After playtesting the new classes a fair amount, I think it's time I wrote some playtest notes. This is something I've done for other classes and elements of the Starfinder playtest, and you should be able to find the list below. I'll split my post into sections, spoiler them, and add a TL;DR just so it's all a bit easier to navigate.
I ran my playtests mostly across levels 1-15, as I ran them mostly using the official Starfinder playtest scenarios and field tests. I ran some playtests at higher levels using Pathfinder content, but treated those as secondary to the playtest scenarios.
I ran my Technomancer with a variety of party compositions, mostly with just other Starfinder classes. I eventually started adding Pathfinder classes into the mix, and treated those playtests as secondary.
I tested my Technomancer using different Starfinder ancestries, including ancestries from the Galaxy Guide.
I ran the scenarios RAW for the most part, only adjudicating when something broke or was missing from the rules (or the class's core features). I then started playing with certain parameters, chiefly the Techomancer's own features, and treated those findings as secondary.
As per standard, I maxed out the Technomancer's Intelligence, then Dexterity, then Constitution, and finally Wisdom.
I settled for the most part on a laser rifle to "cast gun". While trying out different subclasses, I went out of my way to try to accommodate their item needs when possible, such as buying a spell gem at level 1 for the Viper subclass.
TL;DR I ran the Technomancer through a series of playtest encounters from low- to fairly high level, using a variety of ancestries and party compositions. After a little over a week, I started experimenting with altering the Technomancer's features to see how that would affect their gameplay.
Overclock Gear:
There's a lot to be said about Overclock Gear, in my opinion. It might not seem it, as the mechanic doesn't have all that much text to it, but that I think is part of it:
First, let's talk cost. Overclock Gear requires you to cast a non-cantrip spell, which means that your choice is to either cast a slot spell, which is particularly costly at low level when you have only 2 to begin with, or to cast your focus spellshape for the sole purpose of activating this feature. I order to overclock consistently, I ended up using the latter, which on some level did feel hack-y and thus thematically appropriate, but for the most part felt wasteful, especially when there wasn't much else I could do on that turn.
At low level, DPS++'s weapon overclock felt genuinely really good to use, as my attacks were hitting more often and dealing a higher minimum amount of damage, and it was one of the few overclocks I could put to immediate use by Striking as my third action. At higher levels, though, my Strikes were so weak compared to other things I could do that I ended up overclocking mostly just for Jailbreak Spell.
Fortrun was more consistently useful for its +1 to AC, if not its retaliatory damage on a ranged and extremely squishy class.
ServoShell was literally useless due to not having a permanent tech minion.
Viper ended up having the most useful overclock at higher level (in fact, the versatility it provided was perhaps a little too strong), but at low level was prohibitively expensive to use due to the cost of spell gems.
Although activating Overclock Gear is necessary to use Jailbreak Spell, I mostly ignored this at low level, because I simply did not have the resources to do both consistently enough (and especially not if I used my focus spellshape to overclock). Instead, I stayed overclocked for as long as I could when using DPS++ and Fortrun. At higher levels, though, I started overclocking purely to jailbreak, and disliked this, as overclocking felt like the only aspect of the Technomancer that actually has them use magic to interface with tech and not the other way round, and I didn't enjoy it being used mostly just as a means to something else.
One thing to note is that if you jailbreak a slot spell, you can Overclock Gear on the same turn to regain your overclock effect. This will effectively negate the benefit of jailbreaking as a free action, but lets you save resources. This is one of those hackier elements of the class that I found both nifty and a little awkward at the same time.
A more minor gripe I have with the mechanic is that you can overclock any gear, not just tech gear. This means you could overclock analog or even archaic gear, which to me feels like a bit of a thematic miss.
In general, I felt there was something lacking to this mechanic. I really wanted to overclock more stuff, and just interact with tech a lot more. Instead, I had one designated way of overclocking, with other "overclock" effects just being focus spells with the word in the name and no mechanical relation.
TL;DR Overclocking felt underbaked, and more as a means to the end that is jailbreaking than its own mechanic. Although Viper's overclock shines at high level and DPS++ at low level, the mechanic felt inconsistent in its power scaling, costly to use at low level, and ultimately really limited on what is meant to be the tech caster. I really feel this mechanic could use more love, as I think there's so many different ways to overclock, so much more tech to play with, and the current overclock focus spells could be tied into Overclock Gear better too.
Jailbreak Spell:
I have a fair bit to say about Jailbreak Spell, which I also discussed in a separate thread, so I thought I'd give the feature its own section here:
For starters, and to make one thing clear, this feature is very fun to use. This is by far the most powerful way of modifying a spell in 2e so far, and feels like a major power-up when you get to add lots of riders to your spell (and as a free action, too!).
The big caveat here is that this feature is very fun to use... when you get to actually use it. At low levels, I barely used Jailbreak Spell at all, because setting it up typically requires spending a spell slot, and you need another slot spell to get the most bang for your buck. At 3rd level in particular, I had only 5 spell slots to work with for the entire day or scenario, so despite how strong the feature felt, I couldn't justify spending a huge portion of my limited resources on it.
While Jailbreak Spell is quite impactful, it's also fairly complex and takes some getting used to. On my first few uses, it took me a little while to track all the moving parts, particularly when factoring in subclass features. Every spellshape also ended up becoming quite a bit more complex and wordy as a result of needing a special jailbreak entry.
On a similar note, I also felt that some jailbreak options were more restricted than the mechanic would suggest. The jailbreak effect on Incognito Spell, for instance, could have been an amazing spellshape on its own, and in practice felt like a poor fit for a base spellshape that's meant to allow spells to be cast unnoticed.
TL;DR Jailbreak Spell succeeds at its goal of providing a spellshape that feels super-powerful, but at the cost of significantly complicating the Technomancer's spellshapes and amplifying their low-level resource problems. As much as I like the mechanic, I question its place as a core class feature.
Core Class:
Splitting my feedback on the class's core chassis, subclasses, and feats for readability:
I'm personally actually quite a fan of the class having lower base stats than the Starfinder playtest classes. This new baseline feels much more appropriate, and while the class felt squishier than others, that squishiness wasn't a dealbreaker by any means either, and made sense on the Technomancer. I'd even argue that the class could stand to lose its light armor proficiency and work as a full cloth caster, much like a Pathfinder Wizard.
Much like Pathfinder's Wizard, however, I'm not a big fan of the 3 + Int mod skill proficiencies at level 1. Just because an arcane caster uses Intelligence doesn't mean in my opinion that they should have less than the minimum number of skills; their Intelligence and higher number of trained skills I think is meant to be part of their advantages. Not a dealbreaker, though, and more of a pet peeve.
My experience with the Technomancer's spell slots is as follows: on its own, I actually quite like that the Technomancer isn't yet another 4-slot caster, and think it's okay for the class to have fewer spell slots. However, the class is chock-full of mechanics that push them to use spell slots, which made them feel resource-starved at low level, and I don't think those mechanics necessarily make up the gap in power either. That, however, I think is a problem with the class's other mechanics, not their spell slots, and I'd personally want them to have less dependence on limited resources at low level than more spell slots, as I think they do fine with those at higher levels.
Download Spell is effectively what I've wanted from Pathfinder's Wizard and Spell Substitution for a long time, and the reasons why are clear on the Technomancer. It feels fantastic to switch to a reliable and thematically-fitting spell on the spot, and this has subtly been the most impactful mechanic on the Technomancer in my opinion on several encounters. It definitely does feel like the Technomancer's hacking into magic.
The Technomancer's focus spellshapes feel great... at high level. When you have spell slots to spare, it feels great to have lots of ways to modify your spells. When you don't, it means your only resourceless ways to contribute are the bare minimum of guns and cantrips, and even with overclocking that does not feel very good. It also means that with overclocking and jailbreaking, a huge portion of the Technomancer's power is contingent on their use of spell slots, which prevents them from making full use of their mechanics at low level.
While the Technomancer's ability to hack spells definitely felt well-established, their identity as an actual technomancer, i.e. a character that uses magic to act on tech, did not. Overclocking is the only core mechanic that lends itself to this, and I think it falls short for the reasons detailed in its own section.
Reinforcing the above I think is the class's DC. It's bog-standard for casters in that it remains stuck at trained, which means the Technomancer's accuracy with grenades and many other tech weapons drops off quite significantly over time. Adding insult to injury, the Witchwarper gets a class DC proficiency that scales up to master rank, making the latter better at using many kinds of tech than the actual Technomancer.
TL;DR The core Technomancer in many ways felt like they had everything I always wanted from the Wizard, with a better Spell Substitution mechanic and lots of spellshapes to begin with. I think this sits well with their lower durability, and leads to a class that feels like they get a lot of control over their own magic, which is great for a caster that's being put forth as a spellhacker. However, the class has way too much pressure overall to use spell slots and poor resourceless fallback tools, which does not sit well with their 3 spell slots per rank. Additionally, the core class didn't really feel like a technomancer, at least not the view I had where they could interact with tech in plenty of different and impactful ways.
Programming Languages:
When playtesting the Technomancer's different subclasses, I felt there was enough variance to them that it was worth talking a bit about each of them individually:
I'd first like to start by mentioning how much I love the subclass names. The references to actual programming and scripting languages are fantastic, and really helped sell the class's theme in my opinion.
Although spellshapes can be quite useful, I did not get that much use out of the subclass spellshape feats. Again, I think this is because the Technomancer has too few spell slots and is pushed to spend them in too many different ways, which led me to feel that the class had all of their eggs in one spellshaping basket when they could have benefited from a little bit of diversification.
DPS++ felt like one of the more functional subclasses at low level, mainly because their overclock felt genuinely impactful and their cache spells were pretty directly useful. However, thermoelectric phase change does not interact with supercharge weapon, the subclass's 1st-rank cache spell, so I started off using that focus spellshape purely to overclock. At higher levels, by contrast, I ended up overclocking purely to jailbreak, as my Strikes felt really limp and inaccurate even when overclocked.
Fortrun succeeds at making you feel pretty durable, particularly when you can give yourself a +2 bonus to your AC (+1 status from protection, +1 circumstance from overclocking). However, same as with DPS++, there is no interaction between this subclass's focus spellshape and its own 1st-rank cache spell (nor any of its other cache spells, for that matter), which reinforced the notion that a lot of the class was clashing with bits of itself, especially at low level. My small handful of attempts to test out the retaliatory damage ended up with my character getting chunked and dealing only piddly damage, so I ended up ignoring that entirely and instead using a jailbroken Denial of Safety (which, again, has no interaction with the subclass's cache spells) to yeet myself out of an enemy's melee reach if they ever got that close. I could've made more use of overclock armor to protect my HP and active defense firewall to prep a nasty spell and get more bang for my buck, but I honestly believe both work better as situational precautions rather than tools you'd use to actively put yourself in the front line.
ServoShell is just not fit for purpose. The Technomancer has no inherent means of obtaining a minion that can be Commanded, rather than Sustained, so its overclock effect is nonfunctional. Summon minion, while obviously appropriate for the subclass, makes it impossible to use on a turn where you want to overclock (which you might want to do to jailbreak). Signal relay has the benefit over DPS++ and Fortrun of actually synergizing with the subclass's 1st-rank cache spell, except it is so overly reliant on it that you must summon a minion first before getting to make any use out of the spellshape, a significant resource cost that is far too large at low level.
Finally, Viper I'd say is the subclass that comes out on top, but only at higher levels. At low levels, even your lowest-rank spell gems will be prohibitively expensive to buy constantly, even when you get to stretch their use out a little more with dynamic frequency scaling. When you do get to consistently use spell gems, though, Viper becomes immensely versatile, and because their subclass features actually work with each other, the subclass feels really good to use. At higher levels I ended up becoming a bit of a do-everything caster, particularly with higher-rank focus spellshapes letting me heighten non-arcane spells from spell gems and temporarily add them to my spell cache. I will say, however, that the jailbreak benefit dropped off quite significantly in effectiveness at higher levels given that I was making Area Fires with my perma-trained class DC, so that didn't feel so good.
TL;DR The Technomancer's subclasses have a lot of potential, and can genuinely impact the class's playstyle, but are also incredibly janky, especially at low level. ServoShell in particular felt almost like I was playing with no subclass at all, and Viper struggled with gem costs at early levels before shooting into hyper-effectiveness at higher levels. There is a shocking lack of synergy between many of the subclasses' spellshapes and their own cache spells, particularly at low levels, and I would have much preferred to have had feats that actually benefited my subclass rather than more spellshapes.
Feats:
I mostly focused on level 1-14 feats during my playtests, owing to the level range at which I mostly played:
First, let's start with the positives: there's a vast number of different spellshapes, many of which feel impactful and novel, and this makes me very happy. I've always wanted more spellshapes for Pathfinder's Wizard, as I think there's a lot of untapped potential to those, and it's good to see that potential tapped here, even if it's on another arcane caster class.
