Dargoth876's page
78 posts. No reviews. No lists. No wishlists.
|


|
1 person marked this as a favorite.
|
It is rare that I play a spontaneous spellcaster, i almost always prefer the prepared spellcaster.
Spontaneous are tied to their choice and as such are limited to what they can do. Still I would suggest them to beginners since they only have some spells to learn. So you either become a specialty caster or take less powerful more versatile spells...
Kineticist and Runesmith are false choice to me, they are powerfull but locked in their template. As such they are not so different as a non-spellcaster. Not for me but I understand people liking them.
Prepared spellcasters will shine when they have time to prepare... And yes I find this awesome when a player prepared the perfect spell for the situation. That is what they are supposed to do.
Another point for prepared spellcaster is frankly the vast quantity of spells written. For spontaneous caster, they go to waste unless you get some scrolls or wand around just in case. The prepared spellcaster has the ability to learn them all!
A slotless prepared spellcaster, they made it in Earthdawn, where you prepare threads of the chosen spell in a spell matrix, and you can cast it as much you want. The main problem with that system was the time needed to cast it and the investment in strenghtening the matrix, it was difficult to have many matrices...
Reactive Strike : since I see Rage of the Elements in this guide, is it currently usable under PathfinderInfinite?
Also, would you want to point experienced players and GMs toward Pathfinder Infinite resources at the end of the guide?
|
1 person marked this as a favorite.
|
LOL! Captain Concierge, what the hell did you do to shrink my ship!!!
Yes of course the lower deck could be omitted, but still it would be the logical to breach, since cargo access is a logical point of entry and the engine is accessible lower deck.
That being said, the picture for the Breaching Pod (TC p187) is litteraly the Nova Rush unmapped section. I suppose they could emerge on main deck after a couple of turns...

After reading Tech Core, the Nova Rush does not seems to be intended for a player ship in tactical combat. For one, it is too big! The recomanded is 24x30, the Nova Rush is 2 maps of 30x44... It would make boarding impossible to deal with a 6 person team (TC p208 under "Mapping your starship").
Then again, its 6 very confy 10'x17' beds make me think it's a leasure ship for dragonkin or the map could be reduced by a scale of 2, which would make a shorter ship but with 2 floors... barely more manageable.
Its shape and "external cargo capacity" mentionned in Battle for Nova Rush make it more for me as a specialized and extra weaponized Long-Haul Freighter (TC p242).
Per bridge description in Battle for Nova Rush, its conclusion and the first CSS of Guilt of the Grave World, the bridge seems to have six battle stations, namely 1 pilot, 2 gunnery, 1 sensor, 1 generator and 1 magic conduit. The second floor seems to have another generator console, and the control bay would work real well as a drone console. It has a Medical Bay and a Concierge VI Upgrade. It does seems to have a mechanic generator module.
ApesAmongUs wrote: In all published books so far, the only substance I have been able to find that someone could use in these weapons is in Starfinder Society Scenario #1-07: Seize and Destroy. That's it. Are there really multiple injection weapons that have no usage in the books where they appear. The BBEG in Rescue on Raxil has some choices, go grab the pdf for free! That BBEG looks like a preview of a biohacker too.
|
1 person marked this as a favorite.
|
Assigning a specific role to a class was a bad move from d&d4e. It was reducing a class to a type of play and reducing a party to a type of play too.
There is a lot of way to play the game. I would agree that what is needed really is a way to heal everyone.
My first character in PF2 was supposed to be a bard, because the expectations I had with the previous versions of bard in PF1 and d&d. I never could make that kind of build. Now I can see where the PF2 bard can shine, but you have to change your play a lot compared to other class.
Watch out for the bard. 5e bard is kind of good at everything and never excellent. PF2 bard is very different than the 5e...
|
1 person marked this as a favorite.
|
For Conspiracy theories, even the death of Aroden is not known, he was simply gone one day along with the power of Prophecy. No one knows how he died.
Taking away the knowledge from the future in Pathfinder is kind of symmetrical to taking away the knowledge of the past with the Gap in Starfinder.
Since he was linked with the Starstone, he could very well be on Absalom Station now as the creator of the station. Maybe it is its avatar.
Also, many of the original Kayals were Azlanti that escaped Eartfall by going to the Netherworld plane. They had an Absalom city and now have an Absalom Station, so the inspiration could come from there.
