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While the class is too new for me to have a lot of thoughts about its mechanics, I can say the first thing that immediately jumps out about the Technomancer is how amazing the flavor is.
Even more so than the Mechanic, the Technomancer class is OOZING with flavor. The programming jokes. The new lore for the different programming language subclasses. Hyperlinks that teleport you, and Speedrun noclipping as an endgame feat.
It's absolutely wonderful, and it's not just ornamental. The technomancer is probably the most complex class in the SF2E playtest right now, but reading it goes down smooth and easy because of how fun and evocative it is. The ability to shorthand concepts using programming terms helps legibility a LOT.
I may not immediately understand the intent behind "store a spell on your armor that goes off when you get hit", but the moment you call it "pop-up firewall"? It's easy to understand "oh ok, I program a defensive spell or an AoE to ward people away". Same with "white-hat hacking" communicating the idea of "hacking as a protective defense".
White Hats Off to you, Paizo! I'm excited to jam with the console cowboys in cyberspace.

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Hi everyone! I've been thinking a lot about the Pathfinder 1e Shifter, Starfinder 1e Evolutionist, and what it would look like for a 2e class that reimagines them both.
I could get into more detail about how I would design the class, but I'm very new to PF2E homebrew- and I wanted to focus on a "core mechanic" idea I had first.
The idea was simple- if the fantasy of an Evolutionist/Shifter is being able to adapt to any problem, then why not have a special reaction that allows you to adapt to any problem?
So here's my pitch, and I wanna hear if it's in any way feasible in the current rules system: this class would start at level 1 with a unique reaction, and then your feats & class options allow you to not just pick from other options when your reaction triggers- it allows you to pick other triggers, too!
For instance, the default reaction might be "When you roll initiative, you can use a reaction to Shapeshift". (I'm assuming that this class would have other forms it could "wild shape" into, or at least one big customizable form.)
However, if you pick the Perfected Form "mutation", you'd get a reaction with another trigger, and another effect- "whenever you fail a Charisma skill roll, you can reroll that roll with Deception, Intimidation, or Performance". The obvious goal is to have a Charisma based option that allows you to mutate yourself into "Physical Perfection".
However, it would all be One Reaction - it just now can trigger two different ways, and you pick one of two different effects. You can now Shapeshift as a reaction to failing a Charisma check (Lied to the wrong guy? Turn into a bird and fly away!), or reroll your initiative roll using one of your charisma skills (giving up your "activate class ability at beginning of combat for free" ability that PF2E likes to give people post-remaster).
Obviously, other reactions would play into different fantasies of "rapidly adapt for survival". Taking extreme heat or cold damage could grant temporary environmental protections. An enemy using a flying, burrowing, or swim speed could allow you to temporarily gain the same. And of course, an enemy striking you or an ally could allow you to adapt scales or a protective hide to deflect the blow.
How does this core idea sound? Does it sound fun to have a single customizable reaction, that gets stronger and easier to use every turn as you level up? Would it be too cumbersome, with a lot of memory issues to keep track of 3+ possible reaction triggers? Do the current rules even allow this kind of thing?
I'd love to hear what you all think!

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Happy 2025 everyone! Now that the playtest survey is wrapped up and we're looking towards the horizon of Starfinder 2e's release, i've been thinking about the survey's prompt about what new character options we would want. I'm going to focus on "subclasses" for the current 6 classes-
Soldiers: I'd love a Battlefield Demolitions fighting style for interacting with destroying objects. I'm not sure how to handle stationary objects needing to make reflex saves against area-fire/auto-fire, but Terror Forming and Excavating Bombardment make me really excited for the idea of a soldier that interacts with the terrain and map. I imagine they'd give all weapons they use the Razing trait when making area attacks, and copy the Demolitionist archetype in allowing you to ignore an amount of hardness equal to your level. Other options could include making cover less effective if its been the target of an AoE, or using the destructive power of your weaponry to give Tech items the Glitching condition
Operative: I'd love to see an Operative subclass that combines improvised weapons with thrown weapons- the ability to grab and throw any small item as if it was a firearm. Since the Operative leans into a lot of Action Movie Coolguy Stuff, I think it's a fun way to do that trope- the action movie protagonist that can grab anything in a fight and toss it with deadly accuracy.
I'd also, less seriously, love to see an Operative that leans into the idea of being an over the top cool charmer-operative. Something like James Bond or Bayonetta that combines high charisma with high firepower. Maybe it allows you to Aim at an enemy when you Bon Mot, Demoralize, or Create a Diversion?
Mystic: I'd love Mystic connections that lean into very vague, supernatural, futuristic stuff! I think the emphasis on modernity and psychic connections between living things makes me really want a Cities Mystic, almost like a reverse Druid. An emphasis on social skills, connecting you with the minds of other peoples, weaponizing electricity and metal signs/buildings, etc.
What are some new subclass options that you'd want for Starfinder 2e? Bonus points if its built more around themes or tropes, instead of just mechanical niches.

