I may be wrong but since True Strike only has a verbal casting component you wouldn't need a free hand. I can't speak for what reactions monsters might have, but it seems it wouldn't trigger Attack of Opportunity either as the Verbal Casting action lacks the Manipulate trait and doesn't meet any of the other triggers. This seems like a pretty nice combo for a gish.
Quick question, would the advocate boon from the season 8 sovereign court faction journal card reduce the cost of retraining? I have a character with the boon I want to swap around a couple levels on.
Ryan Freire wrote:
My point is a wizard with the same level of optimization as that ranger will be just as effective at eliminating enemies but will also be able to redefine the narrative, even at the same level 6.
Just looking at 3rd level spells (there are still plenty of good non combat spells lower than this) some of the highlights (by no means the extent) of what a level 6 wizard can do: rapidly appear as many different individuals, completely mimic a dead person, travel through solid rock, contact eldritch creatures, keep someone from being resurrected or know if they are, create totally obedient miniature dragons, reliably and quickly fly quicker than most walk, turn into mist, turn a group invisible, puppet another creature (great with low morals and good bluff), pierce any magical disguise, force someone to constantly follow another, force someone away from another, make someone do something so long as it sounds reasonable, safe camping wherever and doubles as a one-way mirror in combat, solve all language problems, and allow a group to breathe underwater.
These give the wizard many more ways of approaching problems than a non-caster has and the non-combat abilities of other non-magic classes don't even come close to what these spells allow,especially at only level 5/6.
If manyshot boosted the character above the rest you are either reading it very wrong or are playing very unoptimized characters. There isn't anything wrong with that but a ranger who takes the standard archery feats and uses one of their most useful spells (as Instant Enemy was mentioned) in no way relates to the wizard having the most potential to break the game.
And wizards having the greatest ability to break the campaign itself is the main reason I considered them "OP." You can break the math easily whether with a pouncing barbarian, smiting archer paladin, or maxed DC wizard, all of which will trivialize combat. High level casters are the only ones with consistent means of breaking the campaign itself as magic allows for abilities that bigger numbers can never replicate.
Here's a number of builds I've done with 6th/9th level casting that also go into melee:
Ferious Thune wrote:
I’m not sure I would have helped a family that keeps bodies lying around!!!! What kind of game is Starfinder? I thought it was Pathfinder in space, and that doesn’t — No, actually, that sounds exactly like Pathfinder in space. Carry on.
The bodies are great for the garden; better off than leaving them in the streets.
Animal Companion Archetypes: Please note the sentence “Animal companions with more than one natural attack and only primary natural attacks can’t take a companion archetype that trades out Multiattack.”
Why would they implement this? Not only do these companions get a useless feature, but now the existence of that feature prevents them from gaining archetypes. I can see trading out something instead so it isn't something for nothing but outright disallowing a third of the animal companions from taking any archetype besides racer is incredibly infuriating. I am starting to question my own sanity at this point; I can't possibly be reading that right. Are the writers, developers, and editors playing a different game than us?
"I wish [insert BBEG's name here] was dead," said within earshot of that BBEG.
"I wish I was the king," said in the royal court.
"I wish this dragon is undyingly loyal to me," said before the ancient red dragon (granted this one could actually make that save.)
"I wish the players would stop breaking my cursed items," said by the DM.
This item is in some ways actually stronger than an uncursed ring of three wishes because those screw with you if you wish for too much. This one seems to have no such limitations so you just need to find situations where someone believing the wish is granted is effectively the same as it having been granted. If it works you don't even care about making the save yourself!
As for how much I'd pay, 120,000 gp seems about right (same as a normal ring of three wishes.)
A bunch I've found by spending too many hours pouring through indexes:
Heart of the Metal: One I'm fond of in PFS where you can never count on your team to be prepared; this counters all material based DR and can even grant adamantine's hardness-bypassing property which adds a bit of utility when you need some demolition done.
Unbreakable Heart: One of the few ways to counter confusion and makes a great wand. Serves as an alternative to protection from evil when a neutral creature is trying to take control of your beat-stick.
Blood Rage: A huge boost to accuracy and damage for any front liner, especially if they aren't getting bonuses like rage normally. Giving multiple targets up to +10 strength after taking only 25 damage is a massive buff for a second level spell.