Second Darkness was my first exposure to Pathfinder. I would never call it a disaster. What was the problem?
Mechanic and Technomancer of course. But also way to deal with compters, robotics and other sciences. More on hybridization of technology with magic. Right now the game is incomplete without these.
Vehicle construction rules too, but in a lesser extent. Space combat is not something we found enjoyable sadly as of yet, and CSS has not really answered that. The more savory ones always had a boarding implied so maybe the FTL aspect will be more enjoyable.
|
1 person marked this as a favorite.
|
I think many here mistakes the affinity some have with magic as a sorcerer. It's like the blue blood nobility. People would say that if you don't come from this or that family you can't be a noble one or learn magic.
Harry Potter world brings the concept of the "scandal" of muggleborn, witch is the same thing as reaching for money and power if you are not from the "right" cast or noble family or whatever.
You can be tied to magic in your blood but still be a wizard. It's the method you use to perform it that is important, the blood affinity is just an helping feature...
I'd take Esoteric Polymath at lvl 2. That gives a lot of flexibility to the bard...
|
1 person marked this as a favorite.
|
I'll go a bit where Deriven Firelion went, with a true summoner. I could have this trope in PF1 summoner, with their faster spellcasting. PF2 summoner went exclusively to its Eidolon which is fine but leaves a void. PF2 Sumonner is more an animist... oh wait that is something else that is more like a channeler...
I'd name it a "Caller"? I see this as a spellcasters archetype, since every class and tradition have their summon spells. A bard caller would summon creatures of legends, the priests would summon celestials or some such, etc.
This archetype should be able to acquire these things :
- 2-action summoning or actions compression with summoning.
- Action compression with the sustain action for summoned creature
- Buffed summoned creatures, or auto-heighten +1 summon spells.
- A buff to sustain one more summoned creature...
- Master Summoner/Legendary Summoner, or perhaps a "summoning font" with highest spell level.
|
2 people marked this as a favorite.
|
I never saw that spellstrike by itself cause reactive strike, it is the spell that does if it has manipulate. IMO at least.
I would tend to blame current chemistry for that. We do see non-oxygen based life even on Earth, based on sulfur, nitrogen, methane. Some anticipation studies were done on substituting carbon with silicon. There is some theoretical astrobiology that has been made.
I think here we expand on what is known and expect to find sentience possible in every case.
I really like the book Architect of Worlds published on drivethrurpg, there is a good chapter in possible emergence of life.
Now an idea about an oxygen divine conspiracy could be a nice twist.
Personnally I don't see a problem to be able to take 30 minutes to refocus all your focus spell. Those times when a party can take a hour break you can throw bigger encounters at them. That usually only happens when you have a lot of exploration to do.
In a dungeon you shouldn't have more than one 10 minutes available in a given hour, and that is usually spent with the Ward Medic healer to regain hp. So even if you can do your spellbook-pushups as a magus to refocus while being wound tended you will refocus only 1 (or maybe 2) focus point even if you have max pool.
I tend to be a focus hoarder with free archetype, but always pick them for usefulness not just for the focus point only. They don't get spammed every encounters. We are still wrecked after the adventure.
Has the spellstriker staff been Remastered?

I'm no specialist, currently those are theories in RL, of of such is called String Theory that postulate 10 dimensions (or 11, or 26 depending on the source), but there are other thories. Another one is called the TOE, Theory of Everything, but studying that in PF2 may well have you facing three different orders of Hellknights and being only able to escape because of a 4th one so-called "Order of the Eclipse" is claiming authority on the matter... Anyway AFAIK string theories and general relativity don't affect time travel, but they deal with "felt time dilation".
Both GM core notes that something is preventing alterations of Time (and as such from the GM Core Dimension of Time). Hounds of Tindalos are a thing in PF2 for example. Is there some other time dimensions for possibilities, or are possibilities different quantum state in time, great question.
I posit my "multidimensional vector" {x, y, z, p, v, t, d, a, ?, ?, ?, ...} with the dimensions described in GM Core. I have a magus that postulate that magic spells are the applications of forces in term of elements (that would be "planes" that include the outer sphere, but he has an elementalist mindset), life (vitality), and spirit (not included in my vector), and that the four traditions of magic acts as different vector in specific planes in a 3-dimensional magical diagram. That would be my interpretation of the Universal Theory skill feat.

