So hoverdrones are meant to have a -2 to wisdom for absolutely no reason whatsoever? Come on, the 6 str I can understand, but the 8 wis is just plain dumb. There's no reason for that! If it has to do with chassi size, then shouldn't there be a ton of drone mods it can't employ? Where's the logic here?
Oh, and you forgot the whole Mechanic "Coordinated Assault" and "Control Net" not being compatible with the prototype class features due to wording. They're both an easy fix, though, just saying you should add them in.
My fix for Coordinated Shot:
When you attack an enemy currently affected by Superior Firepower or Calibrate defenses, you gain +1 to attack rolls against that enemy. This bonus inceases to +2 on level 17. This also affects the prototype mechanic level 20 abilities Target-Rich Environment and Defense Matrix.
Yeah, except ponies and talk shows require an absurd amount of money and attention in the long run, and an errata does not, be it us or Paizo staff. An faq is not an errata, nor should it be treated as one, it's for "frequently asked questions". The fact that we all want a complete errata, or in this case, faq, is self-explanatory, just like how any gamer worth his salt wants a game with as few bugs as possible and patches when needed. Now stop acting smug just because someone didn't include a word.
Create Ammunition 1st level Technomancer spell plus Transfer Charge cantrip allows you to recharge your empty standard batteries and avoid the minute/level limitation of Create Ammunition.
I was thinking about taking Technomantic Dabbler at lvl 5 for my mechanic, and I didn't know what my second cantrip should be (energy ray being the first). Even with the restrictions of the spell, Transfer Charge could be worth it. I was already liking Create Ammunition because it can be used universally. It was either Technomantic Dabbler or Climbing/Swimming Master for lvl 5. If it doesn't work, I'll just make use of a mnemonic whatever and redo.
However, what's the maximum amount of ammo you can create with Create Ammunition? Can I create two batteries/ 40 pieces of ammo?
I want to see a class based on explosives. Think Pathfinder's alchemist bombers. Str and Int based, focus on grenades and custom explosives. Basic melee, small arms, heavy weapons (for grenade launchers), grenades, light AND heavy armor (have to protect yourself against explosives). Maybe longarms too, it depends. Good Ref and Fort saves, bad will save. 15 bab class. They get custom explosives (maybe 11 in total starting with one at lvl1 and every other level), such as breaching charges that destroy walls and cover, thermite bombs, anti-personel mines, anti-tank, directional explosives, gas bombs, mines and grenades, and many more.
I'd enjoy such a class. Could work well with a new armory book as well, maybe a new heavy armor to help reduce blast damage, multiple grenades, launchers, missiles, and so on.
For some reason, as I was pondering about my character at work today, a thought struck me: why do I feel like there are no sub-machine guns in Starfinder? Smgs are a staple for operative and mechanic-type characters in video games, if not shotguns for the mechanic. They could be some sub-category between small arms and longarms, some can be used one-handed, other's requireing two hands. Obviously some needs the operative quality. nice mix of kinetic and energy weapons. They would be a nice addition for mechanics and operatives, along with other classes that have longarm proficiency. Middling damage and range, good ammo capacity.
We also need more basic melee weapons for all levels of play.
On another note, I'd like to see more heavy weapons in general. Since fire is apparently such a normal resistance, I'm starting to worry about my choice in heavy weapon for my prototype mechanic focusing on overcharge line of tricks (gonna participate in a Attack on the Aeon Throne campaign starting later this month).
Huh... I wonder how a weapon that already deals two types of damage deals with Mechanic's Prototype Weapon's level 15 ability Dual Chambers, which lets you add a type of damage (Yes, a TYPE of damage) to the prototype weapon that the base weapon does not normally deal. So far I'm thinking adding sonic to a laser weapon. No Idea if it will be effective.
The more I think about it, a digital tabletop a la roll20, built exclusively for SF, is likely. Possibly with a roboGM built in
Robogm? As in, an automated gamemaster? As in, I can play it alone, just need to make a dungeon or something? I'd be totally up for that. At least then I can finally make a testrun.
Personally, I hope it's either a complete errata for all existing SF products currently available (Including COM) OR a racebuilder, similar to the one for Pathfinder 1e. I really hope its a racebuilder, I have a mighty need to populate my galaxy with all sorts of weird aliens and robots. I played a lot with the one featured in Pathbuilder 1, making all sorts of races. But for starfinder, its even more important. Especially for robots. One can only hope.
Everybody gangsta until the mechanic whips out his +40 DMG artillery laser. Sure, prototypes lose out on the Overclocking series of mechanic tricks, and yes, Paizo should have put a little more thought into making sure the prototypes were compatible with all mechanic class features, or replace those entirely with new features that work with prototypes. There are faults here and there, not gonna lie. Prototype Tinkerer and Mod Tinkerer should also be the same thing, not counted as two different tricks in my opinion. Hopefully Paizo can bring this better to light in some errata SOON. Like, before Christmas soon. One can hope.
