RGG Announces the "Starfarer's Companion"


Third-Party Starfinder Products

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Dark Archive

Alexander Augunas wrote:
alisdair smith wrote:
Also, focus power only does extra damage for level 0 spells that do 1d4 damage... which don't exist? Energy ray is 1d3 and telekinetic projectile is 1d6?
That seems like a typo. Hopefully Matt or Owen can clarify. (I wasn't design lead on wizard.)

Yes, that's a typo. Should be 1d3 to work with Energy Ray.

Alex already touched on some of the reasoning for the wizard's class skills, but I also wanted the class skills to match up with what all wizards in the settings will be good at. Part of their concept is that they have preserved more ancient traditions of study and spell-casting. That makes skills like Computers an uneasy fit (in addition to eating the technomancer's lunch). Changing Mysticism to be based on Intelligence instead of Wisdom also speaks to the idea that the class has a studied understanding of magic.

Many of the mid-level wizard tradition powers make use of Resolve. If you'd like to explore more ways to actively use Resolve, I'd suggest taking one of the "Resolute X" feats from the feats section.


I still feel you ought to pick some other skills to be class skills, I can't think of any other class that has so few class skills that it cannot spend all it's starting skills on class skills.

Also, even if wizard had computers as a class skill, technomancers get a scaling insight bonus to both computers and mysticism that starts at +1 on level 3 and eventually hits +6. So I certainly wouldn't consider it kicking and taking school money.

The above is why I suggested wizards should actually get a similar scaling bonus on mysticism (based on them knowing so much and the themes you put forward of them archiving lore) instead of using int for mysticism (no such bonus suggested for computers, that would remain unique to engineers and technomancers).

I'd suggest:
Culture, Diplomacy, life science, physical science, mysticism, profession, sense motive.

I suggest diplomacy and sense motive as learning stuff sort of makes sense and it adds some minor social skills to the class.

Then either computers (they use a computer for their spell book so makes sense) or perception (it's a handy skill and fits someone that spends their time gathering lore from hidden places. Could even add both so that even an 18 int starting wizard can't have all the class skills.


Also, does that mean focus power should increase damage by d3 every other level rather than d4? Or should it be d4s for the extra damage? Or should the energy ray spell just become d4s for wizards maybe?

Dark Archive

alisdair smith wrote:
Also, does that mean focus power should increase damage by d3 every other level rather than d4? Or should it be d4s for the extra damage? Or should the energy ray spell just become d4s for wizards maybe?

I think the d4s for the extra damage is the simplest thing.


reading the focused power class ability again vs the class table...

is the intent actually supposed to be:

at 2nd level your 1d3 damage level 0 spells change to 1d4. then at every even level after that the damage increases by 1d4.

quoting the relevant part of the class ability:
"Additionally, beginning at 4th level, whenever you cast a 0-level wizard spell that deals 1d4 damage on a successful attack, the spell’s damage is increased by 1d4 damage, plus an additional 1d4 damage for every 2 wizard levels beyond 4th."

The class table has the ability at level 2 have focused power (1d4) which suggests the damage for focused power actually becomes 1d4 at level 2, however that doesn't match the above text.

I wonder if the wording should just be:
"Additionally, beginning at 2nd level, if you have the energy ray level 0 spell, its damage dice changes to 1d4 instead of 1d3, the damage increases by 1d4 for every 2 wizard levels beyond 2nd."

But honestly, I feel like a class ability that requires you take a specific spell for it to be of any use feels slightly wrong, unless you want to also give that spell "for free".

So I'd actually change the class ability to be gained at 1st level and read as:
"Additionally, beginning at 1st level, you gain the energy ray level 0 spell, its damage dice changes to 1d4 instead of 1d3 at 2nd level, the damage increases by 1d4 for every 2 wizard levels beyond 2nd."

This then means that its a complete class ability.

Alternatively, I'd suggest simply saying the damage of any level 0 spell that does damage increases by 1d4 at every even wizard level and leave it as simple as that.

"Additionally, whenever you cast a 0-level wizard spell that deals damage on a successful attack, the spell’s damage is increased by 1d4 damage, plus an additional 1d4 damage for every 2 wizard levels beyond 2nd."


