Ilverae Parastric

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Deific weapon, as written, does not give the paladin any benefit if their deity is LG or NG, since all those deities' favored weapons are martial. Some of the LN or N deities' favored weapons are simple. But that means this rule is only beneficial to paladins of a select few deities.

I would change the wording to the Deific Weapon rule to say the paladin is always trained in his deity's favored weapon, and upon reaching 2nd level treats the damage of his deity's favored weapon as 1 die size higher. If the paladin must perform an atonement he loses the higher damage ability until he gains another level after completing the atonement requirements.


Will classes work the same way? or more genereic classes, like in Modern d20?

I would like classes to work the same way they do now (tweaked for the future setting). I would also like to see race specific classes. Imagine a gnome mech pilot that puts him at medium or large sizes with holo shielding ..


I think it depends on whether Earth will be part of this setting or not. if it is, then the little grey men have to be in there somewhere. If not the sky is open. But a great fantasy race that would be an awesome future setting alien would be Eberron's changelings.

I think it would be nice for the player's guide to have the rules for the common races found in pathfinder, even if they are not in the starfinder setting.

I also think all races/species should have one class type they are restricted from using, but have a race specific class. Say if magic and earth are used, then there should be humans (that can use magic) and terrans (children of Earth) that cannot. but they can take cybernetic enhancements. the Greys should be psionic.


Matthew Shelton wrote:
What might the spells and alchemy look like, that let you shift into, out of, and through the plane? <snippage>

I think FTL travel should work differently for different races/species.

Since we humans have already theorized how a warp engine would work, we could have that. But a different race could use jumpships (instantly disappear from one location to end up in another). And another set could use massive stargates that allow ships traveling at slower than light speeds to travel to distant worlds instantly (there was an old RTS called dark reign or something that used this). Another option is the Honorverse's gravity wave technology or using worm holes (a common FTL in many sci fi settings). In the Dragonspace setting (D&D 3.0 rules) many ships traveled via the astral plane for FTL. In Alternity (TSR's last "new" rpg) they used a hybrid jump engine that took exactly 5 days to get anywhere within the engine's jump range.

If you look at Babylon 5, their hyperspace was reds and blacks. Probably because hyperspace only allowed low end spectrum colors to be seen outside a ship. Other settings have the stars looking like white lines streaking by. Some would say the ship would be moving faster than light could be seen, so it would be black. Or in GW's W40k warpspace, it is total chaos that would drive a man insane. Especially when the chaos forms faces that look back at you.


Untere wrote:

Hello everyone!

So I'm having some difficulty with character creation. I have never rolled a cleric before, and am somewhat new to DND. I have no problem being a cleric, the only problem is I am worried about becoming incredibly bored in a position as a simple "healbot."

So, I was wondering if anyone had any opinions on a good way to balance damage-dealing and healing. I dont want to just go straight malice cleric as the party still needs healing done, but as stated earlier I want to do more than just heal.

Are there any suggestions on domains, deity, feats, spells, etc?

Ok, your two main abilities are Wisdom and Charisma. Wisdom affects the number and level of spells you get. Charisma affects things like the number of channeling you can do. However, if you want to be a warrior type you can drop charisma down the 3rd priority and take either Strength (for melee damage), Dex for ac bonus and better use in light weapons or Con to help soak up damage inflicted.

You'll want to take Selective Channeling. If you're using positive energy it will keep a number of your enemies equal to your charisma bonus from healing when you channel. When using this mode the best way to use it is to block the opponent(s) that have taken the most damage in the previous round from gaing the benefit of the channel. If using negative energy you'll want to protect some select members of your party from taking damage (or not).

I don't know if the Pathfinder campaign setting has been updated yet. But if it has not, and you really don't care about domains, you can use the Holy Warrior variant. By giving up your domain powers you will gain the fighter hit dice and BAB.

Clerics get access to almost all the armors (but not tower shields), so they can layer up all they need to if they're a front line fighter for your campaign. On the down side, their weapons choices are much more limited. I have a tendancy to look for whatever deity has a cool weapon that's within a step of whatever alignment I want to play.

If you're more a role-player (rather than a roll-player) and you want to find some examples on how to role-play a cleric, my advice is to check out a couple churches (if you don't go). Don't be afraid to cut loose and ask for a few halleluyas or amens in your game, now.