Iomedae

TheGentlemanDM's page

504 posts. No reviews. No lists. No wishlists.




1 person marked this as a favorite.

So far, there has been some concern about cross-compatibility between the Operative and older martial classes.

While the Operative's balance in the Starfinder ranged meta doesn't seem to be a problem, the team has stated that being able to bring Pathfinder classes forward and send Starfinder classes back is a goal of the two systems, and the Operative as a fusion of Fighter accuracy, Rogue precision, and Gunslinger action compression means it renders those classes somewhat redundant.

R0sshk on reddit has proposed an answer, and I think it serves well.

Aim becomes a standard action available to anyone using a non-AOE tech weapon, which provides extra damage scaling based upon the level of the weapon. A related option is to make Aim a trait that weapons can get that enables the use of the action.

Starfinder classes can then get abilities that can interact with Aim, including action compression, die size increases, etc, with the Operative getting the bulk of the benefits.

This means that all ranged characters in Starfinder can be in a comparable spot for targeted ranged damage. Envoys and Soldiers can benefit from the action, as can Fighters, Gunslingers, and Rangers who are being played forward.

Likewise, an Operative sent back into Pathfinder functions mostly like a smoother gunslinger - using easy reload efficiency and Fighter accuracy - without the absurd damage potential they bring to the table.

I'd make it so that an Operative can apply the Aim action to *any* ranged weapon, but they only gain +1 precision damage per weapon die instead of +1d4. This means that they still get to use their primary class feature with old weapons, just to a degree that is balanced with Pathfinder.

Thoughts?


8 people marked this as a favorite.

While my first impressions on the Gunslinger class are mostly positive, the guns themselves leave a bit to be desired.

Any ranged weapon with a Reload value greater than 0 is suffering from severe limitations on its use, and as such should be otherwise more powerful than other equivalent options to warrant its use.

Simple Firearms

Points of Reference:

Crossbow: d8 P, 120 feet, R1, B1, H2

Hand Crossbow: d6 P, 60 feet, R1, BL, H1

Flintlock Musket: 1d6 B/P, 40 feet, R1, B1, H2, fatal d10
Losing a die to gain fatal is on par with other weapon designs for damage. Having a third of the range of the crossbow is problematic, though.

Flintlock Pistol: 1d4 B/P, 20 feet, R1, BL, H1, fatal d8
Again, we're losing a die size to gain fatal, as well as dropping to a third of the range of the hand crossbow.

Hand Cannon: 1d4 modular, 10 feet, R1, B1, H1, fatal d8
We're taking the Flintlock pistol, which is already a bit underwhelming, and halving its range in exchange for access to slashing damage.

Suggested improvements: Early firearms have been historically notorious for such poor accuracy that only mass firing lines could be reliable for all but the most skilled of marksmen. As such, I propose we leave the low range as it is, and instead increase the base damage dice by a size (leaving fatal unchanged). This gives simple crossbows the edge in accuracy for medium and ranged combat, and firearms the edge in damage for close quarters.

The hand cannon is explicitly called out as a very primitive firearm, so bumping its damage up and removing the fatal property feels acceptable.

NEW Flintlock Musket: 1d8 B/P, 40 feet, R1, B1, H2, fatal d10

NEW Flintlock Pistol: 1d6 B/P, 20 feet, R1, BL, H1, fatal d8

NEW Hand Cannon: 1d8 modular, 10 feet, R1, B1, H1

Martial Firearms

Points of Reference

Longbow: 1d8 P, 100 feet, R0, B2, H1+, deadly d10, volley 30ft

Shortbow: 1d6 P, 60 feet, R0, B1, H1+, deadly d10,

Bola: 1d6 B, 20 feet, R1, Ranged Trip, Thrown

Arquebus 1d8 B/P, 80 feet, R1, B2, H2, fatal d12, sniper, unsteady
The damage is a little better on the crits (sniper is basically irrelevant), but unlike volley, whereupon the first move action should be enough to offset the penalty, unsteady requires a continuous input of actions to aim. Coupled with a reload cost, and this is a severe downgrade from the longbow.

Blunderbuss d8 B/P, 15 feet, R1, B2, H2, scatter
We're up on damage from the shortbow (but lack of deadly offsets that), but we have a quarter of the range in exchange for a little splash damage. And we also have a reload requirement. With the exception of fighting swarms, this is an awful choice of weapon.

