Perpdepog wrote: I'm hoping so, so desperatly that we get power armor rules in Tech Core. I do kinda hope that there isn't as much dissonance between mechs and power armor. In 1e the difference between a huge mech and a huge power armor is that the guy in the power armor is pretty much toast if they get into a fight...even though they are both giant robo suits and the same size, one is a moderate upgrade for a single character and the other is a party-wide resource with planet-cracking weapons.
Driftbourne wrote:
Well, some of the new Goblin feats would probably mitigate the heartburn, so...yeah. Honestly I am just excited to pick up Crash Conoseur at 5th level. Going to crash my taxi into so many things.
Justnobodyfqwl wrote:
I expect that Mechanics will fill the role on nonmagical science heroes, but it would be really interesting to have an experimental physicist-type that creates various nonmagical localized effects like elemental damage, wormholes, or status effects. I loved 1e Biohacker, if you could get that sort of vibe from the physical sciences, it would be neat.
I do wonder if Vanguard will come back as an archetype, like Nanocyte will. It was such a great, flavorful class, but it was honestly just a tank retread of Solarian. On the Terraformer idea and sort of borrowing from Evolutionist, it might be interesting to have a class that draws power from the biome they're in, like instant adaptation and resistance to damage based on where they are (resist cold at the polar caps, able to do void damage while in space, with feats and specializations focusing on specific actions. Not quite evolutionist, not quite kineticist, but somewhere in the middle. Basically the ultimate galactic explorers.
moosher12 wrote:
Evolutionist was a class I was very excited for, that playtested very poorly for me, and ended up not being materially improved for me in the release version, unfortunately. I thought that it should be built around an evolved "battle form," perhaps like the shifter but actually more like the customized apocalyptic forms of demons from Demon: The Fallen. If Evolutionist comes back, it needs a long, hard look at its themes and ideas about power costs, because everything the 1e class did was handled better by the vanguard, solarian, AND nanocyte, without the drawbacks for not managing your mutation points or whatever they were called.
Squark wrote: Your ancestry feat can be retrained with the usual 7 days of downtime. You can't normally change your heritage unless you have 12 or less xp, (where you can freely rebuild) It's really the heritage that is bugging me (goblin is now 4th level), because the Pathfinder heritage I chose (Razortooth) gave a weaker bonus than an easily purchased Starfinder augment (Venom Spur).
I could not wait to make a goblin taxi driver for Thurston's table at SkalCon last year, so I bought the Legacy Admittence boon for them. Now that Starfinder 2e rules are out for legacy races, will we be able to respec our legacy ancestry characters with the new (and frankly more setting appropriate) options? I wouldn't even need a full respec, just heritage and ancestry feats.
This is an interesting feat with some situational utility, but I feel like it is missing the key problem with mechanic medics: when you're investing heavily into Int and Dex to make your main abilities and combat work, you probably don't have a lot of room left over to invest in Wisdom. This is a problem because 1e Starfinder had Medicine as an Int ability, but the Pathfinder 2 paradigm of wanting Clerics to be good nonmagical healers as well now infests SF2. I think this would be easily fixed by giving the level 1 feat High Tech Medic the ability to use Intelligence for Medicine. This would let mechanics (especially multidisciplinary biotech mechanics) actually be good doctors while keeping Medicine as a Wisdom skill for Mystics. It also gives a sort of Biohacker feel as Biohackers could basically choose if their main ability score for any science-based check was Int or Wis. Anyway, that's my two cents after making my first Mechanic using the playtest rules.
Dubious Scholar wrote:
Definitely agree. I have two striker operatives, and neither of them invested heavily into Strength because Intelligence is a better fit for being useful as rogue skill monkey substitutes (now in 2e that Operative doesn't have an Edge). I like the idea of getting automatic skill increases instead of skill feats.
Perpdepog wrote:
Oh that Zombie archetype is, uh, tasty. Hadn't seen it before. Thanks for mentioning it!
