Looks much better at a first glance. I'm a big fan of the changes to consumables and magic items in general, *except* for Wands. As-is, Wands still use two relatively unique pools, Charges and Focus. I'm not a big fan of this in general, and them being more like single-spell Staves feels like it would play better.
Also, would it be possible to actually just combine Resonance and Focus together into a pool of 10+CHA+Other "Energy Points" or what have you? This change, while allowing for more crazy shenanigans (which could be a positive), could increase build diversity and would cut down on keeping track of multiple separate pools.
Please tell me that Alchemists can combine the effects of different alchemical items ala the "Compound Bomb" discovery. That was one of my favorite parts of 1e Alchemist yet it was archetype-exclusive to the Saboteur. It let you make flashbangs that blind and deafen, or smoke bombs which also trap enemies in place.
It felt so cool and opened up so many options.
Will there be a Starfinder supplement which will include Pathfinder 2e style action rules as an alternative?
I'm currently running a campaign and from a quick glance, it doesn't mess up the math too much (it favors full attacks more which I've always felt were kinda weak) and seems to not be too much of an adjustment.
The Shobhad Warleader seems to be the only monster below CR10 with four attack multiattack, and it seems on the stronger end for its CR as well (CR 7), but the chain devil you listed has much greater defenses due to higher KAC, DR, and SR at the cost of weaker attacks (seriously that Shobhad warleader has insane damage).
Yeah, that's a bit much for CR 6.
I'd say that would probably be CR 7, mainly just due to it's offensive power. Also, it's KAC seems a little high? Not sure if I'm missing that one of the grafts increases it's AC, but it should just be 20 for it's KAC.
Plus it has several special abilities and no weaknesses.
Honestly, with the Archive out, I wouldn't bother with converting Pathfinder monsters using the rules in the Core Rulebook, but instead using the monster creation rules in the Alien Archive and then adding unique special abilities from the Pathfinder version to the Starfinder version. It will be more different than a straight conversion, but it will be more balanced for Starfinder and would probably be less of a hassle over time.
Okay, seems solid. This would be good for low-power settings while Path of War would be for high-power settings.
Though, at this point, it feels like all we need now (besides the Gish Spheres or whatever) is spheres for skills, then we have a brand-new system (or a really good base for one).
EDIT: Quick question: I absolutely adore DDS' Luchador class. How would that work in Spheres of Might?
I haven't used the Spheres system before, but how does this compare to DSP's Path of War in terms of style?
Like, for Path of War, you can get a stance that basically gives you a double jumps (up to ten jumps, actually) around 10th level, or right from the getgo you can have a character with a strong combat flavor (like a mutating shapeshifting warrior who can drain blood from enemies to heal allies). Is Spheres of Might using the same type of flavor or is it more of an elevated version of the present flavor (Fighters are still mostly just hit things hard and fast and don't have mystical Kung Fu powers or whatever)?
Except that in those examples, they totally could give you an answer.
A decently informed Rabbi in the 1940s could easily describe the Nazis and their agenda.
Sure, one Grey might not be part of the conspiracy, but they'd likely be more informed than someone of another species, mainly just due to cultural proximity to the group.
After going through the First Contact PDF, it was the Haan I was thinking of. Glad to see they're getting official player race stats.
How do they wield weapons according to the rules? Is it as normal, maybe with an extra cost for adjusting to a non-humanoid form, or do they have special rules like needing a gun mount or something?
This is a game set in space. Lots of races, especially if they don't get along normally, is the norm for the genre. Especially when some of the races are not humanoid at all like those balloon spider things with flamethrowers in First Contact.
Speaking of those, do they have PC statistics in the Alien Archive?
David knott 242 wrote:
They could just do it like the Dhampir and have them healed by negative energy and damaged by positive energy, and have them otherwise function like a living creature with a few caveats (like Androids).
Well, there's the similar Double Chained Kama, which has the reach property, but its description has the following stipulation:
The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack.
