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Why doesn't Starfinder have custom weapon design rules yet? People told me to wait for the armory because surely they will be in there, but nope.

Also no, I am not talking about weapon creation rules. I am talking about rules/guidelines that tell you how to design a custom weapon and how much it would cost based on what abilities are on it.

The closest thing I have found is a random weapon generator (random weapon abilities and random price so no good) and some incomplete fan made guidelines.

I am really surprised that Paizo hasn't provided these rules from the very start and I won't be able to build a proper campaign settings until something is provided. I will be honest, this has really disappointed me and I simply can't spend money on a system that isn't getting the support it needs from it's creators.

If anyone has a homebrew weapon design system or I simply missed the rules somewhere, I would be very happy to get pointed in the right direction.


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It seems like the Vanguard is being pushed into the sword and board role. I am happy shields are back but this is still a sci-fi fantasy game and we already have a class that does melee better, granted the solarian is much more complicated, to a fault.

My point is that the Vanguard should have at least longarms added to their weapon proficiency. They feel too much like a archetype for Solarians at the moment, giving them some more gun options (especially some kind of shotgun option) would really help them just play differently than a Tanky Solarian.

If the Vanguard is going to stay the "tank" of starfinder than they will need more shield focused abilities that don't require them to actually hold a be piece metal/ceramic.

Like replace reactive with something that lets the Vanguard make a entropy shield that can grant themselves or an alley a floating energy shield. Really move forward with that magical tank theme.

(Also reactive feels like such a "filler" ability that was put in for no other reason than to avoid empty levels.)

Or dare I even say, give them more of a sliding shield AC bonus that doesn't require them to even be holding a physical shield. Sure give them special bonuses if they also have a shield equipped, but giving them more entropy based defense abilities would really help make them fit the theme.

But whatever you do, don't give them the stupid Solarian balance thing.


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Super excited for the Vanguard . . . except for how they gain their primary resource of Entropy points.

This idea of "gaining benefits by getting damaged" has been around for a long time and it has never really worked. I remember trying it out with the good old crusader from the book of wee . . . Book of the nine swords.

So here are the problems I have always run into when using a class that has to take damage in order to use it's abilities.

1. Slow start - You have to take damage before you can do your cool stuff. Unless you are lowering your guard and running into attacks,you are not guaranteed to get damaged. Now starfinder has a large assortment of fun weapons you can use before taking damage and you can spend resolve points, but you will have to wait to use your more interesting abilities.

2. Feast or famine - You may end up getting no points because nothing is doing ENOUGH damage to you or not at all, or end up getting too many points that you lose or can't use because you are taking way too much damage. These are both issues but the first is by far the worse or the two. While the aspect trait at level 4 helps, it can only be used once per combat so it doesn't really fix the issue.

3. Self Damaging - someone always tries to cheese the system by self damaging in some way. Sure you can have the wording of the ability try to prevent this, but what is an "enemy" is up for interpretation. "Aren't we all just our own worst enemy, so me hurting myself counts right?" Point is, anything that requires a GM to constantly have to reaffirm or designate who is and isn't an enemy for game mechanics may lead to issues, both role playing wise and balance wise.

4. You should have dodged that - Damage should be avoided. If you make it in the characters best interest to lower their guard or not dodge a blow you may find they are taking a lot of unneeded damage. This will get them killed. I know there is the whole "cost vs. reward" argument, but eventually these mechanics always get characters killed. Also the death ends up not being impact full. More of a "unavoidable when you really think about it" scenario more than a "oh no how could this have happened?" scenario.

OK, so what do we do to fix this entropy point issue?

Make Entropy more Like grit points. Were dealing damage and taking damage gain us points. That way it feels really natural to go in swinging and take and give that damage the Vanguard was clearly intended to do. Possibly even make the Aspect entropy point regain work once per round instead of once per combat or have a Vanguard start the day with full points.

The Vanguard is supposed to be the front line fighter who is in the thick of it. Instead of making them the vanguards round be "I lower my defenses and don't dodge the first attack," make sure its "I charge in an bust his head open!"


I noticed recently that a new evolution was added for unchained eidolons from the "Pathfinder Campaign Setting: Horror Realms" book, its a psychic version of the old basic magic evoltution.

That got me thinking "Does that mean they are going to be revamping some of the old evolutions to work with the newer unchained summoner eidolon?"

Then I thought, "Can old evolution from books other than the advanced players guide be used with unchained summoner eidolons?

