QUERRITIX STAR SYSTEM SET: CHARACTER OPTIONS by Michael Allen
The biofield spreads throughout the universe, a web of energy generated by all living things. Its patterns are the subject of countless mystical traditions, and the bioseekers who seek to unlock its power spend untold years in pursuit of its mysteries. New spells, themes, and feats await! Will you unlock the power of the biofield?
Star System Sets offer new planets to explore, dangers to overcome, lifeforms to study, and cultures to document. Modular enough for any campaign, each double-sided card presents a complete ruleset for ease of reference, allowing GMs to fill in the blank spots on their star charts.
Card types include Race, Planet, Character Options, Equipment, Monsters, and Mini-Adventure. Each set is available à la carte or as a six-card bundle.
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This card introduces a concept I enjoy – the biofield, basically a connection of living things in the universe. With the Bioconnection feat, you can tap into this field. Once per day, after spending 10 minutes in joint meditation with a willing creature, you gain one of the creature’s feats for 24 hours. You do not need to meet prerequisites. This is problematic, courtesy of the final sentence. You could get feats based on class abilities or racial abilities, which would make no sense and for weird interactions. The prerequisites should be required to be met. The pattern seeker theme nets +1 Wisdom and reduces Life Science and Engineering DCs to identify creatures by 5; it also nets Sense Motive as a class skills. 6th level makes identifying creatures via mysticism easier and nets you +2 to Diplomacy versus identified creatures. 12th level also nets +2 to Intimidate versus identified creatures and a 1/day reroll of such a check. At 18th level, up to 2/day, after succeeding Diplomacy or Intimidate check versus a creature identified, you can spend 10 minutes in contemplation to regain 1 Resolve Point. Kudos: The ability specifies that this does NOT count as replenishing Stamina.
The card also contains 4 different spells: Calm emotions is a mystic level 2 spell and can make for a potent buff/debuff, as it automatically suppresses fear or confusion, as well as rages, morale bonuses – you get the idea of what this does. Enhance mind thrust is interesting, in that it comes in 5 iterations for the mystic and has no effect on its own – it represents a spell to enhance, you guessed it, mind thrust, with a pretty steep Mysticism check to use the enhancement more than twice. Drain biofield is a level 2 – 4 spell for both mystic and technomancer. This one basically acts as an upgradeable nonlethal mind thrust – at higher spell levels, you get to choose whether to inflict nonlethal or lethal damage. Biofield boost is a mystic level 1 – 3 spell, level 2 – 4 for the technomancer. This spell lets you temporarily suspend ability damage or drain – the level 1 version may be a bit strong here, but your mileage may vary.
All in all, a solid card, though not one that blew me away. 3.5 stars, rounded down.