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WatersLethe wrote:

If you were going to try to update Starfinder to use the majority of the improvements seen in PF2, how would you go about it?

I'm looking at the bones of the PF2 system and I see that it might just make the most sense to port classes and technological items and skills from Starfinder to PF2, and just use a lot of PF2 as-is.

How would you start?

the action economy for one

makes combat more mobile and dynamic i feel


a magic focused book
new class options focused book
and book wiht new classes


one thing id really like is a magic focused book
much like how armory was an equipment focused book
i feel like starfinder needs a magic centric book as is magic is ok but not as strong as i think it needs to be.


huh thats actually a pretty good combo
spring attack and defy gravity
with leg enhancements that could make for some really good fast mobility and damage if need be


fair enough I suppose
I just wish that it let you function like a jetpack but to do that constlanty would probably be overpowed (maybe a limited duration based off of your solarian level? not sure)

so its now between that, corona or glow of life at the moment for me


that is true
though doesnt it require you to land or start falling?
because if so, then its not really good against flying enemies


anyone have experiene using defy gravity?
is it a good revelation? it looks like a trap option to me


true that is fair
issue about corona is that it requires a standard action to activate which cna hurt my damage output buuut
it is not bad for tanking


anyone recommend to me a good solaraian revelation to use at level 8?
debating between
deflection, corona, glow of life, or blazing orbit
if it helps at all
this is for a melee solarian
so anyone with feedback please feel free to respond


Id also recommend plasham sehath because taht extra damage is going to really help your melee staying power


level 1 blitz soldier
level 2 operative

level 2 character

20 dex, +1 operatives edge, and improved initiative feat

total of: +14 initiative

go first more often than not


That is a very good point there
just wished they'd last a bit longer you know


entertaining for the GM
Punishing for hte players
and very skewed in the enemy's favor


The thing is if were going off of that 1 hour usage
then theyre very useless only in like very few scenarios where youre better served just using a regular enercycle


does a pack of motospheres let you just summon 4 of those motorcycles?
or does it require hte full set to just bring up one motorcyle?
also does it only jsut last for an hour?
or can you just turn it back into a sphere after an hour of use?
just as a note this item is a hybrud item from Pact Worlds


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In case no one has aid it yet

Radiactive elementals!

Ie

Plutonium/Uranium elementals


You know this kinda makes me wonder if I should've done this rather than full solarian
It feels liek this dip is a better solarian than a fully leveled solarian


Funny enough I used that ship builder and it didnt prevent me from using the mark 3 armor and defensive measures


So currently me and hte rest of my player group jsut hit level 7 and have a chance ot ugprade our ship. We'rea group of 4 with an 18-20 crew (including us). In your guys's experience, what is the best build to have fora ship? We're throwing around this following ship build idea, maxmize mobility and range, also, anyone know where I can find a ship building optimization/benchmarks?

Large Heavy Freighter
Speed 10; Maneuverability average (turn 2); Drift 1
AC 13; TL 13
HP 140; DT n/a; CT 28
Shields Light 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Forward) Twin laser (5d8)
Attack: (Forward): coilguns linked (8d4)
Attack (Turret) Coil gun (4d4)
Power Core(s) Arcus Maximum (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (luxurious), mk 3 armor, mk 3 defences, mk 2 trinode computer (tier 2); Expansion Bays medical bay, recreation suite (trivid den), tech workshop, arcane laboratory, 4 cargo bays (technically)
Modifiers +2 any three checks per round, +4 Computer

For our given level, do we have enough damage and speed output as well as shielding? Or should we shift some things around to improve some stuff?


I mean I guess yeah but id figured theyd put mroe efforts into making new class faetures


Wait so no new class features?
this really blows if you ask me
they included a whole new mystic connection in one of the AP's
but couldnt make one for Pact Worlds?
Im very curious as to why this is


ok so we make it resolve based
how much should it heal then? and shoudl it be resorted after a short or a long rest?


why do you say that?
just curious hope that doesnt come across as snarky or dismissive I just want to understand your thought behind that


Yeah I get what you mean, Ive run the numbers and the first 1 would be under the healing of a mystic (which makes sense) but the idea i was going for for the second one was like a pool similar to 5e paladin's lay on hands

so would the second one be more balanced if it only restored on a long rest?


This is a revelation idea that I had, kinda like a lay on hands for the solarian to use, but im not sure how I should go about

Idea 1
heals for: solarian level+cha modifier for cha modifier/times a day

Idea 2
heals for: Solarian level x cha modifier as a pool that restores either on a short rest when spending an additional resolve point, or only after a long rest

Im definitely making this a photon revelation, but Im not sure what kinda bonus this revelation would get doing so.


thats pretty much my experience as well darkbridger


I agree


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@Claxon
That's one thing the following oculd fix

Let solarians add their key ability modifier to ac when only in light armor but cap it like they do with dex

coupled with that and being able to use their solar armor at the same time, they will have the AC to be viable in melee but not outshine the soldier in terms of ac (who will often still edge out ahead of them)


Dude ravingdork id kill for that
or letting your key ability modifier to be applied to light armor but capped in the same way dex is


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in combat it holds up pretty well if you're emphasizing str, using heavy armor, and have a decent charisma

however the solarian will never be as good at its skills as other classes

gimped i would say is maibly attributed to graviton mode and its revelations because they're too situational to use when most of hte photon revelations are more useful for most solarian builds comparitevly

ive made some homebrew to fix those issues if you're interested


@Hwalsh part of this was to help kinda reduce the fear tax on melee solarians while keeping their ac competitive

