I have a request for some evaluation


Homebrew


Of these Homebrew feats. Are they OP or lack luster. What would you use and which should be avoided. Also I did not make any of these but watched and tried to make suggestions.

Spellslinger's Dodge

Prerequisites:
Benefit: When you cast a spell or use a spell-like ability, you may spend 1 resolve point to prevent provoking an Attack of Opportunity from one enemy. In addition, Melee Touch spells and spell-like abilities do not provoke an Attack of Opportunity.
At 5th level, when you cast a spell or use a spell-like ability, you may spend 1 resolve point to prevent provoking an Attack of Opportunity from all enemies.
At 10th level, you may use a second resolve point to retain your spellslot.

Increased Life

Prerequisites:
Benefit: At 1st level you gain 2 extra Hit Points.
At 5th level you instead gain 1 Hit Point per character level. In addition, you gain 1 additional Resolve Point.
At 10th level you gain DR 1/- that stacks with other DR.(I don't know if this is a trap)

Battle Flurry (Combat)

Prerequisites:
Benefit: When you use the Full Attack action, as long as both attacks target the same opponent, reduce the Full Attack penalty by 2. (-2/-2)
At 5th level, when you use the Full Attack action, as long as all your attacks target the same opponent you can make one additional attack against that target, but all your attacks suffer an additional -2 penalty. (-4/-4/-4)
At 10th level, you no longer need to target a single opponent to gain this feats benefits.

Improved Healer

Prerequisite: Mystic level 1
Benefit: When the Mystic uses a non-item effect to heal himself, it is done as a swift action. When the Mystic uses a non-item effect to heal a single other -->character<--, it is done as a move action. When you use Healing Channel to heal allies within 30 ft, you do so as a standard action.
At 5th level when you use a non-item effect to heal, you may spend 1 Resolve Point to maximize the amount healed by that effect. In addition, you may use Healing Channel once per day without expending a Resolve Point.
At 10th level when a Mystic heals Hit Points, any excess healing is gained as Temporary Hit Points.
<I really think other character, should be changed target>
Privileged

Prerequisite: 1st level only
Benefit: At 1st level, this character starts with 2000 credits instead of 1000, and may select a single 3rd level item.
At 5th level, you gain an NPC contact.
At 10th level, you gain an additional NPC contact.(tis a trap!)

Battle Damaged

Prerequisite: 1st level only
Benefit: Choose one of the following cybernetics to gain for free: Mk 1 Weaponized Prosthesis (Armory pg 89), Mk 1 Dermal Plating (Starfinder Core Rulebook pg 209), Standard Data Jack (Starfinder Core Rulebook pg 209), Mk 1 Targeting Eye (Unifier Combat Gear). This item can be replaced or upgraded as normal.
At 5th level you may either select an additional item from the previous list or you may upgrade the item you previously selected to it's next tier. This item can be replaced or upgraded as normal.
At 10th level you may either select an additional item from the previous list or you may upgrade the item you previously selected to it's next tier. This item can be replaced or upgraded as normal.

I am not sure what to think about these. improved healer was created for my pc but I not sure what to think about it. I don't think I would take spell slinger either sinceI will be using my resolve for other thing. I am pretty sure that they are wanting my new PC to be the party healer but I am not. I made a mind breaker mystic.


Spellslinger's Dodge: OP for being vastly superior to combat casting. maybe make combat casting a pre requisite?

Melee Touch spells and spell-like abilities do not provoke an Attack of Opportunity. <--- most of them already don't.

Increased Life: probably shouldn't be in the game if toughness is in the game.

Battle Flurry (Combat): that's some high level class abilities you're handing out as a feat. hard no.

Prerequisite: Mystic level 1 : way too good. You can cast three spells a round trading your standard for a move. At mystic cure IV you're filling up someone's HP from zero. With this you'd be unkillable.

Rich parents gets banned for a reason


Spellslinger's Dodge is still vastly OP with combat casting as a prereq, because the proper comparison is the existing Focused Spellcaster feat, which does the same thing but worse.