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(Normally I would put a small issue like this in the overall Necromancer feedback thread, but there doesn't seem to be one for this playtest! But half the reason I made this thread is for the pun in the name anyway.)
Hey everyone, real small issue here. I LOVE the weird, spooky, creepy, and even downright goopy flavor of the Necromancer's abilities. I adore every feat that references wrapping the muscles of a corpse around you, the shrapnel of bones flying out, or even "a wave of sticky, liquid flesh".
But very clearly, ALL of the best flavored abilities come from the visceral viscera of Zombie Thralls, with Skeletons in second place- and VERY little class space is spent making the ghosts sound as cool!
This is a VERY MINOR issue, and flavor IS free. But honestly, SO MANY of the abilities in the class are some theme on "you use guts and organs for cool effect", that I start to wonder how skeletons and ghosts would ever flavor some of the same abilities!
Have you all felt the same way? What are some cool ways to reimagine some of the more zombie-fitting abilities for our spectral pals?

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I've seen a fair amount of Runesmith discussion, especially about Damage Output and Hand Use. However, there's something that I'm only just now realizing.
Do you guys think you're putting your runes on your OWN stuff?
I mean, there's nothing STOPPING you from doing that. I just feel like the intent is super, super clear that you're giving the runes to your allies.
Everything in the playtest makes more sense from that perspective. The game heavily encourages shield + free hand. Multiple rune invoking abilities care about specific positioning of allies to adjacent enemies/splash damage/etc. Your turns are built around stacking together runes to blow them all up at once in a big combo- and that's better when you're working with your allies.
I feel like Runesmiths are very much designed as a "support martial", ala the SF2E soldier. I'm kinda surprised to not see people engage with the class in the same way.
Am I off base? How have you thought of the Runesmith's role?

I think the distribution of “oomf” is a big sticking point in Solarions. They're a VERY useful class, because from what I've seen in playtesting, they can absolutely churn out damage. However, it's kind of hard to tell that through reading! I think this has partially contributed to a feeling of disappointment towards Solarians from the online buzz I've seen.
While starfinder has a really great “wow factor” in making abilities clearly fun and useful, the Solarian feels like it back loads a lot of their really evocative and interesting abilities until later levels- and sometimes just spreads them unevenly across options.
I think the first attunement abilities you get are a GREAT example. Supernova and Black Hole are IMMACULATE - the “hookability” of getting to tell a player “you can drop a black hole or a supernova at level 1!” is amazing! They're unique, bold, and most of all- RELIABLE things your character can do.
Both abilities clearly communicate the play styles of their attunements- repositioning vs damage- which are invaluable in teaching players. Make their big fun abilities that leave an impression be the ones that do the job of educating players on the differences between their attuned states! It's like edutainment, or cheese on your broccoli.
But most of all…. These abilities are BIG, splashy, memorable, and fun!! Pathfinder 2e has increasingly over time doubled down on the idea of going “over the top” with flavor and aesthetics, but I think it has especially just been making things more appealing as a reader and as a player.
A lot of SF2E’s new skill feats and skill actions are a great example of this- you can actually read one and recognize “this is a fun trope or signifier that reminds me of things I like, and this feat lets me do that and make that my characters ”thing”.
The very piecemeal and granular approach of character creation can often make it hard to feel like players are making an interesting, character-influencing choice with each feat. But when i'm THE GUY WHO MAKES BLACK HOLES? That's lightning in a bottle excitement, and the team has done a great job at it.
And then you have…the balanced one. It's a double strike. You whack them twice. I didn't even bother remembering it's name, and neither did you I bet! (It's Binaric Assault, by the way)
I feel like there are some Solarian features that just... Really drop the ball in matching the same level of distinct, unique, cool abilities. You want to do a double-stride and leave a trail of light that lingers on the battlefield, but do you want to have a small shield that has a lot of technical conditionals? You get Solar Armor, but it has exactly one use without dedicating feats to it. And you can't customize it nearly enough to make it feel distinct and "yours" like you would with the solar weapon. You get a small ranged weapon that many have already spoken about being disappointed by before.
It's a bit odd how conservative so many of the early level Solarian features feel. If I had to guess, I would say they probably seemed strong in initial playtesting because of the flat damage boost, but also complex because of the cycle mechanic. Making it's early level options be more minor or functional is a reasonable response.
But even more so than mechanical strength, I think they need…well…more “oomf!”! I would love to be able to customize my solar shot or solar armor, as well. I'd love for Balanced Solarians to have a unique and flashy ability, and I'd love for some of the early level feats to be as consistently fulfilling that cool core class fantasy as their later level ones!
I have high hopes for the Solarian, but what do you think? Do you think it's better to tone down the flashy abilities of the Solarian at early levels? Do you think that its issues as a class are more mechanical than play experience?

