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watch the Paizo day youtube vids about starfinder. they talk there about how they will keep dex as a key stat but it wont be the casting stat anymore.


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There's one thing that made me CERTAIN that Vesk are 100% carnivores.. the Ghoran race are friends with Vesk. Considering Ghorans evidently have "perfect physiology which unfortunately included perfect taste - their flesh-like rinds were so delicious that humans hunted them nearly to extinction." - from Alien Archive 2.


This kind of wanton destruction would most certainly spawn a Living Apocalypse.. that will hunt down the pc's and annihilate them.
Wanna play with the big dogs.. so many ways the GM can teach them a lesson. The Legendary games 3rd party alien bestiary has CR30 Cthulhu and Tier 20 starship sized Outer Dragons. ...evil begets more evil...

that is of course if you as the GM allow any of it.. i can see why you may want to just because it's fun scifi nonsense. But the post above really nailed it.. there isnt anything in the rules for it.. so when they ask, it's a very simple NOPE.


how has noone pitched the Starship Troopers version.. Captured Brain bug can lead the swarm wherever..


Cellion wrote:
Linkified that for you.

thanks!


https://docs.google.com/document/d/1A6wVEoBWaZwJW2FBDNIio5rMj_qMjIUZOZ_3Fcr Pdac/edit?usp=sharing

how bout that?


Enhanced Manifestation - 5th+
At 5th level, whether your Manifestation is in Mote or Stellar Weapon form, you gain the benefits of the Hover Field armor upgrade and you gain energy resistance 5 against cold and fire. This energy resistance increases by 5 at 10th level and every 5 levels thereafter.
Also, you are immune to Low Level radiation(Medium Level at 15th level). As a Standard Action, you can lower the radiation level by 1 step(2 steps at 15th level), within 5ft(10ft if you’re in Stellar Mode). This effect lasts a number of rounds equal to your Cosmophyte level.
Alternatively, as a Standard Action, you can emit an aura of radiation. Creatures within 5ft(10ft in Stellar Mode) must make a Fortitude save or be Sickened. A sickened creature recovers as soon as it moves out of your aura, and a creature that succeeds at its saving throw is immune to your radiation for 24 hours. This is a poison effect(p.415 crb). This radiation lasts for 1 round or until you leave Stellar Mode.

-I remade/renamed the solarian into the Cosmophyte. Removed the Armor and Shield and Flare.. gave them this Enhanced Manifestation to make up for some of the things I removed and give them some other powers at these dead levels.


https://docs.google.com/document/d/1A6wVEoBWaZwJW2FBDNIio5rMj_qMjIUZOZ_3Fcr Pdac/edit

there's my build. I took out the shield, armor and flare cause to me they all seemed like after thoughts to the melee weapon. The armor as it is in the book is terrible and the shield and flare(hate that name btw since they already have a Stellar Revelation named Flare) just seemed rather lackluster and lame to me. So i focused on the weapon and working in more magical type things.

And the name Solarian makes me think of Solar..Sol..sun.. stars. Which makes sense for photon based stuff but not gravity/black hole type powers. Cosmophyte basically translates to "to grow naturally with the cosmos" which is precisely what this class is... All the cosmic powers.

That attunement idea was one of my first cause there's literally NO REASON so keep yourself at 3 attunement points, nothing showing that more attunement points = more power besides the Zenith stuff, which btw.. black hole is one of the most rediculously ignorant powers I've ever seen.. like "yes.. lets pull all people close to me, NOT do damage and then NOT be in Stellar Mode anymore." ..I literally laugh my ass off every time I read that power.. like wtf? lmao

Anyway. there's some other stuff in my build that people will probably freak about. like automatically building in Stellar Rush for all Cosmophytes cause... well.. it's too good to pass up.

Making more out of the Manifestation when it's not a weapon was another thing i wanted to fix. Hope you dig on those ideas.

Lastly, back to your build.. i like the idea of gaining more versions of the manifestation later on.. but i dont see them getting any use.. especially if you don't pick armor first.. picking it up at -4 or -8 is literally never going to happen.. same with the rest.. no one is going to use a weapon/shield thats 4 levels or 8 levels lower than their current.. so i think a different idea needs to be worked in there.


This is the only thing I've found in your build that seems like an oops. lol

Stellar Mode
At level 10, you gain 2 attunement points at the start of your first turn in combat.

Primed Attunement (Su): 7th level
At the start of your first turn of combat you now gain 2 attunement points. At the start of each subsequent turn you still only gain 1.

And I might post mine at some point, but I focused on simplifying.. removed the shield, armor and flare entirely and removed Graviton/Photon modes and also built in a couple of different ideas.. Besides renaming the class "Cosmophyte" my favorite idea from my build is this.

-Adaptive Attunement - While in Stellar Mode, your increasing Attunement Points(AP) allow you to adapt and channel more power into your Stellar Weapon.
- 1+ AP - You gain a +1 bonus to Reflex Saves that increases by 1 at 9th level and 17th level.
- 2+ AP - Your Stellar Weapon gains the Block weapon special property.
- 3AP - Gain a bonus to Stellar Weapon damage equal to half of your Cosmophyte level.