I'm patiently awaiting access to PF2 class and archetype boons so I can remake one of my SF1 characters, a shadow mystic/operative knife fighter... since the operative archetype doesn't really give the same stuff operative levels used to give, a rogue archetype would probably be the best fit now. I'm content to wait on the idea though.
Squark wrote:
The book was an instant order for me. I've been waiting for playable corpsefolk since 2017.
Squark wrote: I don't see anything that would indicate the soldier loses their strength bonus. Everything I see indicates you should use your normal melee damage. I don't, either, but there are a lot better 2nd edition rules lawyers than me around; with things like Boost being clarified as single-strike only I wanted to be sure.
I'm trying to figure out if the Strength bonus is applied to the Area Fire part of Whirling Swipe. Quote: You swipe your weapon in a wide swing to create a deadly arc. Your weapon gains the area (burst 5 feet) and unwieldy traits until the end of the turn. If your weapon has reach, the burst radius becomes the reach of your weapon. Area Fire with the required weapon, centering the burst on a corner of a square you occupy. You’re excluded from the burst. If you’re using a weapon with the backswing or sweep trait, you gain a +1 circumstance bonus to the save DC of the attack. If you have the primary target class feature, the primary target Strike you make is a melee Strike, rather than a ranged Strike. Nothing about this text suggests that the burst becomes a ranged attack, and I couldn't find anything in the Area Fire or Area Damage sections that suggests that the weapon no longer gets the damage bonus, but I've seen posts online (perhaps from the playtest?) that suggest that strength is not applied to the burst. I'm not familiar with PF2 so if this is settled rules from melee martials in the past I apologize.
SF1 undead having mind affecting immunity is a much worse problem. Not only did it make sense (mind-affecting SHOULD affect sentient undead because they have, well, minds), but it cripples mystic damage output via mind thrust and removes the potential to trick undead with magic...making them boring "roll for initiative" enemies, only.
When it first came out, I thought mutation points were just a rehash of Solarian/Vanguard design, and I am still correct. It's not great; it doesn't feel great to play. Evolutionists should have a "war form" that they burst into when a crisis happens. Stronger, faster, natural weapons/attacks. Anime has loads of these sorts, but it's also common in regular science fiction as well as World of Darkness games like Werewolf and Demon. Demon, specifically, allows you to build your celestial form, which is how I would see this play out in SF2 with feats.
John Mangrum wrote: Within the existing context of the setting, though, that would transform orcs overnight from "oppressed underclass" to "scheming villains." Unfortunately not unheard of in the real world for the oppressed to become the oppressors as soon as they gain power. Paulo Freire wrote: The oppressed want at any cost to resemble the oppressors. Even avoiding modern comparisons, we can still look at the French Revolution: they executed 16,000 "counter-revolutionaries" while the rebels were in power, even inventing the guillotine to make it faster and more "humane" than beheading with a sword or axe. History is littered with revolutions that are as bad or worse than the status quo; they're just exchanging one in-group with another. I think orcs taking over drow areas of control with merciless (but ostensibly egalitarian) corporate ideology is a great idea. Apostae is not supposed to be a nice place, and demons still have an interest there. They can still have a different variety of oppression: "We abolished indentured servitude! Here's your biweekly paycheck for 1,000 credits!" "Okay and here is your 1,000 credit bill for rent, food, and air!" "Oh, you want EXTRA money for incidentals and medical bills? Well in our corporate utopia, you have the choice of getting a loan or working off-the-books overtime... You know we do need a blood scrubber for Demonic Ritual Wednesdays." The stereotype of orcs is that they're dumb followers. Making them savvy capitalist jerks is a good change.
