Sewer Goblin

Reta Badbig's page

53 posts. Alias of Hawkwen Agricola.


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Reflex: 1d20 + 4 ⇒ (14) + 4 = 18

Though heavily injured, Reta hacks at the burning man.

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Confirm: 1d20 + 9 ⇒ (11) + 9 = 20
Extra: 1d4 + 3 ⇒ (1) + 3 = 4


Ref 1: 1d20 + 4 ⇒ (1) + 4 = 5
Ref 2: 1d20 + 4 ⇒ (6) + 4 = 10

Reta is much injured, but spits at the effigy and then hacks at it.

Attack: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Damage: 1d4 + 3 ⇒ (4) + 3 = 7


Reta looks at Chuffy. "Look like you. Maybe you should take care of it, big chief. " She then darts forward, drawing her blade along the way, then takes cover near the platform by the fire.

Can't edit map. Please move Reta to the west of the platform looking thing.


Reta hacks at the harpy.

Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d4 + 3 ⇒ (1) + 3 = 4


Fort: 1d20 + 6 ⇒ (6) + 6 = 12

I am out of the country on vacation until Sept. 3 and posting will be slower than usual.


Will: 1d20 + 2 ⇒ (5) + 2 = 7


Reta nimbly jumps out of the way of the grabby vine, then spits at it, and swings her blade.

Chop: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d4 + 3 ⇒ (2) + 3 = 5


Hearing a commotion, Reta rushes toward the northwest, drawing her blade along the way.

double move


Reta holds her two truffles and peers at the others' finds.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Reta begins wandering through the grove to the south.

Survival: 1d20 + 1 ⇒ (15) + 1 = 16
Survival: 1d20 + 1 ⇒ (9) + 1 = 10
Survival: 1d20 + 1 ⇒ (3) + 1 = 4


Reta keeps her blade out and moves to follow Squealy. "Show us the way, pig."


Reta glares at Chuffy. "Bah!" She exclaims, then begins rifling through the longshanks' belongings. Picking up the brass foot, she holds it out to Chuffy. "Big Chief Chuffy can shove this up his fart hole!"


Reta squeals in awe and claps, forgetting the need to be quiet, as the camp goes up in flame. Darting forward, she moves up to the side of the wagon, crouching behind it.

Full Speed Stealth: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13


Reta watches Nord in confusion, then moves toward the perimeter of the village after Poog's suggestion. "What pig want now?"


Rock Hurl: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Reta kicks the dirt as she misses, hocks a loogie, takes aim, and throws another rock. She screams in fury as she misses once more!


Throwing rock!: 1d20 + 6 ⇒ (10) + 6 = 16 No penalties included.
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Reta winds up and hurls the rock at the ugly seagull!


Reta's eyes become slits and she growls at Chuffy. Realizing everyone is watching, you takes her hand off the dogslicer and begins limbering up for the next competition. Stoopid Chuffy. Think he big chief make-fun-of-Reta! Reta show Chuff whose laughs at end....


Reta quickly steps forward, determined to redeem herself after her last failure.


I too, will be leaving tomorrow for GenCon, returning home Sun. night.

Reta spits on the ground, then throws her spent firework at a dog effigy.

Throw Firework: 1d20 + 7 - 6 ⇒ (18) + 7 - 6 = 19


RTA vs Dog: 1d20 + 7 - 6 ⇒ (7) + 7 - 6 = 8
RTA vs Dog: 1d20 + 7 - 6 ⇒ (6) + 7 - 6 = 7
RTA vs Dog: 1d20 + 7 - 6 ⇒ (20) + 7 - 6 = 21
RTA vs Dog: 1d20 + 7 - 6 ⇒ (13) + 7 - 6 = 14

Retain squints her eyes at the effigies, then grins as her firework is lit. At Chuffy's comment, she sticks out her tongue and makes a rude sign with her hand. Pointing at the dogs, she fires.


Reta eyes the goblin dogs skeptically, but shrugs and wipes the blood from hands, then hops on Lil' Flaky.

Ride: 1d20 + 10 ⇒ (3) + 10 = 13
Ride: 1d20 + 10 ⇒ (7) + 10 = 17
Ride: 1d20 + 10 ⇒ (5) + 10 = 15

She has a little trouble getting the gdog to start, but then races into the forest, over the mud pit, and up the slope.

Ride: 1d20 + 10 ⇒ (20) + 10 = 30
Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Atop the hill, she spurs the dog past the squash, neatly cutting it in half as she passes.

Ride: 1d20 + 10 ⇒ (20) + 10 = 30
Ride: 1d20 + 10 ⇒ (4) + 10 = 14
Ride: 1d20 + 10 ⇒ (20) + 10 = 30

She wheels the goldog down the hill at breakneck speeds, but the dog is initially moving to fast to make the jump, stumbles, then wheels around to leap the brambles.

Geez, now I get four "20"s...


Reta grasps the unwieldy axe, taking a few practice swipes, then moves over to Mungee. "Mungee holds still, no tricksies!" Raising the axe over her head, she swings down hard.

Axe: 1d20 + 6 - 2 - 4 ⇒ (17) + 6 - 2 - 4 = 17
Damage: 1d10 + 2 ⇒ (4) + 2 = 6


Reta hands the axe back and shrugs. "Ok, Reta kill Mungee if you want her to."


Reta's eyes narrow as Mungee issues the challenge, then widen again as Chuffy apparently accepts the challenge for her. Reaching out her hand for the rusty waraxe, she growls. "Reta want to see axe, want to find wat catch is...."

Perception: 1d20 + 8 ⇒ (2) + 8 = 10


Hey Gerald! Tek here.


Reta growls as she is bitten. "Stoopid rat!"

Rat Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Fire: 1d6 ⇒ 1

To put emphasis on her statement, she swings hard at the toothy creature.


I see. I assume it is in the house and that's why I don't see a token? If so, please apply above attack to rat.


Is the rat still around?

Not sure what it takes to get to the ogre. Into the house and back out?

Reta looks for something to attack!

Attack...something!: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Fire: 1d6 ⇒ 2


"Keep giant busy!" Reta yells as she runs back and chops at the rat.

Attack: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Fire: 1d6 ⇒ 2


Reta hops up and down, slapping Mog on the back. "Nice fire! Big!"