Yea I see that now. Being able to cast a cure wounds spell on myself as a swift action. Then healing an ally as a move then casting an attack spell or just healing everyone with a standard action. Might not be something the dm intended the feat to do.


I should have gotten these a week ago but the gate keeper wouldn't allow me access til the night before the next gaming session.


Could you explain why each is OP. If it is and or why it is a trap. Improved healer is already done. And I think it's a trap as well since it says characters instead of creature or target. Which means I would only be allowed to heal player characters and not NPCs because they are not characters at least that's how I read it.

Sovereign Court

1 person marked this as a favorite.

Spellslinger's Dodge - I'm fairly sure all touch spells already don't provoke. Almost no spells have a casting time longer than 1 standard action, so you often can take a guarded step back to cast without provoking. So for a normal character, this feat isn't actually all that necessary to take.

You also have to wonder why you would make a feat like this. Starfinder tried to do something fairly specific when it came to spells and concentration. Your concentration only breaks if you fail a save or get hit by an effect with an attack roll on you. Ready actions to do offensive things resolve after the trigger, so you can't ready a grenade or a gun to attack someone if they cast a spell. So attacks of opportunity are one of the very few things that can prevent someone from casting a spell. It's probably not a good idea to remove that limit then.

Also, it encourages people to spend a lot of resolve in one combat. Resolve is part of Starfinder's game design that makes it possible to have multiple encounters per day at reasonable strength, instead of one fight in which you blow through all your resources and then have to go to sleep, the much-hated 15 minute adventuring day from D&D/Pathfinder. By allowing you to spend lots of resolve in one combat to cast without provoking, you're undoing that clever design.

If you wanted to make a feat to cast a few spells without provoking, the typical Starfinder design would be something like "you can't use this ability again until you've spent Resolve to recover Stamina in a 10 minute rest", making sure you only do it once per encounter.

Increased Life - If you compare this to the Toughness feat, it's not really out of proportion. Gaining an additional resolve point is perhaps a bit generous. But on the whole, I think Toughness is better because you'd be able to regain those bonus stamina points every encounter. Toughness is more efficient.

Battle Flurry (Combat) - This is completely OP. Compare this to the Flashing Strikes ability of Solarians, which only reduces it by a -1, and only for melee attacks, and they have to wait until level 7 for that. The way Starfinder to hit/AC is set up, a +1 to hit (or reduction of a penalty by 1) is a really big deal.

Then, the 5th level benefit is also a class feature for operatives, so now you've already got a feat doing the work of two exclusive class features.

Improved Healer - Regular mystics have to choose between healing themselves and doing other stuff, like attacking. Healing Connection mystics can heal themselves as a move action already, and that's one of the selling points of taking that connection instead of others. This feat cheapens that.

Although they'd be happy to be able to channel to the whole group as a standard action, because normally it's a full action so everyone already needs to be in position to receive the benefits. This makes life very much easier for them - it would easily be worth a feat on its own.

Spending a resolve to maximize the healing you do by "a non-item" (which is very vague, it can also refer to abiilities from feats or other classes) essentially gives you double value compared to rolling. If you were going to channel once for healing this round and again next round, might as well spend those two resolve and get it all done now. So you gained healing faster and it didn't even cost you any extra. That's also probably too good even on its own.

Privileged - I'm not sure what NPC contacts do. Spending a feat for 1000 credits is rather a bad deal, since the amount of wealth you earn goes up faster and faster, so essentially you sold a feat for less and less.

Battle Damaged - I like the concept of this, you're still trading a feat for money but the money goes up as you level, so the exchange rate is preserved more.

---

To be honest, I get the feeling whoever made these feats has no clue about how Starfinder's game balance works.

---

Also, Non-Player Characters are still Characters, they're just Non-Player. And monsters are NPCs. (CRB p. 8: Creatures, NPCs, Monsters)


What happens if you use a Mnemonic Editor in order to replace Battle Damaged or Privileged?

Those feats are not compatible with Starfinder.


As long as I wouldn't be restricted from saving lives.


