Best: The kitchen sink science fantasy setting. The stamina system for short rests.
Worst: Low-level starship combat encourages overly-defensive play (restore shields, evasive maneuvers every turn) that can easily leave combatants stalemated. I would have preferred some system of automatic damage and AC scaling to buying new stuff every few levels.
A monster's statblock deviates from its size specifics, what now? Spoiler for mission No Plunder, No Pay
Nethys appears to be in error here. Additional Resources is the canon place to check for legality.
I think the 1st edition org play scenarios were popular enough that if a 1st-2nd edition conversion guide were a thing, they would see a huge surge in play (and sales), if such a product were ever released (HINT HINT!)
Call me a curmudgeon if you must, but the point of 2e is to sell new, incompatible products, not give you a new way to play old content you already own.
It is worth mentioning that sign languages are part of the core rules in Starfinder.
So by beginning play deaf, you automatically know the signed versions of your languages. To communicate with party members, they just need to spend a bonus language or culture rank to pick up the same signed language.
You could also pick up a Mk 1 Mindlink Circlet for 1600cr and use its granted telepathy to communicate.
Hilary Moon Murphy wrote:
Reinforced chassis from Tech Revolution also looks interesting. Permanent extra HP. (You cannot take drone mods that would give temporary HP. These aren't temporary.)
Hilary Moon Murphy wrote:
Any other cool new solarian pieces of equipment or solarian-friendly feats that I should consider? This character will need to be Society-legal.
For melee solarions, lunar weapon is at least interesting. You get smaller damage dice with your solar blade, but it gains the operative property, so you can use Dex on attack rolls.
It is incorrectly flagged as not SFS legal on Nethys, but SFS character options allows all options from that book (AP #35) except a single feat and spell.
A surface drow society sounds like trying to change drow into something they are not. Their entire physiology is built for being underground as is the case with most things that have light sensitivity by default.
Light sensitivity automatically equates to living underground? It could simply be the mark of a nocturnal species that prefers to sleep during daylight hours. Earth has plenty of those.
Vampires are utterly destroyed by sunlight, does that automatically make them cave-dwellers?
Leon Aquilla wrote:
The storyline of "Oh, this elemental plane ruler is freed after untold years of captivity and now there's new elemental planes!" reads like the kind of concept that World of Warcraft line developers would write to justify their newest expansion.
Except the tale of freeing said elemental lord was already told in the 2016-2017 season of Pathfinder Society play. It's hardly a new thing. Whether new planes emerging as a consequence makes any sense is another matter.
Mark Hoover 330 wrote:
You might be glad to know that akatas and their void zombie spawn play a major role in the first book of Dead Suns. Sadly,
they're encountered in a depressurized ship, which makes taking advantage of the saltwater vulnerability nigh-impossible.
Based on the rules and FAQ on power armor, it looks like if I am a Vesk (or another race with 1.5x specialization on unarmed strikes):
I can either make my usual unarmed strike at 1d3 + (Str mod) + (1.5x level specialization) damage.
Or I can make the power armor's unarmed strike at (listed damage dice) + (Str mod + 1x level specialization) damage. (Unless I am somehow not specialized in basic melee weapons.)
In both cases, the Str mod will be that of the armor rather than my own.
If I have Improved Unarmed Strike feat, I can apply its damage dice instead of my own, or the armor's.
In a large or bigger power armor, my arms would be dedicated to operating the armor and not free for an unarmed strike, but I could still make a headbutt or tail slap.
Is this all correct?
I thought Deskari was the setting's big bad... But of course, gotta find a replacement for him for 2e.
John Mangrum wrote:
You left out...
Spoilers for Fate of the Scoured God:
Killing a divine herald. Regardless of the motives, that level of power makes people nervous.
Currently GMing Iron Gods, nearing end of book 1.
Need a way to give a certain Technic League agent and possibly a hired goon or two the ability to breathe water. Potions of water breathing being kinda boring and not fitting the adventure's themes.
Not finding what I need in Technology Guide without a load of other environmental protections making the item/armor too expensive to give out as low level loot.
So has a 3PP published tech that's basically scuba gear or wetsuit + scuba gear?
Quite possibly. Your average dude in the Age of Darkness would probably not consider single-handedly lifting a massive rock from a crater at the bottom of the sea worth attempting.
It's gone from divine source to power source in Starfinder, but yup; it's still there. It even appears to have weathered the recent Drift Crisis intact.
Heck, it might still work as a divine source in Starfinder, there's just the slight problem that all the passcodes necessary to get anywhere near it were lost to the Gap.
That shouldn't be any more difficult for an up-and-coming deity than crossing a massive chasm unaided. Should it?
It also opens up some interesting chances to buy System Traveler boons even if you're only interested in a single system.
Very late post here, but I think if we're limited to a six level range, it should start at the HIGHEST pregen then go up from there. So PF2 would be 5-11 and starfinder would be 8-13. The specials are when people get to pull out all their cool shiney things and share them.
This was discussed extensively in another thread, but giving a new player a high-level pregen in a timed event is not a great way to experience a system for the first time.
It is worth noting that there's a pretty big difference there, in that SF uses the older style, ill-conceived Undead Immunities and PF2 has far less baggage on its undead trait (so undead won't be immune to mind affecting things unless they are actually mindless, for example), so these systems allowing undead PCs aren't really apples to apples.
Starfinder also keeps undead as having "Con -" from 3.5, while PF2 largely got rid of non-abilities. And having 5 rather than 6 ability scores to put your rolls/points in can make a huge power difference.
Combined with the quoted, this makes true undead not suitable for players in the Starfinder system.
I know Iron Gods is pretty infamously a meatgrinder, but you'd need someone with more knowhow than me for specific fights.
Just in the first volume:
Hetuath can be quite nasty: he can put out a lot of damage quickly, and has DR/magic at a level you're not going to have a magic weapon.
Then there's the collector robots and the gearsmen, both with hardness 10 long before the party is likely to be able to afford adamantine weapons. If you're GMing it, strongly consider using the Bestiary 5 gearsman instead which has only hardness 5. Unfortunately, collector robots never got such errata.
Mark Moreland wrote:
The iconic summoner Ija was written to represent ADHD players and we have a new Starfinder iconic coming in Galactic Magic who uses a hover-chair. It's a goal of many here to continue offering more representation for players with disabilities of all sorts in our products and our iconics for years to come.
I look forward to their "Meet the Iconics" entries.
This is not directly related to Gods and Magic, but I am curious why Red Mantis Dedication is restricted to lawful evil characters, when Achaekek has LN and NE followers; I could imagine a LN follower potentially engaging with Red Mantis work in assassinations that are... not as morally questionable (someone like say Agent 47 from Hitmman - that type of character).
The Red Mantis Assassin prestige class has been Lawful Evil only ever since it was introduced in APs for 3.5. This is just Paizo staying consistent across editions.
Except on page 102 of the core rulebook:
Your solar weapon is automatically dismissed if it ever leaves your hand.