Reta looks at Mog. "Hay catch fire, ya? Throw fire bomb at dog and hay....." She says, rubbing her hands together in anticipation.

June 20th appears to be the last time the player posted to any of his games. I'd vote for GMPC


Reta looks in surprise at Squealy Nord. "How Squealy come to be here?" She whispers.


Reta points at the shed, then the boat. "Reta think we should check outside buildings first...." She says as she darts toward the others.

Sneak: 1d20 + 10 ⇒ (6) + 10 = 16


Attack: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Fire: 1d6 ⇒ 4

Reta brings the dogslicer over her head then swings hard, chopping into the pig!


Ref: 1d20 + 4 ⇒ (3) + 4 = 7

Even though she knew it was coming, Reta can't move quick enough to dodge the fiery belch. "Fire pig eat corn last night, I think." She says, sniifing the air. Swinging the new dogslicer once to feel its balance, she steps up and swings at the pig!

Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Fire: 1d6 ⇒ 4

Apparently, she hasn't gotten the feel for the new weapon.


Reta draws the fire resisting potion and drinks it.

"Goblins eating pork tonight!"


Reta shakes her head. "Reta no marry any goblin unless they kill Munchmeats!" She say in way of challenge.


Reta curses and kicks at clods of dirt as Chuffy is made chief.


Escape: 1d20 + 3 ⇒ (11) + 3 = 14

Fort: 1d20 + 5 ⇒ (18) + 5 = 23

Cursing at her feet, Reta tries to untie the binding on her feet.


Escape!: 1d20 + 3 ⇒ (19) + 3 = 22

Fort: 1d20 + 5 ⇒ (2) + 5 = 7

Chewing on her bindings, Reta breaks free and starts to move out of the pie!


Seeing her eagle targets gone, Reta tries to escape her binding.

Escape Artist: 1d20 + 3 ⇒ (13) + 3 = 16

Fort: 1d20 + 5 ⇒ (20) + 5 = 25
Fort: 1d20 + 5 ⇒ (14) + 5 = 19


Reta swings her blade at the eagle, mad that the eagle clawed her.

Attack: 1d20 + 8 - 2 - 4 ⇒ (11) + 8 - 2 - 4 = 13
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Bird slicer: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Reta tries to act quickly, holding her blade between her tied hands, she swings at an eagle!


Reta swings her doglsicer in the air, then checks her bow and quiver before lining up to enter the pie.


Reta sheathes her dogslicer and draws her shortbow.


Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Growling at the stirges, Reta swings again!


Reta grabs her dogslicer and moves onto a plank.

Acrobatics: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13

Scrambling onto the plank, she nears a stirge and swings her blade.

Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Reta puts on the boots and cracks her knuckles. "Reta is ready."


It's showing up now. Maybe I missed it. Apologies either way.


Sorry, this is not showing up in my campaign page, because I think you have it marked inactive. I keep spacing it. Apologies.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Arrow: 1d20 + 6 ⇒ (4) + 6 = 10
Miss: 1d100 ⇒ 25

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Grand Lodge

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WWHsmackdown wrote:
The maneuvers scaling as you level would be nice.

Maybe have it scale with your proficiency in the related skill?

Grand Lodge

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...Someone mentioned Blue Mage?
I'm now imagining a Tripkee Wandering Chef Slayer who hunts monsters mostly in order to use them as ingredients for experimental dishes. The trophies are more so they can remember the flavor of certain monsters in order to figure out what seasonings and other ingredients work best.

As for Daredevil, I'm imagining a Shoony Martial Artist Daredevil, who has a bad habit of misplacing or losing their weapons, so they're always having to improvise what they need from whatever is on hand. Ranging from ladders, furniture, fish, bottles, bowls, utensils, etc. Foes underestimate them because they are pretty husky, but quickly find fighting them leads to, what onlookers have called, "A slapstick nightmare". And the best part? They're making it up as they go along. As they're party members like to note, "If you didn't know them better, you'd think they had planned the entire thing out."

Grand Lodge

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*Screams in pain and agony that the Psychic is still a two-slot caster*

Grand Lodge

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Perses13 wrote:
Rattlesnakes of the Runelords sounds like a board game to me.

"Come on Runelords... Rattlesnakes!?"

"My turn... Runelords!"
"Runelords. Runelords. Runelords... Rattlesnakes!?!"
"One more Rattlesnake, and you lose."

Grand Lodge

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There's a different take on it:

Quick Takes: Playing KPop Demon Hunters in Starfinder, by Psi Prime Productions.

Grand Lodge

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Personally, I'm liking the idea of a Castlevania inspired Megadungeon with a ghost town that's inhabitants you rescue from the castle.

Makes me think of Order of Ecclesia.

Grand Lodge

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*Thinks deeply on this hypothetical...*

I'd probably create a few wildly different books:
1) A book about how to create a more modern version setting for Pathfinder (like a version of d20 Modern), allowing you to run Urban Fantasy style campaigns (like Earthbound, Dresden Files, Like A Dragon, Persona, JoJo's Bizarre Adventure, Dimension20's Fantasy High). Something to act as an in-between for Pathfinder and Starfinder.

2) A book detailing classes, class archetypes, and archetypes that adapt the many job classes from Final Fantasy and Dragon Quest (with just enough difference that Square Enix can't sue).

3) A book focused on cooking. It would detail such things as the food culture found throughout Golarion, a Gastronomy subclass for Alchemist, some kind of Chef of Iron style archetype or class, and of course all manner of new food items and equipment (magic kitchen knives that double as weapons, enchanted cooking pots, rolling pin bludgeons, weapons made of food, etc.)

4) A book that would include a number of subclasses, archetypes, class archetypes, such as:
Battle Familiar: For casters, could shift their familiar into an animal companion and share spells with a range of "self" with said familiar.
Dirty Fighting Monk: Self-explanatory
New Conscious and Subconscious Minds for Psychics
A number of class feats related to using a staff as a weapon

5) A book fleshing out the Plane of Dreams, as well as detailing how to use it in campaigns, especially how the material and dream planes can affect each other.

6) A book with new ancestries that would include at least the following:
Dogfolk
Hippo-folk (whether Giff or not Giff).
Gemstone folk
Grasshopper folk (with KAMEN RIDER themed archetype)

Grand Lodge

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Does the Guides put out by the Pathfinder Society itself count?