So, this may be a silly question, but where are the Ranger Favored Enemies and Ranger Favored Terrain tables?

Contributor

Rednal wrote:
So, this may be a silly question, but where are the Ranger Favored Enemies and Ranger Favored Terrain tables?

It's not a silly question, I'm an idiot.

Use the ones from PF for now. Owen and so have been trying to decide how we want to handle this for a few weeks because it involves layout more than design.


Hoping to hear back on how exactly focus power works based on the class table and class text, do you think we might see an update to the pdf any time soon? Or just updated wording in a comment here would be cool, I'll be playing one soon and I'd like to make sure the DM and I both understand the class.

Personally feel something as seen below would be best:
"Additionally, beginning at 2nd level, if you have the energy ray level 0 spell, its damage dice changes to 1d4 instead of 1d3, the damage increases by 1d4 for every 2 wizard levels beyond 2nd."

Honestly, it'd make sense to also have all wizards always have energy ray as a known spell and have it always count as being prepared.

Dark Archive

alisdair smith wrote:

Hoping to hear back on how exactly focus power works based on the class table and class text, do you think we might see an update to the pdf any time soon? Or just updated wording in a comment here would be cool, I'll be playing one soon and I'd like to make sure the DM and I both understand the class.

Personally feel something as seen below would be best:
"Additionally, beginning at 2nd level, if you have the energy ray level 0 spell, its damage dice changes to 1d4 instead of 1d3, the damage increases by 1d4 for every 2 wizard levels beyond 2nd."

Honestly, it'd make sense to also have all wizards always have energy ray as a known spell and have it always count as being prepared.

I think upgrading energy ray to 1d4 at 2nd, then adding 1d4 every two levels beyond that is the intended function. Energy Ray wasn't called out specifically in a attempt to future-proof the ability (in case another damaging cantrip was printed).

I would not give energy ray as a free spell prepared. It's difficult enough to keep wizard balanced against the other spell casting classes--they shouldn't get too many "freebies."


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Okay, so should be worded as:

"Additionally, beginning at 2nd level, any level 0 spell that does 1d3 damage has its damage dice changed to 1d4 instead, the damage increases by 1d4 for every 2 wizard levels beyond 2nd."

Perfect, Thanks!


Hey again!

Looking at the Magus class, at 19th level it says it gets "Greater Spell Access"

However, there is no corresponding class ability described?

Dark Archive

alisdair smith wrote:

Hey again!

Looking at the Magus class, at 19th level it says it gets "Greater Spell Access"

However, there is no corresponding class ability described?

Looks like this was unintentionally omitted. This is an unofficial answer, but I'd add your choice of 1 spell of each spell level from the mystic or technomancer list to the magus spell list and your list of spells known. Treat them as magus spells for the purpose of magus class features.


Thanks, I assumed it'd work like the pathfinder ability of the same name (2 extra spells known per level, from wizard list). And just assumed it'd be from technomancer and wizard list (but not mystic list).

Do you think we will see an official update to the pdf soon that may fix it?


Starfinder Superscriber

Can someone that owns this give me an idea of how much, if any, the spells in this book have changed as compared to PF? Is it just a straight copy of the PFSRD, or was there a significant effort put into either totally new spells and/or rewriting of the existing PF spells so that they match the new SF power curve?

I'm really wanting to do a conversion of sorcerer, but I don't want to also have to convert 400ish spells and this alone would be worth $20 to me.


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There are definitely some changes. I picked Chill Touch at random to check.

PF: 1 Touch/Level, each doing 1d6 Negative Energy, plus Fort Damage unless they make a save. Undead get Panicked.

SFC: 1 Touch/Level, each doing 2d6 Negative Energy, plus Staggered condition (resisted by Fort Save). Undead must flee as if Frightened if they fail.

The next one in the book is Chord of Shards, a Bard spell.

PF: 2d6 Piercing in a 15-foot cone, Reflex negates, SR: No.

SFC: 2d8 Sonic in a 15-foot cone, plus Deafened 1 round, Reflex negates, SR: Yes.