Node of Blasting: Requires some sneaky tactics like putting it on caltrops, or giving your necromancer's minions some weapons but it lasts forever and when discharged can stagger for a minute. Requires some conversation with the GM as to when someone is "touching" the object (do gloves protect against it, if its only on some of a bag of marbles/caltrops will it land) but the effects are nasty.
Telekinetic Charge: At later levels a single full attack will drop most enemies and this is a great way to ensure that happens, even when pounce is shut down. Also your feeble wizard can fastball special the BSF over the enemy BFS' head into their frail wizard.
Burst of Speed: A great way to either get out of trouble or move around or through the enemy to get where you want, either to smash that fancy altar a demon is about to pop out of, or to grab then flee with the MacGuffin.
I wouldn't count on Psychic Inception to help your enchantments land as it still gives the target a 50% chance of ignoring it each round. The mesmerist list has plenty of good non-enchantment spells to take to round you out any way and I highly recommend using them. Some examples from my mesmerist would be: Grease, Glitterdust, Blindness/Deafness, and Enervation. You can still focus on enchantment but you will be more effective in fights that don't suit your tactic if you have a back-up plan.
Depending on how complicated you want your characters and what your GM allows you could try an iron caster. Essentially a fighter who bonds with his weapon to cast spells through it and sometimes his other magic items. It requires some tracking and rules savvy to run and relies on non-PFS-legal options but it can add some variety to a beatstick.
If that's too magicy then try something interesting like wielding a giant shield in two hands as your primary weapon. Rather than just hitting things you should look for opportunities to flank or shove someone into a wall to knock them down. It also gets cool abilities like getting a free attack with armor spikes on every bull rush that you get for free every time you hit with your shield. You could argue that Shield Trained would let you use a huge heavy shield two-handed but I didn't use that in this build.
I would go with a returning or called starknife rather then spending feats on longarms. The starknife only requires one hand, uses your strength for both attack and damage rolls, and gets full specialization damage.
On Solarian I like the step up feats as abilities like radiation and corona require you to stick close to enemies. Coordinated shot is also a good one so long as you keep your ally's sight lines in mind and it pairs nicely with Step Up so the enemy can't guarded step away to remove the bonus.
Are there any sci-fi examples of technology similar to the maze core stuff in AA? The closest I can think of was a “memoryform” in Iain Banks’ first Cukture novel, Consider Phlebas. An agent had a false tooth that reconfigured itself into a very light and very airy version of a plasma pistol, as well as a pendant that became a more substantial one. But in that example only one mode was active technology, the other just being a disguise.
Its not really sci-fi but almost every weapon in RWBY is some sort of melee weapon with a gun integrated into it somehow, the main character's sniper-scythe I mentioned earlier would be an example. There are also spear-rifles, hammer-grenade launchers, and a purse-heavy machine gun.
Especially weird with the actual spell interplanetary teleport. It specifically allows you to teleport to other planets, even in different solar systems and can take an hour to cast. Yet you can't teleport from one ship to another if one is moving forward at a steady pace with the very same spell. The text on ship-to-ship teleportation does state that it's the relative speed that causes issue so I would assume its talking about a relatively motionless ship rather one not moving at all.
Granted it states that it is only for teleportation spells. We may eventually see a ship upgrade that allows a faster teleport or even lets a computer cast a teleport spell through a spell chip that can, with a successful target lock or lock on check, teleport people onto a ship in motion as the ship's sensor's calculate the destination while the spell casts.
also teleportation should work ship to ship :P I was not aware it didn't <disappointed>
You can teleport ship to ship, just not while they are moving at fast speeds.
Core Rulebook pg. 326 wrote:
Rysky the Dark Solarion wrote:
Darn, that means immunity can still screw over elemental weapons. Still a strong option but if energy immunity is as prolific as it is in Pathfinder I suspect people using energy weapons will always want to carry a backup of some kind. I'm still going to put Holy on my Solarian's weapon crystal (assuming it applies to the whole weapon) but there will definitely be cases where turning off plasma sheath will result in more damage.
Can weapons or grenades with the explode property critically hit? At first I thought it would similar to pathfinder where attacks targeting a square would not deal extra damage on a critical but the Plasma Cannons are explode weapons with a critical effect. If it is not an error that they have a critical effect would they crit when the attack roll to hit the intersection is a natural 20 and would this do double damage in addition to the critical effect?