Dueling Pistol 1d6 B/P, 30 feet, R1, BL, H1, concealable, fatal d10
Better range and better crit damage than the bola. Slightly better crit damage than the shortbow, but at the cost of half the range and a reload requirement.

Suggested improvements:

NEW Arquebus 1d10 B/P, 80 feet, R1, B2, H2, fatal d12, sniper, unsteady
We'll keep the niche of this being the dedicated sniper's/assassin's tool, and accept that in exchange for the heavy action cost of both reloading and stabilizing, we can probably go up to a d10 base.

NEW Blunderbuss d10 B/P, 15 feet, R1, B2, H2, scatter
I think that making the blunderbuss more attractive as a serious weapon requires us to look at the scatter trait. Increasing the splash damage to 2 per weapon die helps a bit. Increasing the die size (it's almost a melee weapon at this point, and doesn't get a crit bonus) is also appropriate.

NEW Dueling Pistol 1d6 B/P, 40 feet, R1, BL, H1, concealable, fatal d10
The dueling pistol feels pretty good so far- respectable damage, no downsides, can be dual-wielded- it just wants a bit more range for that proper deadeye feel.

Now, there's still a few niches worth exploring.

NEW Carbine Musket: Martial, 1d8 B/P, 60 feet, R1, B1, H2, fatal d12
The lack of a proper midrange martial weapon is a problem. I propose this (historically, a shorter and lighter version of the arquebus). It fits into the same niche as the shortbow (60 foot range, no penalties), but get a bunch more damage in exchange for Reload 1 and being uncommon.

Advanced Firearms

I think it's reasonable to assume that advanced firearms are probably going to have an equivalent to Reload 0 through the application of a magazine that condenses the reload actions into a block.

Advanced firearms have the Capacity Weapon Trait. They can be loaded with a number of rounds equal to the value of the capacity trait (requiring a number of actions equal to the first reload value). While they still have rounds in them, they use the second reload value.

Chamber capacity works the same way, but you can also reload rounds one at a time with an interact action.

NEW Bolt Action Rifle: Advanced, 1d10 B/P, 100 feet, R3/0, B2, H2, capacity 4, Fatal d12, sniper, unsteady
The superior option for snipers and assassins- we still have unsteady and the same damage as the arquebus, but a slightly longer range and the ability to condense reload actions with Capacity.

NEW Repeater Carbine: Advanced, 1d8 B/P, 60 feet, R3/0, B1, H2, capacity 4, fatal d12.
Compared to the Bolt Action Rifle, we've got worse range and base damage, but don't need to keep aiming. Compared to the shortbow, we've got a higher base and crit damage, but need to take a turn off every few rounds to reload fully.

NEW Revolver Pistol 1d6 B/P, 40 feet, R3/0, BL, H1, chamber capacity 6, concealable, fatal d10
Statwise, it's the Dueling Pistol but with 6 rounds loaded up at once. Compared to the shortbow, we have less range and bigger crits, but need to take a turn off every few rounds to reload fully.

NEW Shotgun Advanced, d12 B/P, 20 feet, R2/0, B2, H2, chamber capacity 2, scatter
Two barrels, twice the fun. Otherwise just a damage and slight range upgrade from the blunderbuss.


One thing we haven't really had much discussion around yet is what the Magus Multiclass Archetype is liable to look like.

Thinking about what the archetype will be expected to give, and how we'll need to put safety valves on that for multiclassing, can help inform further development of ideas.

Magus Dedication 2
Archetype, Dedication, Multiclass
Archetype: Magus
Prerequisites: Strength or Dexterity 14, Intelligence 14
You cast spells like a Magus, gaining a spellbook with two common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare one cantrip each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for Magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.

You also gain the Striking Spell activity.

Basic Arcane Style
Archetype
Archetype: Magus
You gain a 1st or 2nd level Magus feat of your choice.

Advanced Arcane Style
Archetype
Archetype: Magus
You gain a Magus feat of your choice. For the purpose of prerequisites, your Magus level is treated as half your character level.
Special: You can take this feat more than once.

Basic Magus Spellcasting 6
Archetype
Archetype: Magus
You gain a 1st level spell slot. Add two common 1st level arcane spells to your spellbook. You can use spell slots from this archetype to prepare and cast spells from your spellbook.

Whenever you gain a new spell slot for this archetype, add two common arcane spells of that slot's level to your spellbook.

At 8th level, you gain a 2nd level spell slot.

