Keshon's page

18 posts. Organized Play character for dacoobob.



These look great, except I wish there wasn't the symbol in place of the highest number on each die. I want to see that 20!!

But all the AP dice have been this way so it's a tradition at this point. Who am I kidding, they're so rad I'll buy them anyway.


Good question! Star Shaman isn't a terribly powerful connection in general, so I'd probably rule that you can fly in any zero-g situation, not just if you're in vacuum. But it's definitely a gray area.


Porridge wrote:
Starfinder also offers a way to use races in non-stereotypical ways by using the "quick picks" method of ability score generation. Since that approach has you ignore racial attribute bonuses and penalties, it provides players with a nice way to work out viable race-class combinations that run counter to type (e.g., a weak but brilliant Shobhad Technomancer who likes to stay away from the front lines).

I agree that the Quick Pick ability arrays are great! Unfortunately that method isn't allowed in Society, for some reason. You have to use the point buy system in SFS : (


If dropping prone/standing from prone is only a swift action, simply squatting/standing from a squat should be a free action imo. Try it-- it's much faster.

Since it's not covered in the rules it's GM discretion, but if I were GMing that's how I'd rule it, hands down.


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Dorloran wrote:

What bothered me though: the players (not the PCs) REALLY obviously bristled at the notion of being stopped and interrogated by security, even though they were completely in the right as far as self-defense. It was an interesting reaction from the players and made me wonder if I had done something wrong as GM.

I don't think you've done anything wrong at all! Your players just seem to have a rebellious streak, probably enhanced by years of playing in a relatively lawless pseudo-Medieval fantasy setting. They'll just have to get used to the fact that this isn't merely "Pathfinder in space" but a new setting with different meta-rules. One of which is, you can't just run amok or flout the law without getting into trouble with the government or powerful corporations-- unless you're out in the Vast somewhere! Maybe your players would be happier getting out of civilized space and into uncharted (and ungoverned) territory?

But they still need to know that when they visit Absolom Station to resupply, they have to at least pretend to respect the law. I'd let them know before the next session that due to the previous incidents they're on thin ice with the authorities, and if they act up a third time there will be Consequences.

Who knows, maybe they like the idea of roleplaying as wanted criminals and that's what they're hoping will happen? Definitely a discussion you should have out-of-game though.


Overjoyed to hear summoning spells are in the game after all! I don't have AA yet but based on OP's description the spell sounds pretty good to me. At least as good if not better than PF's Summon Monster. My Mystic will absolutely be taking this spell.


From the Core Rulebook description:


To survive on the predator-rich world of Castrovel, the telepathic

humanoids called lashuntas evolved adaptive genetics that allow
children to develop into one of two subspecies, depending on the
stresses they endure at puberty: either the tall, intellectual, and
adaptable damaya—who make up most of their race’s political
leaders and ambassadors—or the short, burly, headstrong korasha,
who excel as warriors and explorers. Both feature short forehead
antennae that focus their natural telepathy, as well as colorful
swirls and raised markings on their faces unique to each individual.
Due to natural pheromones and lashuntas’ almost perfect physical
symmetry, most humanoid races find lashuntas of both subspecies
subconsciously (and sometimes unnervingly) attractive.

Some of the art captures this better than others.


1. More gear/tech/cybernetics/fusions.
2. More spells! Especially buffs and battlefield-control spells
3. Better sniper weapons. Energy-based?


The Kasathas' original plan was to settle on Akiton specifically, because it was supposedly their Promised Land. Since it was already occupied, most of them stayed on Idari. They'd already been travelling in it for hundreds of years/many generations at that point.


Butch A. wrote:

I'm not remotely convinced that the battery can easily be touched while someone else is holding/wielding the weapon it powers.

You can't remove the battery from a weapon someone else is holding or wielding (or there appears to be no rules allowing you to do so), so I had presumed you can't touch this precise part with a touch attack either.

If you can touch the battery to cast a spell on it, why not use that action to remove the battery you are touching?

Agreed! I might allow a sneaky technomancer to creep up on an unaware guard and drain their batteries (with a fairly high-DC stealth check), but in open combat? No way, unless they disarmed the enemy first.


Bloodrealm wrote:
What I don't get is why people use the clearly evil, cosmos-destroying Drift Drives when the Plane Shift based pre-Drift FTL drives would be faster

I mean, in real life we use all sorts of nasty, even potentially world-destroying technologies-- nuclear power, fossil fuels, millions of toxic industrial chemicals. Think of the side-effects of Drift travel as cosmic pollution... sure it may become a big problem someday in the far future, but in the meantime society has decided it's worth it for the immediate benefits.


It's not just the lack of buffs, the spell lists are quite limited overall. I wouldn't mind the half-casters-only thing if the spell selection wasn't also so underwhelming. Casters got borked hard in Starfinder. I'm having a hard time coming up with an excuse to play one aside from flavor.


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Space McMan wrote:
In Starfinder, all armor comes with complete environmental protection that is magically impenetrable.

Considering this is setting in which actual magic is an integral component of most technology, magically impenetrable life-support doesn't seem like much of a stretch conceptually. "Life Bubble" is a basic first-level spell, it seems pretty likely that a permanent version of it is worked into most spacesuits made in the Pact Worlds.

Even without magic, I can imagine a technological forcefield that's just strong enough to retain atmosphere/heat around your body, but not powerful enough to interfere with an incoming bullet or plasma blast.

Space McMan wrote:
Unless your players are in vacuum without life support of any kind (in which case, a little fire damage is the least of their problems), they can be set on fire, or have any other effect work on them as it would in a standard planetary environment.

The Star Shaman Mystic gets automatic immunity to the harmful effects of vacuum as a first level connection power, letting them fly through space naked without any life support. And some creatures are native to outer space environments (e.g. Sarcesians). In those sort of cases I could see ruling that the Burn effect doesn't work. Otherwise I agree, you can absolutely be on fire in space.


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It seems odd to have a spell called "Reflective ARMOR" that doesn't provide any kind of protection. Also, dealing revenge damage when you take damage isn't really "reflecting" anything... reflection implies something bounces off of you, like a mirror reflects light rather than absorbing it.

A much less misleading spell name might be "Pain-Duplicating Shell" or "Aura of Vengeance" or something. The spell as written is neither "reflective" nor "armor".


Empath Mystic/Envoy would have some nice synergy and would be closer to the classic support-Cleric role from PF... however it would also be pretty MAD.


I was a player in the game in question (in fact it was my character making the Life Science check) and I think Pakishi made a perfectly reasonable call by ruling it a standard action. Studying a newly-discovered alien creature and making inferences about its probable abilities based on other documented species would take more mental effort/time than simply recalling knowledge about a known creature. Swift, move, standard, or even full-- a case could be made for any of those action types but it shouldn't be "no action" imo.

To take an example from Pathfinder (for what that's worth), the Slayer class's "Studied Target" ability requires a move action.

In any event, the rules are missing this info and need to be clarified one way or the other. Until then we'll get wide variation from table to table.