I found the OP question really interesting. Maybe in Pathfinder an answer about RL physics is not that important, that question would be very much interesting in Starfinder though! And yes, you may have a theorician planarphysicist hiring a group of PCs to test their latest theories!
I really like your answer Mathmuse! This could be a great debate! I would have to point out something :
Mathmuse wrote: None of the lore says that dimensional travelers have to travel through the Planes of Air and Wood to reach the Plane of Water, so concentric rings are not an accurate representation. Rage of Elements, Traveling between the Elements, p8 says :
Rage of Elements wrote: As the Elemental Planes form layers stacked upon each other within the Inner Sphere, each plane has regions where it borders the plane next to it. In these border regions, the character of one plane is influenced by the element of another, and travel between the two becomes possible simply by walking, swimming, or flying. So travel from one plane to the other, at least in the inner planes, is possible. Transitive planes also allow travel from one plane to the other, including the Outer planes. The Wood and Metal spheres are not complete also...
Dimensions in themselves are refered in GM Core, p181 :
GM Core wrote: Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once—including one another (...) Same thing in SF2 GM Core in fact. One of the dimension is Time, which is often seen as the 4th dimension in general relativity, though you would have to change its place in PF2 cosomology, because you need an axis to reach the planes. A way to "include every other planes and each other dimensions" is indeed having other "axis" to define your coordonnates.
There is an apparent axis from the Creation Forge to the Void, and some places in the elemental planes are described as nearer one plane on that axis, so in itself Vitality could be another dimension.
It is described vague enough in the two GM Core to let GMs free reigns over this, but yeah, I think you could define your travels in a eigen vector of {x, y, z, p, v, t, d, a, ?, ?, ?, ...} where xyz are what you expect, p for plane, v for vitality, t for time, d for dream (for the Dreamlands dimension), a for the Akashic Record (refered in SF2 GM Core), and possibly countless others.

I have two SF1 game in progress, so I did not have the time to really try it, but it is the plan. In a SF2, i'd allow the majority of things except PF2 background (because well, they are kind of too anachronics) and spells (i could make exception, but it's more for the scifi flavor than anything else). Starbuilder2e makes a real great job for selecting how you can blend things together...
Currently places like the Arcanamirium and lots of temples don't make senses without prepared spellcasters. Hoarding spells and spell knowledge is kind of a point for these organisations. I find that a temple cleric, a wizard acadamecian or a local druid ecologist make a lot of sense in a planetary society as NPC, and i would leave that options to players too. No time travel or planar incursion necessary for this.
Free Archetype is very interesting to dip a bit in a PF2 class while having a main SF2 one. I'd make Xenowarden Dedication available to druids and those that have Nature domain also available... (Champion Xenowarden!)
For monsters, currently it's kind of mandatory to bring some monster core things, since there is not a lot in Alien Core. Wilderness exploration for one thing you can build on a PF2 template...
I'm currently building something on New Harmony, and I use quite a bit from Rage of the Elements. I would REALLY like Paizo put an ORC licence on that book!
As for reverse, SF2 in PF2, i think doing the same thing, using PF2 background and spells would be ok with some tinkering. I would definitely play a mystic in PF2.
Decades ago, I ran Tale of the Comet in AD&D2e, i was interesting as a one-shot but I would not repeat this kind of anachronism except if it is specifically what is desired from the group.
I wandering how would be documenter the Nemenaris ?
moosher12 wrote: Remaster in all but name for Rage of Elements is the sticking point for me. Until we see Paizo apply the ORC license to Rage of Elements, or start cannibalizing Rage of Elements, really anything goes. Our first real indicator of Paizo's course will be how Impossible Magic tackles Elemental Spells. If Impossible Magic includes details on the metal and wood element, its being poached from Rage of Elements. If it lacks the section altogether, Rage of Elements needs to be updated to encompass the full range of Elemental Magic. If Elemental Magic includes all elements but Metal and Wood, then Rage of Elements will be indicated to stay as is. Starfinder GM Core has the 6 elemental planes in their descriptions, notably some places, genies mentions and the Elemental Lords, and is ORC. Does this count?