Enhanced Magus Spellcasting 12
Archetype
Archetype: Magus
Your proficiency with Arcane spell attacks and DCs increases to Expert.
Replace your 1st level spell slot from this archetype with a 3rd level spell slot.

At 14th level, replace your 2nd level spell slot with a 4th level slot. At 16th level, replace your 3rd level spell slot with a 5th level slot. At 18th level, replace your 4th level spell slot with a 6th level slot. At 20th level, replace your 5th level spell slot with a 7th level spell slot.


1 person marked this as a favorite.

Something that I don't think has been brought up yet and probably needs to be is what the Summoner Dedication Archetype looks like.

I assume it comes with an eidolon- that is the heart and soul of the class, after all- but there almost certainly needs to be some significant safety valves on it.

Also, figuring out how 'half-casters' provide spells through their Dedication needs to be done.

Summoner Dedication 2
Archetype, Dedication, Multiclass
Archetype: Summoner
Prerequisites: Constitution 14, Charisma 14

Choose an eidolon type. You become trained in one of the two skills granted by that eidolon; if already trained in both of those skills, you instead become trained in a skill of your choice.

You cast spells like a summoner. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your eidolon, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon’s tradition.

You gain the Eidolon summoner class feature, and the Manifest Eidolon activity. Your eidolon gains the traits, size, attacks, ability scores and senses as described, but does not gain the 1st level Eidolon ability.

Your eidolon in trained in unarmed attacks, unarmoured defense, Fortitude, Reflex, and Will saving throws, and Perception. It shares your skill proficiencies, but otherwise does not improve its proficiencies as it gains levels. Your eidolon gains the benefit of ability boosts whenever you do.

Basic Summoner's Talent 4
Archetype
Archetype: Summoner
You gain a 1st or 2nd level Summoner feat.

Boost Eidolon 4
Archetype
Archetype: Summoner
You learn the boost eidolon conduit cantrip.

Unnatural Abilities 4
Archetype
Archetype: Summoner
You eidolon gains its 1st level Eidolon Ability.

Advanced Summoner's Talent 6
Archetype
Archetype: Summoner
Prerequisite: Basic Summoner's Talent.
You gain one summoner feat. For the purpose of prerequisites, your summoner level is half your character level.
Special: You can select this feat more than once. Each time you do, you gain another sorcerer feat.

Enhanced Bond 6
Archetype
Archetype: Summoner
You gain the Act Together and Share Senses actions.

Sturdy Eidolon 6
Archetype
Archetype: Summoner
Your eidolon's proficiency in unarmoured defense, Fortitude saves, and Will saves increases to Expert.

Basic Summoner Spellcasting 8
Archetype
Archetype: Summoner
You gain a 1st and 2nd level spell slot. Add one 1st and one 2nd level spell to your summoner spell repertoire. You can use the spell slots to cast the known spells.

Mighty Eidolon 12
Archetype
Archetype: Summoner
Prerequisite: Sturdy Eidolon
Your eidolon's proficiency in unarmed attacks, Reflex saves, and Perception increases to Expert. Your eidolon gains the Weapon Specialization feature.

Enhanced Summoner Spellcasting 12
Archetype
Archetype: Summoner
Replace your 1st level spell slot from this archetype with a 3rd level spell slot. You may replace one of the spells in your repertoire with a spell of the appropriate level. Both of the spells in your repertoire are treated as signature spells.

At 14th level, replace your 2nd level spell slot with a 4th level slot. At 16th level, replace your 3rd level spell slot with a 5th level slot. At 18th level, replace your 4th level spell slot with a 6th level slot. At 20th level, replace your 5th level spell slot with a 7th level spell slot. At each of these levels, you may replace one of the spells in your repertoire with an appropriate option.


5 people marked this as a favorite.

With the APG looming and the community lacking a more in-depth Cleric guide, it's time I got this out there alongside the Guide to Deities and Domains.

The Gentleman's Guide to Faith: The Pathfinder 2E Cleric.

I'm still patching up the last few pieces- Archetypes will only cover relevant options (having 100 options, half of which are irrelevant is a waste of time and space), and we'll need some sample builds, but this is otherwise pretty much up to date.

Feedback and opinions are appreciated, as are things you think this should mention.