Second, and this I think bears mentioning: the feat names are awesome. Starfinder's ability names are at their best when they lean into the material they dig into and reference stuff we players are familiar with, in my opinion, and as a programmer I found it particularly appealing to identify and recognize all of the tech references. This I think really helps drive home the Technomancer's flavor.
On the more critical side, I was very disappointed to see so few tech-centric feats. The bulk of the Technomancer's feats are about spellshaping or playing with spells, and my expectation was that the class would also have many feats that would let them interact with tech-based items, hazards, environments, and so on in unique ways, much like how Pathfinder's Druid and Ranger have tons of feats that let them interact with natural features. This to me reinforced the notion that the Technomancer wasn't really living up to their name, and felt more like a Wizard in space with a bit of tech flavoring.
Adding to the above, it didn't really feel like I had many feat paths to focus on my gear if I wanted to. There are a small handful of gun and grenade feats, the latter of which struggle against the class's perma-trained class DC, and that's about it.
There is a sore lack of feats for tech familiars and robot companions, which is all the weirder considering how the Mechanic has a robot companion feat line. Either would've been a great 1st-level feat for a ServoShell Technomancer and would've solved a lot of their problems.
An issue I ran into with spellshape feats was how packed each one was. Each feat was basically two spellshapes rolled into one, and I feel there could've been a simpler way to do this that would have avoided that kind of bloat. Specifically, Double Spellshape at 4th level feels like it could've worked well as the baseline model to follow for jailbreaking.
On a much more minor note, Sudo Spell does not do what the name suggests it does. "Sudo" is a command that's generally known for running programs with maximum user privileges, and has no inherent link to duplication. It feels like "Copy and Paste" would've been more appropriate for that feat, and "Sudo Spell" could be a fitting name for the Root Level Access feat that gives you an extra 10th-rank spell.
TL;DR The Techomancer's feats offer a ton of fun spellshapes and have quite possibly some of the best feat names I've ever seen. However, there is a serious lack of feats that interact with tech of any kind, and in general it feels like there was far too much of a focus on manipulating spells, which feels more appropriate for a Pathfinder Wizard than a class that's meant to also have an affinity with tech in the same way a Druid has an affinity with nature.
The big TL;DR to all of this is that based on my experience, I think the Technomancer needs a lot more work unfortunately. They're among the weakest and least functional classes I have ever playtested at low level, and even at higher levels I never really felt the class was fully living up to their fantasy. Part of this is because I expected the class to interact much more with tech, when in practice the class hyperfocuses on spellshapes and uses its overclock mechanic more as a means to that end, rather than as its own fully-fledged aspect. There is far too much pressure on the class to use their limited spell slots on their class mechanics, and I feel this problem would still exist at low level even if the class were a 4-slot caster. My biggest recommendation would be to take at least a few eggs out of that spellshaping basket, and instead put them into the class's tech aspect, if only so that they can have more useful abilities at level 1.
If interested, here are the notes I compiled on adjustments I made to the Technomancer that worked well for me:
Adjustments and Recommendations:
I experimented with converting Overclock Gear and Download Spell into single-action focus spells, dropping their current restrictions on frequency or needing to cast a non-cantrip spell. This in my opinion made the Technomancer feel much more functional at low level, because they could overclock much more easily and without added resource expenditure, giving them the fallback tools they currently sorely lack. In general, it made the class more flexible and I think made the focus spellshape more palatable, as it didn't feel like you were being locked out of a useful focus spell at low level.
I experimented with swapping out the spellshape feats on a few of the subclasses and instead giving them feats that synergized with their other mechanics: with ServoShell, I gave them a basic robot companion, and that made their spellshapes and overclock so much more functional from the get-go. With Viper, I homebrewed a feat that let them choose a 1st-rank arcane spell, and become able to create a 1st-rank spell containing that arcane spell for free each day: this made a massive difference as well, because it allowed the subclass to function without imposing a huge credit drain on itself. My recommendation at this point would be to take out all spellshape feats on the subclasses, and replace them with other feats more directly beneficial to those subclasses.
I tried splitting up spellshapes and their jailbreak effects into separate spellshapes that I could then mix and match with Jailbreak Spell, as with Double Spellshape. This definitely made the Technomancer more versatile, but also just gave them even more spellshapes to play with. I didn't experience anything unbalanced either, so I'd go as far as to say that cutting Jailbreak Spell as a core feature and instead having Double Spellshape be the way to mix and match spellshapes could make sense on the class.
I experimented with giving the Technomancer a class DC that scaled at the same rate as their spell DC. This generally did not actually make a huge difference, other than it made a few grenade-based features and feats more functional and meant grenades were always a viable option on the tech-based class. I do think this could be added to the base class without unbalancing it, and doing so I think would guarantee that it would interact properly with certain tech items.
TL;DR In my playtesting, I experimented with making the Technomancer less of a hyperfocused spellshaper, and instead turning some of their existing features into a deck of magic hacks that could be used without needing to expend spell slots. I also gave them a scaling class DC so they could use grenades better, and swapped their subclass spellshape feats with feats more directly synergistic with their subclass features. This in my experience led to a significantly more functional class, especially at low level, that felt like it could play at least a little more with tech. This may come down to taste, but I didn't feel the reduction in their spellshaping aspect that strongly, because at lower level I did not have enough spell slots to spellshape much anyway, and at higher levels I had so many spellshapes to choose from that I could easily become a master spellshaper if I so wished. Based on this, my recommendation would be to force less of a focus on spellshapes on the base class, and instead give them the tools they need to make more use of tech and still be effective at low level when not expending spell slots. Because many bits of tech don't use daily resources, and existing feats in 2e allow the generation of daily resources for free, I think the two go hand-in-hand.
A curious detail I've noticed is that Overclock Gear doesn't exclusively work on tech items: if you wanted, you could overclock an analog weapon or armor, which in this case I think might actually be detrimental to the Techomancer's theme (and, conversely, making overclocking exclusive to tech gear could allow it to be made stronger). There's also a bunch of tech that could be overclocked but isn't touched upon at all, including grenades, missiles, upgrades, medpatches, adventuring gear, and a whole bunch of magic items, to say nothing of tech hazards and non-minion creatures. That looks like a lot of room for more interaction with tech to me.
But the more I read them, the more they remind me of things I don't enjoy about PF2e classes. The mechanic promises a cool class fantasy, but they both mostly use the flavor of creation to be a class that hits things good. The technomancer promises a cool gameplay loop, but it requires turns that are either rigid or "best case scenario" just to reliably do what your class promises you.
I'd argue this is a problem much more specific to the SF2e playtest than PF2e. Pathfinder classes tend to have a variety of things to do, and while some do have more math-y benefits, the majority have mechanics that are quite flavorful, open-ended, and conducive to cooperative play. The Starfinder playtest classes, by contrast, were chock-full of numbers boosters, and several bent over backwards to justify their key attribute, the Soldier in particular. Every SF2e class in the original playtest has a fixed rotation, which PF2e classes avoid in their design, and that in my experience made several of them quite rigid to play in practice. That this problem persists on the Technomancer especially I think is more a continuation of past errors than an emergent issue.
I think the rule of thumb in 2e, whether Pathfinder or Starfinder, is that by default you will very much want to boost Dex, Con, and Wis even if your class doesn't explicitly tell you to do so: Dexterity is responsible for your AC and your Reflex saves, Constitution is responsible for your HP and your Fortitude saves, and Wisdom is responsible for your Perception and Will saves. Unless you can substitute one stat for another, such as Strength for Dexterity if you're a heavy armor class, these attributes will have such an impact on your character in and out of encounters that you're better off boosting them along with your key attribute than not. This I think is all the more true in Starfinder, where gun-based combat will have most characters boosting Dex for their Strikes.
This is also why I don't think the Mechanic in particular being required to boost Dex on one of their subclasses is necessarily a huge deal -- that's already something they're going to be doing, because they'll want Dex to shoot anyway. There's a case to be made for using Int on the turret instead, but even so, the Mechanic will still want to boost Dex for all of the reasons mentioned. If the Mechanic had reason to boost those four scores and then Strength or Charisma, then they'd be properly MAD (and the Inventor has this problem with their Strength-based melee Strikes), but as it stands there's very little reason to build Strength in SF2e unless you're a Solarian, and the class has no special reason to go for Charisma either. There is therefore plenty of room to get exactly what you'd want from this class using your four attribute boosts every five levels.
I agree with this assessment. Overclock Gear I think is at the heart of a lot of the Technomancer's current problems right now, because it clogs up their action economy and makes them even more hungry for spell slots than their focus spellshapes already make them. That two of the subclasses can't benefit at all from the overclock effect I think ties to a slightly different issue (the Technomancer needs 1st-level feats that aren't spellshapes, and that instead cater to their subclass better), but nonetheless make overclocking feel even less relevant on what is meant to be the caster for interacting with technology.
With this in mind, I'd definitely support making the effect a focus spell without needing to cast a spell first, and in general I think the Technomancer could benefit from having this large deck of focus spells at level 1 to have more resource-free things to do, and more choice over what to commit to in an encounter. I'd also perhaps also support making each overclock effect into its own focus spell, which could open the door for more overclock spells and perhaps make it easier to poach overclock effects across subclasses.
While I haven't yet extensively playtested the Technomancer at a high level, I'm also in agreement that the overclock effects on DPS++ in particular may end up not being so valuable: not only does the class have the standard caster weapon scaling, they also lack the scaling class DC to use area weapons and grenades well, which carries its own heap of problems, and have little feat support to overcome this. Giving the class a scaling class DC, potentially even up to legendary, would address this issue, allowing the class to always use AoE weapons and grenades competently.
As I understand it, the idea is to treat guns as their own separate weapon subset from Pathfinder firearms, as guns and firearms are balanced differently: specifically, guns are balanced to be on par with other weapons (in theory, at least), whereas firearms are made intentionally underpowered in Pathfinder so that they're less likely to be used by everyone, with Gunslingers receiving extra features to bring them back up. Thus, I'd say that in this case the incompatibility may be intended.
Okay, so at least part of my assessment was correct, then. I'm going to push back once more on the criticism of the Mechanic's need for Dex, because martial classes that key off of a mental attribute don't need to use it for their attack rolls to be encouraged to build that attribute. The Investigator isn't just a minority here, they're the exception, and Devise a Stratagem is meant to be a defining mechanic of the class.
Just to break it down as much as possible:
Even if you made the Mechanic use Int for their Strikes, they would still need Dex for saving throws and AC (plus important skills like Piloting), so it would remain a stat so important as to be essentially mandatory. The Investigator, who can use Int for their Strikes, very much boosts Dex still for those same reasons.
As mentioned already, you can boost four attributes at every attribute boost level, and boosting Dex, Con, Int, and Wis gives you an immense variety of skills to choose from, more than you can pick at level 1. Being made to boost Dex as well as Intelligence is therefore not, in my opinion, a significant hit to the class's versatility unless you also want them to commit attribute boosts to Strength or Charisma.
The -1/-2 to accuracy is a weakness shared by several other martial classes that tends to enable stronger features as a result. It seems this isn't something you take major issue with, so I won't press further.
While I agree that the Mechanic currently isn't tied properly to Int, as I said in my first comment on this thread, your proposal is not the only solution to this, nor do I believe it would be necessarily the most helpful. I too would like the Mechanic to be rewarded for boosting Int no matter their subclass or feat choices, but I think there are ways of going about it that'd be a better fit, and would hopefully feel less math-y.
I might write a thread about this, but I think it's fine for the Technomancer to have worse stats than the playtest Mystic and Witchwarper, and I think that reflects an evolution in Starfinder's balance where the Starfriends took critical player feedback on board. My suspicion is that the Mystic and Witchwarper will find themselves with lower stats than what we've seen in the playtest, because both classes were seriously overstatted (nearly every SF2e class was) and many players made note of that.
As for why the Technomancer is locked to Arcane, my guess is that Arcane is by far the best fit for a class that uses tech to hack into magic. Arcane is the magic of structure that gives you the cheat codes to the Universe, so it'd make sense for that to the Technomancer to embody that with their magical programming languages. Occult magic by contrast relies a lot on vibes, which I think makes it a less good fit. I agree with WatersLethe that a class needs good justification to be able to choose between traditions, and while I do think there's room for that in 2e (I do think Pathfinder's Psychic could choose between arcane and occult spellcasting), I don't think the thematic justification is strong enough on the Technomancer unless we go with a "ghost in the machine" angle that currently isn't really implemented in the playtest class.
The same world where a class' KAS does not contribute to their main "to-hit" (inteded as Attack Roll, DCs and/or Class-relevant skills).
I don't think you really understood the point here. Unless you're a Solarian, Dex is an attribute you'll always be boosting in Starfinder, because it's the attribute you use to shoot. Perhaps it could make more sense for the drone to shoot using Int, but ultimately you're using it as a ranged weapon, and will be needing Dex for Reflex saves and AC, so having to use it in some way, shape, or form isn't exactly this draconian build expectation when you have four ability boosts to spare.
PathMaster wrote:
A number of things: Intimidating foes into obedience, being harder to kill or remembering your deity's teachings better.
