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kaid's page
Organized Play Member. 1,823 posts. No reviews. No lists. No wishlists.
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Driftbourne wrote: Thanks for posting that video. It touches on most of the major conversations on SF2e in the forums lately. (Tech Core, classes, and starship combat)
Now to go research how FTL plays.
I can't recommend FTL enough it is the best 10 bucks I have spent. It is super addictive and very fun game. It can get really hectic as you are dealing with hull breaches/boarders/managing power and systems to keep in the fight.
Yeah although I sort of get it. Now that it is fully PF2 compatible doing some class archetypes may make a lot of sense like I can easily see biohacker becoming an alchemist class archetype.
Zoken44 wrote: well... I'm sad, but optimistic. At a Dev Panel recently it was confirmed that the Nanocyte would be brought into SF2e as an Archetype instead of a full class. I had hoped for a full class, but we'll see what the Dev's built of it. It's coming in Tech Core. A bit sad it won't be a full class but could be a neat archetype to add flavor to a class. A mechanic with a nanocyte archetype could be a pretty fun thing to work with. I assume there will be feats to create nanite armor or weapon and maybe to deploy the nanite swarm cloud.
Guilt of the grave world also has some good examples of how use the cinematic starship combat stuff. It overall seems pretty fun and engaging enough. I do want the tactical combat rules because I like some crunch but there are a lot of space type things where the cinematic mode probably makes more sense so I suspect even once the tactical rules are out people wind up doing hybrid.
ElementalofCuteness wrote: It's not just that but the way that I've seen Toxicologist played is a very hot topic. You generally poison every single weapon your Martials use and depending on how you read Toxicologist the poison immunity gets override with acid damage because it is possibly YOUR poison, which is the way I see Tox being used, an amazing first Strike with poisons on every Martial Weapon in the party...Is it cheesy, very...Is it intended, unsure because Paizo has yet to fix this issue.
It just another one of those things where you look back and question the Balance....
That does not seem like it should be a question that tox poisons use their class ability vs poison immunity. It does not matter whose blade it is on the tox made that poison so the effect is their improved capability. A poison has no idea if it is on your weapon or somebody else's weapon.
For that yeah you basically need the others to have enough consumables to get her on her bony feet so that she can heal herself up.
One thing to note in starfinder is a lot of abilities that affect movement have the transversal trait. With that trait you can substitute any movement type you want for the abilities movement. So for things like the solarian stellar rush instead of doing the two actions to stride you could use the two actions to fly.
The main hinderance though is stepping. I sort of recommend taking the feat that lets them have legs initially then they can evolve out of it later as they get more transversal options.
QuidEst wrote: (We don't know when it'll be out, just "later than GenCon" so far. Late 2026 is also possible.) Yeah I am holding out some hope for it being the fall/winter release. I can see them wanting it to be a gen con release but I am not sure holding onto it that long is going to be viable.
moosher12 wrote: Erm, ackschualualy. Formians originated as a D&D creature.
Though that's probably why the lore is sparce. I have a similar issue where bugbears have very little Golarion lore, and it urks me, because I've been curious to see what it'd be like if they got the goblin/hobgoblin treatment.
I think the lore/art/descriptions are different enough for formians to not be an issue. Basically the word formian would basically mean ant like so pretty generic.

Finoan wrote: For those who don't want the complexity, they can just save up their free formulas? Not for higher level formulas, of course. But if you don't want to spend the time going through the item lists looking for the next thing because you are happy with the items you are already able to create, then I don't see why that should be forced to happen at that exact time.
Just write an IOU for the level of item formula that you would get and continue playing.
I don't see a GM having any issue with it if their players just want to hold off but they may want you to note the level of those formula so you don't save up to suddenly get a bunch of higher ranked things. Still I see alchemists as wanting their apothacary shop worth of different things. Versatility on the fly with the VV is one of the big strengths of the alchemist. The bigger your library of formula the better you can whip out the right tool for the occasion.
You will wind up with a subset of every day used stuff but it is nice having access to make other stuff as needed in case it becomes necessary.
If you find yourself getting a bit overwhelmed getting those alchemist cards is handy so you can just have the cards for what you know in front of you staring you in the face haha.