Grand Lodge

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Perpdepog wrote:
Zoken44 wrote:

I can't wait for more dragons.

Like a Cyberdragon (Arcane) a dragon that chose to have it's conciousness and soul digitized and put into a machine body. with an electric breath.

A mutant Dragon, (primal) who's breath weapon is EITHER Poison, Acid, Fire, or Piercing, which is determined every time the breath weapon is recharged.

On the subject of the cyberdragon, I hope we see the return of the robotic dragons; those were fun.

Well, Galactic Ancestries will have rules for making any ancestry a robot, so you'll be able to be a robot dragonet and dragonkin.

Grand Lodge

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Spamotron wrote:
Another oddity is that we were promised a playtest for the Starship Rules in Tech Core which most people predict to also be released at GenCon. Given times to print even if we see it in January they’re cutting that awfully close.

I'm assuming Tech Core won't be out until AFTER Galactic Ancestries.

Grand Lodge

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Driftbourne wrote:
Mangaholic13 wrote:


Driftbourne wrote:

I just noticed that Akashic dragons are immune to stupefied, that's a nice touch.

Akashic Interference. What happens when an Akashic dragon joins the Order of the Eclips...

I feel like that would fall apart quickly. Mostly because Akashic Dragons hoard knowledge, while Eclipse censors (and probably alters) information. Wouldn't be surprised if Akashic Dragons are compelled to record "the truth, the whole truth, and nothing but the truth, so help you Yluma".

I don't think of Akashic dragons as hoarding information; the Akashic Record is the hoard, the Akashic dragons are just really good at accessing and using that information, or in the case of Akashic Interference, interfering with others accessing it. They might hoard some physical sources of knowledge, but that would pale compared to the Akashic Record.

I don't see anything that says Akashic dragons think truth is power; they seem to be about knowledge is power. How each Akashic dragon uses that knowledge could be very different. One nice thing about getting rid of alignments is that you can just look at a dragon and know its motives.

I could see an Akashic dragon using hellknights to help them control or restrict others from using knowledge.

I could also see hellknights tricking an Akashic dragon to work for them through a deceptive contract.

Eh, I disagree.

The books describe Akashic Dragons as "curators" of knowledge, which would make them protectors or guardians of knowledge.
Then again, it might be that I view censorship of information as a form of destruction/corruption of knowledge.
Of course, that doesn't mean I think the Akashic Dragons are going to share any of that knowledge either.

I don't know, I imagine the Akashic Dragons, like Wan Shi Tong (that Owl Librarian Spirit from Avatar the Last Airbender)... but even less friendly.

I also imagine that Hellknights trying that contract trick would end about this well:
Akashic Dragon: *reads the fine print and all the clauses* "I see..." *Proceeds to burn the contract with laser knowledge vision* "Nice try."

Grand Lodge

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ElementalofCuteness wrote:
So Psychic's Spellcasting does nothing right now or something? I am a bit lost.

Yeah, that is exactly why I mentioned it. This feature really runs headfirst into confusion.

Grand Lodge

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Teridax wrote:

It says so in the key terms for amps:

Dark Archive Page 13 wrote:
Amps are special thoughtforms that modify the properties of your psi cantrips. You can apply an amp only to a psi cantrip, which is called the amped cantrip. Applying an amp to a psi cantrip costs 1 Focus Point and is part of the actions needed to Cast the Spell. The singular focus required to amp a psi cantrip means that unless otherwise noted, you can apply only one amp to a given psi cantrip, and you can't apply both an amp and a metamagic ability to a cantrip at the same time. If both an amp and the amped cantrip deal damage of the same type, combine their damage for the purpose of resistances and weaknesses. Feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. If an amp has its own effect, its level is the same as the amped cantrip's.
In fairness, I've seen a lot of players miss this bit entirely, so you're by no means the only one. Definitely cause for clarifying how amps work, in my opinion.

Probably doesn't help that it looks like Archive of Nethys doesn't mention any of this.

==EDIT==
Wow. My Perception score is atrocious.

Maya Coleman wrote:
For the record, please remember that flagging is for breaking our forum guidelines. Disagreeing is not against our forum guidelines, so the posts that were flagged for "Breaking Other Guidelines" when they were just plainly stating rules have been cleared. However, the posts with direct shouting at each other have been removed. Shouting at each other is personal harassment, and I determine this both by the use of larger text, bold, all caps, and the use of the literal word "shouting." Anything that can be considered yelling if you were IRL basically. Please keep things civil, you all! And remember disagreeing is not inherently bad!

You're right. I should know better than this.

I'm sorry.

Grand Lodge

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Actually... with the changes to Focus Point regeneration... does the Psychic need to be under the restrictions it was in the pre-Master?
(i.e. Can only recover multiple points if they used Focus points only on Amped Cantrips)
Heck, maybe the Psychic should start play with the full 3 points instead of just 2?

HammerJack wrote:
What are you asking to have clarified in number 1? Psychic spellcasting never did anything special about the Manipulate trait. Any spells with somatic or material components still had somatic components for a psychic, and still had Manipulate.

Because verbal, somatic, and material components do not exist anymore, instead, individual spells are given the manipulate trait.

Also, I've never understood how Psychic Spellcasting then interacts with Attacks of Opportunity, so I feel like some clarity of how it effects spellcasting mechanically would be helpful.

Grand Lodge

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Kilraq Starlight wrote:
Now I'm imagining a Draconic heritage character, with the Draconic bloodline by class or feat, with the barbarian Draconic rage feature, who also is a Draconic disciple and a Draconic acolyte. With access to summon dragon spells by class or trick magic item. With a dragonnet familiar.

And they are ALL related to the character.

And as a result, anytime they manifest their patron, they get nagged, "You only ever call when you need something. Why don't you ever call just to say hello? And would it kill you to visit in the flesh every so often?"

Grand Lodge

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Personally, I think one of the BIGGEST issues with the remastered Oracle is it's multiclass archetype.

It literally lets any class do what makes the Oracle unique.

Grand Lodge

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Squark wrote:

Despair Dragon spreading fear*

*Although the preview articles did mention that some Despair Dragons choose to focus their powers of fear specifically on those who prey on the innocent.

In other words, the good versions become DragonBatman.

