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kaid's page
Organized Play Member. 1,989 posts. No reviews. No lists. No wishlists.
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Zoken44 wrote: I like the look of the Cyborg It seems like a really strong option even the only thing you ever grab it for is the initial perk of having it as your versatile heritage. That is a lot of extra augment slots without a lot of investment if you don't need/want some other versatile heritage.
Zoken44 wrote: So... there's a general/diplomacy skill feat called "Chat, Help!" where as a free-action when you roll initiative you can recall knowledge using performance. Yup you need pretty good performance and need to be live streaming but I can see envoys/luminary rocking this feat as it is both fun and makes sense for those types of characters.

Xenocrat wrote: I find the emoji spells more palatable in terms of the cultural stuff in Tech Revolution and knowing these spells grow out of a culture of dozens of species of casters with literally mutually alien viewpoints interacting on share dataspheres and with a god of memes and social/cultural churn and change out there. It makes sense to me that emojis would emerge as a shared "language" of a category of spells in the modern day, sort of a vulgate to the original pure runic Latin.
Same with the Paywall spell, which is pretty goofy but also partially practical. It's a Wall of Force your party can bypass with some actions and minimal cost, but monsters (or soldiers who don't go out with credsticks on missions) can't. I also love imagining it incorporating the payment terms from the local infosphere and spraying them digitally over the surface in every language.
Paywall should almost become a domain spell for Abadar. Trivial cost for civilized people and impassable to those who don't embrace civilization or can't such as animals. It just seems to be super thematic for an adabarian priest to use.
I would also agree on emojis becoming a universal language. Given how wild and diverse the amount of species there are out there in starfinder emoji shorthand universal symbols makes a lot of sense.
Viper looks very strong. Being able to basically pick up effectively wands/scrolls from any tradition and just pop them off I think must make them probably the most out of the box flexible spell caster out there. You don't even need to mess around to grab them and hold them to use them. Just stick them in the backpack or pocket and blast them off as needed.
Yup the ooze type things are mostly from engulfing type abilities where they just glob over you so effectively share your space.

QuidEst wrote: Hugely relieved at the changes to drone Mechanic! It looks like you get twice as much customization for half the feats, which is a big relief. No more "your drone is an actual-factual person" capstone, buuut that's not too surprising.
I do think it's neat that the class now also has interesting solutions to the problem of "I can't afford to keep my drone and myself both in good weapons". You're no longer required to take a gun mount and you have more customization options, so it's presumably a little freer to have your drone doing something else. Alternatively, a level 6 feat lets you opt into the scaling-but-nothing-fancy damage of a turret that uses your MAP or go for the mines subclass.
I'm assuming that the drone modifications haven't changed drastically from the playtest, of course, but we'll see.
I can see a lot of turret and drone mechanics dipping mines. Even just the basic mines and mine functionality could be a damn good option to start stuff off that won't eat MAP for the turret or interfere much with the drone.
I noticed the turret healing as well. I would have to play with it but it looks like they are in a better spot for what they can do if their turret gets broken but not destroyed which was an awkward spot for them before.
Mines continue to look really strong. If you just want to blow stuff up/slather on debilitating conditions and maybe even aoe heal it covers the bases.
What they showed from the drone path looked better but did not give us a look at the drone modifications so hard to say what was cleaned up/updated from beta which I am super curious in.
Ah yeah they work a lot better with the recharging pool like alchemists bombs. Makes sure you can always toss out a couple mines before having to go back to casting gun a lot not that mechanics are slouches at blastin fools.
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Freshchaitea wrote: Really happy to hear about all of the Technomancer and Mechanic changes! Do we know at all if the Mechanic's Mines still get to refresh like Versatile Vials every 10 minutes? The article indicates they get 2 back every 10 minutes along the lines of the way VV recharge.
EDIT
I am really looking forward to seeing the mechanic stuff. I want a drone mechanic so I am curious as to the feat fixes/clean up which seems like the bulk of what they needed to work well.

