Armory 2 Wishlist


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Especially with the Biohacker incoming, we need more options to explore the wonderful world of mad science & self-experimentation.


I'm really hoping for an option to turn your solar weapon into an Operative-property weapon so that you can go properly Dex-Light Armor/Cha-Soulfire and basically do the class it feels it was meant to be, rather than having to go Str-Heavy Armor. Because now the two choices seem to be between Str/Cha Heavy Armor/Soulfire, or dipping Soldier so that you can key Resolve off Strength and going Str/Dex/Con.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Why do people always seem to forget that high Dex, light armor wearing, gun toting solarians are always an option too?


Quote:
Operative-property weapon so that you can go properly Dex-Light Armor/Cha-Soulfire

I get that the damage is still low, but can't you do this now with solar armor and an operative melee weapon?


Garretmander wrote:
Quote:
Operative-property weapon so that you can go properly Dex-Light Armor/Cha-Soulfire
I get that the damage is still low, but can't you do this now with solar armor and an operative melee weapon?

I believe that Soulfire only goes on crystals.


Dracomicron wrote:
Garretmander wrote:
Quote:
Operative-property weapon so that you can go properly Dex-Light Armor/Cha-Soulfire
I get that the damage is still low, but can't you do this now with solar armor and an operative melee weapon?
I believe that Soulfire only goes on crystals.

It does indeed, rendering the fusion completely useless for armor Solarians.


Well, that's annoying.


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Some thoughts:

- Vehicle design rules
- Weapon design rules (not actually an unsolvable design problem - just put them a touch behind the power budget for their level, as the cost of being custom-made)
- Something that feels like mechs; power armour is cool, but doesn't fill that space because piloting a mech should be about, well, Piloting
- More support for characters who are invested in crafting, so that crafted items don't always have to be behind the power curve of purchased gear

Sovereign Court

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I would at the very least like rules for raising the item level of weapons.

For example, suppose I have a character that likes to fight with a one-handed hammer. There's one available as a level 1 item, and one as a level 10 item.

Now suppose I'm about level 5, and I would like to put some more fusions on my hammer, but I can't because the item level is too low, and I can't buy the higher-level one yet. (No access and can't afford.)

I would like to be able to raise the weapon's item level, even if it doesn't actually gain better stats, just so that I can add more fusions to it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ascalaphus wrote:

I would at the very least like rules for raising the item level of weapons.

For example, suppose I have a character that likes to fight with a one-handed hammer. There's one available as a level 1 item, and one as a level 10 item.

Now suppose I'm about level 5, and I would like to put some more fusions on my hammer, but I can't because the item level is too low, and I can't buy the higher-level one yet. (No access and can't afford.)

I would like to be able to raise the weapon's item level, even if it doesn't actually gain better stats, just so that I can add more fusions to it.

Djezet alloy might help with this scenario a little bit.

Any weapon with metal components, even those that deal only energy damage, can be made of djezet alloy. Such a weapon is considered to be 2 item levels lower when determining which fusion seals can be applied to the weapon, but it is considered to be 2 item levels higher when determining the total level of fusions that can be applied to the weapon.

Sovereign Court

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"Such a weapon is considered to be 2 item levels lower when determining which fusion seals can be applied to the weapon"

That means it would be considered a level -1 weapon, so there'd be no fusions at all that you could slap on it.

Djezet on a level 4 weapon would let you put 6 levels worth of fusions on the weapon, but each of them can be no more than a level 4-2=2 fusion.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ascalaphus wrote:

"Such a weapon is considered to be 2 item levels lower when determining which fusion seals can be applied to the weapon"

That means it would be considered a level -1 weapon, so there'd be no fusions at all that you could slap on it.

Djezet on a level 4 weapon would let you put 6 levels worth of fusions on the weapon, but each of them can be no more than a level 4-2=2 fusion.

Fusions =/= fusion seals. If you use fusions, rather than fusion seals, there really isn't much of a downside.


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The way I interpret djezet:

For fusion seals it is two levels lower when determining which fusion seals can be applied. This is clearly intended to save you money because you can put an item level 8 fusion on a level 10 weapon. I assume it effects only the fusion seal, not the level of the underlying fusion. So you could take a 10th level fusion, like Vorpal, and put it on an 8th level fusion seal (which caps cost and item level), and put it on a 10th level djezet weapon (which counts as 8th for purposes of your 8th level seal).