I'm still gonna run a prototype weapon though, 'cause that's kickass.
It’s not unprecedented for Paizo to print archetypes that mess with a base class and orphan some later class features they didn’t think about. It was problem #2349 on Ultimate Wilderness.
Problem #2349? did Ultimate Wilderness have over 2000 problems, or was that problem #2349 in Pathfinder in general? Dumb jokes aside, I am now very curious what paizo will do to fix this. Do you think they'll release a short statement or wait to release an errata? I'm looking forward to it none the less. More fun times for my mechanic.
How does work cordinate assault (from mechanic) now with experimental weapon or armor?. Because it has reference to exocortex and drone but not to new options.
Oh wow, how did that get past Q&A? This also affects Control Net (Ex), the level 17 ability that lets you split your levels between your drone and exocortex, though I assume it just does the same for the prototypes. Good job spotting that, as prototypes do not feature a level 11 equivalent.
I also noticed that Prototype Weapon's Advanced Customization (lvl 7) does not have any option at level 14, unlike the prototype armor. I wonder why, though I might have a guess as to why that is.
Dagnabbit. I don't want to do a melee build in a sci-fi game. I wanted to one-hand a home-made siege laser. Guess I'll keep tinkering with the idea, but stick to my vanguard instead for actual play.
The counter-points I was given was "Envoys should use big, Unwieldy weapons," and "Heavy weapons do more damage, use those." Unwieldy weapons can only be fired 1/round, and heavy weapons don't do much more (if any) base damage than an advanced melee weapon of similar level. So, 1 shot/round dealing (comparable weapon damage)+level vs. 3/ a round dealing (comparable weapon damage)+level+Strength+(1/2 again strength or charisma, or charisma+1/2 level or whatever)= your melee guys just doing around 3x as much damage. Yes that -6 might impact accuracy, but let's face it, enemy ACs are low, and if you are running around with 22 strength and weapon focus, you are probably going to hit most of the time. I know my soldier did.
Excuse me?? Heavy weapons aren't doing the most damage? Then what's the point?? I've been making big plans to make a prototype heavy weapon mechanic with overcharge. If heavy weapons aren't as good as I thought, then that really throws a wrench in my gears. Darn, do I have to redo my build?
Actually, thought of a new thing: Enhanced Prototype Proficiency (5th lvl weapon ability) lets you wield a two-handed prototype weapon with only one hand without any penalties what-so-ever; How does that play with power armor and weapon slots? Does the proto weapon require two slots, or can it only take one slot?
Of course I'm gonna one hand my siege laser like a badass, what kind of limp biscuit do you take me for?
I see. They didn't make that entirely clear, but now it makes more sense. I guess I'll go for the Azimuth artillery laser as my first weapon then.
So, about the mechanic experimental prototype weapon...
Experimental Weapon Prototype wrote:
You begin play with one weapon with an item level of 1 for free, or you can buy any weapon normally and designated it as your weapon prototype.
My question is, what constitutes as free in this regard? Do I just pick an item level 1 weapon, like an Azimuth Artillery Laser (heavy), or do I pick and choose from the armory list and take whatever traits I want, damage die and all? It says I can pay for a weapon, but why would I? I feel there is a table or two missing from the mechanist COM section because of this "free". The heavy projectile weapons make for an interesting choice, as ammunition for heavies aren't available until lvl 2, so making a Siege Laser-like weapon is more ideal for the Overcharge-focused mechanist.In short, if I want to make my own weapon, how do I decide ammo capacity, damage die and type, and range, etc?
Also, I think "designated" is wrong, shouldn't that be "designate" instead? It sure flows better.
Second question: Advanced Customization
It says that you calculate the prototype weapon and armor as 5 levels higher in terms of hardness, hp, and saves, what happens once you hit level 16 and higher? Does the prototype count as level 21 and up? No, really, I need an answer here.
I'm in the middle of making a prototype weapon build, haven't even gotten to the feats yet. Here's hoping we get a race builder next so I can have fun making new alien races, particularly robots.
While I'm at it, for the proto armor's energy shield (15th level ability), does it stack with the mechanic trick energy shield and improved energy shield and so on?
Double tap is a feat?! As if this game didn't already HOUND me with feats that are more important, what with three of my feats locked behind level 5, forcing me to spend six levels in total to get them all. Characters get way to few feats in this game, or maybe I was just too good at Pathfinder, and now that has come back to bite me in the behind. Most characters I played, I spent feats on getting Extra class stuff, like discoveries for alchemists and rogue talents. In fact, my most feat heavy character ever was a hobgoblin brawler based on intimidation and causing bleed. A very evil character, but fun.