-----

Now, I haven't gone through every single spell to check for comparisons, but two in a row are distinctly different. It's likely most of the others are changed to match Starfinder's progression, too.


Starfinder Superscriber

Awesome, thank you very much for the information.


Is there going to be a Blood Space campaign setting released anytime soon?

RPG Superstar 2009 Top 16

Ianesta wrote:
Is there going to be a Blood Space campaign setting released anytime soon?

Glad to hear that there is interest in a Blood Space campaign setting. Stay tuned!


Starfinder Superscriber

I found this on another site. It's a module and not a campaign book, but it may get you started...

onmoretime

EDIT: racklfrackingurltags

Contributor

Ianesta wrote:
Is there going to be a Blood Space campaign setting released anytime soon?

Matt Banach (author of Blood Space and Red Dust, the previous poster) and I are actively working on the Blood Space Campaign Setting Guide. We don't have any information to share on it right now, though, so stay tuned!

In the meantime, all of the Star Log.EM Everyman Gaming products have small blurbs of information on the setting to sate your appetite while you wait. :D

EDIT: And yes, Blood Space and Moon Dust has information on the setting as well. Thanks pithica42!

Grand Lodge

Soooooo.. is there going to be a Starfarer's Companion 2?

SM


StarMartyr365 wrote:
Soooooo.. is there going to be a Starfarer's Companion 2?

Absolutely!

We're working on details of when, and what it'll include, and even how we want to produce it. We carefully avoided a Kickstarter for the first book, because we wanted to prove we could create high-quality Starfinder-compatible content. Now, almost a year later, it's possible we could use the additional resources and attention a Kickstarter brings to create an even bigger, better book.

Obviously we are interested in what people want to see in it!


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Starfinder Superscriber

Playable Undead.

Real undead. The same undead as the basic NPC undead. I.E. The equivalent of bone troopers, corpsefolk, and ghouls as PCs. The ones you could conceivably go to Eox and get yourself turned into.

Not sure if that fits the SFC/Blood Space campaign setting/motif, but having a bunch of books where it's reiterated over and over again that 'undead are people', and it's therefore not cool if you go murgolating them, yet none of the undead people are playable (or even any of the NPC's being good aligned) is sticking in my craw.

If aliens are people and bugs are people and robots are people and plants are people and oozes are people and even crystalline space rock lobsters are people, and we can play them, but undead are people and we can't, then it's internally inconsistent as a storytelling setting.

Grand Lodge

Short answer: Kineticist and Alchemist. Rituals would also be cool.

Long answer:
I would really like to see variations of classic classes revisited. I was going over my plans for Starfinder in light of Pathfinder 2E and I realized that I simply don't need to update any of the Pathfinder classes. I can let Starfinder be Starfinder. I thought about trying to remake classes in the mold of Starfinder by having a wizard who is a 6th level caster like all Starfinder casters but has lots of other class abilities that are "wizardly" that fill in the spaces left by diminished casting. The idea was for the full casters to be able to use feats to acquire spells above 6th level. I thought it over and decided it would be too much of a hassle to redesign all of the full casters like that. I decided to would be a better idea to roll all of the old arcane classes into the Arcanist. I like the idea of a "hacker of magic" that replaces all of the old arcane casters by remaking the class to use 6th level casting with lots of exploits to cover old classes like sorcerer, witch, etc. It fits neatly into an open design space and has lots of cool science-fantasy magic-user flavor.

I'm already using your Magus for the "magic warrior" spot. It checks off all of the right boxes for the job and covers a design space that the Solarian doesn't. I like the Solarian as a "totallynotajedi" ascetic warrior; however, the Solarian is not a warrior who uses magic like a Magus does.

The only other design space that isn't covered by core Starfinder classes is a magic skill monkey. The Alchemist could take that space as could the Monk or the Kineticist. Maybe roll the Monk and Kineticist into the same class?

I really liked the Starfarer's Companion and I'll buy the next one you put out as well. In fact, I'm really looking forward to it.

SM

Liberty's Edge

I noticed a while back that the Starfarer's Companion on DriveThruRPG received an update. However, I purchased my copy through Paizo's web store. I was wondering if people who bought it there will be getting the same update. Thank you for your time in addressing this concern.

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