Hi Everyone! I'm so fascinated by the newest change to how Primary Target works. If you haven't seen the recent update, it's now:
"Before resolving the area of effect attack, make a ranged Strike using your weapon against the selected target. Ignore the unwieldy trait on your weapon when using this action. If two or more creatures are equidistant or closest, you can choose which one is your primary target. If you successfully hit your primary target with this Strike and the target rolls a success against your Area Fire or Auto-Fire action, they get a failure instead. This Strike doesn’t count toward your multiple attack penalty.”
This is very interesting to me! Before this, Primary Target was mostly an Action Economy tool. Area Fire/Auto-Fire take two actions to do as a downside, in exchange for their many upsides (targeting a specific save, being able to damage multiple enemies, half damage on a save, etc). Soldier, as the class best at using AoEs, naturally had an ability that let them effectively get rid of the two-action downside and keep up with the number of attacks made per turn as their allies. In exchange for this, your additional damage had to come through as a single strike- which is a real downside, as accuracy isn't a soldier's strong suit! (Their whole CLASS is themed around not aiming, when you think about it...)
However, do you think this new ability has now redefined the purpose of a Primary Target? Now, it's not just an extra attack stapled on to keep up- it can single handedly turn someone's success into a failure, guaranteeing suppression and additional damage! That has a lot of mechanical implications. Enemies with an AC lower than their Reflex save are now much more vulnerable, since being able to hit AC means making the Reflex save harder. Soldiers might find themselves drawn to pumping their dexterity more, since your Primary Target shot has gone from "a fun rider" to "the straw that can break a camel's back". Soldiers can also get a lot more out of anything that reduces AC but NOT reflex saving throws, although i'll be honest i'm not sure if those exist? If anyone knows, please sound off!
However, I think that this makes the Bombard ability of suppressing enemies even on a saving throw be in an ...odd place. It's an ability that I feel like was already such a high quality-of-life upgrade that it maybe should be baked into the core class, but also is a huge fun part of the power budget of Bombard Soldiers. Now that we have the new Primary Target that DOES bake in the ability to tip the scales towards suppressing more enemies, where do you think that leaves the Bombard ability? Still too good, or more in line with the others?
Most importantly: that Bombard ability felt FUN, big, and impactful! If more enemies are failing the saves than ever, does that make it feel less splashy and fun?
Personally, even tho i'm poking around about unintended consequences, this change makes me want to skip and click my heels like a giddy schoolchild. I think this is SUCH a cool change to what's already my favorite class, and it REALLY drives in the idea that you're just absolutely trying to nail this guy in particular with your bullets and explosions! It also makes primary target feel much more like an important, distinct class feature that really interacts with the core class chassis and its gameplay loop. It's another one of those feel-good things about Starfinder 2e as a system- big, impactful, powerful abilities that are fun and simple to use feel great!
But I don't want to just do a manifesto on what I think- I'm really curious to hear everyone's first impressions, as well as what we all find from playtesting the new changes! Happy Starfinding, everyone!
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