Technically this was SFS, not PFS but whatever. I was running one of the new scenarios and the party had just recaptured a curious, intelligent alien that had gotten out of its containment. Not knowing any Pact languages, the first thing it did when it initially escaped was start fiddling with a nearby console. This messed up the environmental systems and caused the deck to lose power which is why the pcs were told to investigate. While they were capturing the alien they checked the console it was at and saw it had basically been pushing random buttons. After capturing it one of the PCs wanted to double check and see if they was any sort of pattern they could decipher. In order to give a proper demonstration of what the log looked like for the terminal, I put my face on the laptop I was running off of and then face-rolled on my keyboard. Doing so accidentally blue screened my computer forcing to restart. By the time we had recovered from laughing it was half way back up again.
Not with base feint as they are only flat-footed during your attack. While some spells include an attack, casting the spell is still separate from attacking. If you had greater feint however, you could feint and then cast without provoking as greater feint makes them universally flat-footed until the end of your next turn, rather than flat-footed in a specific case. You could probably use feint to prevent attacks of opportunity from ranged attacks though.
Another vote for the odd boost being useful for feat prereqs. My Solarian starts with 13 dex to take the step up feats before level 5 and my soldier starts with 13 wisdom to grab connection inkling at level 5. Having built characters in pathfinder who needed odd scores in some stats for feats, it's nice to not need to reduce your main scores for no benifit other than qualifying for a feat.
Because at the end of the day, a soldier with quickdraw and onslaught can get the same weapons out a lot faster, and deal more damage with them, while sniper is where the Technomancer has a real advantage?
But to cover this level of versatility, the soldier would need to purchase an up-to-level laser rifle and plasma cannon and sniper rifle and a weapon of each other damage type. The soldier will likely be better with any given weapon but the flexibility of having the perfect weapon for whatever your fighting without having to triple your wealth by level could be a huge advantage, especially if monsters have pronounced vulnerabilities and resistances. Plus if it's really that big of a difference you can always hand the gun off to the soldier.
It is not an effect that targets creature type. Immunity to mind-affecting effects is likely a racial feature of constructs so all constructs by default are immune to mind-affecting effects. An android is a humanoid though, not a construct and lacks the immunity to mind-affecting that being a construct would grant and as none of the envoys improvisations have specific effects depending on creature type they should all function normally on Androids, excepting other shenanigans such as a deaf android.
For Technomancers you could throw off 4 spells in a day at 1st level without consumables. 2 per day as base, +1 from an int of +12, and +1 from their spell cache. The spell cache is a 1st level class feature that works very similar to an item arcane bond from pathfinder. It lets you cast any spell you know, even if you've spent all your spell slots for that level, once each day.
That's only for the Shirren who have weak, hand-less "mating arms" on their stomach. Kasatha have 4 fully functional arms that can be used for silliness. My plan is a switch-hitter soldier with a heavy weapon on the right and reach weapon on the left. They won't get you extra attacks but there is a feat which requires 4+ arms. It allows you to go full auto with small arms which is normally reserved for heavy weapons.
Why stick with just snipers? With Fabricate Arms you can create any weapon up to your level using a spell slot and are automatically proficient in it. Versatile Specialization gives you specialization damage in any weapon you are proficient in. Get the strength to wield heavy weapons and you can have whatever gun you need, when you need it. High KAC but low EAC, laser rifle; need the range, sniper; swarm of enemies, plasma cannon; damage vulnerability, whatever weapon shoots it.
It doesn't say reloading requires a free hand so I would assume that means you could use one hand that is holding the gun to reload it as part of the reload action (which expressly also doesn't require a spare action to pull out ammo). I think this could be more of a problem for small arms if you have another item in your off hand but it seems intent is that reloading just a move action and you don't worry about handedness so long as you have enough to wield the gun.
I've made a very simplistic ability score calculator for Starfinder which you can copy here. It includes the ability bonuses for all the core Starfinder and Pathfinder races. I am fairly new to making my own spreadsheets so if there are any tips on how to improve this or ideas to add to the tool let me know!