That's the beauty of Pf2e's ability boost and skill systems: your class doesn't conpletely define your role, you can branch out without shooting yourself in the foot.
And why is it necessary for the Mechanic to be able to dump their key attribute to become good at Intimidation without any meaningful tradeoff? Again, you seem to have missed the beauty of 2e's attribute boosts, which is that getting four of them at every attribute boost level lets you pick a variety of skills: just sticking to Dex, Int, and Wis, there's Acrobatics, Piloting, Stealth, Thievery, Computers, Crafting, Society, Arcana, Occultism, Lore of various kinds, Medicine, Nature, Religion, Survival... everything except Athletics and your Charisma skills, really, and Athletics is still something you can make good use of via Assurance. At it stands, the Mechanic has the opportunity to put their attribute boosts towards any of those skills, and there's more on offer than even their starting 8 trained skills would let them pick. Oh, and being able to boost Con also means you get to be harder to kill without sacrificing any of the above, too. This very much strikes me as this classic case of a kid stamping their feet because they only got most of the presents, when they wanted all of the presents.
Haven't seen a thread for this specific mechanic yet, so here goes: Jailbreak Spell is a core class feature the Technomancer gains at 3rd level, which lets you trade in your gear overclocking for an action compressor on a spellshape, plus an additional jailbreak benefit, plus an additional benefit if you use a specific spellshape granted by your subclass. This probably starts to get to one of the things I want to discuss, but just to lay out the steps, here's how you jailbreak and what you get out of it:
First, you cast a non-cantrip spell. Because your only non-cantrip spells from your class at lower levels are spellshapes, it's likely going to be a slot spell.
Then, you use Overclock Gear, another Technomancer class action that grants a specific persistent benefit to some of your gear based on your subclass. This and casting the spell will likely take up your entire turn, and you must do both on the same turn.
On some later turn in the same encounter, you use Jailbreak Spell. This ends the overclock effect on your gear.
You then get to apply one of your spellshapes as a free action.
In most cases, your spellshape will also have a special jailbreak benefit, which you apply to your spell in addition to the basic spellshape effect.
If you're jailbreaking your spell with the spellshape gained from your subclass (not the focus spell, the other one), you also apply another jailbreak benefit from your subclass, for a total of four separate benefits.
Now, I'd first like to start with the positives: when you do get to use this, it does actually feel like you're jailbreaking your spell. The Technomancer gets lots of juicy spellshapes that add cool new effects to spells, adding another jailbreak benefit pushes the spell modding element even further, and doing all of this at no added action cost really feels like a huge boost. In the very limited few times I've used this mechanic so far, it felt like a really high moment, and I think the Starfriends really aced the design of a class that can hack magic with this mechanic.
Now, the less positive stuff: as the above should hopefully indicate, the process of jailbreaking is... well, it's a lot. The mechanic is complicated to set up, can be fairly complicated to use, and importantly, takes up a huge number of actions and resources to put to full use. At 3rd level in particular, your Technomancer will only have 5 spell slots, so you're not exactly going to be able to blow 2 spell slots per encounter at that stage, nor would you necessarily want to. This, along with a bunch of other mechanics on the class, I think contributes heavily to them not feeling fully functional at low levels, because they lack the resources to make proper use of their class mechanics, and have no real fallback options when they run out. It's also in this respect fairly encounter-centric, given how you need to power up and cast another spell beforehand, when I think there's space for jailbreaking spells outside of encounters and in situations where you wouldn't be doing all of that setup (for instance, Incognito Spell in a social encounter).
The other issue, in my opinion, is how this contributes to another problem some others have brought up: sacrificing your overclocking to gain this benefit puts some of the Technomancer's mechanics directly at odds with their ability to do more with tech. In my opinion, it's part of the reason why the "techno-" aspect feels like it's playing second fiddle to what otherwise plays like what many have wanted an Experimental Spellshaping Wizard to be this whole time.
Finally, and on a much more minor note, I feel the way jailbreaking is currently implemented is a little... restricted? Most jailbreak effects feel like they could just be regular spellshapes in their own right, and in fact the Double Spellshape feat you can get lets you apply two spellshapes instead of one spellshape and its jailbreak benefit. The same also applies to that extra effect you get from jailbreaking your subclass's spellshape: you might as well just be layering two to three independent spellshapes on top of one another, and breaking some of these jailbreak effects into their own spellshapes and implementing the effect of Double Spellshape as a baseline by letting you mix & match could both avoid overloading individual spellshapes and make it much easier to add new ones in the future, while also unlocking even more options.
TL;DR Jailbreak Spell giving the benefit of essentially two to three spellshapes plus action compression feels like a major power-up. Unfortunately, I also think right now it's a bit clunky to use and super resource-hungry. I really like the mechanic and definitely should stay on the Technomancer, but ideally I'd like it to be a bit more straightforward to use, and not come at the expense of their interaction with tech.
I agree very much with this. I'm still playtesting this class and will likely do my own write-up in a month, but so far the main criticisms for me are:
The Technomancer's way too resource-hungry at low level, and being economical with your spell slots means you can't really make full use of your class features, including all of those spellshapes you get.
Unlike other 2e casters, the Technomancer lacks solid resourceless options when they burn their spell slots, because their initial focus spells are all spellshapes that mostly work best on slot spells. Overclocking could've helped address this, but can't right now due to its heavy action and resource cost.
The Technomancer gets way more spellshapes at level 1 than they need or can meaningfully use with their 2 spell slots. The 1st-level spellshape feat they get from their subclass could instead be used to give them some kind of benefit more directly synergistic with their focus spellshape.
Several of the Technomancer's subclasses straight-up do not work properly at low level, specifically ServoShell with its need for a minion and Viper with its need for spell gems, which are incredibly costly consumables at level 1. Again, this is a problem that could be solved by swapping their 1st-level spellshape feats to more relevant benefits, such as a basic construct companion or the ability to produce a temporary spell gem each day.
The Technomancer feels like a class that wants to use grenades and AoE weapons, i.e. actually interact with tech, but their class DC scales too poorly and their action economy is too congested to allow for this.
The Technomancer could do with a bunch more ways to produce or interact with tech, including by just having feat lines for robot familiars and companions (which already exist and would be easy to implement), but currently has very little to that and is overly focused on the "hacks into magic" flavor, which is great but IMO only describes a portion of the class.
In general, I feel like the Technomancer was an attempt to improve Pathfinder's Wizard, particularly with Download Spell being a much more effective Spell Substitution. A lot of what the Technomancer brings to the table is stuff I would've loved to have seen on the Wizard, and while I think it's thematically and mechanically very good for the Technomancer to have lots of spellshapes to play with, I don't think that can really be the whole class. Integrating tech a bit better into the Technomancer would not only improve their flavor, but could genuinely also make their mechanics work a lot more smoothly, and most of it needn't come at the expense of their magic hacking either.
With this in mind, I also think the solutions proposed in the OP would help a lot: moving slightly away from spellshape overload at level 1 and instead helping the Technomancer unclog their action economy would make the class play better and improve their chances of actually using tech more often in encounters, for starters. Having more small magical things to do on turns when they want to use tech weaponry instead of cast another spell would also go a long way towards achieving the fantasy many players want of the class, specifically a magic-user who excels at layering magic onto tech and not just the other way round. As mentioned above, more tech could also help fill the gaps in several subclasses too. My request here is definitely "more tech", and I could also say the same about the Mechanic tbh.
In short: the Witchwarper gets a scaling class DC up to master proficiency, presumably because their 1e version was also good with explosives, whereas the Technomancer's class DC gets stuck at trained proficiency, making the Witchwarper better at handling common bits of tech than the tech-themed caster class.
Beyond the bit of grumbling around theming, this is also mechanically relevant, because several of the Technomancer's abilities rely on grenades: the Viper subclass's Jailbreak Spellshape function has you make an Area Fire action as you treat a spell gem as an electromag grenade, and the Grenade Spell feat at 8th level also lets you infuse a burst spell into a grenade, which you throw with the Area Fire action. Because the Area Fire action uses your class DC for its Reflex save, you'd be using your trained DC both times, making both actions scale extremely poorly.
With this in mind, I think it would be to the Technomancer's benefit for them to receive a scaling class DC. Unlike the Witchwarper, I think it could even go to legendary, and I don't think this would break anything: the class is clearly good at AoE and is intended to do well with AoE weaponry, so being good at Area Fires ought to be an intended strength, and archetype or ancestry feats that rely on class DC almost always let you use your spell DC instead, so there would be no change there.
I spent a hot minute trying out a Mechanic with a drone exocortex device and 0 Int (Leshy for the attribute flaw to Intelligence), and dumping my key attribute made surprisingly little difference. I wasn't stunningly amazing at Computers checks, and my Desperate Repair mod was perhaps a little weak, but neither were really core to my character. I wouldn't necessarily recommend it as a top-tier build, because the Mechanic doesn't gain terribly much from Strength or Charisma, but the fact that it's possible to dump your key attribute and barely feel it is a little strange.
For this reason, I agree with the OP that Intelligence should perhaps factor more into the Mechanic's core kit, though I don't think the class necessarily ought to Strike with their Int modifier. Personally, I'd target mods, and so in the following way:
Make current mods class feats of appropriate level.
Your rig gives you a number of 1st-level feats with the mod trait equal to, say, 2 + your Intelligence modifier, plus 2 extra mods based on your exocortex. Raise your Int later on, and you can take more mods.
You'd still have room to boost Int to less than its maximum, but at least it would be directly impactful to the core class no matter what. I think it would sweeten the deal as well to have many more mods for each of your exocortex devices, so you'd get to choose how many generic mods to take on versus how much you'd want to specialize into your subclass.
I'm personally of the camp that the Technomancer could definitely use a bit more techno- in their kit. It's not just that that aspect feels oddly subdued on a class whose focus in fiction generally revolves around magically interfacing with technology: right now, there are mechanical gaps as well in the Technomancer's kit, particularly with programming languages like ServoShell and Viper, that ought to be filled with magic that produces or interfaces with technology. I would also say that this need not come at the expense of their current magic hacking angle, and in fact could help round it out, especially in the form of more options. For instance:
You could easily have the whole feat line for robot companions on a Technomancer. Giving ServoShell a basic robot companion instead of Incognito Spell could go a long way towards making their overclock boost and initial magical hack spell make more sense.
Similarly, it would make perfect sense to give the class a tech familiar feat line. Pathfinder's Druid even gets to have the option of both a companion and a familiar depending on the subclass you take, so you could vary the subclasses more by having some offer feats other than spellshapes (and you'd still have your magic hack spellshape, plus those feats available).
A feat that lets you produce temporary spell gems each day, much like how certain Pathfinder feats let you produce temporary spell scrolls, would go a long way towards making the Viper subclass more able to actually use its features at early levels.
Being able to use Computers actions from a distance, and potentially also on multiple devices at once, sounds like a no-brainer feat or series of feats on this class.
You could have a spellshape feat that lets you use nearby tech as the origin point of your spell.
Making overclock options into their own focus spells instead of a thing you have to spend your whole turn and a spell slot doing would put overclocking at the forefront alongside your spellshape, and allow players to modulate how much of either they want to use in an encounter.
In short, there's room as-is on the class to easily accommodate tech-oriented options, and doing so would be to their direct thematic and mechanical benefit. Everybody wins.
I disagree and think this is backwards. The inventor subclasses were a direct borrowing/adaptation of the post-Character Operations Manual SF1 Mechanic subclasses. Core Mecehanic already had a drone, so none of this conceptually came from Inventor except adopting the advancement/numbers from PF2, and COM had a weapon and armor Mechanic that obviously inspired the Inventor subclasses.
I feel this is an answer to a point that was never made. The current subject of discussion isn't the genealogy of the Inventor's mechanics, but the predicament the Starfriends found themselves in when adapting the Mechanic to 2e, a process that chronologically followed years after the Inventor's release. The difficulty comes not just from the thematic closeness to the Inventor, who likely did take inspiration from 1e's Mechanic, but from the general process of changing systems and quite possibly the amount of time the developers had to decide on the mechanics. The drone could very well have followed a different model from the Inventor's, for instance, and the Mine exocortex could have instead used Starfinder's grenades. What we got was a class whose mechanics didn't always innovate when I think they should've, yet sometimes did reinvent the wheel when they could've built upon existing content instead, which to me suggests there was a level of difficulty in deciding how to implement this class in the playtest.
I do think there's room for a class to synergize with ambient tech without becoming completely powerless in its absence. The Druid is a good example of this, because they have lots of spells that require you to be in or near a certain natural feature to work, and yet can work perfectly fine in an urban setting. The Technomancer I suspect would have an even easier time, because you're always going to be carrying some measure of technology thanks to your weapons and gear. Thus, I'd also be in favor of bringing out the techno aspect of the Technomancer a bit more, especially as I don't think their spellhacking aspect works at its best right now when it's the only thing you can do with your Focus Points on the class at early levels.