For fusions it only affects the total level of fusions. So you can't put a 10th level Vorpal fusion on an 8th level weapon, but you can put 10 levels of fusions on an 8th level djezet weapon, so long as no individual fusion is more than 8th level.

In neither case do I think you can put a higher level fusion on a lower level weapon because of djezet. It lets you put cheaper (fusion seals) or more (fusion) of what you could normally do, but doesn't let you increase the quality of what you can put on.


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Ravingdork wrote:
Fun fact: GMs who don't allow flavor-only reskins are missing the point of the game, and usually don't remain GMs for very long.

Funner Fact: The limits of what kind of reflavour is appropriate often vary from game to game, system to system and campaign to campaign. And is also often accepted or not on a case-by-case basis, for instance, you might be allowed to flavour your Masterwork Bastard Sword as a Katana (let's pretend eastern weapons haven't been introduced yet). But not your studded leather to full plate (though gambeson would likely be fine).

More starfinder specific, if you want your lazer pistol to fire physical bullets, then suck it up and buy an auto-pistol. If you want it to shoot schorching rays that's fine.

And you can even GM like this for over half your life!

Anyway, back to topic: I wanna see

Actual support in the rules for dual wielding.

More weapon fusions that are actually useful.

More magic/hybrid items.

Custom weapon&armor rules.

Weapon/armor upgrade rules (including scaling up items without pre-existing upgrades and otherwise just increasing item level).


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Some equivalent to weapon fusions for armour would be cool.


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Nerdy Canuck wrote:
Some equivalent to weapon fusions for armour would be cool.

...Armor Upgrades?


Dracomicron wrote:
Nerdy Canuck wrote:
Some equivalent to weapon fusions for armour would be cool.
...Armor Upgrades?

I'd say those are more comparable to weapon accessories.


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I'm struggling to think what they would do that the armor upgrade system doesn't already.


Off hand: limited concealment, teleportation, fortification, protection from flanking, buff/debuff auras, save bonuses...


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Pathfinder Lost Omens, Rulebook Subscriber
Nerdy Canuck wrote:
Off hand: limited concealment, teleportation, fortification, protection from flanking, buff/debuff auras, save bonuses...

I mean... there are already armor upgrades that give you:

Mirror image (holodouble module)
Damage to melee attackers (electrostatic field)
Dimension door (teleportation unit)
Displacement (displacement field) [This is concealment]
Move action 20ft radius blind (flashblinders)
Fear suppression (courage module)
Spell resistance (magic resistor)
Invisibility (lightwrap inlay)
Daze, paralyze, stun condition suppression (indomitability module)
Haste (haste circuit)
Any effect generated by a spell ampoule (auto-injector)

I don't think there needs to be a separate enchantment approach to armor, the armor upgrade framework can surely handle things like you suggested.


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Some of the armor upgrades are even magical, like the Haste Circuit, the Grim Trophies, and magic items that can double as armor upgrades, like the Dented Kasa.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, tacking on a new system just seems like it would be a cheat that allows for what are essentially more upgrade slots, and would only serve to devalue armor upgrade slots.

Why would I ever spend the extra credits to get the armor with 4 upgrade slots to fit that haste circuit, when I can get the cheaper 3 upgrade slot armor, and have it enchanted to provide a haste effect?


Dracomicron wrote:
Nerdy Canuck wrote:
Some equivalent to weapon fusions for armour would be cool.
...Armor Upgrades?

OH, this is something I can get behind.


Ravingdork wrote:

Yeah, tacking on a new system just seems like it would be a cheat that allows for what are essentially more upgrade slots, and would only serve to devalue armor upgrade slots.

Why would I ever spend the extra credits to get the armor with 4 upgrade slots to fit that haste circuit, when I can get the cheaper 3 upgrade slot armor, and have it enchanted to provide a haste effect?

Couldn't the same be said of weapon accessories in regard to the weapon fusion system? They don't really occupy the same conceptual space, sure, but the design space certainly overlaps.