I've had a chance to look over the rule book now that its out and want to throw my opinion into the cacophony. Solarian is pretty bad, at level 1. As people have noted both of the manifestations are outclassed by what you can purchase that level and the starting zenith revalations are niche at best. It gets better as they level though as Stellar Revelations are the real main class feature. These are their actual powers that let them do stuff besides just hit things. Just hitting things is the soldier's shtick and soldiers do little beyond it besides what they can get through feats. Solarians on the other hand have abilities even at level 2 like gaining Invulnerable Rager level DR, a 1 round blind, or AoE sickened.
Also I don't think I've seen it mentioned in this thread but the Solar Weapon automatically scaling is a much bigger deal then it would be in Pathfinder. Items resell for only 10% of their value and you can't upgrade your items to the next higher tier. Unlike Pathfinder where you get your base masterwork/special material item and keep slapping enchantments on it, you will continuously be reselling your weapon and buying a new one. If you do this every time you get a new level of gear it will devour your WBL as you lose 90% of the price of your last weapon. The blade scales continuously and the Solar Crystals which boost it need to be replaced less often. The minor ones are level 5/6 and don't really need to be replaced until level 11/12. Going 5 levels without replacing your weapon only sets you back 1 point of damage (going from +1d4 to +1d6 at level 8/9). Compared to a soldier, if they couldn't replace their weapon for 5 levels they would lose 3d8 or 2d10 damage. This is comparing the Blaze Flame Doshko (level 8) to Inferno Flame Doshko (level 13) and the Tactical Swoop Hammer (level 5) to Advanced Swoop Hammer (level 9) respectively. Upgrading to a Wrack Devastation Blade or Advanced Doshko at level 7 to keep your weapon up loses you 4950 or 4770 credits from the money you lose reselling them. The Solarian may be behind the curve sometimes with what the latest and greatest weapon can do but that doesn't matter if they soldier can't afford to purchase it.
My Lore Warden 7 will probably be retired with this change. As a feat heavy whip/maneuver character the Lore Warden / Martial Master combo was what enabled the build and the changes remove what she was getting out of Lore Warden (+1 feat and large scaling bonus to flat CMB). I could go with Mutagen Warrior to partially make up the lost CMB but I would lose both the scholastic feel of the character and the skill points which let me actually do things out of combat rather than offer suggestions and hope other people could follow through on them.
I would guess either a Displacement spell or some new way to use the Gray's phase ability to work against weapons. It wasn't described as flickering in out out of sight so it probably wasn't their constant blink SLA (depending on how the ethereal plane interacts with moving ships it might not be wisest thing to use during space travel.) This is all assuming Grays and the mentioned spells work the same in starfinder as in pathfinder.
What type of Psychic caster is she? The Abomination discipline gives Psychics immunity to fear for several rounds each day; Mesmerists can use touch treatments on themselves to suppress or remove shaken and higher fear conditions; Occultists can still use their focus powers while shaken.
You could also drop a thunderstone on yourself and purposely fail the save; deafened is better than no casting.
Also in my experience, enemies using intimidate to demoralize in combat is very rare; I've seen it used once ever, though I mostly play paizo published stuff (scenarios, modules and occasionally APs). If its happening its either an enemy built for it or the GM is targeting you. For the first stay at least 30 feet away from them or block line of sight, if its the second that's a people problem not mechanical.
This will likely work almost exactly the same as current scenarios that reference earlier ones. In some scenarios the GM should check if the players have played X scenario and gotten Y boon on it (at least 3 off the top of my head, not including direct series) that reflect an interaction with a character or other plot element. It is not "metagamey;" it is continuity that would feel less immersive if it didn't exist. It could only be metagamey if you knew ahead of time it would be relevant and brought the character who played it before specifically to use the boon, and that's metagame I can live with. It would feel even worse to miss out on story or continuity just because I brought the wrong character. It also is unlikely to spoil anything since you are asked to pick boons AFTER the briefing. You will likely have a good idea that some plot element will come up again if it isn't directly stated in the briefing itself.
The fear spells (Cause Fear, Fear, Feast on Fear, Banshee Blast, Symbol of Fear etc.) should be either illusion or enchantment, not necromancy. If they force the target to be afraid (influencing emotions) they should be Enchantment; if they create the image of something frightening (eg Phantasmal Killer, an illusion spell) they should be illusions. None of these spells "manipulate the power of death, unlife, and the life force" (CRB pg 211, description of the necromancy school.)