@jetsetrario
What I wa trying to say was this. A melee solarian is more often than not better served being in photon attunement because photon attunement offers them more melee bonuses. Bonus damage, mobility boosts, resistances etc depending on the revelations chosen
Whereas on graviton very little there is enough to make a melee solarian choose to attune to graviton over photon


i mean that's fair but i feel that even with the ac bonus
due to just how much photon mode and its revelations are just more conducive to melee, then a melee solarian will be in photon more often than not


well for this specific tweak
1. the cha modifier would be used in place of dex for their armor not in comination
2. this build would still be improving dex because well dex so so so damned much for a character in Starfinder (initiative, reflex, acronatics, piloting, stealth, sleight of hand, ranged attacks, etc)

so theyre still incentived to upgrade dex but their key ability will do more for them and not feel that useless as it does now beyond resolve and revelation dc's


true


see thats also why i was thinking of making this change
most melee solarians are going ot be spending 99.9 of combat in photon mode so an ac bonus fro graviton would be next to useless

so i feel taht the use of the key ability mod in place of dex in light armor isnt a bad change up you know


yes my level 10 and 15 numbers are correct except for the int and wis lol seems like they should be upgraded as well my bad

regardless getting back to the meat of this
i feel letting the solarian use their key ability in place of dex for their bonus to armor lets them stay competitive with the soldier for ac (which gets out ahead but then again its less MAD so it can afford to pump its dex secondarily and a gear boost to bump its ac)

yet still good for melee despite that


remember that oncea stat reaches 18 (not including uprades)they only get one point per 5 levels for an increase

so for this i was just using an example of the build I would use in these scenarios


that is a very interesting combo however due to that kac+8 to hit for bull rush its really hard to pull off


for the standard effective str solarian (using human as a base) the stats are (using the mercenary theme)
level 1
str 16
dex 13
con 10
int 10
wis 10
cha 14

level 5 (with a str+2 upgrade)

str 20
dex 15
con 10
int 12
wis 10
cha 16

level 10 (with str +4 and cha +2 upgrades)

str 22
dex 17
con 12
int 12
wis 10
cha 20

level 15 (with str +6 upgrade and cha+4 upgrade)
str 24
dex 18
con 14
int 12
wis 10
cha 22

level 20 (with str +6 cha+4 and dex +2 upgrades)
str 24
dex 20
con 16
int 14
wis 12
cha 22

so using say level 1 as an example
str melee solarian with heavy armor using hidden soldier armor with a +1 dex has
eac: 14
kac: 16

a dex solar armor solarian with the kasatha microcord mk 1 with a +3 dex
eac: 15
kac: 17

now if we allowed the solarian to use their charisma in place of dex for light armor, with a 16 cha without solar armor and using kasatha microcord mk1

eac: 14
kac: 16
the same as the regular melee solarian with 13 dex and heavy armor


yes @jetsetradio but the issue is that the melee solarain benefits more from being more str focused than dex, so to compensate for that they have to take heavy armor, my idea was coming up with a way to offset that ac loss when in light armor and only mediocre dex so they can do their job as a mobile frontliner


So one thing me and a friend of mine are looking at is how we could make a tweak to the solarian. Seeing as how the revelations and class features seem to emphasize mobility and melee we thoguht that the necessity of melee solarians needing heavy armor as a bit, antithetical to the lightly armored mobile combatant it seems to be flavored and base built for. In light of this we've been trying to find a way how either through a base feature or maybe a revelation could make up the difference in AC so that it isnt broken but stays competitive with a soldier in terms of it's ac.

Potentially letting it add its cha mod to ac instead of dex? as in it replaces dex to ac and uses charisma as long as it wears light armor?


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how I roleplay my solarian is that they can feel the various energies of stellar phenomena and taht each of them have a primal set of instincts/emotions. As a solarian he must keep himself calm and centered so as not to fall too much into these instincts and lose control of his powers. In addition he has his own pool of cosmic energy to use his powers, but draws from the energy of these phenomena to refill said pool once he's used a zenith revelation (seeing as it automatically knocks you out of attunement). And that as a channeler of the energies of creation and entropy that he must do his best to defend these ideals (in his mind, being a symbol of hope and strength for hte meek against those who would harm others)


space dinos!
hopefully with this book we also get stuff related to more bio enhancements from creatures ala Xcom Enemy Within!


armored storm for hammer fist
its an unarmed strike
take melee striker gear boost
it's great


would it be better for a combat envoy to use unwieldy ranged or melee weapons?

Im leaning towards ranged because it allows them to be a bit less MAD


so question is it better to use unwieldy ranged weapons or melee weapons for the envoy?

Id lean towards ranged weapons because it prioritizes dex, and makes them less MAD


im surprised that we didnt see silencers in the core rulebook or AA


i really like that idea
separate consumables as compared to more permanent or longer lasting stuff


yes that 100%

to me most ofthe utility or flavor items are priced too high for their usefulness

for example, some of the rings (looking at you camoflauge ring) and the serums that give bonuses to certain skills


yeah
honeslty out of all the class grafts
the solarian is the worst offender in terms of abilities
being able to fully attune with jsut a 1d3 roll

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