Would be important to avoid overlap of functions, though.


Doc Ock arms.

Unless that's already a thing.

In which case I'm going to need people to point me in that direction.


I really want to see more tech based augments worth getting. My cyberborn operative doesn't see many augments that are worth it for him. The same for my verthani augmented soldier. I'd even be happy to see something like adaptive biochains that turns other augments into tech augments. It just seems like biotech augments get all the cool stuff. And nearly everything tech related that's worth doingcan be done more cheaply or more effectively with armor upgrades or feats. Like why a I going to go to the trouble of shoving darkvision capacitors into my skull for 1750 at level 3 when the 120 credit infrared sensors are available at level 1? Am I really going to dish out 6950 for dermal plating for a measely 2 DR when I can take Enhanced Resistance for Dr 4 at the same level, free of charge, that will also continue to increase? The tech augments we have are just largely underwhelming.


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Pogiforce wrote:
I really want to see more tech based augments worth getting. My cyberborn operative doesn't see many augments that are worth it for him. The same for my verthani augmented soldier. I'd even be happy to see something like adaptive biochains that turns other augments into tech augments. It just seems like biotech augments get all the cool stuff. And nearly everything tech related that's worth doingcan be done more cheaply or more effectively with armor upgrades or feats. Like why a I going to go to the trouble of shoving darkvision capacitors into my skull for 1750 at level 3 when the 120 credit infrared sensors are available at level 1? Am I really going to dish out 6950 for dermal plating for a measely 2 DR when I can take Enhanced Resistance for Dr 4 at the same level, free of charge, that will also continue to increase? The tech augments we have are just largely underwhelming.

While I agree, my Society -701 has both of those augments.

There are many better armor upgrades than the IR sensors; moving Darkvision to my eyes slot means I can cram more energy resistance into my armor.

Dermal Plating stacks to a limited extent with "natural" DR, which I take Enhanced Resistance to be. Mk. 1 Dermal Plating essentially adds 1 to your regular DR... which, for a front liner like me, is worth it.


Personally I would love to see a feat chain to make grenades not a wasted action.

Something like:

-Getting full specialization dmg to grenades
-increasing the DC
-making effects last longer
-increasing the area of explosion

Something to make them equally as viable as a Heavy Explode weapon because right now grenades have laughable dmg and way to high of cost.


There's a feat in COM to add +2 to the grenade DC, at least.


Dracomicron wrote:


While I agree, my Society -701 has both of those augments.

There are many better armor upgrades than the IR sensors; moving Darkvision to my eyes slot means I can cram more energy resistance into my armor.

Dermal Plating stacks to a limited extent with "natural" DR, which I take Enhanced Resistance to be. Mk. 1 Dermal Plating essentially adds 1 to your regular DR... which, for a front liner like me, is worth it.

My 701 cyberborn has neither. As an android he has natural darkvision. And a low level augment doesn't help much with his unique cyberborn abilities. And it doesn't seem like aworthwhile investment to me to spend over 1700 credits for +1 DR.

The only tech augments I've seen that I find myself wanting are speed suspensions.maybe a datajack if I'm playing a hacker that isn't blessed by triune.

Wayfinders

So this is almost a certainty for the future, but it would be great to get some more shields in the future.

Sure enough the ability to slap armor upgrades onto them helps somewhat, but the overall selection feels a little...small.


Grenades that are actually useful would be nice.


1- More Augmentations
2- More "non-critical" Fusions
3- General Rules to craft your items


Nym Moondown wrote:
3- General Rules to craft your items

There are those.

It just boils down to "You can make stuff with enough ranks in the appropriate skill (Rank >= item level of the item your making) + the amount of UPBs the item costs, + time".

It's not exactly robust or anything, but there's rules in the core rulebook about crafting.


Lethallin wrote:
Nym Moondown wrote:
3- General Rules to craft your items

There are those.

It just boils down to "You can make stuff with enough ranks in the appropriate skill (Rank >= item level of the item your making) + the amount of UPBs the item costs, + time".

It's not exactly robust or anything, but there's rules in the core rulebook about crafting.

Sorry, I mean to create new items.