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Not having access to stabilize is a challenge but there are options for magical healing like soothe and other powers that can heal undead as long as they are not vitality based and it also works with the vitality network mystic power. Given mystics are likely going to be the main healer most people are going to come across that actually makes undead characters a bit easier to work with in starfinder than pathfinder.

Driftbourne wrote: griefninja wrote: Since everyone can be a cyborg, I feel like Evolutionist's cyborg option is a little underwhelming, narratively speaking. Replacing that with the Nanocyte's nanobot swarm feels like a good way of making it a unique step above normal cybernetics. I saw some of your other posts and realised how new to Starfinder you might be. I'm guessing you have not played SF1e? I'll try to add more context to my last reply.
In Sf1e, you could have 1 augmentation in each body system (Eyes, hands, brain, etc.) There were some ways to have 2 in some body systems. So in SF1e, you could have 12 or more augmentations. In Sf2e, the limit is only 4, although now you can have more than one in the same body system. So I'm hoping that classes like the Biohacker and Evolutionist could get more augmentations slots to get back where SF1e was, and because they fit the themes of the classes.
Nanocyte was its own class in SF1e. It feels very different from someone with a lot of body part cybernetics. After the Precog was merged into the Witchworper in SF2e, people started suggesting that the Nanocyte could merge into the Evolutionist. If that did happen, I don't think that a Nanocyte niche would replace the Mechanized niche. Although I can see how the Nanocyte could fit in the Evolutionist as a niche, my main concern is whether a sub-class has enough page space to do the Nanocyte justice.
Mechanized Evolutionists aren't trying to be a cyborg; being a cyborg is just a side effect of replacing body parts over time with augmentations until they become 100% machine. Being limited to only 4 augmentations doesn't get you there. Although the Evolutionists class uses augmentations, it's more of a side benifit then a main feature of the class. So if the Evolutionists were just about augmentations, it indeed would be underwhelming
A Nanocyte Evolutionist would eventually be nothing but Nanocytes, which could be cool.
If they make evolutionist again in 2e I would nearly guarantee they can go beyond the 4 augment limit. I suspect every few levels they could get another slot in addition to their other abilities. So a normal person could have some cyborg options but an evolutionist going cybernetic is going to be like a full conversion borg.
They are kinda like wizards they start accumulating a lot of options over time. Not only do you get a couple new formula per level you can learn more by purchasing them or reverse engineering them. I think it is pretty expected that over time you are going to have a ton of options. It is a bit daunting but it is one of the strength of alchemist to have formula for random situations that pop up.
The Contrarian wrote: I'd wager that the Remastered magus won't be much different from its predecessor, save that starlit span will be nerfed. I sort of expect the summoners to be pretty similar as well. Main change I expect to see is dragon eidolon is available for all magic types.
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I am pretty sure this just applies to debuffs. Various conditions/spell effects especially when it refers to negating the triggering condition. I doubt a basic strike would count but given it is a once per day effect I am not sure it would matter to much if a GM allowed it. It would be kind of a waste to do it on a strike unless that strike would be fatal.
As for observed the action is not concealing you so in theory you could blip the observed status but would be immediately reobserved. Honestly it would almost make logical sense for that to happen even you lose the worm for a second in the mass of sloughed off skin but would be almost immediately picked back up again and reobserved.
I think biohackers could be differentiated enough but they would probably have to be more focused than the SF1 version.
Master of injection weapons and able to use them with good action economy. Use that to apply buffs/debuffs/healing. Kinda like mechanic mod ability but for people/critters instead of equipment.
Biohacks for more long lasting buffs should probably be less potent than a mutagen but without the drawbacks. So just pure long lasting alterations to let your party adapt to various alien worlds.
High medicine capabilty getting most use out of higher tech medical kits/equipment to be a very strong combat medic.
The biggest difference between an evolutionist and a bio hacker is bio hackers give their stuff out to help their team adapt where the evolutionist is purely self driven evolution so they themselves can be the best they can be.

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wheatleymr wrote: Some thoughts:
Navigation. On the surface you can head north, east, etc.
In the Darklands, there might be a tunnel that starts off going the direction you want. And after several days travel, it might still be going in that direction. Who knows if it ends up where you wanted to go???