Grand Lodge

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*Face slamming intensifies*

Okay. So, my question has been answered.
Spell and Class DC are not the same.
Thank you everyone.

Mods, can you lock this thread? We don't need this argument here.

Grand Lodge

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*Slams face into keyboard over causing this debate.*

Clearly, this is something that needs to be addressed. Because until we have something explicitly stating how it works, then both sides can argue their opinion until the cows come home.

Grand Lodge

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Zoken44 wrote:

If we're wishing for things, I'd like to wish for the introduction of a benevolent god of undeath, governing over those who "naturally" rise, or are turned against their will, or come to reject the callousness of the more "traditional" undead.

...You mean Arazni? The goddess who used to run Geb (unwillingly)? Who stopped being a lich, and proves your point about the undead potentially being redeemable? Who has the following:

AoN wrote:

Anathema: Create unwilling Undead

Areas of Concern: unwilling undead
Zoken44 wrote:

Or a diety of undeath presiding over those with unfinished business, or denied lives.

I believe that's part of why the Duskwalkers exist.

Also, the Psychopomp Usher Saloc probably covers that alongside second chances.

Also, I think we're all overlooking one additional aspect of this discussion:
Necromancy doesn't just cover creating undead.
Look at Talking Corpse or Hallowed Ground.

Grand Lodge

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Please mention changes to Dark Archive Remastered...

Also, please make the Psychic's Subconscious Mind feats better...
Also, please let the Psychic have three slots a spell rank...
Also, please let the Psychic get some cool focus point feature...
Also, please let Imaginary Weapon NOT have manipulate...

Grand Lodge

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That's good to hear.

...Provided that WotC and Hasbro understand that Abomination Vaults belongs to Paizo and not THEM!!!

Grand Lodge

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Claxon wrote:
Castilliano wrote:
How do they migrate to most every sewer everywhere??
My personal theory is when you get enough magical shit (both literal and metaphorical) thrown into a sewer, that just kind of magically spontaneously form. I'm sure someone would come along and say Otyugh's aren't magically created....and maybe that's true. But figuring out how it happens otherwise is....just something I'd rather not imagine.

Isn't that how a lot of Ooze-type monsters get created?

Grand Lodge

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I'm guessing that sanitation levels are reasonable, mostly because no art depicts waste following in the streets.
Perhaps they have low-level casters who go around using Prestidigitate to clean the streets?
Either that, or there are low-threat monsters that eat waste?
Would not be surprised if it turns out Rahadoum has some concept of germ theory... mostly because they can't rely on Clerics to cure diseases.

Now I'm thinking of, if anyone has read/watched it, "How A Realist Hero Rebuilt the Kingdom".
A few chapters/episodes are dedicated to talking about the protagonist implementing new measures regarding hygiene. Including Aqueducts and cleaning.

Grand Lodge

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VampByDay wrote:

Looking through GM core and I'm trying to get ahold of how Archaic items are supposed to work in Starfinder.

Firstly: Archaic items accept runes and can't be normally upgraded. Fair enough. Also, they don't have upgrade slots but can accept property runes. Also, fair.

Secondly: You can spend some money to retrofit an archaic item to no longer be archaic. Great.

But let's say you find an ancient set of full plate, and an ancient longsword, and you don't have the time/workbench to retrofit them. Here are the rules.

1) Archaic Items are easier to break. Destroyed at 3/4 HP, broken at 1/4 . . . fine.
2) Armor has weakness to non-archaic weapons . . . is that . . . is that the ARMOR that has weakness? Like if I try to sunder a set of full plate sitting on a bench without anyone in it . . . it takes extra damage? Or is the person WEARING the armor is vulnerable to modern weapons. If so . . . why? Are you telling me, if someone shoots me with a laser pistol, I'm WORSE OFF with a bunch of leather in the way blocking the laser beam, than if I am bare-chested?
3)Weapons reduce a die of damage when attacking armor. Same question, is this if attacking a person IN armor, or is this to suppose if I took a longsword to some defiance armor, without anybody wearing it, that the longsword would do 1d6 damage instead of 1d8?

As Moosher pointed out, VampByDay (how do you not get vaporized? Lots of sunblock?), those rules are optional, just like how you don't need to include all the rules regarding combat in a vacuum/zero-gravity (and the book even recommends NOT using them unless you plan on having frequent fights in such conditions).

As to your questions, well, I had a question like that myself, and took to the forums about it:
Does anyone target armor/weapons in a fight?
And considering all the responses were pretty much, "No. One, because it is mean. Two, because Paizo barely has rules on targeting attended items . "
So I'm pretty sure the answer to your questions regarding that in 2 and 3 is "Yes to both".
As for your issue regarding armor/no-armor... I'm guessing that is because otherwise they'd have to make Archaic a character trait.
...I will agree that there is an oversight in that part... it does not take clothing into account.

moosher12 wrote:
Though this raises the question, wouldn't no armor mean you get no weakness while wearing any armor gives you weakness? So somehow the monk or the plain clothes rogue would get no weakness while a fighter in heavy armor got weakness?

I'm guessing Paizo thought, since AC is still in play, that they assumed the tradeoff would be the Monk or Plain Clothes Rogue would be easier to hit than a Fighter in heavy armor... which I don't really agree with.

Part of me says that wearing Archaic clothes should give 8 weakness... but then I think about how squishy that would make unarmored castors...

moosher12 wrote:
What I especially love is the new option to reduce the base price of Starfinder armor by half to lose the environmental protections. I remember bringing that up during the playtest that I wanted to see the option for adventurers that never expected to enter space, or for stationed terrestrial guardsman who would never have to worry about a lack of air.

Or if you want to use Starfinder items of a campaign setting that doesn't include space or vacuums at all.

Grand Lodge

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So... I was watching this video made by Psi Prime Productions (if you don't know who that is, I recommend checking him out, he makes some great videos for Pathfinder/Starfinder 2e, including build and setting idea guides):

Paizo Live! September 2025

It's basically him summarizing the Paizo Live! for September.
One thing he noted, and the reason I made this thread, was that during the live, the presenters got hung up in how, in the art of the GM Core on page 234, Obo is losing her sandwich, and started throwing out ideas for

A Sandwich Artisan Background and
A Sandwich Witchwarper Paradox

Anyone else want to take a crack at homebrewing this? If so, I'll go first:

Sandwich Artisan:
You have dedicated yourself to the art of Sandwich making. From baking the bread that will hold it all together, concocting the perfect combination of sauces, finding the most delicious vegetables, to sourcing the most scrumptious cuts of meat (or faux meat, for the vegetarians). Some might see this as a making you a one-note chef, but your deep dive into sandwich making has given a more diverse set of culinary skills then most would expect.

Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Society skill and the Cooking Lore skill. You gain the Streetwise skill feat.

Sandwich Paradox:

You've realized that reality is much like a sandwich: a layered complex combination of mineral, chemical, vegetable, and animal forms. Now, the reality itself has become your kitchen.
Tradition: Primal
Paradox Skill: Cooking Lore

...Not sure what to do regarding Paradox Spells, Warp Spells, and Quantum Field though.

Feedback appreciated.

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I did have an interesting thought on what effect undeath might have on the River of Souls, but this is entirely speculation:

It's been stated in some sources that large amounts of death occurring at once causes the River of Souls to flood.
If that's what happens when a bunch of souls are poured in, then taking them out might cause the River to slowly dry up? Which could end up effecting the ability for new lives to be born (assuming that having a soul in Pathfinder is necessary for life to be born).

Would also explain why Pharasma and her Psychopomps are also so dead set on keeping the Daemons as far away from it as possible.

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Archpaladin Zousha wrote:

That's one reason why I wanted to discuss this, frankly: it feels like there's a disconnect between Pathfinder and Starfinder's opinions on undeath, Starfinder treating undead as morally neutral while Pathfinder implies they're not.

While yes, the devs have stated one game's canon doesn't impact the other, I feel like this is something that could cause problems for writers of both games in the future, as they have different ideas on the fundamental metaphysics of the game world and the intended moral and ethical dynamics of their respective narratives.

I'm not sure I agree with you on that. At least, not in Second Edition Starfinder. Eox might be a planet for the undead... but it isn't really a place for the living, unless they specifically have that spot designed with living visitors in mind.

There is also their feeding on the living not just literally, but also as entertainment (Zo! Media, everybody).
...And then there is the Corpse Fleet.

Also, do we have any source that "objectively" states 'this is why undead lead to the heat death of the universe'?
Yes, undeath disrupt the River of Souls... but has it been stated clearly what that does?
Basically, I'm asking, do we have something that says right out, "This is what undeath does to the Universe".
I only ask because the Book of the Dead is written by Geb, and therefore still a subjective view.

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Perpdepog wrote:

What's interesting is that we now have borais, who are apparently an exception to a lot of these ideas about undead. They aren't strengthened by void energy, for one thing, but vitality energy. They also still very clearly have their souls, and those souls don't seem to be damaged, that we can tell, from living as a borai. Granted, borai do seem to give out sooner than other undead, their bodies breaking down after a couple hundred years or so.

That might be where their "cost" comes from? I haven't re-read their SF2E entry so I forget if it's the void energy in them that is expressly linked to breaking their body down.

*Rereads the Borai's entry

It seems, similar to Brook from One Piece, that the Borai's body is sustained by the vitality of their soul.
Them breaking down is the body deteriorating to a point their soul can't sustain it.
The main expression of void energy in a Borai is that their blood gets infused with it, turning black and ichor-like... as well as being somewhat unsettling to the living.
...In fact, the Borai really do seem to pretty much be like Brook from One Piece (meaning my Brook build using Borai is perfect!). They live, they eat, they breathe, they sleep.
Heck, it's even noted that Borai can't really function in societies built solely for the undead, since they need the kinds of amenities that only the living would.

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Well... this section from the Starfinder GM Core might be interesting to add in:

"Starfinder GM Core pg 185 wrote:


The vast nothingness of the Void is a merciless, lightless expanse
of manifest destruction and nihilism. Sapping and consuming
the life force of any living creature exposed to its energies,
it corrodes and disintegrates material objects to rubble, then
dust, and then nothing at all, yet the Void contains its own form
of anti-life. At their densest concentration, the plane’s energies
aggregate into bizarre, black crystalline snowflake structures.
These irregularities spontaneously generate the plane’s resident
sceaduinars.
Dwelling in exquisitely lethal cities drifting in the
vacuous darkness, these so-called void raptors are incapable
of true creation and blame this flaw on some ancient betrayal
by their rivals in Creation’s Forge. Sceaduinars react violently
not only toward creatures sustained by vitality energy, but
also toward undead, whom they view as unnatural parasites
unworthy of their plane’s energies.

...So, apparently the Void CAN create life. And THAT same life also views the undead as unnatural.

Set wrote:
(Reminding me of those dumb-but-pretty/cool vampires from the first Blade movie, who wanted to summon their 'Blood God' and turn everyone on the planet into vampires, leaving them... nothing to eat, and doomed to madness and death (as we saw happens with vampires who starve) within a matter of months...)

Reminds me of the vampire servants of Dracula in the Netflix Castlevania. Only one of them (ironically, the one whom the others saw as a brainless brute) asked the understandable question: "Hey, if we kill all the humans... whose blood are we going to drink?"

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Driftbourne wrote:

Starfinder 1e used EAC and KAC. Kac was almost always better than EAC, which encouraged the use of energy weapons vs kinetic weapons.

I don't mind going to just AC, but I was hoping some armor would have resistance to some types of energy, or have upgrade options for that. The Tech Core is not out, so there's still time.

Could be an interesting new type of armor trait.

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Driftbourne wrote:

With the tariffs and the Dimand bankruptcy, I'm just happy we even have Sf2e.

Diamond Bankruptcy Update

The video I posted mentioned both of those.

Also, I AGREE.

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So... Having a bit of a problem with the GM Core (a problem I'm also experiencing with the Galaxy Guide):

I own the PDF.
I'm viewing the PDF through my browser (Microsoft Edge).
For some reason, when I open the contents sidebar, it only gives me the pages option, not the table of contents.
Any chance that could get fixed?

