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Oni Shogun's page
Organized Play Member. 447 posts (706 including aliases). No reviews. 1 list. No wishlists. 11 Organized Play characters. 2 aliases.
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Can spells appearance be changed just for flavor or to fit a theme and are there feats that could actually change the type of damage something does? Iceball instead of Fireball? A fireball of balefire that does void damage?
Organized play has rules btw on how many minions you can have. Might want to implement that at your table for the people worried about necromancers.
ScooterScoots wrote: Claxon wrote: BluLion wrote: I wouldnt mind if arcane cascade was no longer a stance, but something that just happened as a free action when you cast a spell, but only lasts 2-3 rounds. It would help the thing flow better without needing it to be significant The funny thing is, if the magus has a pre-buff round they can absolutely cast a cantrip and activate arcane cascade, and benefit from it the rest of combat.
Honestly, this is one part of the magus that feels pretty awful.
I think you could just make it a reaction when casting a spell or using spell strike. RAW they can’t as stances “only work in encounter mode”. Any good DM will ignore this the first time they think about it for 3 seconds (you MUST be “in an encounter” to climb with x stance) but that is the RAW This isn't a "any good DM". PFS for example sorta has to follow RAW.
Tridus wrote: Oni Shogun wrote: Will it be possible to make more Frontline Necromancer? I'm looking to make one much like the Diablo 4 Necromancer. You can give it some armor via archetypes and it did have a thing to swing a weapon around, but they said they're not interested in making it a proper gish. So while you can do it, being a frontline type isn't really its thing.
Also the thralls don't act like Diablo 4 minions at all in that they don't move and don't act indepedently to fight things. You can conjure them and then sacrifice them to use a focus spell, so it can feel like that kind of Necromancer.
Otherwise? Not really. That's not entirely true about the Necromancer in D4. The thralls can do things like blow up can't they? So they can't move but they do seem inspired in some ways by the Diablo Necromancer.
I heard though that there actually would be some more options to make it a bit more frontline? Not so much a proper martial but more options?
Perses13 wrote: Obligatory don't trust AI search, yada yada yada. Your AI search is probably just sourcing that from the general PF2 combability with SF2, or both of them appearing in Starfinder Enhanced for 1e.
All the ancestries that have been confirmed from PF2 are from Player Core 1 (ex. elf, goblin, leshy) so I would calibrate your expectations to the PC1 options in terms of PF2 ancestries making appearances.
More support for Vlaka I think is more realistic, its just a question of if they're going to give more support to the Galaxy Guide ancestries or just the Player Core ones.
You don't know that for sure though and I've had plenty of AI search with accurate info as much as non accurate.
The AI search said there would be but I wanted to hear from actual people who might know.
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Will it be possible to make more Frontline Necromancer? I'm looking to make one much like the Diablo 4 Necromancer.

Tridus wrote: Oni Shogun wrote: The "dead weight" can sometimes also be the social heavy characters if the scenario is more combat heavy. Sort of a rude thing to call someone in PFS since at least in mine I keep hearing them say you can play what you want and be non optimal. shrug.
I meant warpriest btw. I didn't know the correct name of the doctrine.
The thing is that every class in PF2 has combat stuff. You need to work pretty hard to make a character that isn't combat capable enough to be functional.
It's much easier to make a character that can encounter a skill challenge and have nothing to do. "Dump INT" characters tend to run into that quite easily given they'll have few trained skills.
It can definitely come up in PFS because you don't know what your party will look like and you can't guarantee someone else is there to cover the skills you don't have. Also with PFS largely being low level play, versatility is really useful in it. Or when you get tagged with something like research or influence and 4/6 people in the party have no relevant skills.
That literally happened in the last PFS game I played. My Elven Commander did a lot of heavy lifting in that skill challenge. It's actually quite easy to make a character not good at combat too. If their attributes for it aren't that great for example, same as a character with little skills. My Deathclaw concept character (Lizardfolk Animalistic Barbarian), has few skills but he does have a decent perception. I went with the default stat bonuses because it made sense for him to have a low INT, not so much from being stupid but just ignorant/uneducated, I mean he's based on a Deathclaw lol. There were Sapient ones in Fallout 2 and they had varying intellect.