In other words, it's a maze, with inclines so gradual that the paths can cross over, and there isn't any hedge to climb over.
I'm not aware of any navigation spells that would actually help?
Casting Know Direction as an exploration activity - I'm not sure it actually helps much? If the tunnel is snaking left & right, there's no way to know if it is going more left than right. And even if tunnel turns the wrong way - you either keep going and hope, or backtrack a lot and hope there's an alternative.
But - is this actually entertaining for players, to engage with this sort of logistical problem?
Navigation I think is one of the top challenges in the darklands. Determining which way you want to go is hard and finding a path that actually goes the way you want to is harder yet. Lots of dead ends/cave ins or things that sure you can get there but um there is a 1k foot tall sheer wall that you have to ascend/descend to continue. If you are closer to the surface a rain storm 20 miles away could suddenly mean the tunnel you are in starts flooding rapidly with very little warning. Even ignoring weird critters/magic cave exploration is super challenging and dangerous all on its own.
Zoken44 wrote: So there are still four other missing classes, technically.
Vanguard: the armored and unarmed warrior utilizing entropy itself
Bio-Hacker: inject your enemies, inject your friends, do it all at drugs are cool!
Nanocyte: we are legion... we are the swarm... we are... working out where our cloud is
Evolutionist: a class all about grafting, and transcending what you were born as.
precog was rolled into the witchwarper in this edition.
I really want bio hackers again I loved that class but it almost could be a class archetype of alchemist. It may be a case where the implementation would just be too similar. Then again they did mechanic and it has a lot of similarity to inventors.
I suspect the impossible magic book having 2 new classes + 2 remastered classes was just a bit too much on the plate to also launch tech core at the same time. I hope it is a winter 2026 release still though and it doesn't fall over into 2027.

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Perpdepog wrote: Crouza wrote: JiCi wrote: Tridus wrote: JiCi wrote: Tridus wrote: Leshy are really popular so I'm sure it'll happen at some point. But I don't think the thinking is around when it feels right for the character.
But Leshy show up in so much stuff that its bound to happen.
That is if we get more classes. That's also something to consider.
A Leshy iconic can happen, but it's still weird that we haven't seen one ever since they were promoted to core. AFAIK there's a playtest coming up, and those are almost always new classes. So I think we can expect a couple more classes. Hmmm...
- Arcanist? rolled into other classes;
- Brawler? that's an archetype;
- Hunter? there's already the ranger;
- Medium? the animist is close to that;
- Mesmerist? I keep thinking that the entire class should be a Conscious Mind for the Psychic;
- Ninja? not necessary;
- Samurai? that can be an archetype;
- Shaman? that's also the animist;
- Shifter? that's the only class I can think of...
- Skald? that should be a "muse" for the Bard;
- Spiritualist? rolled into the Summoner;
Most of these could be exclusive archetypes, just like how we got the Bloodrager, Slayer and Inquisitor.
The Shifter, using Starfinder's evolutionist as its chassis, with various specializations, such as "plant", could work for a Leshy. It's also the only class I can think of ^^; Does this not assume 1 to 1 parity with 1e, which they haven't been doing for a while now? Guardian and Commander do not have first party PF 1e class equivalents. Runesmith meanwhile has the Mesmerist gimmick of implanting magic into your allies/yourself, and while the name Necromancer has been around a lot this Necromancer in Pf 2e feels way different than any of the ones from PF 1e.
For all we know they could make like an Entropy Mage of Time and make it a Mushroom Leshy. The classes could very well be wildly different from anything we've seen yet and fit Leshy surprisingly well. Or heck, even ... A leshy biohacker would be pretty top notch.
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Maya Coleman wrote: Oh I also wanted to say! I think there is still hope for a leshy iconic! While it's not currently in the works, several team members also want one. So maybe if we're loud enough, we can make it happen! Just have to keep planting the seeds so they can take root in their imagination until it blooms with inspiration.
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JiCi wrote: We'll be getting an Automaton Runesmith and an Iruxi Necromancer (which I now want to see if they can summon giant dinosaur fossils :D ).
We still have no Leshy iconic... despite Paizo's sudden pivot to make them a core ancestry...
Are Leshies still niche? Has their popularity faded out? Are they waiting for a more nature-friendly class to be added?