Hoo boy. I don't think I like any of these. Most of them are too powerful. There are a couple that are instead pointless. I think Ascalaphus went through it pretty well already, but here are a couple of other more minor things that I see in them.

Spellslinger's Dodge: Why does it suddenly get a completely unrelated ability at level 10? One that effectively lets you use resolve points as additional spell slots. The rest of the feat doesn't seem too bad. AO against casting is already fairly easy to mitigate, but there may be situations where it would be useful to have. I agree that the once per rest would be a better cost than burning resolve points consecutively.

Increased Life: Stacking things is generally bad. That leads back to the D&D/Pathfinder metagame of stack as much bonuses as possible.

Battle Flurry: Nothing more to say here. It is a handful of high level class abilities all wrapped up and sold as a single 1st level feat.

Improved Healer: Again, I don't have anything that hasn't already been said.

Privileged: As a feat this is terrible. It would be much better as a theme. Culture as trained skill, improve DC to gather information about nobility/CEOs/VIPs or the equivalent. Reducing costs for services or goods. Re-skin some of the benefits of the Icon theme. Things like that.

Battle Damaged: Similarly, I think there is already a theme or two for this concept. Not so great as a feat.


breithauptclan wrote:
Privileged: As a feat this is terrible. It would be much better as a theme. Culture as trained skill, improve DC to gather information about nobility/CEOs/VIPs or the equivalent. Reducing costs for services or goods. Re-skin some of the benefits of the Icon theme. Things like that.

Oh, also the outlaw's ability to buy themselves out of trouble. That would go well with the concept of privileged. Probably better than it does for the outlaw.


I did not make these but I was against using the resolve as it was because resolve is used for some important things like keeping yourself alive when your dieing, getting back up to do a last stand,Healing yourself while resting, using channel healing, and a couple other thing I am vague about because I hardly use mine because I think wasting resolve on anything other then not dieing is a waste.


Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, gonna agree with the room: all of these feats are either broken or useless. None of them are well designed.

I would say, as a rule of thumb? Properties that describe a character's relationship to the setting, as opposed to their specific skills or talents? Should always be Themes, not Feats.


Metaphysician wrote:
I would say, as a rule of thumb? Properties that describe a character's relationship to the setting, as opposed to their specific skills or talents? Should always be Themes, not Feats.

Or possibly archetypes, but, uh... Well, there's not a lot more to be said about archetypes.


I did try to get a feat where healing would be more reliant.<I wanted to call it reliant healing or healer> Like rerolling ones and or twos or just healing average with out rolling. But they decided I meant faster healing. I told the gm that the way he made the healer feat that I would be able to do three heal spells in one round. He changed it to being able to use only one of healing options per round.


Reliable healing could be cool.

Maybe give it a prerequisite of 5 ranks in life science and/or medicine.

Have it add your ranks* in the skill to the HP healed?
Have it add one more dice of the normal size to the roll being made for the spell?

Something like that.

* I think having it add an entire skill check's worth of HP would be too much. But adding just the ranks would effectively add your character level to the healing.


Yea that would be great. My dice rolls for healing tends to be lackluster.


ghostunderasheet wrote:
Yea that would be great. My dice rolls for healing tends to be lackluster.

you can give them your hit points to make up for the shortfall


BigNorseWolf wrote:
ghostunderasheet wrote:
Yea that would be great. My dice rolls for healing tends to be lackluster.
you can give them your hit points to make up for the shortfall

Sounds legit but remind me how again?


1 person marked this as a favorite.

The details of the Mystic Cure spell let do a couple things that aren't expected when compared to the healing spells from D&D 3.5 and Pathfinder.

Mystic Cure wrote:
If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount.


With a touch, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.

So if you play like a coward! smart , stay in the back and keep your staminia you can run out, poke the tank with a measley first level spell, give them the 1d8+5 healing and then just lose your hitpoints down to 1. Then hopefully not take more than your staminia in damage in one shot before you can get back to hiding.

Agile casting + haste makes that option VERY easy "Hello...." tag healing drive by "goodbye..."

