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Okay so like the moment I looked at this feat it felt weird and janky and unpleasant to me.

First off, Concentrated Dose 'disassembles' the item. Pardon? So are the mod's effects in addition to the item's original effects or not?

Secondly, why is the effect of the Healbot mod hardlocked to drones? Why can say, a Turret Mechanic not also just straightforward boost the effect of a healing item?

Secondthirdly, how does Healbot even *work*? Do they have to take the item from you? Does it just teleport to the drone? What's the deal here?

Lastly... storing 3 healing items in your rig? Really? Is healing item storage space that much of a deal?


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For those unaware, 1e Starfinder Mechanic had two options. It went with a Drone, or an Exocortex. The exocortex personally improved *you*, made you more martially capable, let you target lock people, and allowed you to install a number of upgrades in yourself as you progressed, as well as do some extra nifty hacking with free actions solely for that. A number of Mechanic Tricks affected your drone or just you depending on if you took drone or exocortex.

Why is this completely, entirely absent here? Instead we have two Deployable Friends, one that walks and one that has a bigger gun, and... mines. SPECIFICALLY mines. Not overall demolition with one option being mines, just mines. Mines that 90% of the time are going to be flung directly at people and immediately detonated, especially since Double Deployment apparently just lets you ignore the extra action needed to throw them.

Inventor already has a mechanical companion option, *which also has the option to turn into a turret*. Why they gotta be separate?

Look I'm not here to talk down to anyone who enjoys the current options, and *mechanically* yes I'm sure turret and drone are very distinct, but you've taken a class that previously let you delve into the tech-savvy self-improving cyborg hackerman fighty engineer fantasy and made it 100% about deployables, two of which are conceptually nearly the same and one that's going to be Bombs With An Extra Step most of the time. And Modify I suppose which just feels empty to me. One round does not satisfy the desire to modify and improve equipment, nor does waiting until level 13 to make ONE permanent.

So if we're not getting that tech-savvy self-improving hackerman fighty engineer with mechanic... why? What did it do to offend you?


So yeah.

I've just run into how long it still takes to draw your weapons. Like for instance you were a Kasatha (Or person with extra cyber arms) wanting to try and use the Fusillade feat, or otherwise use four pistols at once because it's cool, it takes over an entire round to draw them all, even with Quick Draw. And two rounds to put them all away.

Am I missing something or is this straight-up as good as it gets? Even for a two-armed person, drawing two weapons eats up an unpleasant amount of time, I can't imagine actually trying to USE Fusillade.

Draw three guns round one.
Draw a fourth round two.
Wait until round three because you used your swift on round 2 and Full Attacks need that too. Fusillade.
Now your guns are empty and need reloading. All your hands are also full. Stow weapon as a move action...


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With the release of the Weapon Master's Handbook, a Fighter having Weapon Training or not is far more important and relevant than it was prior.

And so we have the problem of this FAQ.

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qto

This mostly impacts Fighter archetypes such as the Brawler. Their Close Combatant ability is in almost all ways identical to weapon training, but due to this FAQ, they miss out, while Dragoons (Who also have a higher damage than attack bonus) are happy campers. Even Archers, whose Expert Archer ability is mechanically identical to Weapon Training lose out.

Considering that these archetypes were released before Weapon Master's was even a twinkle in someone's eye, it's not reasonable to expect them to be designed with it in mind, but minor difference in wording arbitrarily cutting some archetypes off from Advanced Weapon Training just won't do.

Considering the FAQ itself even, it seems to have been written by someone interpreting the words of the abilities themselves, without considering the intent behind them.


With the release of the Weapon Master's Handbook, having 'weapon training' as a class feature, is a LOT more relevant now.

According to http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qto archetypes, while a Dragoon's Spear Training counts as Weapon Training, thus allowing them to take Advanced Weapon Training with the feats, an Archer's Expert Archer and a Brawler's Close Combatant does not.

This deprives them completely of access to Advanced Weapon Training due to slightly different wording, despite the abilities themselves being otherwise functionally identical.

Is this the sort of thing that could be fixed or revised, or is this, for whatever odd reason, intended?