Alright, so how is the engineer options, prototype armor and weapon? Man, I wish I could play an overpowered game of double and take both prototypes without sacrificing levels. Like in Spheres of Power and their mechanist class. I'm looking forward to digging into the book, but I fear I have to make my own houseruled version so I can actually get what I want. I need a new character concept that isn't a super-mobile engineer (climbing, swimming, flying (thanks, dronemeld)) so I can actually get feats that I need like long arms, and this new feat tax that is Double Tap. Oh yeah, operatives just got even stronger with that feat, didn't they? Man, that sucks for everybody else.
But yeah, main question, what do the engineers get?
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While "agency" is the wrong word to use here, I understand what you mean. Pathfinder 2 has a problem I simply call "not enough slots". It's nothing revolutionary. Simply put, all classes have a set amount of "slots" for class features, or feats, to put in. In pathfinder 1, you could in some cases sacrifice normal feats for extra class abilites (extra discovery, rogue talent, barbarian stuff, etc). I was a heavy user of this on my rogues and alchemists, easily stacking on an extra 8 or 9 abilities/discoveries/talents. It was fun. Pathfinder doesn't have anything like that, unless you're a human and pick Natural Ambition, which only gives you a level 1 class feat (still useful). The Ancestry feats is actually what I like the most about Pathfinder 2, I just wish there were more of them for each race, and more evolving ones as well. Like, forge dwarf with their fire resistance, imagine if you could evolve it into breathing fire, spitting magma, fire immunity, etc. For gnomes, more magical spells as you level up. So much you could do with it. Humans actually get the worst in terms of heritages, and don't have all that many useful ancestries, but the proficiency one is still very strong in its own right.
I also take issue with the lack of pure general feats (hefty hauler, fleet, Adopted ancestry). There are some strong ones, sure, but there could also be more of them. I'm not fond of the overlap in general - general/skill feats, and would like for them to be seperated into just general feats and skill feats.
Robots, robots, robots and even more robots. Big ones, small ones, shoulder guns, laser eyes, nuclear chests and skullguns. And a race builder so I can just do all the work myself and make my own galaxy's worth of robots. I'd totally make the ultimate soldier and engineer race just for fun. Who knowns, maybe if I make enough OP races, I can run an entire campaign based on them. That could be fun. But yes, a builder is imperative for Starfinder. With an entire universe, I have to populate it. I will always champion for more robots in sci-fi! Not androids or those sillylooking toys in Pactworlds, nonono, we're talking terminators, retrobots, marvins, spidertanks, swarmbots and more.
Boosting INT might be OK. But making that higher INT duplicate the effects of the higher level drone autonomy abilities (expert AI, true AI) is probably a bit too powerful.
When I wrote autonomy, I did not mean it as in more action, but more as in flavour. I really hope this gets taken up by the FAQ/ Errata team. Honestly, this isn't even my biggest issue with Starfinder, but that's for some other thread.
Oh wow. That's... not good. But I'm sure most gms would be fine with making hover work the way it should.But I had a showerthought today: if we have four attribute points to spend, and we assume wisdom is fixed to 10, instead of boosting strength, why not boost the intelligence of the hover drone, making it more suited as a skillmonkey drone? Engineering and Computers would benefit directly from this without the use of Skill Subroutines, but with Skill Routines, the hover drone can become suited for maintanence work in the space ship. Maybe higher int can result in better autonomy for the drone. Of course, this does mean that tool arm becomes a neccessity for the hover drone. Sure, this greatly limits the hover drone's combat capability, but it would also give the hover drone a clearly defined role, and some extra skill points via the increased int from Skill Subroutines just cements it. What do you think?
Honestly, I'd be happy with just an increase in wisdom to 10 to be in line with the other two drones. But if compensation has to be in order, then... Well, increasing attributes further I think are too much, maybe an extra mod slot or feat would be a better compensation for the lack in strength?
I made a human bomber Alchemist that was raised by gnomes. On level 3 he gets a cantrip, and I picked Acid Splash for the damage. I think I just found a way around the whole reagent problem. Honestly, my biggest issue is the only 11 class feats you can pick. I was (and still am) a huge fan of Extra Discovery back in PF1, and would love to see it come back. I had to skip over debiliating bomb completely because there were so many other things I wanted instead. I think my alchemist will do fine, provided I ever get to play. Been spending a lot of time going over my build again and again, tweaking and changing things, moving skills and feats around. I love building characters, but I think this game is lacking in purely general feats (aka feats that only have the "general" tag, like fleet and ancestral paragon does).