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Archpaladin Zousha wrote:

That's what I'm trying to say: ostensibly Pharasma's reasons for hating unlife, that you cannot invert void energy to sustain life indefinitely any more than you can use vitality energy to kill, which is why undead beings constantly need to feed on living things to keep entropy at bay, that attempting to do this yanks souls from the River of Souls and damages them, which in turn is damaging to the universe itself, these appear to be objective facts of the Universe, or else Geb wouldn't be devoting so much time and energy trying to refute them, and thus, in order to practice the kind of necromancy people typically want to do when playing a capital-N Necromancer (conjuring hordes of skeletons/zombies/ghosts to defeat their enemies, mostly), you're inherently committing a violation one way or another, and the only way you can believe you're not is if you similarly begin making excuses for yourself, or to just not care.

That the devs are implicitly stating there is no moral way to use undead beings, because it inherently violates and harms the body and soul of the person you're using and there's no meaningful way anyone can consent to that. That the only ethical necromancy is that which specifically rejects the intended gameplay of a "Necromancer" class or archetype by focusing on DESTROYING undead beings and laying them to rest, in which case they're indistinguishable from your average heroic cleric or wizard.

Well, one thing I can think of would depend on this question: "How long does the Necromancer intent on keeping the undead around?"

Perhaps your necromancer only creates undead on a job-by-job basis. Once the job is done, they let the bodies go back to being dead and even conduct funeral rights for them. They might even, for example, call up the spirits of a murders victims and ask, "Would you like to get vengeance with your own hands?"

I don't know, I might just have different ideas on what a "Necromancer" can constitute.

Set wrote:
Mangaholic13 wrote:
Set wrote:
*Stuff*

Funny, you'd think there would be stuff written in any of the numerous books about Pharasma holding contempt over all forms of created life...

Does the fact that it's considered life rather than unlife have anything to do with it?
I feel like there's an attempt at snark here, but a salient point, that I already made, was that bodies are being desecrated to make these flesh golems, which is itself a violation of her tenets, and yeah, it has been mentioned in books before that she doesn't like corpses to be desecrated.

Alright. Going back to your Awakened Flesh Golem, provided they had already demonstrated their intelligence and capacity for reason... I think it would make perfect sense for a cleric of Pharasma to not attack the golem or destroy it.

Yes, as you pointed out, their creation requires corpses to be desecrated... but that's on the creator, not the creation. The golem never asked to be made by desecrating corpses.
We already have a BIG example that Pharasma and her followers will spare something created that is anathema and instead focus on punishing the creator:
The Shabti
They are made from bits of mortal souls (that's a violation) and made to take whatever punishment the person they're copying will face in the afterlife (that's a major violation). And yet, Psychopomps go out of their way to FREE Shabti, find out who they were made to be a scapegoat for, and then let the Shabti go free and punish the actual person.

QuidEst wrote:
- Ethical sourcing of bodies and/or souls. Necromancy makes use of dead bodies, and the largest ethical concern is the expedient temptation of killing people for fresh bodies and/or souls. After that is using pre-deceased ones, which is a bit more philosophical when it's *just* the body. It's complicated by the damage to a soul that undeath can cause. This category is something that can at least be mitigated with permission or performing it on oneself. I'm going to lump in "it's just wrong (unnatural)" into here.

Reminds me of a joke I'd thought of for something.

The set up is, a necromancer assassin unleashes a horde of zombies. A police officer then starts charging him.
Cop: You are under arrest for attempted murder, conspiracy to commit murder, reckless endangerment, disturbing the peace, and grave robbing!
Necromancer: Grave robbing!? I did no such thing! I obtained these zombies legally!
Cop: ...What? Also, how??
Necromancer: The corpses were donated to necromancy!

...Actually, that does raise a question: Is it considered desecrating a corpse to animate a dead body... if that dead body had been donated to necromancy?

Granted, in Geb, that's a nonissue, since Geb's own laws state, "You die on Gebbite soil, you're getting reanimated, and your mindless corpse will work the fields."
Naturally, this just incentivizes the living to see other forms of undeath.
It also leads to an entire class of undead who have no real power but still consider themselves better than the living.

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Squiggit wrote:
Driftbourne wrote:
I don't think it makes any sense to compare the size of the SF GM Core and Player Core.

In terms of content, no, but economically I think you can. It's a bit of a sore spot that the books are identically priced and released only a couple weeks apart when GMC is only a bit over half the size.

Especially given the shrink comes from just cutting the item section, when itemization issues have been a bit of a pain point with the system's release. Understandable, with SF being brand new, but the two paired together don't look or feel great.

This video might also provide some insight, Squiggit.

Board Games are in Trouble, and it's NOT Why You Think

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Set wrote:
*Stuff*

Funny, you'd think there would be stuff written in any of the numerous books about Pharasma holding contempt over all forms of created life...

Does the fact that it's considered life rather than unlife have anything to do with it?

Archpaladin Zousha wrote:

If that's the case then why does the subtext in Book of the Dead imply so strongly that Geb's assertions of undeath being as natural as life when it's literally the energies of destruction and entropy being used for creative purposes, which is why undead have their continual need to consume and destroy, and that the living and undead can coexist when his own nation has undead dominating the living as slaves, not as equal partners, are him talking out of his ass and making excuses for himself?

The Raven Black wrote:
After all, before Remaster we could totally have Good Summoners with undead eidolon, Good casters using Animate Dead, Good PCs with undead Familiar...
Yeah, but I thought the devs' opinion on things like that was "that was a mistake" the way Asmodean paladins, Erastil's misogyny or that one thing about Zyphus were.

...Because Geb is going to obviously defend/justify himself, maybe? And is not an authority on ethics?

I mean, just look at Arazni.

...Although, feels like this thread has gotten off topic.
Isn't it supposed to be about Necro-ethics, not "Will Pharasma and her followers try to destroy you for just being a necromancer, regardless of your moral intent"?

If ethics were easy, we wouldn't have the Trolley Problem, after all.

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So, I was replying on a different thread when a thought occurred to me:
RAW, does the range increase of a Sniper's Scope apply to range of Area and Auto Fire attacks?

Like I said, just a random thought.

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Another very big difference between guns in Starfinder 2e vs Pathfinder 2e: Guns in Starfinder can have ammo magazines.

What that means is that most guns in Starfinder can be used to fire multiple shots instead of reloading after a single shot (unless that Pathfinder gun has repeating, in which case you need to spend 3 actions reloading it once it runs out of ammo).

Squiggit wrote:
Lia Wynn wrote:
I agree that SF2 firearms ranges are much too short. I suspect that this is because of map size limitations in published adventures.