Perpdepog wrote: pauljathome wrote: kaid wrote: Magnatar rifle is a good example of some of the oddness. There are a few great area/automatic weapons but they are advanced. But due to how area weapon works their advanced prof only ever matters for soldiers. For Area weapons you're absolutely right. Only soldiers need to be proficient.
But for Automatic weapons all characters need proficiency if they want to be able to single shot as well as fire on automatic.
Right not, the Magnetar rifle is clearly the best weapon (by a significant margin) available for almost all non sniper characters with martial proficiency. Well worth getting proficiency in one of several ways (ancestry or general feat) if shooting things is something you want to concentrate on. I'm confused. The magnetar rifle says its proficiency is advanced? That is what I am reading as well so unless somebody uses some weird way like that erubian prop thing to make advanced weapons use martial prof it is another case of there being very good simple weapons and advanced ones but with the martials being weirdly situational with only the plasma pistol being a more reasonable upgrade over laser rifles.
Claxon wrote: What's confusing to me is what happens when you have a non-tiny creature with 0 reach on an attack (I don't know if this ever happens).
Only tiny creatures can share a space with others. If a non-tiny creature ended up with a reach of 0, I'm not sure how they would make the attack.
Most of the critters I can think of that are reach 0 and not tiny tend to be oozes/swarm type critters. Stuff that is basically engulfing their target.
Magnatar rifle is a good example of some of the oddness. There are a few great area/automatic weapons but they are advanced. But due to how area weapon works their advanced prof only ever matters for soldiers.
I think the main need is some options in more general use martial pistols/rifles. Right now there is mostly the plasma "pistol" and the sniper rifles currently.
Yup if you ever see reach 0 it means it has to be in the space as what it is attacking. You see this with tiny critters and some other things as well.

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Madhippy3 wrote: The laser rifle is also not martial, so I assume plasma is the martial "upgrade" to laser with the Plasma Caster a plasma pistol that accidentally got stats of a plasma rifle and we are waiting on a real plasma rifle but they would have to errata the Plasma Caster first because it is awkwardly filling both roles.
Unrelated, I put "" around upgrade because Laser Rifles are surprisingly good for simple weapons. I've always treated martial weapons as a straight upgrade to simple in pf2e and I think in all but some outliers that is true, so its weird to me to see simple weapons being competitive with martial. It in a small way devalues feats that give you martial proficiency.
This is one thing I really like in starfinder 2. Laser rifles/pistols are very legit quality weapons that basically anybody can wield. It sort of makes sense it is effectively the most point and shoot style weapon possible. No recoil/no bullet drop just point at target and pull the trigger.
I think the issue is we don't have the full assortment of martial weapons currently. There are good melee ones but the ranged ones are sporadic and often pretty situational. This is where I hope they focus the new weapons the player core has plenty of strong advanced weapons and the simple weapons available are really good but they need more martial weapons.
Still if necromancers are considered a common class then smart enemies should have some clue that necros can use them to do things. The first time they eat a reactive from one casters are going to have some reason to use an attack to clear a thrall from threat range before they cast.
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I can see smart enemies trying to ignore thralls at the start of the battle but after the necro uses some for focus shennigans with explosions/bursts of bones and what not they have to make a choice. Do I let an enemy keep building up this resource they will use to attack us or do we spend some actions to thin the herd.
If an enemy just ignores thralls completely that just cranks up the amount of stuff necros can do and leaves land mines around the map just ready to be ordered around/blown up or otherwise utilized. That is the push and the pull of thralls weak enough you want to ignore them but dangerous resources if you do.
I would imagine if you are a necro and you are constantly having to work from zero thralls at the start of every round it lowers your versatility of what you are doing a lot.
BotBrain wrote: HolyFlamingo! wrote: Someone should flag the plasma rifle thing for errata... I think the stats in Player Core are actually for the rifle, just with the wrong artwork and name, lol. It's all just weird in general. It's called a a plasma caster, the description says it's a pistol and some things refer to a a plasma rifle. And it seems like there should be both a plasma pistol and a plasma rifle. The SF2 book packed a ton of stuff in so not surprising that they could not include everything they wanted to. With the next two big books being tech related that should go a long way into filling any holes in available gear that need filling.
