Augmented Gearsman

Descrud's page

Organized Play Member. 43 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




I'm making my geneticist class and there's this ability I want where the character can make short lived genetelic creations recreate spell effects that aren't truly magic. I'm just having trouble putting the ability to words that makes it easy to understand and also discourages abuse.

Field mutagen ability. Unfinished spell list:
Field Mutagen: By creating short lived genetic creations you have gained the ability to emulate certain spell effects. This ability functions as spell casting but requires you have a free hand to inject needles or drink infusions.. As the effects created are biological in nature, they are not susceptible to spell resistance. As this is not truly magic you do not meet any prerequisites to, or gain any bonuses from, feats in regards to the spells this ability emulates. Treat your Geneticist level as your caster level Save DCs are 10+original spell level+Int modifier

At 5th level you gain one level 1 spell slot to prepare an emulated spell in. Every 4 levels thereafter you gain 1 additional slot of a higher level. In addition whenever you gain new slots you gain access to higher level spells to emulate. You cannot use a slot to prepare a spell of a higher level than it but you can prepare a lower one.

You can prepare your spells during a 10 minute rest to regain stamina points by spending an additional Resolve Point. During this time you lose all unused spell slots and can choose different ones in their place.

The following spells can be emulated with this ability

1st level Geneticist spells
Charm Person, Disguise Self, Inflict Pain, Inject nanobots, Jolting Surge, Keen senses, Mystic Cure (2nd level), Restoration Lesser, Spider Climb

2nd Level Geneticist spells
Arcing Surge, Charm Monster, Deep Slumber, Explosive Blast, Flight (3rd level), Mystic Cure (3rd level), Remove Affliction, Resistant Armor lesser, Synaptic Pulse


I'm working on a geneticist class that has a pet and so naturally (heh) it's gonna be throwing around some class, teeth, and maybe a tentacle here and there. The problem I'm running into is how am I supposed to have my natural weapons scale with the characters level?

My first instinct was to have the damage scale at the same rate as the solarian solar weapon, but I don't want to step on that classes toes and I felt like that might end up as too much damage coming from the pet. Another option is to do like the pathfinder summoner and give it a bunch of attacks, but that seems to go against the design decisions they made for starfinder and it would bog combat down.

Do you guys have any suggestions for me? The second the first draft of the class is done it's going up here and I'm expecting the theory crafters to tear into it and I'm looking forward to it. Thanks guys.


I don't understand why dermal plating exists when there's also the enhanced resistance feat. It just seems like an inefficient way to spend your credits. On that note why does enhanced resistance exist? It's basically a must take. And all it does is turn off another feat (weapon specialization) I could understand if they stacked but dermal plating explicitly says it doesn't.


The thing I'm most excited about with starfinder is where it's gonna go from here. The core classes give you a lot of character types to play as but I was wondering what gaps in concepts you guys think need filled.

I posted in another thread about my desire for a geneticist class but I also hope to see class specific archetypes. Stuff like a mechanic whose AI is in a weapon or vehicle, a solarian themed after wormholes and space manipulation, or maybe even a mystic that focuses on summoning (hopefully from the alien archive in october)

Basically I'm mining you guys for homebrew ideas if Paizo doesn't deliver stuff I want. So bring on the inspiration.


I was wondering what you guys are wanting from future starfinder expansions or splat books. Things like new classes, spell effects, feats, or equipment.

I'll start:

Ever since I read about Oras, CN god of evolution, I had an idea of a mad scientist character haphazardly mutating an alien animal to suit his needs. I envisioned a pet class similar to the pathfinder summoner that uses genetically modified organisms to duplicate certain spell effects (bioexplosive blobs of animal matter that recreate an Explosive Blast and the like) and can spontaneously give his pet mutations that recreate things like armor mods or weapon fusions.

So what's on your Starfinder wishlist?


So I get that weapon specialization doesn't apply to grenades, but would you get the extra damage from firing them from a grenade launcher, which is a heavy weapon?

Basically the question books down to, is a grenade launcher a heavy weapon that deals damage based on its ammo?(the grenade) or is the launcher just a delivery system for the grenade granting extra range?