Well Leshy are wall flowers but eventually one will step out into the sun and bloom into an iconic.
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Squark wrote: I'm glad it turned out Secrets of Magic was rolled into this book. There was so much speculation about that to the point it was almost assumed by some posters I was worried there'd be a riot if that wasn't the case. It makes a ton of sense. So much of secrets of magic was directly intertwined with the OGL so any attempts to remaster it were going to be problematic so glad they are able to pull out what they can into a different book.
I think even a normal operative could make some decent use of a sniper rifle although probably not as their primary gun. The range+aim+kickback and maybe backstabber gives you a pretty good amount of alpha strikes well beyond the range of most things ability to respond so you are getting a fair amount of shots before you could potentially be forced to swap to something else.
They are also tech weapons so can get weapon mod upgrades which helps.
It really depends on the adventure if you are doing dungeon crawls/inside ship type fights probably don't bring a long gun. If you are exploring alien worlds in outdoor settings if your GM is willing to let you make full use of starting engagments at sniper range they are are still pretty dang good even for non sniper operatives.
captain yesterday wrote: I apologize for the slightly click baity title, I am a big fan of Gabe.
Anyway, just wondering what happened to the Burning Archipelago and the sun in Starfinder 2 I noticed it hasn't been mentioned at all in any book.
Just curious.
I am pretty sure I remember this being talked about a bit in the galaxy guide at least mentioning the aftermath of that adventure path and what was found as it is tying in to the return of the first ones stuff.
Yeah they kinda should at least put 2e for the new stuff just for clarity it is a bit confusing.
For SF2e it sounds like SRO is coming with the tech book this year. Failing that you could easily reflavor the PF2 jistka automata in this way as they are basically just magical construct robots with sentience.
The change to how the wisp and blade soul charges works is pretty much how our table was running it. Seemed unlikely the intent was it just infinitely gained charges over time. So having press gang being a resource gatherer and then wisp being the spender seems reasonable.
The holo flag projected on a ship I think is to enhance their ability as space pirates if you are boarded or you are boarding somebodies ship you being a space pirate is suddenly a lot scarier more existential threat.
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Tridus wrote: Yeah, Shelyn is not focused on technical perfection. Rather it's the action of creation itself that matters. Someone creating art with their heart invested in it is making her happy even if it's technically not very good. Shelyn is the proud mom who puts up all the pictures her lil kids make on the fridge with love and pride.

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Trip.H wrote: Oh, and as long as we are fixing that immunity issue, poison immunity is also waaaay too common, imo. Like, 3x or more than what it should be.
It's very similar to that question of elemental creatures being immune / not immune to precision damage. I get why it might make ~narrative sense to want to grant psn immunity broadly at first glance, but as soon as you take a look at what's actually immune...
Yes, I can see full psn immunity staying for undead and even constructs. That's reasonable enough.
But aberrations? Fiends? Random L4 unique Teifling NPCs? Plants? Even Fey?
Holy hell, poison immunity is thrown on waaaay too many creatures, and it should not be there. Plants are an especially aggravating one, as some writers think plants should be categorically weak to poison, while other say they are categorically immune. Have fun with that.
No, it's not reasonable to represent a little L3 cicada's affinity for psn by granting it full immunity, that's nuts.
If Paizo treated other types like poison, you'd have every fire-throwing creature become outright immune to fire, instead of that immunity being exclusive to the "made of fire" sorts of elemental-adjacent creatures.
Looks like 825 psn immune vs 267 precision immune vs 148 fire immune, btw.
Yes! Heck poison immunity is so common they had to make the alchemist poison spec have a special carve out so they can effect immune targets.
Perpdepog wrote: Do we have a definite date for Tech Core yet? It could have been pushed back to make room for the playtest. The only thing officially announced is the ancestry book. I assume tech core was aimed around gencon time but it could be later if they want more play test time before finalizing it.
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Even if Eidolons did not get a full set of skills on their own I think it may make some sense for str ones to get athletics and maybe dex ones getting acrobatics. The eidolons getting one scaling skill I don't think breaks anything and makes sense that the pseudomartial pet is good at the more physical side of things.

