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Mechs are supposed to be usable against normal enemies and PCs so probably the lowish damage is intentional- The number of actions per turn would be what makes it a threat.


Ixal wrote:

With the escape hatch upgrade you could always use move to go out, cast a spell with standard and spend a resolve to get back in with your swift action or haste.

The Escape Hatch upgrade is probably gonna be a must in most of my mech builds because of this.

Granted, going outside in a mech battle is a bad idea because everything's on average 3 levels above what you typically handle but that's part of the charm for me

Ixal wrote:


Also, can normal vehicles mount mech weapons? Or can a huge power armor use a mechs sword?

I think most of the mech weapons are integrated for this reason.


LBHills wrote:

Players aren't generally interested in rules that give them less agency.

Left Leg Guy: Let's use our full movement speed this turn!
Head Guy: Who gave you a window? I'm in charge here.
Right Leg Guy: I'm with you, brother! RUN FOR IT! Fight the power!
Enemies: Where's he going??

Make all the players legs. Seems like a simple solution


I think there's more space than people assume for modern music/art culture in Starfinder. Not so much for lore or logistical reasons, but the daily life and technological capabilities of the average person in Verces or Absalom Station is a lot closer in form to our lives than in D&D or Pathfinder. Adding in punk music/street art etc. etc. completes Starfinder's fantastical-but-worldly aesthetic for me.


181) Groetus got tired of playing PF1 and tried to destroy the universe prematurely so he could try out a different system, he got as far as Golarion before the gods managed to stop him and gave everyone space travel to keep him satisfied.

182) None of the players could make it to the session for the following hundred years so the DM had to gloss over what they had been doing for when they came back.

183) Some maniac goblin with a bunch of moon-sized bomb tried to play a game of pool with the sun and the surrounding planets


This class actually rocks. Aesthetic aside I like the sort of grit economy you have set up, not like anything I've really seen in the PHB (although I admit I haven't really read through a couple of the melee classes yet.) If I was running an adventure I'd maybe have a couple concerns about some of the retort reactions themselves- Flashing parry in particular seems super spammable. Perhaps some retorts could be carried off of reactions and instead take up an action on the player's turn that then triggers and gives grit similarly to a readied action when the listed conditions are met? Iunno. Overall it seems mechanically pretty tight and something I'd actually like to use in the future.


Mitflit Homebrew Ancestry (Wonderful Little Gremmins)

If you aren't too familiar with them, Mitflit are a subgroup of gremlin that showed up in 1st edition under the name Mites. They had a pretty grisly design in that edition, although I still found myself endeared to them, mostly for their Vermin Empathy which had the potential for a lot of weird combinations. Second addition brought them back with a new name and revamped, less lumpy appearance. Most baffling of all, however, Paizo decided to saddle their 2E entry with an inferiority complex so strong it bled into their stat block. Of course, seeing these little pimply sacks of self-loathing and vindictive rage I immediately fell deeply in love with them, and set to work on making a homebrewed race to give them the limelight I thought they needed.

There's two great ways to play Mitflit, at least as far as I've thought up: Either as petty, easily angered little dweebs constantly declaring blood feuds against like, a seagull that looked at them funny or something, or as a more nerdy hermit type that plays up their more off-putting and insecure qualities to make them seem like the type of dweeb that's just begging to be bullied.

Of course in both cases the Mite's Vermin Empathy ability takes center-stage in how you'd likely want to play them- it's their most powerful asset in their stat block and offers opportunities for role-playing of a caliber arguably higher than Gnome's animal empathy ability just because of the omnipresence of insects. I tried to play that up in the ancestry entry. Mitflit are known for their ability to tame vermin for use as mounts so of course there's a couple feats such as Dirt Cowboy that let them use insects as mounts for swimming and burrowing, and Animal Companions for them to be used with. There's also a lot of weird stuff ripped directly from the mitflit stat block, such as the Scuttler feat that gives them a climbing speed and the Smelly heritage that gives them an imprecise scent.

The main reason I posted this here is to get a critique of the entry. I tried to model my feats off of ones in the PHB, but of course being modified for flavour they might have veered off somewhere and gotten too powerful or too weak. Of course, being an underdog race in it's very concept I'm not too concerned about it being weaker than what the typical race "should" be, but I wanted every part of the race to be enticing so if something's so bad or glaringly worthless that nobody would choose it in any circumstance I'd still like to hear.

There's some fundamental things that I might still need to add to really flesh out the race- Namely, options for Mitflit builds not based on animal companion classes in the form of feats or archetypes and extra weapons for their weapon specialization.

TL;DR just look at the file and tell me what you think.