So, the double-chained kama can already do that, though when it's reach it no longer counts as a double weapon. However, it also counts as two light weapons for the purpose of weapon finesse and whatnot, since it counts as two individually wielded single kamas, which are light weapons. And, since it requires no action to change how one wields the weapon, one can switch between threatening adjacent or reach squares at-will, regardless of whose turn it is. Therefore, while the double-chained kama does not actually threaten both adjacent and reach squares, it effectively does the same thing due to the ability to switch.
Now, the Kusarigama's statistics (not its description, which is just flavor text and provides zero mechanical clarification) are identical to the double-chained kama save for the addition of the trip property and the damage change for one of the ends (One 1d6 kama is changed to a 1d3 weight).
I really like the Ultimate Exploration idea, but I think an archaeologist would work even better if instead of normal 4/9 casting, would instead sort of emulate the casting of other classes (but roughly with the power of a 4/9 spellcaster). Like a Factotum.
Or just give us a Factotum.
Okay, so looking at the official stats and description of the Kusarigama, it has the double (1d6/1d4), reach, trip, grapple, and Monk properties.
However, it fails to mention which ends have which properties.
Logically, the d6 is the Kama (following normal Kama stats) and the d4 is the weight. However, how reach applies to the weapon is quite confusing. Is it the same as the Double Chained Kama (Either two light weapons or one single reach attack), or does the Kama have normal range and the weight had reach (makes sense logically since the weight is meant to be swung from the chain while the Kama is always held in hand)?
Then there's the other properties, but those could just be extrapolated from the Kama statistics.
Yes! The biggest thing I thought was missing from the feat section was the extra feats. They are incredibly useful for when you can't find a different feat.
Especially considering that each one adds an effective 8+ "feats" on it's own since there's a ton of options to choose from.
After some play with the Envoy and Solarian at low levels, I am notably underwhelmed, and would be even more so if I was using an archetypes, since they get so few of what makes them unique. A 3rd level Envoy has up to three tricks that aren't skills and are only especially effective in up to three skills, at least, moreso than other characters (and even then its one or the other, not three and three).
So, to counteract this underwhelming phenomenon, I decided to brew some fast, easy feats that will also ease the burden of archetyping and gives some more feat options for characters who already had the feats they wanted.
There's a feat for each class, and while the stronger classes are buffed by this, the weaker ones are buffed much further since none of these increase power, but rather increase options.
Extra Improvisation: Learn another envoy improvisation that you qualify for.
Extra Mechanic Trick: Learn another mechanic trick that you qualify for.
Strengthened Connection: Gain an extra Resolve Point that can only be used with connection powers.
Extra Exploit: Learn a new operative exploit that you qualify for.
Extra Revelation: Learn a new stellar revelation that you qualify for.
Extra Gear Boost: Learn a new gear boost that you qualify for.
Extra Magic Hack: Learn a new magic hack that you qualify for.
While this could be exploited a bit, it's a simple change which I believe helps far more than it hurts, both by increasing the utility of less powerful classes and giving players more options for customization.
I've decided to add a feat for each class to lessen the pain of archetypes/multiclassing as well as let Envoys and Solarians not suck for the first few levels due to lack of options.
Basically, there's a feat intended for every class that gives a certain benefit:
Envoy: Learn another envoy improvisation
While this does boost the overall power of characters a bit, Starfinder was lacking in feat options already and this definitely helps Envoys and Solarians at low levels, especially if they archetype. Mystics don't have those custom options, so I just gave them a feat to give them more uses of their unique powers without increasing the strength of those powers.
Are there any character quirks in particular you want to have?
Your party could use pretty much anything, as long as its well-built, but seems to be most lacking in offensive support. Wizard, Psychic, Bard/Mesmerist, etc. would all be good options, but a Skald could perform pretty nice as well (they have a neat trick that can free up your Cleric to pull out the big guns instead of healing by using Lesser Celestial Totem + Path of Glory for 1+level healing each turn for up to five characters).