I do think OP's request could have been addressed quite easily by having a fourth subclass that let you take on additional augmentations, and slot those in and out much more quickly and without a check (and perhaps also do this with your own gear as mod actions). You'd basically be the ultimate self-customizer. I also agree with moosher that the term "rig" would be more appropriate as the general name for your piece of tech, with the exocortex being the rig specifically built for self-augmentation. I also find it strange how there's no option to let you Hack from a distance using your rig, particularly as that's a heritage benefit you can get on the Android.
I get the impression the developers had a tough time coming up with subclasses for the Mechanic, which is why we have one that's directly lifted from the Inventor (though with actual companion options, so that's an improvement), and another that's basically another companion that doesn't move and uses your Dex to attack from range. The mine option looks interesting for area control, but as mentioned in the OP the ranged deployment looks costly, the mod options are surprisingly low on utility, and it doesn't look like you're really deploying a minefield at a time so much as just throwing grenades with lots of extra steps.
I do think the idea of explosives makes perfect sense on a Mechanic, though, so I'd be fully up for a demolitionist who can produce and throw lots of explosives on the fly. In fact, I feel this playtest could have been a good opportunity to test out delayed explosives, a player request that came about quite frequently and would likely have been great to test out on one or both tech classes. Even just having a mod that delays your grenade's explosion by 1 round in exchange for massively enhancing its effects would be great for flushing enemies out of cover, and could have added some more variety to the class. Similarly, one could easily implement a mine function by having a mod that lets grenades stick and lets you detonate them as an action or reaction later on. Really, adding more functionality to grenades instead of coming up with an isolated mechanic could likely have given the Mechanic a lot more options, plus would have given playtesters an easy way to integrate a whole range of new items in Starfinder into their playstyle.
I do think the issue isn't so much that the Technomancer is a 3-slot caster, but more that the Mystic and Witchwarper were 4-slot casters with a meaty base chassis on top. That was a majorly complained-about element of the playtest, and it looks to me like the Starfriends have tuned down the balancing to match Pathfinder's more closely, with the Technomancer being one of the results.
What I will say, however, is that being a 3-slot caster might be a problem still for the Technomancer, not so much because the class is weak (some of their mechanics look super-strong, especially Download Spell), but because their rank 1 and 3 focus spells are all spellshapes, meaning that once they run out of spell slots, their only fallback options will be cantrips, which at levels 3-4 especially would be quite a sharp drop. As much as I like the fantasy of hacking into magic and want that preserved, I do think this ought to be the opportunity to move the gear overclocking to focus spells, rather than a class feature that requires you to spend a spell slot first, so that you can then get a free-action spellshape in the fight (which, again, piles on a resource cost). Not only would this make the class less resource-hungry, it'd also put their techno aspect more to the forefront, as that's been one of the more immediate criticisms of the class right now.
I do think there's value in versatility; if we were all specialists we wouldn't have the arcane list to begin with, and Pathfinder Society play I think would be a lot less stable given how you don't know who you're going to land with.
To give an example of a skill setup: in addition to Arcana and Computers, your Technomancer could also pick Nature, Occultism, and Religion to cover their creature RK bases, then choose from a combination of Acrobatics, Athletics, Medicine, Piloting, and Thievery to make sure you can handle a variety of basic rolls competently. You won't really need Untrained Improvisation, but that's only because the feat covers the key benefit of Intelligence as an attribute, not the other way round.
I mean, you say this, but the Mechanic from the same playtest gets 8 starting trained skills, as do the Alchemist, the Commander, the Inventor, the Psychic with an Int subconscious mind, and the Witch (not counting the Investigator, who gets 10 but is meant to be a skill monkey). Because two of these classes are spellcasters, including even one that can be a prepared arcane spellcaster, casting spells clearly does not force you to have fewer trained skills. Similarly, having more trained skills via Int is not used as an excuse for these classes to have fewer trained skills, so you could very well pick some more useful skills like Medicine or Athletics, neither of which need to be boosted via skill increases to have some worthwhile uses, on top of useful knowledge skills like Nature and Religion (again, which don't need to be boosted to be useful in many circumstances).
With this in mind, it's not so much an obsession with symmetry, as it is a rejection of this underlying convention where dedicated prepared arcane casters, who also happen to be Int-based (though many Magi won't boost their Int by much), have less than the otherwise minimal number of starting trained skills. This convention does not need to exist, is the point, and the fact that it is maintained I think just makes the balancing around these classes feel pettier than intended. Certainly not a hill to die on, it's just a minor annoyance that need not exist, particular as all the arguments about how this would devalue certain feats or whatever are nonsense given all the other class who do just fine with that amount of trained skills.
I for one love the Inventor, sure it still needs more power but it is a concept that works well enough. Which is why I don't want Mechanic to end up being "that but again but space" and neither does the design team as they've said before. Mechanic should get more sauce but it shouldn't be by becoming more like Inventor.
This is my feeling as well. Even now, the Mechanic does feel like "Inventor in space", except with the ability to actually play with items more and minus the irritating unstable actions and Barbarian-style damage steroid. If the class has to move in a direction, I'd want to pick one that moves it even further away from the Inventor, so less random wackiness and a greater and more intricate range of mods. There's definitely room for it, too, as a lot of current mods are generic damage boosts that IMO could easily get replaced in the final product with more mods that alter the functionality of your gear or innovation exocortex device.
I came here to say exactly this, and am very glad I got beaten to it. Reading through the Technomancer's features and feats and seeing how many coding references I recognized was a ton of geeky fun by itself (Fortrun's probably my favorite so far), and I fully agree that the naming makes each feat both evocative and easy to immediately understand. I would go as far as to say that the Technomancer may very well have the best ability names in 2e; the Starfriends really did a fantastic job here in my opinion.
On one hand, I applaud the Starfriends for taking on board feedback from the initial phase of the playtest and tuning their balancing to match that of PF2e more closely. With perhaps one or two exceptions, I think the new playtest doc really shows that the devs aren't just using the top end of numbers each time now, and I'd feel much more comfortable having these new classes play alongside PF2e classes, despite how these two feel almost like direct upgrades to the Inventor and Wizard.
On the other hand, I also think prepared Intelligence arcane casters having less than the normal minimum of base skills in 2e is a silly convention that doesn't need to be carried over to the Technomancer. Yes, you get more trained skills from Intelligence, and the class is really flexible already by virtue of being prepared and arcane, but prepared arcane spellcasting I think is already balanced via a spellbook mechanic (or in the Technomancer's case, a spell cache), and other Intelligence classes don't get saddled with this same limitation. Giving the now-three prepared arcane casters in 2e an extra trained skill at 1st level I think is unlikely to overpower them, and would eliminate a long-standing annoyance players have had with this specific subset of classes.
As a thought, what if finishers prevented you from making attacks against the finisher's target, or targets, rather than at all? You'd still be making one final move against a target for the turn, but would at least have the chance to pivot to another opponent, which would work within the fantasy of the Swashbuckler.
Relative to their premaster version, the Swashbuckler has for sure been improved. In particular, they can generate panache more reliably, which was one of their bigger pain points. I personally wish there were more ways to spend panache beyond just one big attack, but also understand that a Swashbuckler that doesn't use finishers would probably have some of the worst damage output in the game.
With that said, I also am okay with the Swashbuckler not dealing too much damage overall, because I don't think damage is actually meant to be their specialty. There seems to be this misconception that as a martial class with the ability to inflict big hits, the Swashbuckler is meant to be a major damage-dealer, but in practice I think they're much more of a utility-based tank, one that shines through skills and defense and who concentrates what little damage output they have mostly (but not completely) into finishers. If the class really struggles against high-AC enemies, then perhaps Confident Finisher could deal more damage on a failure (half damage, perhaps?), but otherwise I don't think the class needs to be a damage powerhouse to excel at their intended purpose.
As a thought, what if sanctification were domain-based? You'd apply your deity's domains whenever dealing sanctified damage, while also having anathematic domains, and if one of the damage's domains is an anathematic domain to the target (for example, the freedom domain for a devil), then that would trigger their weakness. It wouldn't be as in-depth as edicts and anathema, but it would also be a bit more defined, and although you'd still require a lot of GM adjudication, there would also be room for more general templates based on which plane a NPC comes from: the perfection domain, for instance, would probably be anathematic to most demons, whereas the tyranny domain would probably be anathematic to any chaos-aligned creature, particularly azatas.
I think the key distinction here is symbolism versus values: occult magic deals with the interplay between thoughts and emotions, the conscious and the unconscious, and can play with symbols and intent without the practitioner having their entire life tied to certain ideals or concepts. By contrast, divine magic does tie your life and soul to certain metaphysical concepts, which sometimes (but not always) comes with edicts and anathema to follow, and which doesn't really require you to think about them in any conscious way so much as feel and embody them. When people want to dream up stories of Sarenrae, contact her from beyond the Universe, and consider what a world with Sarenrae would look like, that's occult magic, but when people come together to worship Sarenrae, celebrate what she stands for, and embody her values in their day-to-day life, that's divine magic. Because your universe doesn't confirm the existence of gods, it may also become much more common to have faith grow around certain ideals and more abstract concepts, and not just gods.
With that said, both types of magic touch upon the soul, and thus upon the emotions that often drive moral decisions. This can work to your advantage, in that in your Universe, the divine tradition may just be conflated with the occult: because there'd be no evidence of the divine, divine magic could just appear to others as weird occult magic. You could even play with this and have certain researchers pull at that thread to posit the hypothetical existence of a fourth tradition, while others try to explain how certain divine spells are available to some "occult" practitioners -- and perhaps some "primal" casters too -- and not others, even as those anomalous spellcasters find themselves unable to cast other spells common to those traditions.
I'd suspected you were applying an "angry atheist" template as your interpretive lens, and now you've now verified it.
This is a mischaracterization. I am specifically referring to how you refer to faith as a "placebo" and "traumatized nonsense from toxic beliefs" (your words, not mine), and explicitly mentioned you were drawing from your own experience:
Castilliano wrote:
Earth stuff setting aside philosophy and minced words to address traumatized nonsense from toxic beliefs. Apologies for my boldness, SDJenn, it comes from experience with shedding toxic dogma in general, obviously not insight into your particulars.
Trauma does not have to be violent, and ultimately it is clear that you're setting your own experience as the gold standard here. Similarly, your mention of faith in relation to obtaining knowledge about the world is a contextualization of it in opposition to science, i.e. the method of obtaining knowledge about the world, even if the discussion of how either relate to knowledge pertains to epistemology.
Castilliano wrote:
Except most tables won't bother with this stuff and at many it'd be counterproductive to try, so it's an iffy option.
This is an example I think of putting one's experience over that of others. You have no empirical evidence to support your claim that "most tables won't bother" with the layers of roleplaying featured in Pathfinder's rulebooks, and judging by the small sample size of this conversation it is clear that many players recognize edicts and anathema, and specifically those of deities, as ways of engaging with different worldviews. Furthermore, the amount of page space dedicated to these edicts and anathema in the rulebooks and its expansions, with a recent one heavily focused on this with its mega-list of deities, shows the developers value this roleplaying element enough to include a lot of it in their work, and the result is a rich diversity of perspectives to draw from and experiment with, which does happen in at least some tables. There is therefore ample room for experimentation, and I don't think engaging with game material as presented and intended is counterproductive or iffy. It does not mean anyone should have to engage with this material, but it is certainly a valid option.
Castilliano wrote:
-There's a limit to how much safety & distance RPing can provide, right? And when trauma or being triggered surfaces, it's time to step back from encouraging them forward. I read SDJenn's words as being in that league. IMO, such impact kinda washes away the earlier points. Time to subtract triggers from one's RPing and play on.
I fully agree, as per what I've already said:
Teridax wrote:
For this reason, I will say that part of what you're looking for may not necessarily come from tabletop games, at least not completely. RPGs, while sometimes therapeutic, aren't therapy, and finding that part of yourself that you feel has been taken from you is likely something that is going to have to happen with the help of someone professionally trained to assist you in untangling that complicated and deeply personal ball of emotions, memories, and trauma. However, RPGs, and in this specific case Pathfinder, can also be a space for simulating lives you didn't or couldn't live in real life: if you want to try roleplaying a Cleric whose faith drives them to become a better, more fulfilled person, you absolutely can. It doesn't even matter that Pathfinder lets you do this out of the box with its rich world: even if that richness and diversity of faiths didn't exist, it would be in your power to create your own and break that mold. It is up to you to determine what faith means to you, whether it has a place in your life, and if so what place that might be. Pathfinder can give you roleplaying prompts for characters whose faith aligns with what you want from it, and can set the stage to express that faith through your character, but it can't tell you what that faith will look like, nor which one is the right one. In fact, it does the opposite: there is no one true faith; it is up to you to choose your own.
It feels like throughout this exchange you've been mischaracterizing me as attempting to push faith onto a person who's been hurt by it; I'm not. I don't think anyone should have to pick a Cleric or any character of faith, regardless of their upbringing. You also seem to be addressing a straw man argument wherein people are advocating roleplay as therapy, when nobody has done anything of the sort, and this has in fact been discouraged.