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For intelligent enemies they have to make the calculation can I safely ignore this thrall or do I want to clear some out to avoid having them blown up in my face/ turned into a blizzard of bone shards/a bone spear or other antisocial events.
So even though they know thralls are not directly much of a threat there are still reasons for intelligent enemies to "waste" attacks clearing out the thrall herd a bit.
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Honestly it seems like sending mindless thralls around to trip into traps/open doors thing seems like a pretty normal expected thing to do with a necromancer.
If you want trapped doors have them be locked and have trap go off only when door is opened. Thrall can't lock pick. It really should not slow down game play too much just have them lay out what they are in general doing and go accordingly. A lot of the thrall types are going to be a lot lighter than a human the ghosts/skeleton for sure are simply not going to be heavy enough to trigger a lot of pressure plates aimed at human/larger prey.
You could also have magic traps that have wards to not trigger on undead which would make sense in a lot of crypts/runes as those may be the expected defense force so no point having your own mindless guardians tripping your own traps.
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I think for tech revolutions the weapons I hope help cover a few gaps in the current selection. You get things like the plasma "pistol" that is two handed and some gods having a domain weapon of plasma rifle which implies a plasma rifle should exist haha.
6 pages of new weapons should help add a bunch of options and given the next big book appears to be another tech book I think we will be in a pretty good place.
Old_Man_Robot wrote: Theaitetos wrote: Thanks for working in the new Impossible Magic spells!
I would suggest adding Dimensional Drop to the introductory "Heightened Spells" sections for Arcane 5 and Occult 5. This is going to be one of those sleeper spells that makes GMs properly read the falling rules for potentially the first time. It is really some road runner v coyote hilarity for sure. That is a spell that is totally going in my spell book on any character capable of using it.
Conscious Meat wrote: Headscratching a bit at the sensor range being less than the range increment of the light laser cannon, but *shrug*. It'll probably be allowed to share sensor information with nearby allied vessels (or maybe whole area); it's a two-seat fighter escorting a larger ship.
15 zones in a space combat flip-mat, multiple ships can be in the same zone.
Those necrogliders tend to be fighters based off some larger carrier ship so would make some sense if they can tie in with a bigger ships sensors to extend their range. I also assume there probably is some kind of scan target/use sensor action that probably lets you spend an action to focus further out.
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Claxon wrote: Ranged flurry archer can be devastating at high levels.
My main complaint is that it can get very repetitive because you just stand in place and spend all your actions shooting in 80% of encounters.
I used to not mind that, but as I've gotten older it's started to bother me.
Upside is if you are playing a flurry ranger they do what they say on the Tin. If that calls to the primal hunter then this is a feature not a bug.
But for others yeah I cast arrows ever action can get a bit dull but they are REALLY GOOD at it so at least you feel useful/effective.
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It does sounds like they are leaning in more towards letting players make use of their classes strengths on the ship and not just focusing on a few specific skills and if you don't take them be kinda useless.
I am looking forward to see how this plays out I think this is probably a better direction than a full on tactical format when you have all your people driving the same bus.
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Eidolons tend to be pretty solid at grappling/tripping you can get their main attacks with those as traits and the abberant one seems like a really solid new addition. The initial ability of reactive strike vs anything hitting your pet at level one is really legit.
I think necro could be an interesting archetype for a summoner the ability to throw out some more bodies and some good 1-2 action stuff to do.
I am not sure about guardian though you really want things trying to punch your pet not taunting them away from pet but if you can get them held/tripped could work nicely.
AestheticDialectic wrote: QuidEst wrote: Gisher wrote: QuidEst wrote: Gisher wrote: On the topic of Rune traditions, does anyone else find it strange that Thullax, Rune of Corrosion is Arcane rather than Primal? The other offensive damaging runes may be primal, but they also have elemental connections, unlike acid. Seems like a fair enough distinction to put it under arcane instead. I thought acid was associated with Earth just like cold is associated with Water and electricity is associated with Air. In PF1, yeah. Not in PF2. Yeah, Kineticist versatile blasts swapped earth to poison. Wood is also poison for whatever reason I always saw this as earth = inorganic poisons wood = organic poisons.