The "dead weight" can sometimes also be the social heavy characters if the scenario is more combat heavy. Sort of a rude thing to call someone in PFS since at least in mine I keep hearing them say you can play what you want and be non optimal. shrug.
I meant warpriest btw. I didn't know the correct name of the doctrine.
A battle cleric gets martial weapon proficiency at lvl 3 so the dagger won't be a problem for long. You don't have to use your God's chosen weapon at all either.
I want Diablo style necromancer honestly. Wearing Armor with a sword and fighting alongside undead. May have to just wait for Necromancer class.
I've gotten by with characters who actually sucked at social skills.
Just looking for advice on creating a cleric "necromancer" since the Impossible Magic Necromancer isn't out yet. Needs to be PFS legal. Far as I read he can't be sanctified unholy, can't create permanent undead either. I think some of the holy gods might actually not have problems with undead if they aren't permanent and not done out of maliciousness but more as a tool or even like a punishment or penance for those who were wicked in life, but a neutral god would of course be best. Nethys sounded like a decent choice but are there others that could work?
Any chance of a book with a lot more weapons, gear and tech in it? I'd like to see a lot more augementations, cybernetics and such. Like adding claws, teeth, tail and other such things to an ancestry that doesn't have it should be possible with tech and such. I know in 1E there was a lot of grafts and things.
I hope there's a book with a LOT more augmentations coming. Things like adding claws, teeth, tails, ext should be easy with the tech and magictech, grafts and such in Starfinder.
I know in the description it says its for a biting attack but I read somewhere else that the bleeding affect could work for claws now because of some errata that changed something about unarmed attacks?
You need the stich flesh feat to use medicine on a corpse folk as far as treat wounds. Not sure about stablize.
The rules for PC corpsefolk are different than for NPC/Monster Undead.
ALL NECROMANCER PARTY! LETS GO!
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The book with Necromancer, Runesmith AND remastered Magus is Impossible Magic. It was announced today!
There is already an Impossible Lands sourcebook?
TheTownsend wrote: Noticed a couple things in the Errata that need to be erratad while going through my copy:
*The page listed for the "skittermander feat" All Hands On Deck in fact points to the Kasatha feat. Both ancestries have the relevant feat, this should be noted.
*The Envoy directive on 105 being corrected is not "Deadly Arms" it's Ready Arms!
*There is no "Vitality Shield" feat on 123, that's Network Shield, if the name is being changed, the errata does not reference that before correcting the description text.
*Weapon on 266 is assassin rifle, not "assassin's rifle" (I admit this one is pedantic as hell)
Altogether glad to see these corrections up, thanks to the whole team! (Especially for fixing the Phase Cutlass, while theorycrafting was fun that simplifies Space Pirate A LOT)
They also didn't fix the Solorian example. He has 3 traits on his weapon. He should only have two.
They also didn't fix two hand to do d12. 2 traits just for 2 points more damage is lame.
Is there any idea on which book they will be included in? Perhaps a Book of the Dead Remaster?
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I want my Space Samurai Golarian Survivor human with his ancient katana from Golarian that's got the crest of Ameiko's family on it.

Arutema wrote: Oni Shogun wrote: Does the feat give access to the archaic weapon? Also, how would it be upgraded seeing as runes don't exist in Starfinder 2E I think? And as far as Starfinder Society 2E is there a way to upgrade said archaic weapon? Nothing in the Starfinder Society character options gives access to archaic weapons, so that part of the feat does nothing in SFS. My local Starfinder society said otherwise, they specifically said this:
You don't need access because society lets you pick all options regardless of rarity unless prohibited.
Starfinder Society characters have access to all options, regardless of rarity, unless they are specifically called out on the page below.
Using options from Pathfinder sourcebooks
As a general rule, the use of Pathfinder content in Starfinder Society is not permitted. There are currently two exceptions to this rule:
Boons in the Boon Store may allow players to use Pathfinder content, such as ancestries or monsters. In this case, the specific permission granted by these boons overrides this general rule.
Some Starfinder character options, such as the Golarion Survivor human heritage, allow players to select options from Pathfinder books. In this case, players may only select options from the Core Sources for Pathfinder Society (currently Pathfinder Player Core, GM Core, Monster Core and Player Core 2), and must follow all restrictions as outlined on the Pathfinder Society Character Options page.