But ultimately, all of this discussion is about you, when that's not the center of focus here. If StarDragonJenn doesn't want to play a Cleric, that is absolutely valid.
StarDragonJenn: what you're saying makes a lot of sense. No matter the tenets being presented for any particular deity, approaching faith using the structure of organized religion may not be the best way to go about it, because these fictional religions invite us to draw parallels with real-life clergies, and the main parallel you have to draw from unfortunately is a toxic structure that has hurt you and that you've escaped from. It may therefore not be the right way for you to explore faith in roleplay, in that case, and the same would apply to the Champion class.
In this respect, I have a couple of questions, if that's okay: is faith of some description still something you're interested in exploring in a roleplaying context? If so, have you considered character classes whose faith doesn't fit the structure of a clergy? The Animist and Druid, for instance, are both characters who deal with faith and spirituality, except the Animist communes with various spirits much like one would talk to a relative (and, in fact, some apparitions are your relatives), whereas the Druidic faith answers to no god in particular, and is instead about embracing the natural world, even the entire Universe, in a variety of ways. In both cases, you needn't follow a god at all, and in the case of the Animist in particular you'd follow no rites or structures, no class-specific edicts or anathema, and would interact with apparitions entirely on your own terms. Depending on how central you want this to be to your character, you can even just play literally any class, and give them a facet of druidic or animistic beliefs, even if they're not a part of their mechanics.
The flipside to this is that you could also try exploring a character who doesn't operate on faith at all: if so, you might be interested in the fictional nation of Rahadoum, which was once ravaged by religious wars and swore since to live completely independently of the worship of any god. Not only did the nation prosper under this philosophy, known as the Laws of Mortality, they actually made significant advances in medicine and alchemy as a result, as other nations too often rely on Clerics to provide healing. Depending on what you're looking for, this could provide a different way of approaching certain people's way of life, while also potentially exploring how faith is more abstract than deities or religion, and can take on a variety of forms even among people who don't worship a god at all.
Faith serves a purpose so occurs naturally as part of the human condition, but the same could be said of other forms of shortcut-thinking/flawed thinking (plus human flaws all around). IMO faith's purpose is to help fill in the spaces that are prone to fear if left empty.
Castilliano wrote:
That said I did and would again disparage faith when used as self-supporting certainty or a tool for foundational knowledge of the unknown. That's faulty methodology.
It is certainly a valid criticism to be made of faith when it pits itself in conflict with science, but that is not the topic of present conversation.
Castilliano wrote:
I felt you didn't think the magical essences exist in a magical sense, but it seemed you were positing them as existing as part of ourselves.
I'm not. I don't believe in the existence of lifeforce, the mind, or the soul as entities distinct from our physical bodies, my point is simply that these are useful constructs that help articulate otherwise complex and abstract concepts, and the way Pathfinder incorporates them into roleplaying elements that mirror elements of our own cultures is itself a useful way to express how we can relate those concepts. I don't believe in the existence of some immortal, supernatural soul, but I do think that our belief systems and decision-making are both shaped by our feelings, perhaps even more so than our logical thinking, and these are all emergent concepts from our brain processes that we can isolate, recognize, and discuss in terms more abstract than the firing of synapses, much like how one can discuss a computer application in terms less basic than 0s and 1s. Pathfinder connects these different concepts to different life paths, and in so doing demonstrates a plurality of perspectives. This is, by the way, something you yourself endorsed:
Castilliano wrote:
Also, despite the philosophically rigorous** arguments trotted out by proselytizers, if you delve into their own journeys they're more often one akin to falling in love than deciding what's true with objectivity.
You mention romance and religion as capable of eliciting the same feeling, I mention Bards and Clerics. We're saying the same thing in slightly different terms.
Castilliano wrote:
But let's refocus: SDJenn mentioned trauma from faith. I'm operating with her lived experiences.
With all due respect, I don't think you are. I think you're operating from your own trauma, not hers, and that's where the problem is coming from. Deciding what's best for this person, ignoring the curiosity they themselves expressed and that started this very thread, and specifically telling them not to touch certain topics even in the context of a tabletop roleplaying game doesn't sound to me like listening. The way you chose to deal with your own trauma is valid, and I certainly won't dispute it; my point is that what's valid for you is not automatically valid for everyone else, and there is a plurality of valid choices to be made here. I fully agree with you that there is also a large number of unhealthy decisions that could be made, and it is beneficial to be aware of the signs of toxic communities and how to avoid those, but that still leaves room for alternatives, including in this case faith, however different that may look from the original, and as one possibility among many. Dictating a single valid course of action is dogmatic, no two ways about it, and again, I think that is quite possibly the least helpful approach for this particular context.
Castilliano wrote:
I'm unsure where you saw conflation between Golarion & Earth religions.
Here, specifically:
Castilliano wrote:
While Golarion reflects those four aspects of the self in its magical traditions, I don't think the way PF blends them correlates with reality (never mind that I also think two of them only exist as useful metaphors).
Castilliano wrote:
I appreciate your goals with the last paragraph, but disagree that all paths are equally valid. Many don't work, many warp one's principles, others destroy oneself or those around. And that assertion's also conman territory to assuage suspicion. As is the concept a healthy community can come from anywhere.
The last paragraph in question being this:
Teridax wrote:
All of which is to say: no matter what part of your identity you're trying to connect with, there is a wide variety of paths you can take, each as valid as the last. There are multiple approaches to faith, and even spiritual approaches that don't rely on faith at all. If what you seek is a sense of community and belonging, then that too is something you can attain, and it is up to you to decide what you want your community to revolve around. I definitely agree it is important to ensure that you join a healthy community, and keep an eye out for indicators of toxicity, but that healthy community can come from anywhere.
Which in turn stemmed from this immediately preceding paragraph:
Teridax wrote:
I think what can help is actually the way Pathfinder frames its magic system: its four traditions of magic rely on four types of magical essence, which when combined form the totality of a mortal being. You have physical essence for the body, vital essence for lifeforce, mental essence for the mind, and spiritual essence for the soul. Normally, the soul is the domain of religion in many cultures, but in Pathfinder it's also the domain of occult magic, which is made to emulate a lot of the spiritualism that was especially common in and around Victorian England. If you want to stir people's hearts, you can do so as a Cleric, for sure, but you can also do so as a Bard, who need not be religious to create the same kind of fervor you'd find in a church or temple through their art. In many cases, the heart of a community won't be a Cleric, but a Druid, whose faith isn't concerned with the soul at all, and instead hinges on making the most of the life you have in the Universe. Even in matters of the divine, your faith doesn't just have to be expressed in terms of a clergy, because the Animist is there to bridge the mortal world with that of spirits and apparitions.
It is quite clear that you are bringing criticism of real-life cults, harmful religions, and other toxic elements of faith into analysis of the fictional world of a tabletop game, when not only did I establish a distinction between the game and real life, I also myself addressed how plurality of approaches does not equate to literally all possible approaches being valid, nor does it exclude the existence of toxic communities one must be aware of. The simple point I was making is that Pathfinder, by inviting its players to look at life through the lens of different characters with drastically different worldviews, invites people to consider different perspectives, including different ways of reaching the same thing. Again, the intense feeling some people get from a powerful religious sermon is the same feeling some people, sometimes the very same people, get when they fall in love, or when they connect deeply with a work of art. This is something Pathfinder can help implicitly convey when the game does something like allow both divine characters like Clerics and occult characters like Bards spur someone to heroism, the spell. Different paths, same result.
All of which is to say: roleplaying games, by their very nature, allow players to not only abstract and articulate complex concepts, but embody them through roleplay and experiment with them in a safe creative space. While not literally every concept in Pathfinder ought to be taken uncritically and at face value, the game is very much designed to convey pluralism of experiences and perspectives, and does so in a variety of surprisingly smart and sometimes beautiful ways. The emotional connection one person seeks through faith, another can find by entirely different means, and what faith even looks like varies tremendously from person to person, even among people of similar beliefs. This is very much a game about finding your own path among many, and while as said before, StarDragonJenn's personal journey is one where most of the legwork will be done in real life with hopefully the help of therapy and personal support, Pathfinder and its many constituent elements can serve as useful tools to play, experiment, and connect with independently of that.
To be very clear, I am not in any way advocating for faith as an alternative to science IRL, nor as a source of objective truth. I'm fairly certain that was not even implied in my answers either, nor am I claiming that Pathfinder's four magical essences exist in real life. Rather, I am inviting a look into Pathfinder's plurality of choices for characters who are spiritual, religious, or just connected to emotions and communities, and seeing that there are many different and valid ways of connecting to one's emotions, spirituality, and sense of belonging. The topic here is personal truth, distinct from scientific truth, and personal truths tend to have more to do with emotions and feelings than anything else, which means that to many (though certainly not all) that is expressed at least in part through some element of faith or spirituality.
Similarly, I am well aware of the toxic elements of many real-life religious groups, and am not suggesting to steer anyone towards those. I am simply cautioning not to tar every remotely religious or spiritual community with the same brush, because if your intent is to help someone heal through the trauma inflicted by their own group, that approach hinges on the same dogmatism and isolationism that has hurt them and that they've distanced themselves from. It is once again possible to criticize the evils, abuses, and excesses of faith without asking people to cut all elements of faith or spirituality out of their lives, even when they have been healthy to them or have a chance to be in the future.
Finally, I think it is worth addressing the implicit conflation being made here between Pathfinder and real life: in real life, there is no objective basis for the existence of deities. In Pathfinder, there is, and in spades. This means that while it is irrational to rely on deities to explain natural laws in real life, it is irrational not to do so in the world of Pathfinder, where even atheists in-universe acknowledge the existence of gods as objective fact. By asking people to consider in-game faiths that spur people towards education and personal growth, I am not asking people to believe the deities involved are real or that religion is a source of scientific answers in real life, even if I am indicating that in a roleplaying scenario at the very least, certain religions can serve as sources of knowledge and freedom, rather than ignorance and oppression. I can understand the vigilance that comes from leaving an abusive or manipulative religious upbringing, and the desire to never see oneself or anyone else enter a toxic community of any kind, but I would once again caution against letting that vigilance overreach its boundaries and turn into prejudice. Inviting people to consider healthy examples of fictionalized faith in a tabletop roleplaying game does not equate to telling those people to join a religious group in real life, much less a toxic one, and given OP's curiosity towards Clerics and faith in Golarion I think it may even be to their benefit to use the safe space of a roleplaying table to experiment with characters of faith and create narratives that differ from their own.
It is worth noting that the Pirahã culture does in fact incorporate a belief in spirits, so there is still the existence of faith there, even if it is not necessarily religious. I would also be mindful not to promote alternatives to faith by disparaging faith itself, and I say this as an atheist with no spiritual leanings and a strong dislike of organized religion. It is all too common for celebration of something to be expressed as a shaming of its opposite, and I've too often seen exploration beyond heteronormativity expressed as a vilification of monogamy, body positivity turned into thin-shaming, and emancipation from repressive religious institutions get stuck in hatred for any and all religion. It can be liberating to reject the thing that once held power over you, but I also think that is an approach one needs to move on from in the long run, otherwise you just stay fixated on it in a manner that's not healthy.
I think what can help is actually the way Pathfinder frames its magic system: its four traditions of magic rely on four types of magical essence, which when combined form the totality of a mortal being. You have physical essence for the body, vital essence for lifeforce, mental essence for the mind, and spiritual essence for the soul. Normally, the soul is the domain of religion in many cultures, but in Pathfinder it's also the domain of occult magic, which is made to emulate a lot of the spiritualism that was especially common in and around Victorian England. If you want to stir people's hearts, you can do so as a Cleric, for sure, but you can also do so as a Bard, who need not be religious to create the same kind of fervor you'd find in a church or temple through their art. In many cases, the heart of a community won't be a Cleric, but a Druid, whose faith isn't concerned with the soul at all, and instead hinges on making the most of the life you have in the Universe. Even in matters of the divine, your faith doesn't just have to be expressed in terms of a clergy, because the Animist is there to bridge the mortal world with that of spirits and apparitions.
All of which is to say: no matter what part of your identity you're trying to connect with, there is a wide variety of paths you can take, each as valid as the last. There are multiple approaches to faith, and even spiritual approaches that don't rely on faith at all. If what you seek is a sense of community and belonging, then that too is something you can attain, and it is up to you to decide what you want your community to revolve around. I definitely agree it is important to ensure that you join a healthy community, and keep an eye out for indicators of toxicity, but that healthy community can come from anywhere.
Pretty sure I addressed that in the original post. Silkas does acknowledge that they're crazy extreme, but he says they're crazy extreme because they think nethys is the only god who grants divine magic, or something. He doesn't say anything about their absolute submission thing, which gives the impression that he thinks that parts perfectly normal. In conclusion, the essays the problem I guess...