At least some guidelines would be very useful. :)

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

More Cybernetics please

Scarab Sages

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I’d like to see higher levels of the Grooved Shuriken as biohackers are now automatically proficient in them.


For some reason, as I was pondering about my character at work today, a thought struck me: why do I feel like there are no sub-machine guns in Starfinder? Smgs are a staple for operative and mechanic-type characters in video games, if not shotguns for the mechanic. They could be some sub-category between small arms and longarms, some can be used one-handed, other's requireing two hands. Obviously some needs the operative quality. nice mix of kinetic and energy weapons. They would be a nice addition for mechanics and operatives, along with other classes that have longarm proficiency. Middling damage and range, good ammo capacity.

We also need more basic melee weapons for all levels of play.

On another note, I'd like to see more heavy weapons in general. Since fire is apparently such a normal resistance, I'm starting to worry about my choice in heavy weapon for my prototype mechanic focusing on overcharge line of tricks (gonna participate in a Attack on the Aeon Throne campaign starting later this month).
More armors would alse be nice, especially in the specialty category. Some changes to scatterguns to make them more valid would be nice too. As some have said, making your own weapons and armor would be great, an itembuilder ala the race builder. Would be great for prototype mechanics, and would give crafting-focusing characters something to do. Could be a great source of income for some, combining artistry with custom quality arms and armor. Not that I ever bother with proffesion skills.

Sovereign Court

I'm not sure fire resistance is really all that common. I mean, it may be more common than sonic resistance, but that doesn't mean you're constantly running into it.


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Higher level versions of Second Skin.
Higher level version of Reconfigurable Clothing that can become any non-armored clothing desired. Something between it and the various illusion/hologram disguise options.


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Tymin wrote:
For some reason, as I was pondering about my character at work today, a thought struck me: why do I feel like there are no sub-machine guns in Starfinder? Smgs are a staple for operative and mechanic-type characters in video games, if not shotguns for the mechanic. They could be some sub-category between small arms and longarms, some can be used one-handed, other's requireing two hands. Obviously some needs the operative quality. nice mix of kinetic and energy weapons. They would be a nice addition for mechanics and operatives, along with other classes that have longarm proficiency. Middling damage and range, good ammo capacity.

SMGs are something I feel like definitely needs to happen soon. Conceptually, I'd like to see them as a Small Arm weapon with the Free Hands (1) and Automatic abilities.

In general, I feel the Free Hands ability is grossly underused. It represents a distinct tactical trade-off for most small arms specialists and could be a way to balance adding a wider range of abilities to small arms weapons.


Considering the Society ruling on the Ring of Fangs, it seems like a good time to introduce a throat augments that give you a bite attack.

Cybernetics

Razorjaw, Masticating (level 3, Throat): Your mouth contains sharpened metal blades instead of regular teeth. When using this augmentation to bite, your unarmed strike is modified as follows: It is not considered archaic, does lethal slashing damage, and gains the Bleed 1d3 Critical Effect. In addition, you may make unarmed strikes and attacks of opportunity with the Razorjaw even if you do not have hands free or are pinned. This augmentation is hard to conceal; Slight of Hand checks to hide your Razorjaw are at +2 DC.

Razorjaw, Reciprocating (level 8, Throat): Your metal fangs are now connected to motors that grind the teeth forward and back in a pattern meant to shred flesh. This augment works as Masticating Razorjaw above, but you are considered to have Improved Unarmed Strike for the purposes of damage done, and the Bleed Critical Effect increases to 1d6.

Biotech

Beast Maw, Wolf (level 1, Throat): Your teeth are those of a carnivore. When using this augmentation to bite, your unarmed strike is modified as follows: it does lethal piercing damage and you may make unarmed strikes and attacks of opportunity with the Beast Fangs even if you do not have hands free or are pinned. The attack is still considered archaic.

Beast Maw, Shark (level 6, Throat: Your teeth are wickedly serrated triangular and needle-like teeth sufficient to cause horrific wounds when they break off in prey. These teeth constantly regrow. This augment works as Wolf Beast Maw, above, but it gains the Grapple special weapon property and Embed 1d6 Critical Effect. The attack is still considered archaic, though you are considered to have Improved Unarmed Strike for the purposes of damage done.