It's very possible to do a multiclass caster; you just need to make sure that high level, high DC casting isn't your primary schtick. For example, I had a dwarven xenoarchaeologist 4 operative/4 mystic, and her entire kit was dedicated to exploration and first contact. I could passively find traps in three different ways, share languages, heal, handle nearly all skill checks, and provide a bit of support combat utility. I wasn't a full mystic mind blaster, nor was I a devastating trick attacker, but I brought a lot to every team. As a non-caster variant, my SRO, Dragonbot, is a Shock & Awe Soldier 5/Experimental Armor Prototype Mechanic 5, and his main thing is debuffing pretty much anything that moves while dispensing electricity and sonic damage while in his large or huge dragon-shaped power armor. No one ability really relies on being full level in either class, so he remains effective as long as he can keep his Intimidate high and his guns updated.
Adventurers track down vicious drow conspiracies, plumb the depths of Apostae, spark an orcish prisoners-with-jobs revolt, and finally get to the center of the web, the mastermind behind the great dark elvish conspiracy. Jububnans. Puffed-up jububnans all the way down. The PCs are forced to flee before the infernal hopping catches up to them. From now on, they must always look over their shoulder. What they once thought were centuries-old callous drow corporatists ended up being three jububnans with one holoskin between them, and nothing left to lose.
I'm glad I get to play a kobold. I wish all Starfinder-only players got to. I feel like the reason I get to play one is a bit of a half-measure that benefits long time players only. I was sad when kobolds existed in Starfinder and I couldn't play one because they were restricted to Pathfinder players. I always want people to be able to play what they want to play, as long as it doesn't hurt other players.
Hilary Moon Murphy wrote:
Yeah. The only reason I was able to make Braxidax is because they gave us free PF2 points. I would pay triple SFS AcP for Kobold.
Charli Poshkettle wrote:
I'm running 5-10 at Con of the North; if that helps!
Qstor wrote:
"Magic energy" is a subset of "energy," so it still does half damage. The only reason "magical kinetic" is a relevant term is because they're completely immune to nonmagical kinetic attacks.
Gary Bush wrote:
My sweet summer child... I've had multiple characters with a half dozen or more reporting errors. Send the e-mail and Alex will make sure it gets sorted, which should qualify you if it puts you above 45 reputation for one faction. And yes, you can have multiple characters in the running, but only one in final consideration.
BigNorseWolf wrote:
Yes, if I were to submit Dragonbot, with whom I have played online and posted with on the forum a considerable amount over the years, he might be a popular choice for his, uh, signature style. He would be terrible at the job, however. Even worse than Tera Nova (shots fired)! Wheras I have more subtle characters that would be better administrators but less likely to attract the votes necessary for election. It's a paradox of democracy.
Richard Lowe wrote: I'll be the downer, VOs and freelancers/contributors probably shouldn't be included in lists of choices if it comes to a public vote/scenario choice. We already have many, many ways to contribute and have our voices heard in Society, and beyond that regardless of how it actually ends up if a close friend or popular VO ends up winning it smacks of favouritism. Let's be honest, those of us in the two categories above already have an improved chance were we to enter simply because the names are likely more well known among the community, that's just not fair to people who don't have the same level of exposure. I hear what you are saying, and I appreciate the sentiment, but I would like to counterpoint that y'all likely have some of the best and most interesting characters to contribute... and in the end isn't the point of this to get the best and most interesting First Seeker?
Kishmo wrote:
Unfortunately it looks like Dragonbot will remain about 10 short of the required reputation by the necessary date. He started repping for Jadnura and only changed over to Exo-Guardians later to I have a third character that may enter the running, Brayal Yawoh, a pahtra ex-convict who would be working to reform totalitarian governments and continue work on prison reform started this season.
Wow! I entered Zoggy, since he's already a Forum member, but just to hedge my bets I need to get my sessions and rep cleared up on Gronnigan, since somehow the system had him at only 36 Dataphiles when he should be 47. Public Service Announcement, kids: Don't let your official session info with Paizo sit unattended for 4+ years without reporting errors.
Thurston Hillman wrote:
Well then, I guess my character is only Spoiler:
Beta Mode dead. Heyooo! But seriously, it's awesome that you've got the whole toybox now. |