I mean, PF2 adventures tend to be even more cramped and that didn't stop them from publishing weapons with much longer ranges than anything in SF.

If anything, the trend toward small maps makes it easier to give away big ranges, because it's less of a power enhancer. Like if your biggest battlemap is 20 squares across bumping up a seeker rifle's range up from 120 to even something wild like 500 does literally nothing.

Having high tech sniping systems get outranged by black powder rifles is just a design and storytelling choice.

I feel like the real problem isn't the range on the SF2e guns, it's that that Arquebus has no business having 150 ft increments... or at least a Reload of 2.

Also, Lia Wynn, you're reminding me of this video: Eldritch Spear Distant Spell Sniping
I know the argument isn't fully comparable (not just because it's about DnD 5e but about spells as opposed to guns). But I think it raises a similar (if different point) as Squiggit.

Also, another big difference is:
Area Fire and Auto Fire
Two different two action attacks that can be made using an Area or Automatic weapon.
With Area Fire, your gun basically shots in an area (burst, cone, or line) that forces enemies within the area to make Reflex saves against your Class DC instead of making attack rolls.
Auto Fire is similar, except it's an option instead of a ranged attack, and always a cone.
Good for enemies with high AC, but terrible reflexes.

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Driftbourne wrote:
Squiggit wrote:
Xenocrat wrote:


I'm betting on no playtest. Having one always seemed like a bad idea: it's inevitably going to make a lot of people mad at the design they chose and they'll have limited time and flexibility to respond to any feedback, so better just to not scare off the preorders.

Honestly yeah. I'm kind of feeling this from SF in general. I keep looking at problems that went ignored from the core playtest or things that Paizo actively made worse and it's a big of a buzzkill. Might enjoy things more if I hadn't started with the playtest at all... and so many things were missed or trashed I'm not sure there's evidence playtesting has really helped here.

Driftbourne wrote:
The SF2e Player Core page count is the same as the PF2e Player Core, so I'm guessing the page count was set from the start of development.
Meanwhile GM core is a full 70 pages shorter than its PF counterpart (and 200 pages shorter than SF player core) ... might have been a nice place to re-include some of that cut content. Alas.

I had fun with the playtest, and I'm having fun with SF2e. I didn't take the time to compare the changes and see no reason to. I'm still playing SF1e and playing SF2e at the same time; I have fun with both; I don't even try to compare them, which is why I'm happy playing almost any edition of any game.

As far as character options that didn't make the Player Core, I don't think the GM Core is the right place to add them back in. For anything ancestry-related the recently announced ancestry books would be the right place.

Also, Paizo is not going to skip the playtest. They have to playtest the Spaceship Combat rules. Otherwise, they run the risk of REPEATING the issues SF1e had regarding the spaceship combat rules.

I think they clearly understand that they'll need player feedback this time if they want to release decent rules.

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Me personally? I got plans for a Pharasma worshipping Ghost Necromancer. In regard to their actions, their logic is as follows: "Oh, I'm not creating undead. That's unthinkable! The spirits I call up are simply those still awaiting The Gray Lady's judgement. Since the Ushers know where they were in the line, the moment they return, they'll resume waiting."

AceofMoxen wrote:
Let's look at the wiki:[

Considering the wiki's page for Sarenrae talks about the Cult of the Dawnflower as if they still exist (which they don't)... Not sure it's going to reliable, especially since it mentions things from 1st Edition that may no longer be considered canon anymore.

"AceofMoxen wrote:
Quote:
Iomedae still bears a slight grudge against her for not revealing Aroden's impending death
This is silly, and the only source seems to be a 2008 book. I really hope this isn't canon, especially as it appears to be only "legends" that Phrasma knew. (there is some Canon dispute on Phrasma's foreknowledge)

Yet this...(YMMV):
"AceofMoxen wrote:
Quote:
Pharasma's clergy often worked with those of Aesocar, especially those who delivered Azlanti babies

This is interesting. Aesocar is labeled as LG, but she was involved in Azlanti "creation of life, creating many lifeforms through magic." I assume Pharasma was aware that the Azlanti were slaves of the Alghollthu, making any lifeform they create also slaves. So maybe Phrasma is ok with the creation of slave races? That's pretty evil.

Maybe Pharasma is more evil than I thought.

Proves she's evil? How do you know she knew of the Alghollthu? What are you basing the assumption on?

By that logic, Iomedae is evil because she didn't instantly stop Tar-Baphon from nuking Lastwall.

Granted, both you and Squiggit are right: Pharasma and her clergy do not believe in giving the undead any quarter.

Also, to note, Pharasma isn't the only deity with anathema against undead. Sarenrae has it too.
So does the Dwarven God Magrim (who also includes damaging souls, so many creating undead doesn't actually damage a soul?)
The Mwangi deity Luhar (who also includes asking the dead questions)
Fandarra, the Giant Goddess
Gozreh
So, yeah, even an ethical necromancer is going to step on the toes of a couple different religious groups.

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moosher12 wrote:

I'm aware, but I wanted a bow. Was going for a Kikyō vibe as it was for Season of Ghosts. I did end up taking the sukgong instead. But I still would have rather had a daikyū. Just not the vibe, feels too technological. I want an elegant bow, not a medieval gat!

But yeah, for now I'm working with it. Just voicing a wish for the remaster.

...And I understand and sympathize with that moosher12.

That SAID:

THIS IS A THREAD ABOUT THE PSYCHIC, MOOSHER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
YOU WANT TO EXPRESS YOUR WISHES FOR THE REMASTERED THAUMATURGE, THEN MAKE A THREAD ABOUT THAT! STOP USING THIS ONE!
YOU ARE DERAILING THE THREAD BY DOING THAT!
HECK, IF YOU WANT, I'LL MAKE SUCH A THREAD FOR YOU!

*Refocused*
Sorry, it's just that you've been told this, Moosher. Stop derailing the thread.

And with that off my chest...

NorrKnekten wrote:
As for Psychic, I feel like all of the good suggestions has already been said but I want more 'weird' spell-like powers from feats. They already have some of it but I want to see more sub-class specific ones.

Agreed, NorrKnekten. Right now, each Subconscious Mind only has a feat each.

Not to mention, Dream Guise seems pointless, while Emotional Surge should be available to all, IMO.