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At least with the mechanic after the end of playtest errata and updates seemed pretty solid and playable. I am pretty confident it is going to be in good shape. Technomancer is going to be more interesting to see its final form.
Of the two technomancer needed more work to flesh it out and add the tech to the mancer part more solidly.

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Conscious Meat wrote: There's a difference between a ship breaking up and being outright disintegrated. Even with a ship breaking up, it -- and individual sections that remain -- may be quite large; and there may be magical or technological steps taken to limit the scope of such hazards as depressurization, and to facilitate survival until rescue or other escape.
"May" of course rather than "will be". Whoever designed the *Nova Rush* seemingly gave no thought to such things as containing fires or pressure loss from breaches, for instance.
For pressure loss I suspect it will be like guardians of the galaxy ships if your hull gets breached some kind of emergency force field pops up to keep the insides inside and the outsides outside. Given even basic body armors are described as having forcefields to do stuff like this it seems odd to not expect starships to have even more robust internal shield options.
Use of force fields could also work for fire control allowing you to seal off small effected areas and evac atmo in just those rooms boom no more fire.
We shall see what the rules actually say but given hardlight is a thing in the setting and complex environmental sealing forcefields are common it opens up what you can do for ship layouts a lot especially to have crew with different atmospheric/pressure likes/dislikes.
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Driftbourne wrote: Since the new system seems to use your character sheet more, including class features, I'm less concerned about not getting a playtest, although I would have loved to have had one. I'm curious how PF2e classes and New SF2e will work with the new starship system.
Just saw there are 2 new starship maps coming out;
Starfinder Flip-Mat: Player Starship. October.
Starfinder Flip-Mat: Starship Decks Multi-Pack. January.
The player starships look like they might have a more open concept, making running around fixing things easier.
That matches with the floormap of the ship used in the nova rush/and the eox AP. The halls all were pretty set for letting large sized folks get around and a lot bigger/more open room to fit your full catalog of rando alien players.
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Blue_frog wrote: Hello,
I'll soon start Seasons of Ghost with a few friends. We're playing with free archetypes, and group will be pretty tanky with a champion, a cleric and a rogue. We're lacking in spellcasting, and I've decided to give the reaper a try.
I'm already playing a puppeteer on another AP and having a blast, but on paper the reaper looks weaker, his need to stride along with his weakness to AOO getting in the way of a smooth rotation, for a pretty small damage bonus when all goes according to plan.
I know my best bet would be undead master or beastmaster for a mount, but I'm a bit bored of companions and wanted to change this time. Any advice, both on building it and playing it ?
Reapers get martial weapon access so step one is find a good reach weapon. They have a lot of tools that make good use of extended reach and being able to be close enough to chop something without pulling a reactive strike is pretty key.

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Blue_frog wrote: Deriven Firelion wrote: We'll see if he figures that part out. At the moment he has the 8 daily and the 6 versatile vials. He's not tracking them very well or figuring out how to best use the class.
Alchemist requires careful tracking and more study than most classes. A player that isn't very interested in detail work won't use them very well. If he figures it out, I'll have to make sure he tracks them closely.
He is a bomber. So he could do this if he figured it out, though it would still be limited to a few fights or a few rounds if he doesn't ration. He tends to want to do the same thing over and over again, so if he knows Ghost Charges works he keeps throwing ghost charges even after he should be out of them. He doesn't do much damage right now, so it's not causing a big problem since other classes hit harder.
Once he hits level 10, that might change if he figures out some good combinations. I believe he might also feel weak because of your specific playstyle. Versatile vials are the equivalent of focus spells: quick to use, quick to replenish. But since you usually chain encounters without time to pause, your alchemist will probably feel the lack of resource. In theory this effects alchemists less than focus classes. They regain VV charges without having to do any specific action just the passing of time. No need to stop to do it every 10 minutes you get more vials.