I can understand where the suspicion is coming from, but this is also not quite true. Here are the first few lines of the divine treatise, which your OP quotes as well:
Secrets of Magic wrote:
Perhaps the most severe, prescriptive worshippers of Nethys I encountered in all my travels are those found at the secretive Temple of Ten Doors.
Emphasis added. The sect is specifically called out as prescriptive right off the bat, and their own teachings regarding the same deity are presented with a counterpart in the Siblings of the All-Seeing Eye, mentioned in the same two-page spread. It is clear that even within worship of the same deity, there is a plurality of ways of worship, even if several of these may posit that they are the only true path. In fact, the entire point of these treatises as a collective is to show that there are many different ways to access magic, all equally valid. Plurality of viewpoints and approaches is the central purpose of this worldbuilding section of the book. I can agree with you that the religious texts featured in the section are certainly dogmatic and seem to encourage a degree of passivity, but that is not a universal rule among deities or worship in Pathfinder.
StarDragonJenn wrote:
I wasn't talking about understanding faith philosophically. Rather I feel as of late like something natural to being human may have been stolen from me.
Which... Even with all these logical arguments, my brain is sitting here screaming traumatized nonsense, so this was the wrong approach apparently...
I don't know how much this will be of help, but it sounds to me like the thing you're seeking here isn't a concrete understanding or even a thought, but a feeling. This is not to discredit you: on the contrary, we generally like to think that we're creatures of pure reason, but the way in which we change our minds, grasp different perspectives, and find common ground often comes down much more to emotion than cold logic, so it is only by acknowledging our emotional sides as valid that we get to properly listen to one another. We can perhaps give examples and rational arguments of how faith in this roleplaying game can be healthy and empowering, but that doesn't necessarily speak to the trauma you've endured, the vigilance you may have built up in response to it, and the viscerally unpleasant feelings you may experience with regards to certain triggers, such as dogmatic text.
For this reason, I will say that part of what you're looking for may not necessarily come from tabletop games, at least not completely. RPGs, while sometimes therapeutic, aren't therapy, and finding that part of yourself that you feel has been taken from you is likely something that is going to have to happen with the help of someone professionally trained to assist you in untangling that complicated and deeply personal ball of emotions, memories, and trauma. However, RPGs, and in this specific case Pathfinder, can also be a space for simulating lives you didn't or couldn't live in real life: if you want to try roleplaying a Cleric whose faith drives them to become a better, more fulfilled person, you absolutely can. It doesn't even matter that Pathfinder lets you do this out of the box with its rich world: even if that richness and diversity of faiths didn't exist, it would be in your power to create your own and break that mold. It is up to you to determine what faith means to you, whether it has a place in your life, and if so what place that might be. Pathfinder can give you roleplaying prompts for characters whose faith aligns with what you want from it, and can set the stage to express that faith through your character, but it can't tell you what that faith will look like, nor which one is the right one. In fact, it does the opposite: there is no one true faith; it is up to you to choose your own.
Sure, but is a cleric having their own agency typically seen as a bug, as the divine magic essay implies, or are there canon clerics that would scoff at that essay? I think that's the bedrock of what I'm trying to ask.
No, Clerics and other religious characters having free will is very much a feature and not a bug, and the book explicitly mentions that the sect being quoted is uncharacteristically extreme in their zealotry, so many Clerics, including other Clerics of Nethys, would decry those teachings as such. I would go as far as to say that one of the key roleplaying elements of roleplaying a Cleric or Champion is the inherent tension between following a deity's lofty ideals, and being a mortal living in a much more complex world than that deity's idealized realm, and that tension serves to heighten the choices that character makes.
For deities, their own dilemma is the fact that for all their cosmic power, they can't just force everyone to worship them; people must come to them willingly. Even Asmodeus, who sees free will as a mistake and seeks to eradicate it entirely, needs to trick, entice, and entrap people into worship, and often works to show the failings of free will by letting people come to their own poor decisions by themselves. Roleplaying a character rooted in faith should be specifically about exerting your free will at every step: whether you align yourself closer to your deity or distance yourself from them is a decision your character can make at any time, and the GM is likely to have you make this kind of decision often if your deity's edicts and anathema are an important part of your character's identity.
I'm left wondering if there's space for a cleric that thinks like an individual at least a little bit. I mean there's the splinter faith feat, but even that doesn't quite seem to contradict the 'unthinking zealot' portrayal in the essay. If there's space for a Nietzschean-lite cleric who deliberately seeks out situations where their faith will be tested and deliberately pushes the limits of their deity's without breaking them, and with intent to refine them. Or just someone who sees their deity as a friend and confidant rather than a stompy master...
There absolutely is room for this; your Cleric very much does not need to be a zealot, and many deities very much go against the "perpetually angry tyrant" archetype and can even be quite friendly with their worshipers. Clerics in particular are meant to be the people other worshipers come to whenever they seek answers or guidance regarding their faith, so it is also often in their interest to be able to articulate the merits of their deity from a place of genuine understanding, rather than blind devotion. Becoming a Cleric or Champion of a deity does require devoting yourself to their faith, but that faith doesn't mean debasing yourself or shutting down your critical thinking, so much as embodying those deities' principles to the fullest. This does usually mean taking on those principles far beyond the extent most other mortals would, but depending on the deity those principles can be in service of personal agency and greater understanding, rather than repression and ignorance.
For specific deities, I would particularly look towards deities that have both freedom and knowledge as their domains, like so:
Aakriti is a Nexian deity of oozekind and infinite potential. They encourage scientific study, and treat rigidity of belief as one of their anathemas.
Casandalee is a Numerian deity of artificial lifeforms who promotes the use and understanding of advanced technology. Her followers will educate others on how their technology works, and collaborate with other institutions (including other faiths, such as Brigh's) to share scientific knowledge and advance understanding of technological concepts.
Both above deities feature in a pantheon, the Wheels of Innovation, which is centered entirely around innovation and creativity. Clerics of these deities can follow this pantheon, which is also popular among people who want to avoid relying overly on magic and instead nurture their own problem-solving skills.
Although Narriseminek is a deity with both domains, their fellow protean deity Ssila'meshnik probably best embraces the philosophy of defying dogma. They give advice you're not expected to follow, they expect you to defy your fate, and they constantly gatecrash Pharasma's court just so that they can debate the judgment of souls. They're a deity who not only expects, but expressly encourages you to defy and question them at every turn.
Saloc is a psychopomp patron deity of agency and education. "Study different perspectives on ethics" is one of their edicts, and they're known for giving condemned souls second chances, so this is a deity whose faith is rooted in personal growth rather than harsh impositions.
Though not a deity of freedom or knowledge, Zjar-Tovan is an interesting deity in that they're a sentient sword who has rejected the purpose they were made for, but still doesn't know what their purpose is either. They explicitly do not care about forcing people to make specific choices, and their entire philosophy revolves around finding one's purpose and helping others find their own, while respecting the different beliefs of others. "Do not allow your purpose to be overly guided by another’s will" is one of their edicts while "serve a cause you do not truly believe in" is one of their anathema, so Clerics of this faith would very much not be the kind to follow anyone else blindly.
All of which is to say: if you want a Cleric in Pathfinder who actively questions dogma and approaches their faith through critical thinking and personal growth, rather than blind devotion and self-abasement, you absolutely can have exactly that, and in fact several deities will expressly encourage you to do this. There are of course other deities whose faiths strike more parallels with real-life religions, including repressive belief systems, institutionalized corruption, and abuses of power, but the game tends to consistently point these out as problems. Beyond Clerics and Champions, there are also alternative paths to faith, such as the Animist and their close relationship to apparitions or the Druid and their worship of nature, so there are plenty of ways to approach a character with healthy spiritual or religious beliefs in-game.
I agree, it's great that the pages afterwards list options for swapping deities on other NPCs, but only part of those guidelines apply to the Deific Vessel, and a lot of its abilities seem quite specific to Urgathoa. Here's how I'd go about modifying the template:
Change the vessel's lifesense to a sense more appropriate to the new deity and its affiliated creatures (for instance, greater darkvision for a deific vessel of Asmodeus, or truesight for a deific vessel of Iomedae).
Change the vessel's Necril language to a language more appropriate to the new deity.
Change the vessel's non-Athletics skills to skills more appropriate to the new deity, which ought to include the deity's skill.
Change the sanctification-based trait across all abilities to adapt the new deity: if the deity is holy, replace the unholy trait on Shattered Vessel and the three attacks to holy, have Mark of Fate give the slayer weakness to holy (while obviously changing the deity they become anathema to), and change their weakness from holy to unholy. If the deity offers both holy and unholy sanctification, choose one when creating the vessel, and if the deity offers neither, just remove the trait and weakness, and have Mark of Fate give weakness 5 to spirit damage.
Replace the vessel's immunities and resistance and with others as appropriate (for instance, fire immunity for a deific vessel of Asmodeus).
Keep Void Tendrils if the deity has a harm font. If the deity has a heal font, instead have the aura add 15 to any vitality healing in the aura, and change the aura's trait from void to vitality. If the deity offers either font option, choose which one to use.
Replace the vessel's fly Speed with an appropriate Speed as listed in their avatar entry, including special movement abilities.
Replace the vessel's weapon with the deity's favored weapon.
Replace the decaying and frost damage runes in Grave Chill with damage property runes appropriate for the deity, or one greater damage property rune when appropriate (for instance, greater vitalizing for a deific vessel of Pharasma), and change Grave Pulse's damage types accordingly.
Replace dominate, mask of terror, eclipse burst, and zealous conviction with spells appropriate for the deity, which ought to include at least one of their Cleric spells.
Replace the 8th-rank and at-will 4th-rank harm spells with divine font spells granted by the deity.
Change Borrowed Time to include creatures of concern to the deity, not just undead (such as devils for Asmodeus or psychopomps for Pharasma).
... which, all in all, is so many changes you could very well just create another deific vessel from scratch. Still worth a try though!
I support starting from existing models whenever possible, particularly as some ancestries do exist closely enough to work. I agree with steelhead that the centaur ancestry would cover your bariaur needs (they even have the same attribute boosts you're looking for), and if you wanted you could implement a bariaur heritage, using the Elfbane hobgoblin heritage as the model for their magic resistance (and you could have the extra resistance apply to divine magic rather than arcane magic).
In addition to what steelhead suggests for the rogue modron ancestry, I would consider the conrasu, who are aeons (the equivalent of modrons in Pathfinder) and have an inorganic appearance due to their living wood bodies (and also have Con+Wis+a free boost, which should align pretty closely with what you're looking for). Gith I think would be a bit more difficult to find a reskin for, as they're quite specific to D&D, but even so you could still mix and match existing ancestries, heritages, and feats that would work well for them. I'd probably implement the githzerai and githyanki as separate heritages to the same ancestry, and you could even take the lashunta ancestry from the Starfinder 2e playtest rules as inspiration for how to do divergent ancestry boosts as well.
To begin: this thread is an offshoot of this homebrew thread from A Butter Idea, whose concept serves as a starting point for this one. I very much recommend reading their post first, as they cover several issues with detection and senses in Pathfinder 2e really well, and that thread gives context to what's being presented here. I initially thought of posting this concept on their thread, but didn't want to crowd out their work with my own divergent homebrew, so I decided to post it here instead. With that established, let's go over a few points of criticism I have for senses and detection in PF2e:
What's Wrong With Detection Rules?:
I think the most obvious way to highlight the problem with detection in Pathfinder is to ask the simple, relatively common question of "How well can I target this creature in the encounter?" and list all the elements that factor into it:
You have different conditions marking states of detection, from observed to unnoticed.
You have different senses, which each have different states from precise to vague (with an implicit fourth state for not having the sense at all).
You have different conditions determining how senses are impaired, i.e. blinded, dazzled, and deafened. There's no conditions for other senses, and more conditions against sight than against hearing.
You have different conditions determining how detectable, rather than detected, something is. This overlaps heavily with detection conditions, and as A Butter Idea points out in their thread, there is a significant bias towards sight over any other senses (both the concealed and invisible conditions affect how others can see you).
You have environmental factors that can provide various conditions, generally localized to the bit of the environment. These can be conditions that impair senses, conditions that affect how detectable someone is, or both (and often it's both). The mist spell, for example, conceals creatures inside from creatures on the outside and vice versa.
You have different player mechanics, such as spells and ancestry abilities, that allow you to counter some of those environmental factors that would hinder your ability to detect others, low-light vision and darkvision being the two most obvious ways of doing so. There is, again, a heavy bias towards sight here.
So from all of this, I think we can draw a few conclusions:
This system is pretty complicated relative to the simple question it is generally meant to answer.
There is a huge bias towards sight: creatures are assumed to rely on sight by default, and the bulk of conditions and mechanics around detection play with sight rather than other senses. A Butter Idea tackles this bias in their homebrew, and correctly points out that this limits the ability to play Daredevil-like characters who rely on senses other than sight, while potentially complicating play in Starfinder 2e when so many creatures across the Universe and beyond have special senses of their own. More specifically, it means having any precise sense other than sight is far more powerful than it needs to be, because that lets a creature bypass the entire current system of counters and counters-to-counters built around sight.