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For some additional flavor/lore-based ideas, namely, by listing a couple different fictional characters who could be considered Witchwarpers:

Dr. Strange, Scarlet Witch, Thanos with the Reality Gem (Marvel)
The Doctor (Doctor Who)
Mister Mxyzptlk (DC)
DIO, Yoshikage Kira [Bites the Dust], Diavolo, Enrico Pucci, Ringo Roadagain, Funny Valentine, Toru (JoJo's Bizarre Adventure... Hirohiko Araki really likes giving his antagonists time/reality altering powers)
Elizabeth Comstock (Bioshock Infinite)
Link (The Legend of Zelda: Breath of the Wild and Tears of the Kingdom) [more specifically, his bullet time and Recall powers]

I'd also recommend reading the Iconic Encounter starring Zemir, the Iconic Witchwarper:

Lost and Found

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Driftbourne wrote:

Question for Pathfinder players: Did all the planes from PF make it into SF?

There's no Drift plane in Pathfinder. Besides being a mode of FTL travel, I also see it as a great GM or adventure writer tool that can be used to explain all kinds of crazy things happening. IT's also a great excuse to explain why a PC disappeared when a Player missed a game session, then have that PC reappear next week.

Starfinder will likely never have a book like Pathfinder Lost Omens: Absalom, City of Lost Omens, because Absalom Station has hundreds of levels. The maps alone would fill the book. Starfinder needs to cover more locations but wiht less detail, largely because in Starfinder you don't have to connect the dots to travel by foot for 3 weeks to get to some place.

Yes, although they weren't really that elaborated on, as greater focus was given to space and the planets/systems within it. It was mentioned that the Drift Crisis caused some ships traveling in the drift, during the crash, to get shunted into other planes instead of space.

Eh... I wouldn't be surprised if Starfinder 2e had books created to cover the various worlds in more depth.
Granted, I do agree that they wouldn't include a meticulously detailed map of every location within Absalom Station
...especially since Absalom Station came into existence DURING the Gap. And therefore details about are unknown even in-universe.
But I can imagine they might detail sections of the station, how the government works, and other details (and plot hooks) that could further flesh the place out.
Especially since the Starstone being contained within it makes it the hub of galactic trade.

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graystone wrote:
Mangaholic13 wrote:
Can you point to me where it says that.
Follow the link you provided for Proficiency Bonus. Read the last line.

If you're trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.

...
*Proceeds to repeatedly slam head against the hardest object*

HOW IN THE FUNKY FRESH BOWELS OF ROVAGUG DID I MISS THAT EVERY TIME I WENT LOOKING AT THAT PAGE!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?

If you all excuse me, I'll see myself out now.

*Leaves to go sleep of the severe migrant this mistake induced*

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Solarian Partition on pg 142 of Player Core

A success only turns into a critical success against mental or incapacitation effects.

Was that intentional or an error?
Putting this here as much for clarification as errata, as the Solarian is the only class with a restriction like this.

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Ravingdork wrote:

I understand that Starfinder 2nd Edition has been made to be much closer to Pathfinder 2nd Edition in its mechanics and play experience.

What I want to know are what are the little things (and big things) that are different in a way that a person coming over from Pathfinder might not expect? Are there any surprising changes, differences, unintuitive new rules, or avoidable assumptions?

As I slowly venture into this new game setting, what mines and pitfalls can you help my table and I avoid?

A couple different things:

1) Two new skills: Piloting and Computers. Piloting uses Dex, Computers uses Int. Both skills also have their own feats to go with them.

2) More guns. Lots of guns. Not all of them having the longest range, but definitely meaning a lot more shooting, and thus, more need for cover and Dexterity.

3) Access to flying at lower levels. Obviously, this is offset by a greater number of guns. There is also some debate whether the flight gained applies to all situations (like when in space).

4) Space. There are rules for being in space. These rules include whether or not more your armor counts as a space suit and dealing with zero-gravity.

5) Starfinder's classes are no longer (for the ones this applies to) [Insert name of Pathfinder Class]... IN SPACE!!! They have abilities and mechanics that set them apart from their Pathfinder brethren now that the two games are cross-compatible.

6) Easier access to NON-physical damage. You have heat rays, freeze rays, lightning guns, sonic weapons, plasma blades.

7) For now, don't really bother with the Unconventional Weaponry ancestry feat, it's clearly there for Future-proofing.

8) You'll have to wait a while for spaceship combat (how long, do not know. GM Core contains rules for Cinematic Spaceship Combat, which doesn't involve much crunch, as I understand it).

That's all I can think of at the moment.

===Edit===

9) Oh, I just remembered: Weapon in Starfinder use upgrades rather than runes, unless the weapon is Archaic (i.e. from Pathfinder). You can still upgrade a weapons item bonus to attacks and bonus dice to damage, you just need to use a somewhat different upgrade system.

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First of all, that's probably to prevent exactly what you're trying to do.

Second, you can take it for any skill that allows recall knowledge and then take Automatic Knowledge, which will let you Recall Knowledge as a free action every round.

Third, use it in rituals (either as primary or secondary, provided you set up some circumstances to make things easier).

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So I was thinking about the trait limit on Solarian Weapon (how you only get two, and two-hand d10, and reach count as two), and I had an odd idea:
What if, whenever the Solarian's weapon proficiency increases, you add +1 to the trait limit for Solarian weapon?
Meaning at 5th level, you can now have 3
At 13th, you have 4
And finally, at 19th, you have 5
I don't know, what does anyone else think? Sound good? Sound bad? Sound like "who cares"?

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So... hearing this is reminding me of something. Namely, how I realized why slingshots haven't shown up in Pathfinder 2e:

They're too new.

The slingshot depends on vulcanized rubber, which wasn't invented until 1839.

Let that sink in. The GUN is older than the slingshot.

BotBrain wrote:
I still really want a gunslinger archtype that lets them work with slings (and also buffs slings in their hands.)

Maybe call that feature, Forceful Sling?

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Dubious Scholar wrote:
But mechanically, Operative is closer to Fighter (well, it's Gunslinger in space really, but).

Eh, I'd argue, personally, that the Operative is more focused on damage than the Gunslinger. But that also might be how I view the two classes.

To me, a Gunslinger is getting to be a cowboy (even in more urban environments).
Operative though, is getting to be Solid Snake.

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