Gisher wrote: You are correct that thrown weapons are not ammunition. I think shuriken are flagged as ammunition.
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Tandem movement is nice for more overall ability. Tandem movement for you and pet to do a move action then act together to do your normal stuff. Still I don't think it is mandatory really depends on how you want to play.
The benefit for tandem movement is for one action you and your pet can do a move and then you can use your remaining 2 actions to act together for you and your pet so basically gives you one extra overall action.
If you have a plant eidolon probably don't have much need/use for tandem movement. The plant is going to sit there and just dominate a large area of the battlefield and not need/want to move much but some other eidolons could benefit from more movement for repositioning.
moosher12 wrote: If there's hope for giantkin, at the very least, Starfinder was pretty willing to have giantkin as a playable race, so we can likely count on that thanks to compatibility. There is a starfinder 1e planet that is totally giant controlled so having a giantkin option would make sense. Frankly once you allow dragonkin as playable I don't see hill or stone giant being that much more wild as a player option.
Perpdepog wrote: The Raven Black wrote: The Scorpion Animal instinct for the Remastered Barbarian. Reach Unarmed is back. I'd lump in the entire glut of new options for Animal Instinct barbarians we got in Howl of the Wild, for that matter. I'm so glad I can now make my dandy animal instinct barb afflicted with the curse of the werecrab without having to reach for rejiggered ape stats.
In terms of other classes I've also got to give it to the Warrior of Legend and Runelord class archetypes. I haven't found a game where they fit yet, but I wanna. I wanna real bad. Is your war cry I PINCH!
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For soldiers proficiency does matter for making their primary attacks but for everybody else as they say close counts in auto guns and rocket launchers.
When you can lay down explosions and copious amounts of automatic fire precise accuracy is not really needed so it does sort of make sense.

Deriven Firelion wrote: What would I like to see for casters?
1. A wizard that is built better for PF2 with spontaneous casting and better focus spells.
2. A summoner that works like the new necromancer using different types of summoned creatures. That necromancer feels more like a summoner than the summoner which feels like the eidolon combat class. I wish the necromancer was designed before the summoner so they could have used that as inspiration for a summoner class.
3. Eidolons with more customization options and abilities closer to what they are based on like the old Unchained Summoner.
4. Improved summons at higher level. Five levels behind is too far behind to be useful.
5. More feats for some of the classes with few or bad feats like the wizard, animist, psychic, summoner, and oracle.
It always seemed weird to me that wizards of all casters seem to have kinda meh focus spells. As sort of the master of arcane magic one would think they should have pretty top tier focus spell options.

Trixleby wrote: kaid wrote: Playwars wrote: Trixleby wrote: Well in that case perhaps a better level 1 feat is in order. I have natural ambition as a skeleton that used to be a human, but my GM turned on ancestry Paragon haha. I recommend Reach of the Dead. It is INCREDIBLY versatile, especially when many of your focus spells have a limited range. I think the two hot items as level 1 feat is reach of the dead which as you say is just excellent but I was playing around with the one that gives you an extra fascination focus spell. Starting at level 1 with 3 focus points and being able to have 3 of the strong focus spells right from the jump is tempting.
I think if you are not expecting to get to high level starting with the extra focus spell probably is the play I will go with. If the adventure is likely to get to mid high levels reach of the dead is way way better as you are going to get extra focus stuff soon enough. For full context this character is a level 7 skeleton wizard runelord of gluttony and I am spending a month of downtime (or more) retraining my entire class to Necromancer. I am also swapping out some items, like my Mage's Hat for a Pendant of the Occult, and my customized staff will be slightly different. So I decided on Reach of the Dead over Death Speaker. I also grabbed Bone Burst, Bone Barrage and Widespread Fascination for spirit tap. Oh yeah then for sure pick up reach of the dead if you are basically starting them at level as it is easy to pick up one of the other tasty focus spells AND get the reach right away.