These mechanics and conditions are almost completely dissociated from the game's usual system of bonuses and penalties: the concealed and hidden conditions impose flat checks, for instance, which force rolling twice for the same effect each time instead of leaning into the game's robust system of status and circumstance modifiers.
There's a lot of ambiguity around certain interactions: the Hide action, for instance, again relies heavily on the assumption of trying to escape from sight, so the GM has to start doing a lot of legwork to adjudicate when a creature can Hide when senses other than sight are involved.
In short: detection and senses sit in this little island of highly complex, overlapping, yet also sometimes confusing and ambiguous rules mostly separate from the rest of the game's mechanics. There's a lot to take in, but even then the question of whether or not one can detect a creature or Hide from them isn't super-clear, particularly when senses other than sight get involved. A Butter Idea addresses the bias towards sight in their brew, and I think we can go even further and streamline these rules even further.
Before listing specifics, I think it's worth listing the general roadmap of what I'd like out of an ideal detection subsystem in a game like Pathfinder, which could take on a variety of implementations:
I'd like the process of detecting and targeting creatures to be straightforward, or at least as straightforward as any other general mechanic in Pathfinder.
I'd like modifiers to detection to rely on Pathfinder's overarching system of numeric bonuses and penalties, instead of imposing their own separate checks.
I'd like the subsystem to be open-ended and flexible enough to be able to easily handle a potentially infinite variety of senses.
Here's how I'd go about trying to implement the above:
Binary Sense and Detection States:
The basic rule I'd like to apply here is: either you have a sense or you don't, and either a creature is hidden to you or it's not. What are currently imprecise senses could thus just be senses like your sight, albeit with more limited ranges or other restrictions, and vague senses could either not exist or be even more limited, such as only being able to smell a creature if they're adjacent to you for instance.
As for detection, the principle would be: unless a creature is trying to escape detection or is under some kind of stealth effect, you can just target them normally if they're within range of your senses (which is usually the case if you can see them), and if you can't sense them at all, then they become hidden to you.
What does it mean to be hidden? What about concealment? This is where the next part comes in:
New and Updated Conditions: Disabled & Hidden, Impaired & Occluded:
This is the bit where I'd want to start tying detection states to bonuses and penalties, while opening the system up to work consistently for any sense. Let's start with the hidden condition we mentioned earlier, and its counterpart for turning off senses, the disabled condition:
Hidden: When you're hidden from a creature, that creature doesn't know where you are, or if you're even there at all. A creature you're hidden from is off-guard to you, and you're occluded 4 to it (more on that later); if it tries to target you with an effect, it must select a space it thinks you occupy and the GM makes any rolls for the effect in secret, trying to affect you if you do occupy the space. Because area effects do not target creatures, a creature does not need to select a space when you're in the area of one of its effects, though the GM still rolls in secret to determine how you're affected. You may be hidden to only one or some of a creature's senses and not others, in which case you're not hidden from that creature unless you're hidden from all of its senses. Creatures whose senses you're hidden from are immune to your effects that rely on that sense, such as the visual trait if you're hidden from sight or the auditory trait if you're hidden from hearing.
Disabled: When one of your senses is disabled, it stops working. All creatures and objects are hidden to that sense from you, and you can't use that sense to Seek or Search.
Effectively, the hidden condition would include a bit of the undetected condition, and would be able to cover the invisible condition plus any counterpart for other senses, while the disabled condition would uniformly cover any kind of condition that stops your sense from working, like blinded or deafened. For softer conditions, let's follow up with the occluded condition for being concealed from a sense, and the impaired condition for partially blocking that sense:
Occluded: When you're occluded from a creature, it's harder for that creature to sense you. The occluded condition always includes a value up to 4. You gain a circumstance bonus equal to your occluded value to your defenses against that creature's Seek actions and actions that target you, as well as your Stealth checks against that creature, and a circumstance penalty to your occluded value to the checks and DCs of your actions that require the creature to sense you, such as a visual action if you're occluded from a creature's sight. Because area effects do not target creatures, you do not gain this circumstance bonus against area effects. You may be occluded to only one or some of a creature's senses and not others, in which case your occluded value against that creature is equal to the lowest occluded value you have against any of that creature's senses that can sense you. For instance, if you're occluded 2 to a creature's sight but not occluded to its smell when within range of that sense, you're not occluded to that creature. If you're occluded 4 to a creature, you're hidden from it.
Impaired: When one of your senses is impaired, it's prevented from fully working. The impaired condition always includes a value up to 4. All creatures and objects are occluded to that sense from you, with an occluded value equal to your impaired value.
And with that, that should be a pretty simple, yet flexible way of expressing how well you can detect something with a sense: effects that currently conceal you could instead make you something like occluded 2, and depending on the effect you could choose whether this occludes you to sight, hearing, multiple senses, or just a certain subset. Similarly, the dazzled condition could just make your sight impaired 2, and you'd suddenly have plenty of room to easily apply this to any sense you'd like. While not strictly a part of the above, this kind of framework could also easily lead to other mechanics (and please excuse the weird formatting, it seems lists and spoiler text don't mix well):
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If you wanted to express senses becoming less accurate over a distance, much like range increments on ranged attacks, you could have your impaired conditions for your senses increase with each of their respective increment, with the value capping at 4 and making creatures hidden at that point. This would likely require tweaking senses to have shorter ranges, and giving sight an explicit range increment (which wouldn't be a bad thing, as it'd help adjudicate certain long-distance scenarios a bit better), but could add even more depth to detection using the same rules.
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If you wanted to condense different sense-based traits, you could just have one sense trait that specifies one or more senses each time, and requires creatures to have that sense (or those senses) to be able to be affected, so the visual trait could become "Sense: Sight", the auditory trait could be come "Sense: Hearing", and so on. This could more explicitly tie those effects into specific senses and the conditions that affect them, while making it easy to create new traits for other senses, such as "Sense: Lifesense" for an effect that relies on that specific sense.
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You could easily implement a whole bunch of effects that'd mess with senses. If you have a cold or are in a cold environment, for instance, your smell could be impaired, a short-sighted creature could have their range increment on their sight reduced, or a creature that's hard of hearing or just has a really weak sense of hearing could have the sense permanently impaired. By contrast, creatures that have some kind of natural camouflage or register more dimly to certain senses (for instance, a creature that evolved to muffle its own sound, or an assassin trained to hide their thoughts from thoughtsense) could be occluded to those respective senses. You could potentially even go in the opposite direction and give a negative occluded value to creatures that are particularly detectable through certain senses, like xulgaths with their stench, or create a separate condition just for that.
More Consistent, Flexible, and Streamlined Environmental Effects:
With the above conditions established, let's see how this can be used to simplify how the environment affects senses (and again, apologies for the strange formatting):
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Some environmental features could provide occlusion to certain senses, like dim light or darkness against sight. Occluding terrain renders all creatures and objects inside occluded, with a value determined by the intensity of the occlusion. Standard occlusion, like dim light, could make creatures occluded 2 to the applicable sense, and greater occlusion would make creatures hidden (or occluded 4, as both would be the same).
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Sometimes the occlusion is two-way, as with magical darkness or the area of a silence spell. Just call this kind of terrain two-way occluding terrain, meaning all creatures and objects inside are occluded, but all creatures and objects outside the area are occluded to those creatures too.
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Effects that ignore concealment or let creatures perceive clearly in certain environments could just let you ignore the occlusion of certain terrain: low-light vision could let you ignore the occlusion of dim light, darkvision could let you ignore the occlusion of nonmagical darkness and dim light, and greater darkvision could let you ignore the occlusion of all darkness and dim light, including magical darkness.
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Cover does not automatically provide a bonus to Stealth checks. Instead, opaque objects and surfaces that often provide cover instead often provide occlusion to sight as well, with the objects and surfaces affecting the occlusion: simply having a wall in-between you and a creature may create two-way occlusion, but standing on the transparent side of a one-way mirror would provide one-way occlusion. If a terrain feature that provides two-way occlusion has an opening that takes a bit of positioning to sense through, such as a keyhole in a door, you can Take Cover behind the feature to sense through the feature normally, though the GM might determine that this focus occludes other creatures that you'd normally be able to sense.
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This ought to make adjudicating how terrain affects the senses both fairly flexible but also quite easy: you could have terrain that hinders everyone's senses, like a loud crowd impeding hearing, and certain situations where you're occluding yourself to someone else's senses while keeping your own clear, like concealing yourself behind a bush. Depending on the intensity of the effect, the GM could even scale the occluded value accordingly. For existing effects that create occluding terrain, it'd be easy to describe it as such: a mist spell, for instance, could just provide two-way standard occlusion to sight, and that would be enough to describe the spell's functionality.
Updated, Less Binary Hide and Seek Actions:
Hide is currently an action that's both fairly binary and also quite ambiguous when it comes to hiding from certain specific senses. With the above, this no longer needs to be the case. For instance:
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Hide (One-Action) Traits: Secret
You attempt to escape a creature's senses, if only momentarily. When you use this action, choose up to two senses you're trying to Hide from. Typically, you'll be trying to Hide from sight and hearing, though you may choose to Hide from other senses instead. You can choose up to three senses if you're an expert in Stealth, four if you're a master, and five if you're legendary. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature that can sense you. You automatically critically fail your check if the creature can sense you using a sense you're not trying to Hide from.
Critical Success You become hidden to that creature until immediately after you take an obtrusive action that it can sense. This is typically a hostile action against the creature, but also includes other actions that are highly noticeable, such as Casting a Spell. If you try to perform an otherwise noticeable action in a particularly unobtrusive way, such as trying to quietly trying to Disable a Device, the GM might require you to perform another Stealth check to Hide from detection.
Success As critical success, but you become occluded 2 instead of hidden.
Failure As critical success, but you become occluded 1 instead of hidden.
Critical Failure You fail to escape the creature's senses.
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With this, you'd no longer need to specifically be in cover or specific terrain to successfully Hide, though you'd still benefit from all of that, you'd have a range of effects depending on your degree of success, and you'd be explicitly stating which senses you're trying to Hide from. Seek could be even simpler:
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Seek (One-Action) Traits: Concentrate, Secret
You scan an area for hidden creatures and objects. The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any creatures within range of any of your senses.
Critical Success The creature loses the hidden or occluded condition against you that it gained by Hiding from you. The creature does not lose either of these conditions that are gained from other effects, such as terrain or a spell.
Success As critical success, but the creature remains occluded 2 to you if it was hidden.
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So you'd just extend all your senses and potentially catch creatures trying to Hide from you within their range.
The TL;DR to all this is: rather than have lots of discrete states and conditions for senses, detection states, and levels of impairment or occlusion, use a circumstance bonus instead to determine how much a creature resists targeting and detection, with one single condition for being completely hidden, and have all of those different factors tie into that same bonus in the end, with conditions being able to apply to any sense in particular or in general as needed. Not only could this streamline what already exists and clarify certain specific points, it'd make it much easier to play with detection and stealth via new mechanics, with the GM having many more tools at their disposal for affecting senses and detection situationally. Although the above is quite a significant departure from what we'd got, it'd be a relatively simple process to map this new subsystem onto what already exists, such as by using the occluded condition instead of concealed (and using occluded 2 by default), or impaired instead of dazzled.
I like this approach and have thought about the issues behind the way detection and senses are so visual-centric in Pathfinder, though haven't come up with any kind of solution like this. I think the idea of setting detection-based conditions apart as these things automatically generated by environmental factors is a good idea, because targets becoming observed, concealed, and so on often happens automatically from other stuff that's happening, and not just from specific things a creature does.
For me, the issues with senses and detection become apparent when listing out all the mechanics that tie into them:
You have different conditions marking states of detection, from observed to unnoticed.
You have different senses, which each have different states from precise to vague (with an implicit fourth state for not having the sense at all).
You have different conditions determining how senses are impaired, which the OP simplifies using a common structure.
You have different conditions determining how detectable, rather than detected, something is. This overlaps heavily with detection conditions.
You have environmental factors that can provide various conditions, generally localized to the bit of the environment. These can be conditions that impair senses, conditions that affect how detectable someone is, or both (and often it's both). Mist in-game, for example, conceals both creatures inside from the outside and vice versa.
To me, this registers as extremely complicated and overwrought for what generally just amounts to asking "how well can I target this creature?" in encounters. It's not just that different senses matter only fairly situationally and aren't super well-handled when they do come into play, as pointed out in the OP, there's a lot of overlap to these mechanics that can sometimes make simple situations difficult to grok. The OP does a good job of addressing the bias towards sight, but I think there's potentially room to simplify things too, maybe even lean into the game's system of numeric bonuses and penalties instead of relying on conditions each time (or at least tying conditions to those modifiers).
Melee magi who want to use their Int mod can absolutely bump out of Strength - Finesse weapons exist. My 0-Str. Aloof Firmament magus does this.
