a pure shapeshifter option. That sort of thing I think will be better for the inevitable shifter I'm sure we'll get one day (won't we, PAIZO?!). In the end they're a full spellcaster. Moreso than that, if we're using the existing polymorph mechanics...
06.03.2026 00:22
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(note that I'm probably going to adjust that spell in future releases - the general theme will remain, but as is now it's DEFINITELY too loaded and has way too much going on, it was just one of those early feedback flags we couldn't work on before release)
06.03.2026 00:22
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FOLK TULPA - Focus 3
Traits - Cryptic, Fear, Focus, Mental, Morph, Weird
Target: 1 creature; Range: 30 feet
You open yourself to interpretation, gleaning a creature's mind and shaping yourself to match its fears of you. The target must make a Will save.
Critical Success - The target is unaffected.
Success - The target creature becomes frightened 1, and it cannot go lower than frightened 1 while you are not obscured to it.
Failure - As a failure, except the target is frightened 2.
Critical Failure - As a failure, except the target is frightened 3.
Weird Magic - As long as the target is frightened from this spell, you gain one of the following effects, which the target chooses. The GM should choose based on what the target believes based on folk stories about you or what they immediately perceive you as, rather than what is most beneficial to them.
Gangly: You take a -2 penalty to your DC against reposition, grapple, shove, and trip checks. Your reach increases by 5 feet and gain a +2 circumstance bonus to Balance, Escape, and Squeeze checks.
Hulking: You are clumsy 1. You gain a +2 circumstance bonus to Athletics checks and damage from melee Strikes, and are treated as one size larger than you are when determining effects.
Skittering: You make chittering and shaking noises, making you automatically fail Stealth checks to hide against creatures that can hear you. You can crawl at full speed and are not offguard while you do, and you gain a climb speed equal to your land speed. You may use your climb speed to move across and hang from upside down horizontal surfaces.
Uncanny: You lose attacks gained from Cryptic Attacks if you have any, and morph (but not polymorph) effects apart from those granted by this spell are suppressed. The target is off-guard against you.
While I didn't go so far as to codify the influence others' thoughts had on your form at any given moment, there are traces of that in some features, such as the Folk Tulpa weird spell. You gain bonuses and penalties based on how your target perceives you or how stories about you influence them.
06.03.2026 00:22
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Eventually I settled on the idea of tulpas; effectively thoughtform beings that are manifested from ideas and can even change their form based on what people believe about them.
This also matched the design and themes of the rumoured cryptid from Dark Archive, hence the name.
06.03.2026 00:22
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Originally the subclass was very much a pure cryptid fantasy catch-all, but as design went on I realized a shapeshifter did not necessarily embody every cryptid concept. There are plenty of existing class and even ancestries that do, so we had to find something unique for the cryptic to represent.
06.03.2026 00:22
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Manifold Rumour
Your mere existence is malleable. Perhaps you walked too close to the Boundary and something profoundly changed in your physical form. You may not even have had a natural birth, manifesting through belief or stories. You could appear as a typical member of your ancestry but with unusual proportions, or be more bestial yet mutated in ways that betray your unnatural predisposition.
Skill Trained: Intimidation
Spells Added: You gain spells with the morph or polymorph traits. You also add confusing cry (Howl of the Wild), gecko grip, and primal chorus (Howl of the Wild).
Boundary Influence: You may cast weird spells and spells with the morph trait while polymorphed into another form, even if you would not usually be able to cast the spell or gain its benefits with your current form. This includes the morph trait conflicting with the polymorph trait, battle forms being unable to cast spells, or not having the correct physiology to gain the benefits of a morph effect. Morph spells must either affect only yourself, or target a creature with an attack roll. You may also use spells and effects with the above requirements from items that have merged with your form while polymorphed and you would be able to use normally, such as scrolls, staves, wands, and worn items with activations. If you have an unarmed attack gained from a spell or a cryptic feat or class feature, you keep that attack in your polymorphed form. If it is a battle form, use that formβs attack statistics and number of damage dice instead of your own attack modifiers and fundamental runes. If you are in a polymorph form that allows you to choose different forms (such as a selection of battle forms), you may use a single action with the Concentrate trait once per turn to change to a different form available to you with that spell.
Boundary Environment: Any
Cryptic Secret: Fight or Flight
Weird Spells: Initial - rapid shift assault; Advanced - folk tulpa
When I started designing the cryptic, one of its main inspirations were cryptids. The manifold rumour embodies this best. It was one of the first folklore origins created, and our iconic - The Gnarlg - is one of them. #pathfinder2e #ttrpg
06.03.2026 00:22
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I mean it seems you've found the exact symptom here.
05.03.2026 21:49
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Serious Cyndaquil in PokΓ©mon Mystery Dungeon, asking another PokΓ©mon βLook at my eyes, see how serious I am?β and then thereβs a close up to her face.
05.03.2026 20:37
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Emerge - contrasting obscurity, actions and spells with the Emerge trait have a standard action costs and trigger. However, certain other actions will allow you to use Emerge actions for different action costs and triggers, even turning some one action abilities into reactions!
05.03.2026 20:43
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Obscurity - Cryptics are recluses, but not docile. Obscured is a unique vision state for the cryptic that encourages them to stay either hidden, behind cover, or concealed. Certain abilities only work when obscured to enemies or that obscurity is broken.
05.03.2026 20:43
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Weird Focus Spells - Cryptic magic is strange and volatile. Weird spells have Weird Magic effects that grant additional benefits, but often at a cost. In addition to bespoke spells, the cryptic has access to a plethora of other class's focus spells, but altered with their own Weird Magic effects!
05.03.2026 20:43
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- the unsettling Fungal Colony spreads its magic through proliferating spores
- the ever-shifting Manifold Rumour can cast morph spells while polymorphed and shift between battle forms
- the skulking Shadow Person's darkness spells veil even darkvision, and inflict fear on those subjected to it
05.03.2026 20:43
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The playtest has five origins for you to choose from:
- the prophetic Auspex can see the outcome of their augury and scrying before committing their spell slots to it
- the whimsical Fey Trickster has more potent illusions and and improved fascination effects
05.03.2026 20:43
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Folklore Origin - Creatures of stories and hearsay, the cryptic's powers change the very nature of their beings. Each origin adds spells of specific traits to your confluence casting list, a Boundary Influence that gifts new benefits to their spells, and a unique action called a Cryptic Secret.
05.03.2026 20:43
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