|
2 people marked this as a favorite.
|
griefninja wrote: DMurnett wrote:
Cleric isn't "still playable," or at least shouldn't be considered as such. It's a Pathfinder option. The Starfinder GM core suggests making all of those at minimum Uncommon so it's already far from plug and play, some GMs may rightly flatly refuse to allow Pathfinder options for balance concerns and/or tonal issues, and as far as I know it's not available in Society play at present.
This is refreshing! I feel like I get told "we don't need X in Starfinder, just use Y from PF," a lot when I pitch things to people. I'm glad there are others out there want to see Starfinder grow as it's own product and not just be Pathfinder's little space spin-off.
Starfinder must grow into its own thing, true, but saying that should not imply that PF2 things are not available. Bookwise, Alien Core is good but not sufficient in my opinion for a wildland exploration adventure without pilfering from PF2 Monster Core for example.
In a world of magical academies and universities, mystics and witchwarper makes limited sense as their main teachers and employees. Sciences and technology are there to truly empower clerics and wizards and even druids. And as such SF2 seems very cleric ready. Technomancer will definitly fill a niche but they are more magical engineers than pure magical scientists.
And in reverse, mystics can be "oracles without drama" and as such are the more PF2-ready class.
An "Allfinder Player Core" that gives subclasses and feats for PF2 classes in SF2 and SF2 classes for PF2 could be a nice book for about everyone.
|
1 person marked this as a favorite.
|
Hello! I'll tag along for needing clarification. I've got this idea of a SF2 adventure using a setting from an official SF1 Adventure Path and with element of PF2 Rage of the Elements.
My understanding is that all location content is usable in Starfinder Infinite license, event if the book was published under OGL? The place is very lighlty refered to in SF2 Galactic Guide map.
I went SF2 thinking that Rage of the Elements was post Remaster, but some other post elsewhere made me realised it was a pre-remaster remaster ready book published under OGL. Are classes and monsters from this book usable in a Stanfinder Infinite adventure?
THanks
Is Raxilite planned anywhere?
Archpaladin Zousha wrote: Rotfell wrote: Kingmaker 2e made the same with its kingdom, including granting feats for customization. By that do you mean a 2e remaster of Horizons of the Vast, or something completely new?
For some reason I never got the vibe that HotV reached the same popularity that's made Kingmaker so evergreen for Pathfinder, but I'm not sure if that's because Starfinder has always kind of lagged behind in popularity or because other APs resonated with the fans more strongly, like Fly Free or Die, Against the Aeon Throne or Dead Suns. Ouch.
It is not the same vibe, but space colonisation has always been a common trope. I don't know if there's a lot of difference between PF1 and PF2 Kingmaker, I love HotV even though the colonisation system was incomplete. I see the gap (and the Gap) between HotV and PF2 Kingmaker and would really live a version for SF2.
You could give them only cloth-based light armor. Which leaves the advantage of the other armor group for those already competent in light armor.
Technology did made armor feel like you don't have any, lile the Travel Suit...
I agree that spellbooks are limited and could be buffed up a bit, but please don't nerf magic more... Casters have already lost flexibility in PF2 compared to PF1 and benefit less from action economy... As such, I don't agree to nerf down other prepared spellcasters.
Clerics and druids don't have access to all their spell list, they are limited to common spells unless they learn others.
You proposed interesting things to perk spellbook though! A simple thing could be to give them more access to uncommon and rarer spells. Being able to choose 2 uncommon spells or 1 rare spell at levelling, and maybe 1 cantrip and level 1 at creation (and more for wizards) would allow them to more distinguish themselves.
It has been noted in other places also including errata suggestions.
My guess is that max vitality also raises at 5th level since 20 is still under the mystic class maximum (26 at level 5, 42 at level 9).
For PF2 classes in SF2, my first picks would be the witch and cleric. SF2 brought some nice new spells but with only spontaneous spelcasters with very limited way to use them all. Clerics are already implied in the SF2 divinities.
Druids should be able to take Xenowarden's archetype without mystic dedication.
Wizard would be too but with the technomancer accessible it is less interesting.
Magic universities makes more sense with prepared spellcasters.
|
3 people marked this as a favorite.
|
Stellar Arrangement must have been described in "The Gap", along with the teaching coming from different philosophies. Solarians forgot how to teach it after the Gap.