I took a quick look at it and gotta say.. i'm impressed. I've also been working on a solarian redux and went a bit of a different direction with it. Going to spend some time comparing and see how it all feels. Overall it def seems like you really did some deep thinking and honest consideration.. I also switched key ability score to Wisdom, also removed the soul fire fusion, also moved Black hole and Supernova to normal Zenith and buffed/created some new Stellar and Zenith revelations. It definitely seems like we had some similar ideas.
Well done!


Making the Mystic better at their Connection skill is definitely part of it, consider a mystic with a Cha based skill vs one with a Wis based skill.. the Cha skill is always going to be lower for a standard mystic because cha isnt as important of a skill.

Not a neat box, more of just what feels right to me.

And yeah, breaking down their connection skills individually there are some that you could argue for various key ability scores. I also was taking the idea of where the Connection idea came from.. ie. Crusader=Paladin=Charisma, Xenodruid=Druid=Wisdom. But their connection skills could lead towards a different idea.. this also brings up the point of the Biohacker and how they get to choose between Wis and Int AND get to switch a couple of skills to work with that choice.

I really liked that idea for the Biohacker and basically would do the same with the Mystic and their connections.


I kinda get what you're saying, but I definitely don't limit Mystics to simply space clerics, since the classes got reformed for this game.
In reality the Crusader Mystic is most certainly the Paladin.. they have Smite.. and that was kinda what kicked off this entire idea. Take a look at the associated Channel Skills from each and that's how I based their Key Ability Score. To me it feels more natural, a larger spread of different key ability score spell casters.


yeah it would definitely change the casting stat and i was even thinking of something like.. Their Mysticism skill and one other skill of their choice is also now based on their Key Ability Score.


Instead of Wisdom for all Mystics, their Key Ability score is based on which Connection they choose.

Charisma Key
-Crusader
-Devastator
-Flamewalker
-Hive Mind
-Mind Breaker
-Overlord
-Shadow
-Warmonger

Intelligence Key
-Akashic
-Geneturge
-Melophile
-Shaper

Wisdom Key
-Empath
-Healer
-Star Shaman
-Xenodruid


Some excellent constructive criticisms here, much appreciated.. I've probably face palmed about a half dozen times since posting this lol.. 1st being the total mind blank that starfinder doesn't have bonus actions.. Sooo there's no way a swift action would be fair.. Maybe make it a move action to fire them off after the first casting? Or maybe make the first casting a Full Action and thereafter it would be Standard Actions?
And yeah.. The push on a crit thing could be solved with the combat maneuver roll, thanks for that reminder as well.

And oddly enough most of my players picked spell casters.. And my homebrew storyline has a lot to do with lovecraftian occult magic.. So it works out well.

And the damage amount.. Supposed to represent the Bonus action damage level.. Never as high as a main action damage.. Soo no..it was always intended to only be able to throw a 3rd of the tiny celestial bodies that are created so that you have a max use of 3 per casting if you fire the max amount each round.

Ive also started toying with the idea of making this a relic level magic weapon.. Using the marbles as the weapon and there wouldnt be as many and they wouldnt be expended while attacking.. Rather they would have the thrown and returning special properties . Thoughts?


Basically trying to bring Melfs Minute Meteors into Starfinder and make it more scalable and versatile.

Tiny Celestial Bodies
Level: 1st - 6th
Casting time: 1 Action/1 Bonus Action
Range: Self/Medium(100ft + 10ft/Class level)
Duration: 1 Minute/Class level
Classes: Mystic/Witchwarper
Saving Throw: Reflex Half

You create a number of Tiny Celestial Bodies in your space that resemble marbles of colorful swirling energies which float in the air and orbit you for the spells duration. When you cast the spell - and as a bonus action on each of your turns thereafter - you may choose a number of your Tiny Celestial Bodies to turn into either a Meteor for Fire/Bludgeoning damage or a Comet for Cold/Bludgeoning damage and send the number chosen towards a point you choose within range and line of sight. Creatures in the area must make a reflex save or take 1d6 damage, of the chosen type, for each Tiny Celestial Body expended. A successful reflex save halves the damage and negates any critical hit effect.

1st: When cast as a 1st level spell you create 3 Tiny Celestial Bodies, may expend 1 per bonus action which explodes in a 5ft radius.

2nd: When cast as a 2nd level spell you create 6 Tiny Celestial Bodies, may expend 2 per bonus action which explode in a 5ft radius and push 5ft on a critical hit.

3rd: When cast as a 3rd level spell you create 9 Tiny Celestial Bodies, may expend 3 per bonus action which explode in a 10ft radius and push 5ft on a critical hit.

4th: When cast as a 4th level spell you create 12 Tiny Celestial Bodies, may expend 4 per bonus action which explode in a 10ft radius and push 10ft on a critical hit.

5th: When cast as a 5th level spell you create 10 Tiny Celestial Bodies, may expend 5 per bonus action which explode in a 15ft radius and push 10ft on a critical hit.

6th: When cast as a 6th level spell you create 12 Tiny Celestial Bodies, may expend 6 per bonus action which explode in a 15ft radius and push 15ft on a critical hit.