I swear everyone misses this....:)


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Not everyone. I've seen that ability prevent a probable TPK twice.


HammerJack wrote:
Not everyone. I've seen that ability prevent a probable TPK twice.

how many times were me? :)


BigNorseWolf wrote:
HammerJack wrote:
Not everyone. I've seen that ability prevent a probable TPK twice.
how many times were me? :)

this I must know. Very important.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You weren't in either of the ones that I'm thinking of. So between you, me, and 2 people I've seen make very important use of that effect, at least 4 people realize the option exists.


Well I am guna use that the next time I heal. Also everytime I need to heal but the spell is not enough.


ghostunderasheet wrote:
Well I am guna use that the next time I heal. Also everytime I need to heal but the spell is not enough.

Just remember: You can't heal anyone if you're dead.


That's what starfinder life insurance is for. Incase of accidental death.


I wonder what life insurance looks like in a setting with resurrection/reincarnation spells.


Pathfinder Starfinder Roleplaying Game Subscriber
Nerdy Canuck wrote:
I wonder what life insurance looks like in a setting with resurrection/reincarnation spells.

I imagine there are a lot of life insurance policies whose coverage specifically covers revival, and only pays out cash to the next of kin in the event that revival is demonstrably impossible. Or, at the least, only pays out to cover a more limited set of expenses, until revival proves impossible. No million credit payouts for untimely death where the decedent than gets to come back and take their cash.

( Well, unless the policy specifically allows for it, which. . . is probably a thing that exists, but with a lot of limits and specifications about the circumstances of the temporary death. )


Metaphysician wrote:
Nerdy Canuck wrote:
I wonder what life insurance looks like in a setting with resurrection/reincarnation spells.

I imagine there are a lot of life insurance policies whose coverage specifically covers revival, and only pays out cash to the next of kin in the event that revival is demonstrably impossible. Or, at the least, only pays out to cover a more limited set of expenses, until revival proves impossible. No million credit payouts for untimely death where the decedent than gets to come back and take their cash.

( Well, unless the policy specifically allows for it, which. . . is probably a thing that exists, but with a lot of limits and specifications about the circumstances of the temporary death. )

I wonder how many of those policies require a Reincarnation spell instead of Resurrection in the fine print...

Scarab Sages

Nerdy Canuck wrote:


I wonder how many of those policies require a Reincarnation spell instead of Resurrection in the fine print...

a horse in the back of the room clops 12 times.


Nerdy Canuck wrote:
I wonder what life insurance looks like in a setting with resurrection/reincarnation spells.

in our game it looks like buying a use a reincarnationspell to be used at a later time at exorbitant prices. I guess that's what you get Merchant God worshippers they gots to milk you for every credit.


Pathfinder Starfinder Roleplaying Game Subscriber

I would imagine a fair number mandate Reincarnation, since it is much cheaper. Guaranteeing you come back as the same species would cost more.


Reincarnate is also a lot of fun. I've always loved to be a woman, or young again, or a 9 feet tall buffed guy...


SuperBidi wrote:
Reincarnate is also a lot of fun. I've always loved to be a woman, or young again, or a 9 feet tall buffed guy...

My d100 list of PC races is nearly complete for the reincarnate spell...

I may need a bigger die soon.


Nah, you just need to split them into categories, and have a die roll to determine which category you'll use.

You know, like the Olde Timey AD&D magic item charts. Really get in there and nest that information, you don't want anyone easily using this.


1 person marked this as a favorite.
Pantshandshake wrote:

Nah, you just need to split them into categories, and have a die roll to determine which category you'll use.

You know, like the Olde Timey AD&D magic item charts. Really get in there and nest that information, you don't want anyone easily using this.

Ah yes, loot tables: For when calculating Newtonian physics during the game isn't fun enough and you really want to roll some dice...


1 person marked this as a favorite.

I'm not happy unless I have to roll a d100 followed by a d20 and some d6's only to find out that the last d6 brought me to a chart of items I can't use so I have to start over. It's the only way.

Community / Forums / Starfinder / Homebrew / I have a request for some evaluation All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew