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Periastra Training
Source Alien Archive 3 pg. 31
Through sheer force of will, you can gain the effects of being fully attuned to your current stellar mode.

Prerequisites: Cha 13, Mysticism 5 ranks, stellar mode class feature.

Benefit: When you have 1 or 2 attunement points and use a stellar revelation, you can spend 1 Resolve Point to use that revelation as if you were fully attuned to your current mode. You cannot benefit from this feat if you have disproportionate revelations.

Alright rules lawyers, if I have this feat and a second manifestation, could I use a resolve point when not fully attuned to use both manifestations for 1 round? If so what about subsequent rounds?

The way I see this, at level 10 with one level of mystic with solar connection, you could have range, melee and armor all in round 1. Or for the knights melee, shield and armor. The space palidin may have become better. My hopes for a true green lantern are coming closer!


I have not seen anything against taking 2 or more archetypes unless they have the same level replacements. Please correct me if I am wrong! What combos are out there? I know the free trader fits with a few. What have you guys thought of?


Hello all! I love the starfinder game and all of its possibilities. With a new book coming out soon I started to think on what would make a great team. So the justice league came to mind. I am slowly building them and my make a YouTube video (there is not enough starfinder content on YouTube) but I want your thoughts. How would you build the jla Batman, flash, Wonder woman, Aquaman,Green lantern, Martian manhunted or Superman? I have some ideas but lay it on me!

I will drop a little of what I have for the bat.

Staying true to their roles in the group, Batman is the envoy with Corp agent theme. He specializes in defence and Ally buffing, but also can do a little cc.


Are their any new races or ship stuffs at the back of the rune drive gambit?


Does it only get the 10 foot reach or does it get 15? Or 20?

May be a stupid question. And if you are wondering where I get the 20 feet, reach effectively doubles the reach of a normy.


So I was just thinking of the called weapon fusion and was wondering is there an equivalent for armor?

The big pop culture image I am getting is Iron Man 2, but power rangers would be similar and could help with other super hero ideas.


Now I may not be going in the direction you are thinking. If you have not seen the movie critters it is about these aliens that are like hairy meatball gremlins froum outer space terrorising a poor farmstead. There are also 2 shapshifting aliens trying to capture the critters.

I thought today "man, wouldn't a doppelganger make the perfect starfinder bounty hunter?" I understand that we have the reptoids and starfish people (one of my players is Ringo Starfish) but I kinda want to see doppelgangers in space.

What do you all think?


I was thinking, arw vehicles items? If they are then you could mazecore it. I don't believe you can mazecore armor though which is a shame. If you could you could be more than meets the eye.


So just finished the Armory book and lots of cool goodies. The only let down for me was the Solarian Crystals. I do enjoy what they had but there are no Solar Armor focused crystals. Am I the only one who is looking for this niche to be filled? Is there planes for this? Anyone have any ideas on how they would work?


So I was reading the energetic weapon Fusion description and it gives a table weapons of levels 1 through 20. The weapon Fusion itself is a level 6 Fusion. How can it then have damages listed on the table for 1 through 5? If it is a level 6 Fusion it should not be able to be put on a level 5 or lower weapon.


Good Day All!

I know that Starfinder is amazing and you can create anything with some clever choices. I was playing KOTOR and a friend asked if I could create a Force-user for our Starfinder campaign. He is currently a Mystic with the PHRENIC ADEPT archetype. I took a swing at creating my own archetype. Please let me know what you all think! I am eager to hear your criticisms and suggestions. Maybe praise...

Force-user:

Force-user

A Force-sensitive, also known as a Force-user, referred to any living organism that was keenly attuned to the flow of the mysterious energy field known as the Force. The Force, also known as the Ashla to the Lasats or It to the dianoga Omi, was an energy field that connected everything in the galaxy. The Force was generated by all living entities; therefore, the Force resided in all lifeforms. As such, they possessed no connection to the energy field that was created and sustained by life. The Lasats believed that the Force was "the spirit of the galaxy." Among their natural gifts, Force-sensitives possessed a precognitive ability, making their reflexes faster than others. With proper training, Force-sensitives could learn to consciously sense and manipulate that energy, which gave them special powers.

Force-users are rare but come in all shapes and sizes. Unlike organic beings, droids and other artificial creations existed outside of the Force.

Alternate Class Features
The Guardian archetype grants alternate class features at 2nd, 6th, 9th, 12th, and 18th levels.

Force Senses (Su) 2th Level
You develop a connection to the Force that allows them to better sense incoming attacks. Gain a +1 insight bonus to both KAC and EAC.
At 6th level this bonus also applies to your weakest saving throw. If any are tied for lowest then you pick.
You may also gain a Force Power from the list below.

Limited Force Connection (Sp) 4th Level
You gain Psychokinetic Hand as an at will spell like ability. If you already have access to this spell in any fashion, you may target one unattended object up to 100 lbs or 10 bulk and you may also propel the object as far as 30 feet instead of 15 feet.
You may also gain a Force Power from the list below.

Guide The Weak Minded (Su) 6th Level
You may use the Force to bend others wills to your commands. When using Diplomacy or Intimidate skill checks, to gain information or aid, treat the individuals initial attitude as one step better. Additionally you may spend a resolve point to have the individual forget this request. This ability will also work on animals of at least a 2 intelligence. You may spend a Resolve Point to treat the individuals initial attitude as two steps better for 2 rounds.

Force Connection (Su) 9th Level
You gain a strong connection to the Force. Through this connection you may sense other Force-users within one mile. This does not help you to identify a Force-user, but when they are within 30 feet the sense grows stronger. You may spend a Resolve Point and make an opposed will check with the individual. If you win you get a clear image of the other Force-user, but they get a clear image of you. If this fails they you do not see them but they know someone is trying to see them.
You may also gain a Force Power from the list below.

One With The Force (Su) 12th Level
Once per day when you take a ten minute rest to regain stamina points you may also gain a number of hit points equal to your level.
You may also gain a Force Power from the list below.

Force Mastery (Ex) 18th Level
If have a Good alignment then you get a +1 to all of your Attributes. If you have an Evil alignment you gain immunity to poisons and diseases. If you are neither Good nor Evil then you may select another Force Power. This will not be affected by future alignment changes.

Force Powers
As a force-user grows in their connection they are gifted with unique Force Powers. They are split into three categories: Good, Evil and Universal. A morally Good character cannot select an evil power and visa versa. Some Force Powers may be selected multiple times to enhance the effects.

Good Aligned Powers
These Force Powers may only be selected if you have a Good alignment. If you were ever to lose a Good alignment then you may Immediately select a Universal Force Power.

Aura
This Force Power does not work while in heavy armor or power armor. As a Move action you may spend a Resolve Point to gain a +1 bonus to KAC, EAC and all saving throws for 1D4 rounds.
If selected a second time this bonus becomes +2 and lasts for 1D6 rounds.
If selected a third time this bonus becomes +3 and lasts for 2D4 rounds.

Valor
This Force Power does not work while in power armor. As a Move action you may spend a Resolve Point to have allies gain a +1 bonus to attacks and all saving throws for 1D4 rounds.
If selected a second time this bonus becomes +2 and lasts for 1D6 rounds.
If selected a third time this bonus becomes +3 and lasts for 2D4 rounds.

Stasis
As a Standard Action you may spend a Resolve Point and target an opposing character within 30 feet. The opponent gets a Fortitude save DC 10+your current level+your main stat mod. If they fail then the opponent has the Stunned condition for one round. If they do save then there is no effect. You may spend another Resolve Point as part of this action to have the target gain the Paralyzed condition instead. If the target does save then they gain the Flat-Footed condition for one round. This is a mind affecting ability.

Universal Powers

Burst of Speed
You may spend a Resolve Point to double all of your movement speeds for one round. You also gain a +2 bonus to KAC and EAC.
If selected a second time these bonus's last for 1D6 rounds.

Focus
You dedicate your energies into your Force abilities. All DC's for saving throws are increased by +1 against your Force powers.
If selected a second time this bonus becomes +2.

Immunity

You cannot be distracted from their mission and will stand their ground against the worst odds. You have immunity to fear effects and fear related conditions.
If selected a second time you also gain immunity to the Stunned condition.
If selected a third time you also gain immunity to the Paralyzed condition.

Jump
You knows that if diplomacy fails, combat must be swift and decisive. You may target an opponent at range with a melee attack (or Solar Weapon if a Solarian), you make a quick series of jumps and rolls to close distance almost instantly. This ability is a Full round action with a minimum range of 10 feet to a maximum of 30 feet. You must have a clear line of sight to the opponent.
If selected a second time the maximum range is increased to 45 feat.
If selected a third time the maximum range is increased to 60 feat.

Push
As a Standard action you may spend a Resolve Point and target an opponent within 30 feet. The opponent gets a Fortitude save DC 10+your current level+your main stat mod. If they fail then the opponent is pushed back 15 feet. This movement does not provoke an attack of opportunity. You may spend another Resolve Point as part of this action to have the target gain the Prone condition as well.

Resistance
Any time you are targeted by a Force Power that allows a save you may roll twice and take the better result. Also the Guide The Weak Minded ability does not work on you.

Suppression
As a Standard action you may spend a Resolve Point and target an opponent within 30 feet. The opponent gets a Will save DC 10+your current level+your main stat mod. If they fail then the opponent cannot use Force Powers for one round.
If selected a second time the duration is 1D4 rounds.

Throw Melee Weapon
You may spend a Resolve Point to make a ranged attack with a melee weapon at an opponent. Your attack bonus is your base attack bonus + your main stat mod. This ability is a Full round action with a minimum range of 10 feet to a maximum of 30 feet. You cannot use this ability with any weapon that has the Unwieldy property. You must have a clear line of sight to the opponent. The weapon will automatically return to the your hand at the end of the round.
If selected a second time the maximum range is increased to 45 feat.
If selected a third time you may target up to three targets at a -4 to attack.

Evil Aligned Powers
These Force Powers may only be selected if you have a Evil alignment. If you were ever to lose an Evil alignment then you may immediately select a Universal Force Power.

Fear
You may spend a Resolve Point to create a 10 foot aura around you that emanates evil. When this power is activated opponents within 10 feet get a Reflex save DC 10+your current level+your main stat mod. If they fail the save they have the Frightened condition for 1D4 rounds. This is a mind-affecting effect.
If selected a second time the effect lasts for 2D3 rounds.
If selected a third time condition becomes Panicked the effect lasts for 2D6 rounds.

Lightning
This Force Power does not work while in heavy armor or power armor. As a Full Round action you may spend a Resolve Point and create a line of electricity from you to an opponent up to 30 feet away. This ability does not need line of sight, just line of effect and may have other opponents in the line of effect. The opponent gets a Reflex save DC 10+your current level+your main stat mod. If they fail then the opponent takes 1D12 damage and gain the Dazed condition for one round. If they save then they take half damage and do not gain the Dazed condition. You may spend another Resolve Point as part of this action to be able to continue this use every round for up to your level of rounds with a Fortitude save each round to negate the Dazed condition.
If selected a second time the line of effect may be 60 feet.
If selected a third time you may choose to have it be a 30 feet cone.

Wound
This Force Power does not work while in power armor. As a Standard action you may spend a Resolve Point and target an opponent within 30 feet. The opponent gets a Fortitude save DC 10+your current level+your main stat mod. If they fail then the opponent takes 3D4 damage. If they save then they gain the Fatigued condition for 1 round. You may spend another Resolve Point as part of this action to have the damage continue each round for 1D6 rounds with a Fortitude save each round. If they save on the Fatigued condition last until the 1D6 rounds are up.
If selected a second time the damage becomes 4D6 and the condition becomes Exhausted.
If selected a third time the damage becomes 5D8 and the condition becomes Paralyzed.


https://youtu.be/whGIjFErc8k?t=2m19s

Foam Grenade 1
Ideas?


https://drive.google.com/file/d/1-XNr3hpSYD9VOAL0H9Erm1D941Jkwu9K/view?usp= sharing

Let me know what you guys think. It is only one PC vs one Monster/NPC but it should work.


Hello all!

I am reading up on the spells and was hoping for cerification on Wish and Mirical spells. The wording is the same in each. They state that the save dc is as a 7th level spell and that all other effects are as a 9th level spell. Starfinder does not have spells past 6th, so what does this mean?

Thanks all!


We are looking for fun, interesting and creative people to join our pathfinder group. We are a relaxed group of guys who like a fun yet driven story, in depth characters, and a laugh filled night. Down to get pizza and geek speak.

Email us at naparpg@gmail.com