I was plinking around with some friends just messing around and at level 1 having corpse explosion, bone spear and then in my case the spirit lifetap one. It felt REAL strong right out of the gate having a real strong aoe fort save, strong line reflex save and a solid utility heal option.
Playwars wrote: Trixleby wrote: Well in that case perhaps a better level 1 feat is in order. I have natural ambition as a skeleton that used to be a human, but my GM turned on ancestry Paragon haha. I recommend Reach of the Dead. It is INCREDIBLY versatile, especially when many of your focus spells have a limited range. I think the two hot items as level 1 feat is reach of the dead which as you say is just excellent but I was playing around with the one that gives you an extra fascination focus spell. Starting at level 1 with 3 focus points and being able to have 3 of the strong focus spells right from the jump is tempting.
I think if you are not expecting to get to high level starting with the extra focus spell probably is the play I will go with. If the adventure is likely to get to mid high levels reach of the dead is way way better as you are going to get extra focus stuff soon enough.
Finoan wrote: Yeah, the teamwork and synergy between characters makes this a lot more useful of a strategy. Which is pretty typical for PF2 game design.
Alchemist is losing out on the primary target damage, but that can be compensated by being able to hit multiple enemies even if they aren't adjacent to each other - they just have to be close enough together that the Necromancer can place the thrall such that the thrall is adjacent to multiple enemies.
Add in Calculated Splash and Versatile Vial bombs could be worth the action cost to use.
Also a reasonable third attack in a round for an alchemist if the necro does not care about losing a thrall. At that point extra damage is extra damage.
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UnArcaneElection wrote: James Jacobs wrote: The Shoanti are...
** spoiler omitted **...
Could they be a branch of Arcadians that came over to Avistan?
Alternatively, could they be like Siberian people that went further west on Golarian compared to the Siberian people of Earth (of which the Native Americans are an offshoot). I thought they were a mix with tian ancestry given there is a viable land bridge between that part of the world and tian xia.

Trixleby wrote: Souphin wrote: Theaitetos wrote: shroudb wrote: Souphin wrote: I ran a society game 5th level where the user has 5 slots to do that. So every round they could spend a slot to heal everyone and harm everyone. Yes, that would be a wizard or a Sorcerer though.
A necromancer only has 2 slots of each rank. That was most likely a Harm font Cleric. Yes, 30 emination deal xD8 damage OR heal
Totally cool
I'm just having issues with the 60ft heal AND harm
But so far it seems I'm the only one with the issue
Probably because Necromancers DON'T get a harm font, or even 3 or 4 spell slots a day like other prepared casters. They get 2 slots a day, and that would mean just spamming Harm in your spell slots over and over and therefore having 0 flexibility, which is the entire point of being a prepared caster.
So not only do you cast less, you also only spam 1 spell and dedicated your entire build to do this one thing. You're a 1 trick. That kinda defeats some of the point of being a caster, but I guess if you're going to go so hard into doing 1 thing then it may as well be kind of good? If you take invert harm more of a two trick pony. You have a strong offensive spell that is also a strong support spell. Pretty efficient for at two slot caster. Given they are going to be leaning on mostly focus spells and their cantrips for a lot of their diversity of offensive/utility powers allocating spell slots for a harm that is also a strong heal seems pretty reasonable for at least your top few spell levels.
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JiCi wrote: Dare I ask how will an ooze ancestry even work ^^; ?
I'm gonna need some explanation on how a giant cube can wield weapons, y'know :P
Given how God of War Laufey will feature a cube called Phranque, played by Jack Quaid, this will somewhat be required XD
Presumably they will be able to manipulate their shape so you probably get a bunch of pseudopods like the new ooze eidolon.

Deriven Firelion wrote: Kitusser wrote: Deriven Firelion wrote: Scaling matters a lot for two slot casters. Spells scale very well, but will the necromancers abilities scale well to make up for the loss of spell slots.
The magus scales well because weapons scale well. The summoner scales well because the eidolon scales well. The psychic scales poorly because most of the psychic cantrip amps don't scale very well.