That would explain Carn and other solarians in "Era of the Eclipse" and not finding the rules in SF2 player core.
The playtest rules are an anomaly created by witchwarper when they replaced technomancers as main arcane casters.
You can find a static pdf sheet at the bottom of starfinder main page. You have pregens too.
https://paizo.com/starfinder
|
2 people marked this as a favorite.
|
NoxiousMiasma wrote: Well, sun worship becomes a little passe when 99.99999% of the suns you are dealing with aren't Sarenrae's (as she is very specifically the deity of the Pact World's system's sun, her worship is much less popular now that easy space travel and FTL are a thing). From SF1, "Sarenrae is generally seen as the goddess of the Pact Worlds’ sun, which her faithful sometimes call the Dawnflower’s Star in her honor, but she draws power from suns across the universe." In Near Space, Sarenrae is described as one of the saints that vesk respect also. Sarenrae's worshi is not limited to one star...
|
2 people marked this as a favorite.
|
Here is another one for possible errata, or at least clarification :
From the Vitality Network of the Mystic Multiclass archtype, p176 :
"You gain a vitality network with 10 Hit Points and can use Transfer Vitality to transfer up to 10 HP. Increase the maximum capacity of your vitality network by 10 at 10th, 15th, and 20th-level. Increase the amount you can transfer by 5 at 5th, 10th, 15th, and 20th-level."
At 5th level, you can transfer 15 hp, but your Vitality Network is still 10 hp. I expect you should also increase the maximum capacity by 10 at 5th level.
Hello!
I'm just bugged with the galaxy map from SF2 Galaxy Guide. For the first time some indication about the position of Weydanna system. I saw that the Charge of the Inheritor goes right through Weydanna 6, just before Rax, Triumph (not the New-Harmony Veskarium charter) and the Swarm's Space.
When i put this on Desna's Path from Port of Call, i'm suprised at the position that is so out of the way considering :
HotV was made just before the Drift Crisis but could well be during Drift Crisis... This could bring on strange implications, considering
.
Is there an access to the Charge of the Inheritor to Weydanna-6?
Are the mercenaries from Triumph on New-Harmony linked to the presence in Triomph before the Swarm space?
Thanks
|
2 people marked this as a favorite.
|
I agree that could be an interpretation. I'd say that the traveling Golarion druid would be displaced, as much as many humans were displaced and some made a new living on Triaxux (per SF1 Pact World).
Still, you have in the Galaxy Guide p85, for the Absalom Campaing Starters : "Their communities are always a place to return to during downtime for folks to seek gigs, craft at the community center or a friend’s workshop, or subsist off of dumpster diving or the food forests created by the park druids." Could be xenodruids but not necessarily.
Now, I expect someone will tell us that everything about how the Wildsong language was lost is described in details in last year lorebook "The Gap". :)
|
3 people marked this as a favorite.
|
I don't see where on your citation of the Galaxy Guide that don't exist anymore, only that displaced druids from Golarion joined the Xenowarden's.
The point would be to know if druids existed on Castrovel, Akiton or elsewhere in the Galaxy or only on Golarion in PF2? What happen when a druid leaves Golarion to go on another planet?
It may be that a druid is more tied to it's planet, but it would be more for beast/plant based druids.
|
1 person marked this as a favorite.
|
In the Pact World, my favorite place is Roselight Station. A station inside a gaseous planet with non-toxic but unbreathable atmosphere where magic and biotech coexists. With Dreamers weirdfully floating arround. With Upwell Station as the dark place where illegal testing may occur.
You got it all in one space. The first game I made was there. Really enjoyed the place in Threefold Conspiracy AP.
And when it is almost time for dinner, it is time for Almost Chicken.
WatersLethe wrote:
Do you find that in your games you have equal expectations about time pressure in SciFi vs Fantasy? I'd be interested to know if my assumption that SciFi being inherently more time-pressurey is false.
I dont see that much difference between PF2 and SF in time pressure. When you are in a dungeon be it in fantasy or scifi, the pressure is the same. In fact PF2 put more pressure on casters than SF1 since it is all about your highest spell slots, but that is the system and it is replicated in SF2. When you are expected to teleport in and out...
In fact, starship travel implies a mandatory downtime you don't have on horses.
I've found that book 1 one was pretty well balanced.