Mangaholic13 wrote: Powers128 wrote: I assume they'll eventually get around to a secrets of magic remaster. Summoner is fairly strong as is. Some of the initial eidolon abilities are pretty boring though. I'd also like to see more stat spreads for the eidolons or even the ability to just choose the stats ourselves. Not sure why it has to be just one of 2 builds. It is highly unlikely there is going to be a Secrets of Magic Remaster. A chuck of it would have to be replaced. They'll probably be a whole new book covering that content.
I do agree that some more Occult Eidolons, as well as one that are not Phantoms.
Actually, now that Dragons are tied to all four traditions, many the Dragon Eidolon could cover more than just Arcane?
Actually, Summoner could also do with a few more options for Arcane alongside Occult, since Arcane is currently only represented by Dragon and Construct.
And like others have stated before, the issues Summoner has with Mythic are more an issue with Mythic, rather than Summoner.
...I just had a wacky thought, but what if Synergist was a Summoner Class archetype that combined Summoner with Magus? I have to imagine if/when summoner gets remastered Dragon will be an option for each tradition given how dragons work now.

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Driftbourne wrote: I agree that the way you are describing Akashic Dragons is how most of them would be like; however, there's no right answer here. An Akashic Dragon will behave very differently if it's a friendly NPC, a neutral NPC, or (very rarely) the Big Boss monster. Also, where they are from could make a big difference; an Akashic Dragon in the Azlanti star empire might be the curator of the department of propaganda's library of disinformation, known to the public as the Library of Truth.
Hellknights trying the contract trick, likely wouldn't write the contract themself but would call upon the highest level lawyers from hell to do so, and would likely be in a contract so long it would take years to read, and other efforts would be made to distract the dragon during the reading of the contract. Here, the people pulling this off would be the Boss monster.
The Akashic Dragon I'd personally like to hang out with is the one in charge of the Library of Galactic Music.
It is all fun and games until the dragon starts blasting retro EDM death polka.
PossibleCabbage wrote: I'm not sure why "the Wizard is a weaker choice for a magic focused character" is an intolerable situation when "the Fighter is a weaker choice for a sword focused character" has been a fact of life a lot of times in the history of this family of games.
The Remaster was less "let's fix all the classes" and more "let's make the best of a bad situation."
Well other than rogues going um let me quietly steal some pretty strong buffs and then pocket sand so nobody notices it.
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WOOT I will have to plink around with that tonight.
Tactical Drongo wrote: Dragon disciple is back? neat
now I can put more dragon in my dragon by playing a Kobold with Dragonblood heritate, picking additional draconic kobold feats, be a draconic sorcerer with draconic acolyte archetype
with ancestral paragon I can take up even more draconic racial feats
with dual classing or free archetype I can take up a dragonstyle monk or draconic barbarian
and I am sure I will find some sort of dragon worshipper background
make way dnd, if I go dungeoneering I am fitting in more dragon per square cube then you ever could
Yo! I heard you liked dragons so I put some dragons in your dragons.
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I suspect before they start adding more to summoner it is going to need its remaster pass even if it does not change much.
Ravingdork wrote: Why aren't you EAing the target(s) for 40 while the eidolon Strikes for 23.5?
Last I checked 63.5 is better than either 23.5 or 40.
If you only have one target or vs one with really high reflex saves it is nice having the eidolon with martial accuracy and in those situations you can boost your pet to give it even a bit more oomf.
QuidEst wrote: Occult only having two phantoms that are... let's say, less likely to inspire characters than what the other traditions have, is a bit of a bummer. Aberration is such a natural fit that Secrets of Magic even discusses the underpinning of why occult tradition summons aberrations in the occult magic section.
I know that a remaster is unlikely to add a lot of new class options, but I'll go ahead and toss it out there anyway.
The changes to dragons should make a dragon option be available in each of the main spell casting flavors. An occult dragon eidolon seems very fitting.
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Sounds like it is mostly done they are just finishing up some of the GM stuff. The IOS/android delayed till early next year but given the time of year it is and the cert process needed it would be weird if it did make it out before the end of the year.