How does the necromancer's core abilities scale? Once I see that, then I'll know if the two slots will work out well.
Thralls definitely fall off, but there are some feats to make it easier or not too bad. Seems contextual on subclass and taking the exact right feats. Blood Necromancer seems to scale the best because it has a bunch of features that make sacrificing your thralls feel much better to do. There's that reactive strike-esque feat which makes your thralls have some pressure if your reaction is up which feels almost mandatory (can be limited though if you are using reactions for other things, or are sacrificing thralls a lot). But then you have the issue of thralls being poor at dealing with flying enemies unless you take another feat.
Necromancer focus spells are pretty good but they are super reliant on the thralls which I think becomes problematic later on. Plus, I think the focus spell scaling is average. Slotted spells scale better for sure.
I think the issue is mainly scaling in this class. Early it seems quite good. Almost every class seems good or good enough early. What separates the classes is how they scale to the high levels. That scaling concerns me since my games tend to move as fast as possible to level 10 plus. Yeah that would be the trick here how well they maintain at high level but they have excellent feats that power up their bread and butter create thrall then boss thrall around loop that it at least on paper looks like they should have really good endurance.

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Finoan wrote: Necromancer has the chassis that Wizard wishes it had. 2 slots per level and a pile of useful and powerful focus spells. I was plinking around with a necro on pathbuilder and realized you can at level one if you take natural ambition or get it some other way can start level 1 with three focus spells/points. With my main spirit fascination I had corpse explosion and took bone spike with the extra fascination level 1 feat.
That gives at level 1 a strong aoe fort save focus spell 1 line aoe reflex save focus spell and a utility drain/debuff and heal ally focus spell. Given they also can get two back focus point per 10 minute rest and puppeter can once per day get one extra by eating a thrall. That is a crap load of power right out of the gate.
Then they also have the basic 1 action cantrip to boss thralls around seems like the spell slots are going to be for utility or special use or high damage aoe situations. Two spell slots looks like it should be plenty.
I like the rarity system. It helps give GM some idea as to what should be just available and what may require a bit of thought if the GM wants it in his adventure.
In my groups a lot of the uncommon stuff is available if you pick a background/nationality it would make sense. Like if you really want a katana and you make your character from tian xia then no reason to not allow it.
Other stuff tends to be for more exciting loot in dungeons and adventuring. If your character has all the spells/items they want what is their reason/goal adventuring. If they already have everything they want why bother? Rare and uncommon and even relic stuff are goals to acquire in an adventure where you go into strange places and find ancient secrets and items.
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I think this change was done just to bring the archetype in line with the necromancer class which had those traits but the archetype was missing them. Reapers are a bit tricky and I would not be surprised if eventually the errata reaper summon thrall specifically for that subclass to ditch those traits.

Conscious Meat wrote: Yeah, in practice it'd be unlikely to matter. Most scenarios which would involve needing environmental protection for an extended time (being stranded in a wilderness or a station experiencing mechanical breakdowns) would probably be written in such a way that everybody would be equally troubled, outside of non-breathers like corpsefolk.
I was mostly curious as to whether there was a lore reason. There are a lot of science fiction settings where such things are ascribed to a mysterious, seemingly-now-absent highly advanced civilization ("Ancients", "Precursors", "Old Ones" etc). I just hadn't noticed anything addressing it in SF2e's Player Core, GM Core or Galaxy Guide, and wasn't aware whether canonically there -were- such mysterious civilizations in the SF2e default setting.
Could be a number of things. We know of ancient advanced civilizations, cross galaxy magical teleportation, slower than light colonization ships. But there is also actual divine intervention options gods nudge/forge races into their own images.
I suspect if you are going to go out and explore a new planet there will be a tendency to visit ones you suspect would have a compatible biosphere.
That said with tech armor even aliens with wildly divergent breahting requirements are pretty easy to deal with and almost any space station/space ship should be able to fill a living quarter with whatever air mix/pressure needed.
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