Necrografts

Ghoul Fangs (level varies by Mark, Throat): Your teeth have been replaced by the fetid teeth of an undead creature. When using this augmentation to bite, your unarmed strike is modified as follows: it does lethal piercing damage and, on a successful attack, may cause the foe to be Staggered unless a Fortitude save is made. This effect may be used once per Mark level of the augmentation per day. In addition, you may make unarmed strikes and attacks of opportunity with the Ghoul Fangs even if you do not have hands free or are pinned. This augmentation is hard to conceal; Slight of Hand checks to hide your Ghoul Fangs are at +2 DC. Mark 2 Ghoul Fangs are no longer archaic and you are considered to have Improved Unarmed Strike for the purposes of damage done. Mark 3 Ghoul Fangs gain the Stunned critical hit effect. Mark 4 Ghoul Fangs increases the Staggered duration to 1d4+1 rounds. At Mark 5, the Ghoul Fangs apply both the Stunned effect and Staggered effect when the power is activated.

I'm sure one could come up with a vampire necrograft, too.

Sovereign Court

I wonder if implants that give you bite or claw attacks should be modeled using the Unarmed Strike rules, or whether they should simply be weapons that happen to be permanently attached to your body.

I think simply making them weapons with a new "implant" tag might work better. It prevents balance problems when way too many different unarmed options stack together. But it also makes it possible to innovate, for example with energy types and fusions.

You could consider a rule that allows races that already have natural attacks to "arm" them with these implants, for some benefit. Maybe by reducing the money or implant slot cost. Since their skeletal and muscle structure are already evolved to suit those kinds of attacks.


We already have implanted weapons, the shock fist, bone blades, and eye laser. Maybe another one and done like the shock fist, I can't remember.

That's what you're balancing against for any new options as far as cost and effectiveness. Don't expect much.


We have the Polyclub and the Polylash, how about more?
* Polyrod: two-handed version, with the blocking, reach and thrown qualities
* Polypistol/rifle/cannon: small arm/longarm/heavy versions, can cycle with Slashing, Piercing or Bludgeoning, or Fire, Plasma and Electric damage.


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I generally agree that SMGs would be a good thing. Damage generally halfway between normal Small Arms and Long Arms, but with the universal Free Hands(1) property. It would give a way for Small Arms users to have a little more oomph without the whole cliched "spend feats/levels to pretend to be a Soldier" build.

I probably wouldn't emphasis Automatic, mind, since I think that property is way overvalued. Treat most of them just as carbines, with their burst fire abstracted into their base damage.


I've come around a little on SMGs.

If they weren't eligible for trick attack, and instead served as a midway point for classes that don't inherently have longarms, I think they'd be pretty good.


Don't Unwieldy weapons already prevent Trick Attack? But yes, I do agree, include some kind of qualifier to disable Trick Attack on them. Trick Attack is about precision, and SMGs are many things but precise isn't one of them.


Free Hands (1) allows you to ignore the Unwieldy property so long as you have the requisite number of hands free. The Handcannon line of weapons already does this.

I'm less concerned about this since Free Hands represents a big trade off for Operatives specifically. One of the things that kind of gets glossed over when talking about them is the baked in versatility inherent in two of their three weapon types. Most operative weapons are one handed and having a pistol and a knife out at the same time is a very handy bit of flexibility. You're not caught with your pants down if a melee enemy charges you and chances are you'll be about as effective with that knife as you are with that pistol.

More broadly, shields are now a thing and are a pretty solidly useful piece of kit to have if you have a hand free.

So you gain a slight edge in damage but you're giving up on flexibility/sacrificing AC.

Also Trick Attack seems less thematically about just precision as it is about hitting enemies in ways they don't expect or before they anticipate.

Sovereign Court

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You can just put a light bayonet bracket on a small arm, so the free hands thing doesn't really balance all that much.

In fact, using bayonets is already good because it reduces the number of actions you need to draw all your weapons.

---

More unwieldy but high damage small arms might really hit the spot for envoys, technomancers and mystics and all that - since they're not full BAB, it's already not a bad idea for them to go single shot, but then they do need a bit of help with damage output.

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