More power to you, but that’s not something a Twisting Tree Magus can opt into without abandoning their subclass. It’s not something a Resurgent Maelstrom can consistently rely on either, and it’s clearly not something an Inexorable Iron Magus is intended to focus on when their flavor text describes how they “transform the mass of an enormous weapon into an unstoppable force”. Even on subclasses that can decently use finesse weapons, without being explicitly pushed towards them like Laughing Shadow and Unfurling Brocade, you’re asking players to limit themselves to about half the builds available to them and pick weapons with much lower damage dice just to be less inaccurate at a thing their core class mechanic normally lets them bypass. This is why when melee Magi boost Int to access Psychic Dedication, those boosts typically come out of their defenses instead.
BigHatMarisa wrote:
Hmmm. If I wanted to keep it close to its current iteration just for simplicity's sake, I guess I'd... keep it a single action if they just Cast a Spell, but make it a free action if they specifically Spellstrike or use a Conflux Spell, maybe? That way it'd incentivize you actually using the magus's own special things to their advantage, but not completely lock you out if you need to just raw-dog a spell every now and then?
I really do think just making Arcane Cascade work like a regular stance and let you change the damage type with every damaging spell you cast while in it is the simplest solution here. It doesn’t reduce the number of actions the Magus spends, which I guess is what some people want to change but is something I think is worth not disrupting without strong supporting arguments, but instead it just makes the stance much less inconvenient, as you wouldn’t specifically have to use it after spending at least one other action. If it’s okay for it to be a free action, then all the better, but I think the stance can be improved without directly reducing the Magus’s intentionally congested action requirements.
Magus only lags behind in save DC proficiency compared to a legendary caster for 6 levels total from 1-20: from 7-8, 15-16, and 19-20.
Proficiency is only part of the formula; your spellcasting modifier will also be lower even if you start with a +3 Int mod, a costly investment for any Magus. For a Starlit Span Magus, boosting Int isn't too big an issue, but a melee Magus will want to put points into Strength, Dex, Con, and Wis, so boosting Int will come at the expense of those stats and make the class MAD, no matter which way you slice it. Cutting Strength when making Strength-based attacks means sacrificing not only damage, but accuracy, which is not something you want to give up when your signature ability rides on one attack roll, and is counter-productive when the intent is to improve accuracy.
I also maintain that a free-action Arcane Cascade would be a far more significant buff than removing its requirement of casting a spell or making a Spellstrike. Again, a free-action Arcane Cascade means you can just cast shield in lieu of entering the stance and get the benefits of both the stance and the cantrip for a single action. Not only that, but the damage type for the stance would be force, making it a direct upgrade to just activating the stance with no requirement of casting a spell prior. The stance is valuable for its theme of cycling spell power, but I do think that is something better-achieved by having the stance's damage type dynamically adjust to whichever spell you just cast, rather than basing it on a prior requirement.
There seem to be a bunch of implicit assumptions being made here that I think are worth questioning: the first is the assumption that the Fighter being equally proficient in all weapons would mean they'd be equally effective with all weapons all the time, when as mentioned already, this is untrue by the simple fact that their attributes and feat choices will have them favoring certain weapons over others, and their runes will make one or a small subset of their weapons more effective than others. Even with equal proficiency, relative differences in effectiveness would be maintained, and a Fighter would be more effective with a subgroup of weapons than with others. For instance, a Strength-heavy Fighter who's opted into two-handed melee weapon feats is going to be much more effective with a maul than with a bow, even with legendary proficiency in both weapons.
The second assumption is that becoming equally proficient is what will cause the Fighter to want to pack more than one weapon, when that's something they already do: any martial will want a backup weapon, for the simple reason that some monsters will be particularly effective against certain weapon traits, damage types, materials, and runes, and particularly vulnerable to others. Therefore, such a change would not induce switch-hitting, even if it would make Fighters more likely to pick backup weapons of a different group, or make backup weapons from another group more effective.
All of which is to say: I don't think it's really a case of spoiling the Fighter rotten by giving them better switch-hitting, whether through feats or core class changes. Again, this is something well worth testing, rather than purely debating online based on principles that may or may not have any basis in reality. Perhaps this is versatility the Fighter may not need, but perhaps this is the sort of versatility that would open up builds that are currently not so strong and make them a bit better.
The thing is, even if the Fighter were legendary in every weapon at level 13, they'd still favor certain weapons, because that's what their feats push them to do. The entire point of the Fighter's feat selection is to let you build around a specific weapon or weapon set and do really cool techniques with those, so the Fighter is already encouraged to specialize, on top of the broader consideration of runes favoring the use of one particular weapon over a plurality. In this respect, allowing the Fighter to apply their improved proficiency to a larger variety of weapons would be a horizontal power-up rather than a vertical one, and one that would be going up against both the class's push towards specialization and players' inherent instinct to specialize. Effectively, you'd have fewer obstacles to becoming a switch-hitter, even if those obstacles wouldn't be removed entirely.
Again, I think playtesting is what will reveal exactly how powerful this is, but my perspective is that this is probably not as big a deal as it's made out to be here by some. Switch-hitting is not a dominant Fighter playstyle and is unlikely to become one even with the change being discussed, and in my opinion the only downside is that, again, the Fighter wouldn't have a real class feature at level 19, which all things considered is a fairly minor concern (you could just let them swap out their temporary feats as a 10-minute activity or something). If this makes the Fighter too good at switch-hitting, then it's something to roll back and stick to the vanilla class progression, but if this gives the Fighter a bit more versatility without giving them excessive power, that to me sounds like it could be a good thing overall.
If I had to make three changes to the Magus, they'd be the following:
Have Spellstrike remove the manipulate trait from the spell you're using.
Remove Arcane Cascade's requirement entirely, allowing the Magus to enter it whenever they like.
Give the Magus heavy armor proficiency.
With this, most melee Magi would no longer be prone to triggering Reactive Strikes, would have far less difficulty slotting Arcane Cascade into their turn, and would be far less MAD. Although more could be done to accommodate melee Dex-based Magi, the above would be quick and simple enough to not radically disrupt most players' builds, and would improve most subclasses without affecting Starlit Span, by far the strongest hybrid study at the moment (in fact, it would let more subclasses share its strength of making Int easier to build). If this somehow makes the class too strong overall, that could be addressed by altering the Psychic to make amps a spellshape free action focus spell, and also by having the multiclass archetype no longer give out amps, both of which arguably need to happen on their own merits and would make the Magus less dependent on one particular synergy for their power.
Beyond this, there's perhaps more to be done with fancier changes: because basic saves are there for pure damage effects, much like many attack spells, it wouldn't change the Magus's niche to use their attack roll to determine the save result of basic save spells, even if the spell probably ought to whiff entirely on a miss (this is what Channel Smite does). If we want to let Dex-based melee Magi deal more on-hit damage without having to also build Strength, one way to go about it could be to have Arcane Cascade replace Strength with Int as your melee damage roll modifier, with an increase to the base amount. There's also likely more that could be done in the realm of feats, and another user, Kalaam, made a good proposal to include more feats that let you recharge Spellstrike with successful skill actions. The Magus certainly doesn't need a ton more vertical power, but they would definitely feel better to play with changes that addressed some of the unnecessary clunkiness in their build and playstyle.
I can partially agree with the OP’s criticism — the Magus is generally going to lag behind in save DC accuracy, even with the effects on a successful save, and melee builds are generally too MAD to comfortably accommodate boosting Int — but I think the proposal may also need a bit of refinement. You wouldn’t want enemies crit failing often on crowd-control spells like slow, for instance, and being able to do so would give the Magus the added strength of having the best accuracy for any spell, which I don’t think should be the case. It may be better to limit this to basic saves only, and if you want to get fancy, perhaps you could even add a mechanic that decouples damage from other spell effects, so that a creature takes damage based on the attack roll but still makes a save against other effects.
Beyond that, I do agree the Magus could use some more adjustments. Melee Magi really don’t need to be vulnerable to Reactive Strike IMO when Channel Smite removes the manipulate trait from its spell, Arcane Cascade could stand to be made less clunky, and the class could be pushed to be less MAD overall, so that it’s not just Starlit Span that can easily opt into Int for better spellcasting. It doesn’t have to be an overhaul, just a few targeted changes that could bring some easy, but significant wins.
Thematically, it's a pretty cool subclass, but mechanically it has the fundamental issue of action-taxing what is already one of the most heavily action-taxed classes in the game, so it's fairly impractical to put to use. It doesn't help that the conflux spell, which is meant to set you up easily for a Spellstrike on your next turn, breaks your improvised weapon and therefore forces you to spend even more actions picking up a new one.
The other big problem as I see it is that this subclass looks like they could play better just by using a regular weapon: a d6, versatile B/P/S forceful weapon isn't terribly impressive next to a glaive, for instance, nor is a d4 versatile B/P/S agile backstabber weapon next to a war razor. It's not just that regular weapons are still stronger despite all the buffs the subclass gives to improvised weapons, they're a lot more diverse too, so you get to choose from hundreds of weapons instead of essentially just two. You wouldn't be able to use your conflux spell properly, but then all the more reason to swap to a subclass that'd build upon what you already have, instead of one that spends a lot of text bringing something that's normally crap up to still below par.
And not to get on my soapbox, but I do think this subclass highlights how rigid the Magus can sometimes be as a class, and how difficult that makes it to enable new playstyles. When your class already prescribes a lot of action taxes to the point of implicitly expecting a two-turn rotation, it's difficult to enable playstyles on the class that require more actions to enable. Because the class relies so hard on dealing big bursts of damage in a single attack on about half their turns, it makes otherwise meaningful boosts to damage, like backstabber's +1/2 precision damage (or even 2/4 from the subclass), or forceful's own bonus damage, feel quite small in comparison. There's certainly ways to implement interesting Magus subclasses, as we've seen with the previous two new additions, and even then, the inherent difficulty of turning on Arcane Cascade limits their ability to express their own unique contributions.
I'm not sure any class can really survive being hard-focused by a GM out for blood. Even a tank like the Champion can't take damage for literally their entire team, so if the issue is that the GM is bending over backwards to direct any and all harm towards the party's spellcasters, even when doing so would be unreasonable, I think that's probably the priority issue to tackle.
As for the Summoner being MAD, one of the nifty aspects of the class is that you get two sets of attributes to play with. Although you'll likely be boosting Dex, Con, and Wis on both bodies, the Summoner will obviously have very good Charisma, whereas your eidolon is likely to have pretty good Strength, even on a Dex-focused build, and if their build is Dex-focused then their Dex mod will be higher than yours. This means you can pick skill increases in such a way that your eidolon will be able to make up for what you lack, and it's not uncommon to pick Intimidation and Athletics thanks to this, for instance. The Dual Studies feat builds on this and gives you and your eidolon separate proficiencies, making it easier to have a wider distribution of skills.
I've always wanted to try a summoner as my first PF2e character with a specific build that isn't possible in that other d20 fantasy game in that I'd like to have dual characters that play (whether naturally or artifically) differently using the eidolon mechanic similar to "twinned" characters in pop culture like Wily Kit and Wily Kat in the Thundercats or the Wonder Power Twins in the old Justice League cartoons.
This is such a fun concept that I've gone and homebrewed an eidolon for it! Although it's unlikely that you'd get to use homebrew at your table, let alone for your first character, hopefully this could give an idea of how the Summoner could work as a pair of twins.
"Two halves of a whole" I think is definitely the philosophy for playing a Summoner. The caster body on its own is surprisingly decent for its spell DC, but not great for spell output, and the martial body on its own is bare-bones, but together and with their superior action economy they become more than the sum of their parts. Simply being able to cast a cantrip and make a melee Strike each turn, even two sometimes, makes for decent baseline damage output, and that's without counting the utility you can produce from spell slots or Athletics maneuvers, in a game where most characters are generally good at only one or the other. The Summoner gets to have the best of both worlds, and their power specifically comes from leveraging the full ability range of a martial and caster class, adapting to the situation as needed. Often, you'll want your summoner to use Act Together on a two- or three-action activity, but sometimes you'll want your eidolon to move in and make a Furious Strike instead while your summoner Demoralizes, and that's the kind of flexibility you can't get out of an animal companion.
I think the assumption is that an adventurer would simply have a prosthesis equipped that they'd use to wield a shield. I do think there is room to have more equipment built into prostheses (that's the basis of the immovable arm, for instance), but with shields I think it gets slightly tricky, because shields by default are meant to take damage and even get destroyed. The question here is: if the shield arm gets destroyed, does this destroy the prosthesis as well? If so, then an adventurer may be hard-pressed to pick this shield arm when they could just wield a shield with their regular prosthetic and not lose their hand if their shield gets destroyed. If the shield itself can't get destroyed, then you have effectively an 18th-level rare item built into your prosthesis, which would make it either difficult to access or potentially build-warpingly strong at lower level. A compromise there could be to let the shield in the arm get destroyed without affecting the prosthesis, and this is something the foldaway trait could help with very nicely by letting you integrate a retractable shield into your arm.