This also includes my discussion of the Warpriest, which goes over a) the pros and cons of WIS vs CHA, b) 1+shield vs 2 hands, c) whether or not Warpriests can function as a proper martial, or d) a proper control caster.
(Spoiler: a) depends on the situation and your party, b) 1 hand is better by a little bit most of the time, c) you can function as a secondary martial but not a tank, and d) you can do it, but only on the levels where your proficiency is on par, so build for something else as Plan A.)


7 people marked this as a favorite.

This is a full rework of my first guide, which was originally posted on Reddit.

It goes over all existing Domain options, details considerations for choosing your deity as a divine character, and also offers a short selection of the premium deities for power gamers.

The Gentleman's Guide to Faith: Deities and Domains

I'll also request that this piece replace the old one on the Guide to the Guides.

A heads up; this is written in rather a different format to what is usually used for these guides, and I ask that people keep in mind that it's a guide built around accomplishing different goals than most.

This isn't a platter of fish. This is a fishing rod and a map.

Enjoy!


Now that I've finally got my physical copy of Gods and Magic, I'm getting around to performing the rewrite of the Gentleman's Guide to Deities and Domains. I'm of course covering all the domains, but rating every single god would be frankly a waste of time and space. Instead, I'm putting together a system for rating deity choices for players (at least from an optimization standpoint). Better to teach a man to fish and all that.

I wanted to know if people had any feedback or input into this system before I put everything together.

Oh, and this one's actually going into a Google Doc and not Reddit. You're welcome.

For Cloistered Clerics:

Cloistered Clerics care primarily about their spellcasting benefits. Domain spells, granted spells, and the effectiveness of alignment-linked spells are their main benefits from a strong choice of deity.

- Add 1 star if the deity offers a strong choice of domain.
If there’s only a singular decent domain spell, grant 0.5 stars.
If there are multiple strong domain options, add an additional 0.5 stars.

- Add 1 star if the deity offers a strong granted spell.
If there’s two strong spells, or a strong granted spell and two useable options, add an additional 0.5 stars.

- Add 0.5 stars if the deity is Good Aligned.
If the deity is Lawful or Chaotic aligned as well as good, add an additional 0.5 stars.

- Add 1 star if the deity offers the Healing Font (or both).

- Add 0.5 stars if the deity lacks a good alignment, but offers the longbow, a shortbow, or a similarly action-efficient ranged weapon as the favoured weapon.

- If the deity comes with restrictive or disruptive edicts and/or anathema, subtract anything from 0.5 to 2 stars, depending on degree of severity. (As appropriate for your campaign; talk to your GM and fellow players.)

For Warpriests:

Warpriests are still invested in their spellcasting options, but also care deeply about their weapon choices. Given their significant Multiple Attribute Dependency and lower spellcasting proficiencies, Warpriests value spells which Do Not Require Spell Attacks or Saving throws (DNRSAS).

- Add 1.5 stars if the deity offers a one handed d8 martial weapon, or a one handed d6 simple weapon. (Longswords, battleaxes, bastard swords, maces, spears, etc fit in this category.)

- Add 1 star if the deity offers a one handed d6 martial weapon with decent traits, a two handed d12 martial weapon, a two handed d8 or d10 weapon with reach, or a d4 simple weapon with decent traits. (Katanas, scimitars, rapiers, hatchets, greatswords, halberds, glaives, daggers, etc fit in this category.)

- Add 0.5 stars if the deity offers a d4 martial weapon with reach and trip, or a two handed d10 martial weapon. (Whips, falchions, scythes, etc fit in this category.)

- Add 1 star if the deity offers a strong choice of DNRSAS domain.
If there is an additional strong DNRSAS domain option, or an exceptional save-based domain option alongside a strong DNRSAS domain, add an additional 0.5 stars.
If there is one or more strong save-based domains but no strong DNRSAS domain, grant 0.5 stars.

- Add 1 star if the deity offers two or more decent DNRSAS spells.
Add 0.5 stars if the deity instead offers one decent DNRSAS spell, or any strong save-based spells.

- Add 1 star if the deity offers the Healing Font.
If the deity offers both Healing and Harming fonts, and you have a way to learn the true strike spell, either through your granted spells or through Adaptive Adept, add an additional 0.5 stars.
If the deity only offers Harming Font but you can access true strike, grant 0.5 stars.

- If the deity comes with restrictive or disruptive edicts and/or anathema, subtract anything from 0.5 to 2 stars, depending on degree of severity. (As appropriate for your campaign; talk to your GM and fellow players.)