Doctor Argos's page

Organized Play Member. 17 posts. No reviews. No lists. 2 wishlists. 1 Organized Play character.


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I am noticing an absence of Spell Failure Chance. I hope this is indicative of what's in the playtest. If you dump feats and whatnot into getting armor, you should not be penalized for casting magic in it.


I could see entire sessions and maybe even a campaign around ship combat. I just hope they don't make the body of rules so big that it becomes cumbersome.


For classes I think they'll follow this formula:

-A frontlines fighter class
-a religious/philosophical support class
-a high magic class
-a high technology class
-a high skill class

There will be at least three classes that splice two of these together into a functioning third.

I do hope that Starfinder adopts a system similar to DnD 5e as far as the handling of archetypes. Effectively the class would have "Archetype feature" listed in it's table at appropriate levels, then all you have to do is plug and play whatever archetype you want. It's certainly alot easier than have to cross-reference and substitute.


I think the worst would be a Norgorberan mecha, powered by murder and lies.

I picture the pilot being a wierd mix of Jack Sparrow and Sweeney Todd.


My guess is that the Starfinder Core rulebook will be completely insular to Starfinder. Down the road they'll release a "Tomes of Ancient Lore" or some other odd sourcebook that completely covers conversion between Finders.
However, my guess is that Starfinder will have thematic heirs to the core classes which would make conversion of them redundant. I for one hope that Starfinder has classes that draw inspiration from, but are independent from, their Pathfinder ancestors.
On another note, I hope they keep religion because I've seen religion really get interesting in a sci-fi setting. I also cannot wait to see a new brand of classes devoted specifically to technology and science. Not going to lie, I also want to see their take on space druids, just for sheer curiosity.


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What I got out of their post involving the gods and the position of Golarion was that the perspective is from Golarion, it's just in a different part of the galaxy. The gods are silent as to why (but let's be honest, that's one huge dangling piece of Campaign gold) but are still very present. I do hope they update the pantheon to better fit the new setting. With some gods growing, evolving, or outright being substituted so that the religion is familiar but fresh.


Couple of ideas:
Asoda- Giant, peaceful, spacefaring amoeba that with practice can take on a roughly humanoid shape. They can communicate vocally but prefer their ability to communicate telepathically by touch. Their score are high in charisma, being a fairly diplomatic type, and intelligence, required to keep up with the vast interstellar economy that their race pilots.
Urukan- Orcs, not smart enough to last in space, are extinct. But Half-Orcs have thrived and in fact evolved with exposure to extraterrestrial energies in their asteroid belt home, that so happens to be in the habitable zone of it's star. Urukan are a good deal smarter, more tactical, and insular than their predecessors. Urukan have evolved and sport bony plates on their arms and legs. They are your typical constitution tanks with wisdom for their pragmatism that has kept them alive in their new and inhospitable home.
Baush- Creatures made of living silicate crystal in humanoid form that feed off of sunlight. These creatures are naturally inquisitive and find biological life a complete mystery that must be solved. They communicate purely through telepathy and have a society that can best be described as monastic. Their crystalline bodies, far stronger than flesh and bone, lend themselves to constitution. While they have strong intellects, they lack 'biological camaraderie' as they call it, making them deficient in charisma.


I would really like to see a book covering Arcadia in more detail. Deities, people, cities, the works.


Dark Tapestry-
A great Old One or similar maddening being has touched your mind and now wishes you to spread the gift of madness.
A Glimpse of Madness (Sp): As a Standard Action, you can make a melee touch attack against a creature, causing it to hear the whispers of insanity. The creature cannot perform any task that requires concentration or focus and has 20% chance of losing any spell cast. At 11th level, the creature is confused instead. This effect lasts a number of rounds equal to half your vigilante level. You may use this ability a number of times per day equal to 3+ your charisma modifier.
Spells: You gain spells known and ability to cast spell at the appropriate levels as if you had the Madness cleric Domain.
Mind to Mind (Su): The Zealot can communicate telepathically with any one creature within 30ft. You may gain this talent additional times, increasing the number of creatures you may telepathically contact at any one time by one each time.


I've got a couple of choices.

1. Lini; I love her exotic look and nature-loving ways.

2. Alahazra; apparently a strong, headturner with convictions and power. All good marks.

3. Imrijka; Despite the mildly beastly look, she's strong and keen.

4. Feiya; Long fun trips into the exotic, count me in!


As I said before, this class is a take on superhero staples. Rarely do you see a superhero cast spells.
Additionally if you make a class than can pull off an armored mage playstyle from level 1, you are playing with fire.


At least with warlock it's not. The base vigilante is alot more combat ready than a sorcerer, so giving him the same command of spells as a sorcerer would lead to an overpowered armored mage situation. Besides, the whole class has a subtle superhero-ish feel and many bloodline abilities lend to the natural abilities of superheroes.

As for zealot, with all the abilities possible with talents, you'd be better off just choosing a cleric or inquisitor. Maybe adding spell-like abilities of the more 'Bread and butter' divine spells and maybe adding a weapon enhancement talent would flesh it out better.


My group changed around these two subclasses and we found them to work better.

Warlock: Instead of spells, the warlock gains access to sorcerous bloodline abilities with talents.

Zealot: Instead of spells, Have inquisitor abilities in place of the spells.


races: a plant or fungus based race. Half-Dwarf, because according to ARG, humans have mated with pretty much everything else. haha

Classes: Undine (any but ice magic style) or a Dhampir Cleric (maybe something that when following a neutral deity can channel either positive or negative energy, hit on the whole dual nature thing)


Could do a Suli wind shaman/barbarian. Suli's elemental strike applies to held weapons. Even if you don't have suli, wind shamans can touch for elec damage and later give their weapons Shocking and there are alot of wind/elec based hexes.


I've played the medium a few times, and my feedback is mostly for thematic purposes. What if instead of 'spirits', they channel the magical powers of one of the outer planes, gaining abilities of their denizens. It would cut down of the number of spirits but still have the functionality.

Even if you don't change the medium, something like this would be good for a prestige class.


@blackbloodtroll

I've read the section that talks about the specifics of psychic magic, it essentially states that psychic magic is no more different from arcane and divine than they are from each other and have the same rule usage as such.