Ryangwy wrote: Seen one Exemplar so far - you'll be surprised how far Gaze as Sharp as Steel + any melee ikon + Hurl at the horizon (with a returning rune) can take you. Hi, yes, I would like a thrown d12 weapon please. Vow of Mortal Defiance is also a bizarrely good undead chewer because almost all undead are unholy but most aren't weak to holy; if that player starts their turn 'next' (within 10ft, because thrown) to some chonking zombie brute (yes, we are playing Blood Lords, how did you guess) that is a lot of dice to throw. Something like this is what I was looking at for exemplar. They seem like they get some very interesting stuff that works with/improves throwing weapons. They just seem like they have some very good support for that which is a more rare niche.
It is all fun and games until you see a kalo solarian zooming around like aquaman!
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The Raven Black wrote: pauljathome wrote:
2) Stellar Rush, especially with a creature with a fly speed, gives INSANE mobility. Ranged combat you say? I am my own weapon :-). 70 feet at level 1 for a Dragonborn with 2 actions
3) The insanely cool Graviton attuned pull. As far as I can see there is nothing stopping me dragging them into the air and just dropping them.
Not only TGTBT but also not supported by RAW.
Stellar Rush: You rush forward with a blast of stellar energy, getting into the thick of combat with ease. Stride twice. You gain a +10-foot circumstance bonus to your Speed during these moves.
Stride: When you use the Stride action, you move a number of feet equal to your Speed. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed.
So, no Flying with a standard Stride action. The stellar rush feat has the transversal trait so you can substitute any movement type you have to perform the action.

Justnobodyfqwl wrote: I can't contribute from a rules perspective, but I've been trying to imagine what it would look like to primary target + area fire someone with the same grenade.
Is it literally just like, hitting them in the head like a baseball pitch before it bounces and explodes? That's kinda amazing.
I can sort of see it. I am of the mind that the primary target does not expend extra ammo. Basically when you do an area attack that primary target is your primary target of that so it gets hit first with the initial direct part of the aoe/autofire. So for a grenade you threw it at somebody and it contact detonated on your primary target so they get that initial hit of damage before the aoe damage of everything else does not seem unreasonable.
For a automatic weapon you aimed at one dude before you walked your fire on everybody else in the area.
For blast aoe weapons it would be like the grenade your primary target is the poor sap that was ground zero of your shot gets the extra helping of damage.
Kigvan wrote: Zoken44 wrote: "Void Survival: Unlike normal undead, you aren’t
destroyed when reduced to 0 Hit Points. Instead,
powerful energies attempt to keep you from being
destroyed. You are knocked out and begin dying
when reduced to 0 Hit Points"
This is in the side bar regarding the Corpse Folk's heritage.
Isn't this part of those other options you mentioned? Thank you for pointing that out. It does not appear on AoN. This is exactly the what I thought was missing. Probably because it is listed in a side bar and not in ancestry block but it is specifically called out.
I backed this. I like the art style and want to encourage more SF2 stuff. And given how fully this thing was backed looks like there is a fair amount of demand for it.
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Red Griffyn wrote: Please let the thaumaturge wand implement use exploit weakness/IE or tune down to 1 action or 'Something!' to boost its early level implementation. The class is to action heavy for a 2 action activity as more than a back up rotation item.
Please let thaumaturges just 'work' with 1H+ weapons without having to jump through 1000 hoops.
Please let thaumaturges free action exploit weakness like a barbarian can rage.
Please boost the power of the mind smith (its weapons are very under-tuned).
Please do something for the psychic (extend the length of unleash psyche, ditch the stupefied, bump them to 3 slots per level, or give them a secondary 'focus pool' like cursebound traits on the oracle.
Yeah I always found it weird you have this cantrip thing that has adjustable damage types but it does not interact with your exploit weakness feature.
Squark wrote: Zoken44 wrote: As far as SFS goes... yeah, what Squark said.
But in general, this looks cool, another way to play undead, (a first one for SF2e) and an interesting, if sad and hilarious ancestry.
I think you just offended a lot of Borai. But this is the easiest* way to get negative healing on any PC, which is a part of the undead fantasy a surprising number of people miss from Borai.
*I'm hesitant to say only because I can't remember if there's an option in the player core. Was there a mystic feat to gain negatice healing? Borai are kinda one foot on either side of the line. Corpse folk are the first true undead ancestry option in starfinder. Borai your body is still alive but your soul is haunting it and puppeting it around.
So I hear you like swords and dragons.
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