Note that in both of these cases, Pathfinder books are not core sources for the Starfinder Society campaign, so players must own a copy of these books when using these options.
The GM would be a PFS/SFS GM so any ruling on this would be for all PFS?SFS players and games.
I think PFS/SFS said you do get the weapon. I was asking about it in my local SFS/PFS chat group.
Yeah, they were saying though that the feat doesn't say you have access to the runes so that's the problem. I think Golarion Survivor needs some errata clarifications.
Does the feat give access to the archaic weapon? Also, how would it be upgraded seeing as runes don't exist in Starfinder 2E I think? And as far as Starfinder Society 2E is there a way to upgrade said archaic weapon?
Give bigger clip and mag sizes nao.
Why are there no options to increase magazine sizes for say a machine gun, or pistol or anything that shoots bullets that isn't a revolver (and even those have some options for more bullets).
That's not exactly true about no new mmos. There's quite a few coming out its just most won't last because they aren't anything new.
I know in the past there was an attempt to make a Pathfinder MMO that was scrapped. Are there any possible future plans?
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Definitely agree that Two hand should do a d12 instead of a d10 if it's going to take up all our traits, OR Solar Weapon should be 3 traits, not two.
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d12 for Solarian two hand.

Ascalaphus wrote: There's a couple more ways you can do this;
* Changeling with Slag May lineage feat, gets cold iron d6 claws that are not agile. This can work if you want to do a barbarian. Stick the versatile heritage onto a reptilian ancestry and you're on your way.
* Instead of going barbarian and getting frustrated that your claws are too agile to work well with rage, don't go barbarian. Go another class that can take a smaller attack and add a lot of damage bonuses, like rogue, exemplar or thaumaturge.
A deathclaw from fallout should be hitting hard from just being strong and big. A rogue doesn't fit that exactly.
I still think its incredibly lame to say all claws are agile. Oh really? You think a bear uses agility to smack someone? Nope. They just hit really hard plus lacerations from the claw. There should be feats or other options for claws to do more damage but lose the agility trait. Or some way to add b,p,s to a weapon that doesn't normally have it, even if its natural, there's all kinds of magic and tech and even magictech type stuff.
Best hope with Slag May claw is Fury barb and you'd only do 1d6+7. That's nice if you're a rogue but weak for a barb.
Ascalaphus wrote: There's a couple more ways you can do this;
* Changeling with Slag May lineage feat, gets cold iron d6 claws that are not agile. This can work if you want to do a barbarian. Stick the versatile heritage onto a reptilian ancestry and you're on your way.
* Instead of going barbarian and getting frustrated that your claws are too agile to work well with rage, don't go barbarian. Go another class that can take a smaller attack and add a lot of damage bonuses, like rogue, exemplar or thaumaturge.
Or just Ape and pretend its a claw but you're doing more bludgeoning from raw force than finese.
Vesk is Starfinder though? Are there going to be options to play Vesk in Pathfinder in the future, as far as stuff like Pathfinder Society? Should have put this concept is for PFS play. That's honestly the only Pathfinder or Starfinder I ever get to play is org play.
Claxon wrote: You might want to define for people not familiar with Fallout what a Deathclaw is.
Technically they are mutated Jackson chameleons that have become giant, intelligent (though usually not able to speak), killing machines that use their claws and mouth to rip people apart.
So a build focused on unarmed attacks I would say is a requirement.
As far as why do claws deal less damage....it's because claws have agile on them. And in the case of the Barbarian instincts, you never get claws alone, you get them as an additional weapon along with a d10 weapon.
I'm having trouble finding it, but I recall there was a stance or style that worked with Claws, I think it may have been catfolked themed but could work with any claws. It could make for an interesting choice.
Not all claws are agile and of course a monsters claws can do a lot more than a d6..
Tiger Claw stance for monks. Does a d8 slashing.
Awakened animal natural weapons are incredibly weak though but as far as being large size it works.
Wanting to make a Lizardfolk based on a deathclaw. Uses unarmed attacks to do damage. Seems animalistic barb is best bet with Ape and flavor the fist as a claws that are really more smashing than slashing since for some reason Paizo thinks claws would do less damage than a fist. Fighter is cool too for some of the feats but the damage would be a bit less, however could have actual claws which have agile which helps with MAP...