From my understanding, the unchained book redid the evolutions provided in the original Advanced players guide but didn't cover evolutions that came out in other books, are all the other books eidolon content also no longer usable with the unchained summoner eidolon?


Working on some spells specifically usable for magus and other melee casters.

First we got the create weapon spell. A simple spell to help magus's over come some of the problems with low STR and low BAB.

Worked really hard to make this useful and balanced. It is restricted to very specific classes (no wizards allowed), while it has a swift action spell it has a duration of only rounds. It is a created item, so while it is not effected by spell resistance it does not have any huge advantages over a normal item. Like being made out of force.

From these spells I created the martial spell styles. Spells that make more specific created weapons and have special stance spells. The inspiration for the stance spells comes from the old 3.5 daggerspell stance.

Solar Flare Style

Darkhand Style

I appreciate any feedback you guys may have.

( Also have a class that may use these spells a lot, The Magnus )


Hello everyone, second draft, original thread can be found here.

The magnus is a front-line contender with a wide variety of arcane inspired abilities.

The Magnus

Last thread and reddit post provided some awesome feedback, hope to see more :D


Made an alternate version of the magus, more knight than mage. I need feedback, Feel free to leave feedback here or on the google doc.

Looking for feedback on balance, possible over powered combinations and I am open to a different name.

Fixed the link

Magus knight


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So this question has come up several times. Most recently when I noticed that Androids (who as constructed humanoids are immune to fatigue and exhaustion) are able to get the feat empathy that allows them to gain morale bonuses.

This means that a level 1 android barbarian with the empathy feat is not subject to rage and bloodrage's main drawback.

To me it seems that it is pretty clear that Androids would not suffer from fatigue after raging like this, but many people disagree.

They say that the fatigue from the rage is something brought on by the character and is not something you can bypass.

Just wanted to get some clarification on this.


Hello Paizo forums. Today I bring you a spell I have been working on for awhile now and I wanted to get some thoughts and feedback on it.

The create weapon spell is designed to make an armory of weapons available to those with the talent to pull them from the fabric of the universe and to use them.

It is designed for the Magus and other melee oriented casters. Please keep this in mind when looking over the spell because the highest level weapons will not be available to any class until at least level 10.

Due to the length of the spell and the weapon list I have made both available on a google doc that you can freely leave comments on.

Create Weapon Spell Google Doc

F.A.Q

Question: Why make this spell? I heard Maguses were overpowered!

Answer: While Maguses can be powerful early game they tend to drop off in power once mid and late game I have noticed. Also they lack any signature spells to call their own. I created this spell to add some versatility and flavor to the Magus.

Question: I found a typo, a phrasing issue or a grammatical error! What should I do?

Answer: Please highlight the error and leave a comment on the google doc. I tried to find all the errors I could and get people to proof read it. But you never know what I could have missed.

Questions: I have an idea for a weapon to add to the list. Do you have guidelines on how to balance the weapon and what list it should go in?

Answer: At the bottom of the google doc I have brief guidelines on the thought process behind the different weapon levels.

Question: Should I leave comments on this forum or on the google doc?

Answer: Which ever one you feel more comfortable with. But please keep in mind that the forum moderators control the forums and I control the document. So I can remove comments or close commenting down on the doc at any time.

Question: This spell is totally overpowered and you should feel bad.

Answer: That is not really a question and you have to keep in mind that this spell was designed for classes you get spell levels much slower than Wizards or Sorcerers. I feel pretty good about the whole darn thing.


So I know a graveknight regenerates inside the suit of armor it was made in, but does it need to wear that specific suit of armor at all times?

Can it do what a lich does with its physcophlacty? Hide it in a tomb or something so if it is defeated it is no where near the thing that took it down?

I did not find anything saying that the graveknight had to have that armor on at all times.

Another not as important question regarding graveknights, by armor do they mean the normal armors in game or can a helmet, bracers of armor or some other item that does not count as traditional armor also work?

Because a monk graveknight seems like something that would be awesome.


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I love it. This is exactly what I have been waiting for. I have always loved making my characters unique and that were more than just the "Fighter" or the "cleric" of the group.

But there will be many naysayers to these advanced class ideas. Those opposed to it believe that multiclassing or any deviation from the core class system should never be an option.

Please do not listen to those people. For the love and god and everything holy please do not let this be spoiled by people with little to no imagination when it comes to character roles.

A little paranoid I know. . . . . Ok a lot paranoid but I just hate players that have little to no imagination when it comes to class combinations.