Dear Paizo, f#$~ you for killing off almost the entire Osirion pantheon.
Sincerely, a Black Gamer.
• Flying PCs:
Flying PCs use idiotic rules. I've GMed many games and I've never felt the need to not allow flying PCs. You don't want one PC to be "overpowered"? Well great, because flying isn't overpowered at all.
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Flight is dangerous as f&+%. Just a few of the dangers...
• Gravity: You know what is really deadly in TTRPGs. Falling damage. And flying upwards is difficult terrain. The PC in question won't be leaving very quickly.
• Ranged Weapons: Bows & arrows exist all over Golarian.
• Weather: Harsh weather can make flying not such a good idea after all.
• Dragons & Friends: Not just dragons, but also wyverns(weird dragons), chimeras, griffons, rocs, giant eagles, manticores, air elementals, and so many other dangerous creatures. The flying PC will not be in the air by themselves.
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I also don't agree with completely blocking what an ancestry should be able to do. Easy to have Strix start at Level 1 with a 10 foot fly Speed. Then go up to 15 feet at Level 5 and finally 25 feet at Level 9.
• Barbarian Woes:
The Elemental Barbarian sucks. Why would you create a class option, and then require taking a dedication for it to actually get to enjoy what the f~#&ing option is supposed to do in the first place? Barbarian doesn't need Elemental Blast. It should have Barbarian class feats that required you to be an Elemental instinct Barbarian and basically function as Kineticist archetype feats Through the Gate and later Advanced Element Control, but restricted to impulses only. Those impulses would scale with the Barbarian class DC.
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Raging Element - Feat 4
[ Barbarian ]
Prerequisites:Elemental instinct
You gain a 1st- or 2nd-level kineticist feat of your choice, which must be an impulse feat for your kinetic element. The impulse gains the rage trait while you are raging. If the impulse has the overflow trait, you can only use it while raging.
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Furious Element - Feat 8
[ Barbarian ]
Prerequisites:Elemental instinct, Raging Element
You gain one kineticist feat, which must be an impulse feat for your kinetic element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. The impulse gains the rage trait while you are raging. If the impulse has the overflow trait, you can only use it while raging.
Special: You can select this feat more than once. Each time you select it, you gain another kineticist feat.
• Problems In A Galaxy Far, Far Away:
• Basically every single ranged weapon in Starfinder has a fraction of the magazine/ammo count that it should.
• Sniper rifles are shit. There, sorry to burst your bubble, but they are. They should have a two-action activity to "Aim & Fire", gaining another damage die. This would make the unwieldy trait easier to deal with.
• Solarian's manifestations are terrible. You should choose one of the three manifestations at level 1, and then have a chance to get a different one or improve one you have every four levels afterwards. The Kineticist class does this incredibly well.
• Its pretty obvious that if you are running Pathfinder or Starfinder and you have players with classes from the opposite setting, you are going to have to make some common sense adjustments to their proficiencies. If you have an Operative in a Pathfinder game, just adjust what defines a "gun". ("guns" don't have to be what we call guns in real life) Pathfinder doesn't have any Analog or Tech weapons.
• No one seems to understand how the archaic 2e weapons will actually work in Starfinder 2e. News flash, they won't have the archaic trait!!! Or at least, they shouldn't. It makes no sense for any weapon produced in the age of Starfinding to be crafted in the same way they were on medieval Golarian.
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Archaic: This trait is applied to items crafted using traditional methods and materials. All weapons, armors, and shields from Pathfinder have the archaic trait. Runes function normally with archaic equipment, but archaic weapons have no upgrade slots. Archaic shields aren't suitable for withstanding attacks from modern weapons.
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We don't make weapons today the way we made them in the 1300s, or at least, don't have to. Just because something is crafted with the same basic design, it does NOT mean its made in the same way or with the same materials. If a Starfinder 2e player wants their character to wield a katana, what do you do? You add the analog trait to a katana from Pathfinder 2e. The only way a weapon has the archaic trait, is if it was created during the time of Pathfinder.