Book 2 was fun because of the team's past (they went through "Against the Aeon Throne" and half of "Threefold Conspiracy"), so they knew the Pact Board of Directors. A lot of "combat" in book 2 should be bypassed with skills and negociations. The only adaptations i've made in book 2 are a change in one director to fit with tTC ending, i've added , and the space combat went full narative because the PCs took every steps to ensure the maximum of fleets for it. The high-level roleplay IS worthwhile in this book!
Book 3, well, chapter 1 is the definition of a railroad, so I did have to rewrite it depending on the player performance. For the final chapter, well, they used their capacities to deal with the thing differently, and that is okay. It was a pretty epic ending and the players were satisfied.

In SF1, since the environnement protection is built inside the armor, I went with "if it is activated, you don't have the problem for breathing", Including from smelly thing, poisonous gaz, dangerous pheromones, etc. SF1 has the Life Bubble 1st-level spell was also pretty thorough for the protection, so if a player has invested in this spell, then you must take it into account.
For SF2, I don't see the equivalent of the life bubble at low level. Air Bubble is a reaction that gives you 1 minute to handle the breathing problem. Then you have the 3rd-level spell Life Seal, that gives you 6-hours as a 4th-level spell. The armor environnement protection should be an upgrade that compares to the spell at some level...
I think of the automated air mask in Star Trek Discovery, present with a specific exploration suit (aka armor) but not on every uniform, it is deployed as a reaction or with detection of a dangerous compound.
I don't see why for a playability reason we want it to be easy to deal with vacuum but not low density atmosphere or toxic gaz. Except if you are of the Aspis Consortium and want to make adventurers pay for the "low-atmosphere licence", the "poisonous licence", etc. And then every adventurers would hack their armor licences...
Yakman wrote: Starting to get set up for this book... I'm putting the maps together on the VTT and ... what exactly is supposed to be going on w/ Jatembe? There's this text about wards, but are those actual objects? It says in one paragraph that Camisa draws them on a paper, and on another that they are spikes?
Are the players supposed to set these up and then lure in the treedudes? Who... are... what? Attacking them from out of the trees??
Cambrisa sketches the wards directly on the stone spikes. It could be an ofuda on paper tied to the spike, since it is directly tied to kami. See here : https://en.m.wikipedia.org/wiki/Ofuda
My players went directly to Iwalewa, and kept him occupied while the others positionned themselves. One repositionned after to include the other kami. But eitherway it is a problem for your player to handle.
|
1 person marked this as a favorite.
|
I've run Against the Aeon Throne as first AP for new players. It is a good one, but written just after Dead Suns, so not ready for many new things.
The best one I think for introcing people to the world and the system would be Threefold Conspiracy. It is well balanced, you get a good feeling of the world, and character backgrounds are not an issue.
Skittershot,skittercrash, skitterhome and Skitterwarp can also make a good introduction.
The worst in my opinion is "Fly free or die", simply because the team is doom to fail for at least the two first books.
Something between the Arcanamirium Sage and the Magic Academy Student. Since currently the two spellcasters have a spell repertoire, we need something to add versatility to the spellcasters, without getting a classic multiclass archetype. Being able to use the knowledge of the Acadamy and being able to contribute to it with discoveries from the galaxy.
The Mechanic could be a subclass of an eventual "Specialist" class. The Mechanic in SF1 is the specialist in robotics, engineering, computer. But then you add Biotech, where does it put the Mechanic? People wanted also to have "a non magical healer"... That fell kinda in the range of the Biohacker, but here again it could become another subclass of the Specialist. A chemistry specialist never pop out either...
Speeding up the Craft skill for them seems mandatory...
Since all of those can fall in technology, we could ask ourself if this kind of impact is reflected in the Technomancer... will we have a Biomancer?

|
6 people marked this as a favorite.
|
Just to add my voice here...
I had some ideas, and when i first the announcement made for PFI and SFI a while ago, I was telling myself "wow, they could let me do all that". Writing up my ideas that I propose in my games, I found this news and was shocked.
For PF1, my feeling is that you can go easily outside Golarion and be OGL Pathfinder Compatible, dwarves and elves and wizards are usable everywhere. It is not that clear for me if you can do the same thing for the classes and the ancestries of SF1. What I've seen of Starfinder compatible stuffs made limited use of the classes from the core rulebook if any.