But wondering about decent feats for a Deathclaw concept?
But how would such a vlaka describe things because if they can't see what a person looks like, only smell them that could lead to some problems later on if they are needing to describe a person and they can only say what they smelled like.
Christopher#2411504 wrote: Oni Shogun wrote: How would a blind and deaf Vlaka "see" things like say stairs? A hole in the ground they are going to fall into? They have smell precise enough to put a bullet between you eyes.
Walking is not going to trip them up.
Stairs:
The would smell the metal, wood, stone or Polymer of the stairs going up in that unique way that only stairs do.
Because they did have to deal with stairs since they were born. Like everyone in every ancestry that doesn't fly.
Hole:
They would notice the sudden lack of "ground smell" where the hole is. Maybe pick up the different smell from the walls of the hole.
Or even notice the airflow from the hole, based on how it distorts environmental smells.
The main thing is:
It is not supposed to be an issue. So it is not. It is an issue it just wasn't covered enough via the rules to be honest.
I never said read lips was powergamey. That's your assumption you came up with on the fly. Its not because you would still have to know the language being spoken and what happens if said creature doesn't have lips or their mouth is covered?
I'm not sold on deafblind vlaka being able to "see" things they really would have trouble with detecting. It's getting silly.
Also no one answered about if you're deaf and then get the hearing aid at lvl 1, does that cancel out the advantages you got from being deaf?
How would a blind and deaf Vlaka "see" things like say stairs? A hole in the ground they are going to fall into? Seems they wouldn't. How would they communicate? I mean they can't hear or see people, only smell and a person who has been deaf their whole life usually has trouble with speaking? If something had no smell to it, wouldn't this Vlaka be effectively totally unable to sense it?
ALSO does a deaf Vlaka who gets the very easily bought hearing aid lose their advantages they gained from being deaf? Otherwise seems a bit powergamey to take a flaw and then cancel it right out but still get the other advantages?
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I'm more wondering if the weapon is always looking like its made of energy or if it can look like a normal weapon? I think it's supposed to look like its some kind of glowing energy weapon in the shape of whatever the solarian chooses, not a normal everyday weapon.
Does it look however the Solarian wants or is it supposed to be more of a weapon made of energy?

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Finoan wrote: moosher12 wrote: Finoan wrote: Now with the release of Starfinder2e and the mechanics compatibility, there is a new rarity of 'Nonexistent'. That is the default rarity for items from the opposite game in both directions. Nonexistant makes sense in pathfinder, as even among Numerian technology, some stuff simply has not been invented yet even among the spacefaring races, but it's impossible for any Pathfinder concept to be nonexistant in Starfinder beyond a species going extinct. Take a sword, for example. There are so many space swords, that I doubt it's impossible to find instructions to make a normal sword.
My partner picked up blacksmithing as a hobby, not exactly something needed in this day and age. That's a 'but reality' argument.
Yes, there are a lot of swords already printed for Starfinder.
So why - regarding the game mechanics - should the baseline assumption be that an Archaic sword from Pathfinder is available? And the runes to upgrade it with.
Your sword wielding character can use a modern Starfinder sword. Unless you have a particular game mechanics reason for wanting that specific sword from Pathfinder. Which sounds like you are trying to go hunting for a game mechanics advantage. They made a big deal about Pathfinder and Starfinder being compatible and then people try and go out of their way to not allow weapons from Pathfinder...lol. Nah I think they'd definitely be available. I'm not really buying it that they'd always be a downgrade. I mean with runes I think they'd be just fine.
Christopher#2411504 wrote: Oni Shogun wrote: I hope they address this soon. The example character has too many traits and twohand only doing a d10 and taking up both traits is rather weak. Agreed on both. A Solarians focus is on melee it would seem so I think they should get a better trade off for two hands than ONE die step..seriously.
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Attachments for guns like a bayonet, or a chainsaw. I want the gun from Gears of War.
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A d12 solarian two hand. D10 is just bad for taking up two traits.
I hope they address this soon. The example character has too many traits and twohand only doing a d10 and taking up both traits is rather weak.
I can see a Apostae elf joining the Starfinder Society sort of being like Garak from DS9 in attitude lol.
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