This has been bothering me for a long time. In the corebook, the mechanic hover drone has only 6 STR (makes sense, it's tiny and light, unlike combat and stealth drone) and, for some weird reason, 8 Wisdom, as opposed to 10 of the other two types. Why? Why does the tiny drone have a worse wisdom than the other two drone types? The strength I understand, but the lower wisdom score is just wierd.
I wish I had seen this before I answered the surveys on Alchemists. Guess I'll have another gander at it. Doesn't really change my mind about playtest alchemists, it just makes me want to homebrew 1e alchs to have the things I liked from the playtest. While I'm fine with the bomber build (I always go bombs away, bombs are why I picked the class up when I was first introduced to pathfinder), it's such a shame to see my fav class be so... boring. Why do they insist on making every class weaker in 2e? I don't know, I just feel like pathfinder 2 should have been more of a sequel, with all that entails, instead of what we have now. Honestly, Paizo should just put aside the playtest for now and redo the entire thing, that's what I would do if I were them.
Nobody is really talking about alchemists, so I'll change that right now.
1. Bring back the old mutagen. Boost to physical, a lesser bane to mental. No onset time. I used mutagens all the time in PF1. Great way to boost myself. My biggest gripe is that I never got to play with upgraded mutagens due to the high level requirement (level 12, seriously? And why let me upgrade again already at level 16?) Instead, have more options to add to the mutagens. I'd love it if the mutagen did more interesting things. I'm not much fan of feral mutagen myself, since my alchemists are more focused on being a bomber, and in PF2, I'd like to keep doing that, especially now that I can deal elemental damage much easier. Make interesiting additions to mutagens, so it does more than just boost my physical stats.
2. Intelligence mod to bomb damage and splash. Why did you change this at all?
3. More bomb options. One thing that always annoyed me in PF1 is how I can't make all my bombs explode bigger with "Explosive bomb". Explosive bomb discovery turned your bomb from a burst 5 into a burst 10, but only affected normal bombs. You couldn't use this with acid or smoke bombs, which is just stupid in my opinion. I want to carpet bomb a large area with acid or disease, or fill an entire goblin dungeon with poisonous smoke, please let me. And add more fun things I can add to my bomb, like making it explode a second time (Sticky bomb).
4. Running out of ideas here, so I'll just add "More fun options for potions and extracts and other alchemical items". One thing I think would be fun, would be to make all my potions have a small healing effect. Imagine giving a Bull's Strenght potion to your barbarian. And then he gets 1d6+Con's worth of temporary hit points. And that goes for all potions. I mean, come on. Alchemists live and BREATHE alchemical items, why not let us boost them in some capacity? Have a standard healing potion, but it also gives you +1 to hit, or removes poison. Here's a Cat's Grace potion, but it also gives you +2STR. That sort of thing. Alchemists are about combining alchemical reagents into items, it makes sense that they would be able to boost them in some way outside of just making them stronger. You know, fun things.
5. I have nothing more to say, so I'll just add in "Fix ancestries/races". As they are now, ancestries are a waste of time, incredibly boring, and frankly worthless. Also, why didn't you give humans something to make up for their lack of power? Humans have always gotten an extra feat and skill point, why in the world would you change this to literally nothing?
I hope you can fix PF2 into an actual viable product. The Alchemist class needs a proper revision, it feels very much like a patchwork class that doesn't know what it wants.
This is a rant. You've been warned.
I want to play 2ed, because I like some of the changes they did alchemists (my fav class), like giving us access to other elemental type damages via formulas like acid and bottled lightning, but I hate what they have done with mutagens, bomb damage, and so much more. It sucks. And this annoys me, because I'm desperate for a high level adventure. I never got to use stronger mutagens in 1ed because we never got to lvl 12 (where you can get greater mutagen) and then you can upgrade four levels later (16) to Grand Mutagen. I want to see the return of the old mutagen, when it was easily understood, without any onset time, and just have fun throwing bombs all over the place like I'm frigging Megumin or some other explosion based character, and make rainbow explosions (one of every single type of bomb, anybody?). Maybe spend my downtime being a doctor, helping the sick and poor for very little personal gain, just because I can.
Igor Horvat wrote:
See, this I can agree with. The "Ancestral feats" should define the character WHEN YOU MAKE THEM (I've never used the paizo forums before, I don't know how formatting works here), giving each race 2 or 3 feats and 1 general feats (along with an extra 1 for humans because that's what humans are known for in pathfinder and D&D (variant humans)) just seems to make sense to me. But how do you fix halflings? I need to have a closer look at the ancestral feats for each race, right now I'm going through animal companions and familiars.
Yeah, humans and halflings have just about nothing. But you're gonna have to explain what you mean with "feats no one else can match".