I'm all familiar with risk analysis, and I understand the underlying problems and strategies pushing for a change. But prior discussions went to say that Starfinder was "safe", and SFI would allow to continue to allow to enjoy SF1...
But that announcement is a terrible timing for Starfinder. With all the energies put on making SF2, now would have been the time where many creators would have published fascinating stories for SFI that could be inserted in current games or allowed new ones, ensuring a great player base for now that would probably hop in numbers to SF2 when ready. Now we will enter the desert on September 1st...
So I do hope Paizo will have some better news for us soon.
|
1 person marked this as a favorite.
|
It does make for a particular type of character. You have a connexion and as a mystic you act on it on a feeling, or the thing that made you a witchwarper is pretty recent and you don't understand how the magic works...
You have a talent, but developped it by watching how another caster has done it (maybe by watching DIY tutorials), but without taking the theory behind it.
It allows for particular training where "you should be bright/wise enough to let someone else tells you what to do" or go along until you fetch formal training.
You could build a SpellGym near the Arcanamirium...

Vampbyday wrote: Prismeni: I love the flavor of them being able to jump into the drift, but I see it causing a LOT of problems VERY fast. First of all . . . do they need to be in control of the ship to jump it? Can that little ratfolk in the artwork jump THE IDARI into the drift? Against the wishes of the captain? Also, several SF1 scenarios were predicated around needing to get a drift drive, or that your drift drive was broken, and one of these guys just breaks that. Oh no, in an escape pod and have to make emergency landing on a planet? Nope, just jump the escape pod into the drift, and you are back at Absolom station in a day. Scenario over because of one character that you don't have to even roll for. I do love the Primeni, they are a nice touch, they are evolution to allow the usage of the drift...
Their capacity implies that they are piloting the starship, and with the Piloting skill description i figure they must be the primary pilot. That means they are at least for a minute siting in the pilot chair, or cajoling the Oma... And yes maybe against the captain whishes, you don't need a captain to fly a starship.
As for the escape pod, well, usually they have limited lifetime, so do you really pilot an escape pod? And if so, will you get somewhre before it stops fonctionning? Same thing if the starship is damaged and have limited manoeuvring ability.
I do see opportunity in piracy though, and ways to hook the Prismeni to force him to use is ability. Much cheaper than a drif drive... Great hoo there, the AAF could have some new missions for you.
Would a Kayal (or a Velstrak) be able to do the same for the Shadowplane?

Mystic is a nice class, the Vitaity Network is a nice thing, but I do have some problems...
The Mystic Bond limits a lot the capacity of a Mystic to be useful. Imagine a work group at the job, and a mystic comes and say "let's bond together and i'll know where you'll be anytime on this plane". Hardly welcomed beside the most bonded group... So if you do not accept the unknown mystic bond, well forget the usage of the vitality network, except for self healing. Normally that affects the value of the mystic in the group at the beginning of a campaign.
Still, having played many healers, the Mystic has a nice ring to it, though i would never touch the "Healing Connection". First, the Infusion Focus Spell is a weaker version of Heal, by necessiting a bonded target, by making the target immune for the next 10 minutes, and by giving d6 (or d6+6) rather than d8. With not any bonuses to compensate to that triple gating. You cannot even use it as an attack against undead. That makes the focus spell not the first choice for healing (it would rather be a Heal signature spell), and for me is contraty to the point of the focus spell. The only advantage would be to use it out of combat, by refocusing and recasting.
I suppose that it is still better than the focus spell from the Healing Domain (which is a dud), but still... At the very least, Infusion should be quicker than Heal (maybe a reaction touched, 1 action ray and 2 action burst). I'd remove the "10 minutes immunity to the spell", since you are limited by focus point, it is not a cantrip.
Also, the other focus spells necessitate a transfer from the vitality network, so to be able to use them just in case, you have to refrain from healing with the vitality network at some point. Again, conterproductive for a healer.
Rather than the Healing Connection, i'd take another connexion, with a Signature Heal spell and Battle Medicine and Sprayflesh... That's sad, as per Galactic Magic, healing should be the domain where magic is better than technology. The healing equipment available is now very good.
I also agree that the pseudo cleric or druid feat should be available at 1st level in some way.
|