Evolving thoughts


Evolutionist Class


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First impressions...

"EP" is going to be very confusing for Evoloutionist/Vanguards.

Adaptive Strike says it can be combined with a move action, but 1st level Evolutionists don't have a +1 BAB and that would not normally be possible. Is that intended? I would just say that it should be treated in all ways like drawing a weapon.

Combat Focus starting with Flashing Strikes seems kinda powerful; full attack is ideal gameplay anyway.

Dataphiles

Gaining EP seems to be too much attach to RP, Since RP is very useful to survive, specially in the AP, I am not sure of the use of EP


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As others have noted, EP doesn't explicitly reset between combats. While on one hand that would allow the PC to use effects outside of combat, it has the very weird knock-on effect of being nigh useless before the first encounter in the first session. "Hang on, I need to buy a flashlight; I can't give myself darkvision until we beat someone up."

The level table lists something called "evolution track;" I assume this is your Niche. Something to re-align with the "evolved" terminology.

Feels weird having kinetic and energy damage using the same die. Barring specific effects, why would you take kinetic if you can do the same damage and hit EAC?

Where's the 1d8 on the Adaptive Strike table? Seems like a natural bridge between d6 and d10 from 4th to 5th level.

EP 1 is basically useless at low levels; most effects count half your EP as a bonus to whatever, and your crit effect requires a minimum 2, which, while not terribly important given the rarity of crits, still feels bad if you crit before you get to 2 EP. "If only I had blown a Resolve Point on the first round of combat, I could have Corroded this guy." If EP is supposed to reset between combats, consider giving us 1 EP at the outset of combat, then have us gain another one at the start of our first turn.

If I'm being honest, I would most of the time just be spending EP on getting full BAB. I don't know why this class, which has no spells, limited skills and skill points until mid-levels, and almost no non-combat powers, wouldn't be full BAB. Nanocyte is kinda eating the Evolutionist's lunch on this one.


Okay Niche stuff.

Eldritch

Instinct: Good, assuming enemy casters. Using a Standard action or a Reaction feels weird, though. I understand not wanting to waste a Reaction if you're planning to AoO, but losing your normal attack is a bit punishing for removing your SR. A Move or Swift action would be more appropriate; either would prevent you from full attacking.

Drawback: I like not voluntarily lowering SR at 3+, but + half level + EP damage from ANY non magical source, once per round, is nuts. A couple of space goblins with dogslicers slaughters a low-level eldritch evolutionist fast. Personally I'd say to have it as a vulnerability to specifically magic, under the pretense that it's over-loading you. This makes lowering SR a riskier proposition.

Spell Twisting: Kinda useless if you don't have any caster allies. Could... could this be used for the evolutionist's own spells if they can cast, for whatever reason (multiclass, Glimmer/Inkling/Dabbler feats)? Actually it feels like an Eldritch Evolutionist should be able to cast, or at least use Spell Gems.

Arcane Leap: Basically Flash Teleport. But where is the "spell bending adaptation?" Is that another word for Spell Twisting?

Niche Metamorphosis: I mean, cool, but nobody ever plays at 20th level. The immunity is fine, but you should change types way earlier.


Mechanized

Instinct: Is this actual energy resistance/damage resistance? Does it stack with regular resistances? If it doesn't stack, it's pretty bad, because gear and feats do it way better.

Drawback: Expect people to metagame their vulnerabilities: "I take extra damage from slashing... luckily I took Enhanced Resistance (Slashing) and basically break even" or "I take extra damage from fire, but, as a summerborn ryphorian, I have Resist Fire 5."

Avenging Burst: Why can I vent plasma damage through my wounds, but I can't shoot it with my Adaptive Strike? This is a cool one though.

Rapid Reboot: I assume "hardness" means lowered damage from the instinct. Still... not a worthwhile trade for being flat footed. Probably lose all that stamina you just got just from being hit while you're flat-footed.

Niche Metamorphosis: You're already treated as a construct at 1st level just by having 3 EP. Domo arigato? Do you get construct immunities? I'm guessing not, because you'd get a lot more immunities than fatigued/exhausted+2 additional types from the list. I guess you're not susceptible to Charm Person anymore.


About the Physical vs Energy. Your Weapon Specialization is special for an Evolutionist. Its level and a half for Physical. If that helps.

Edit:
Adding the actual writing
You gain Weapon Specialization as a bonus feat for each weapon type
for which this class grants you proficiency. You gain a special form of
weapon specialization for your adaptive strike. If your adaptive strike
targets EAC, you add a bonus to your damage equal to your evolutionist
level plus half of any other class levels you have. If your adaptive strike
targets KAC, you add a bonus to your damage equal to your 1-1/2 × your
evolutionist class level, plus 1 × any other class levels you have.


Sepulchral

Instinct: Okay this is pretty slick. Extra damage is always welcome. Wayyy better and more reliable than the last two.

Drawback: Hilarious but appropriate. A little bit weird in that undead usually have good Will saves and the Evolutionist... does not. Also, "the first time you regain Hit Points or Stamina Points from an effect..." Is that once per round like the other part of the drawback, or once, the first time you are healed in a particular combat, or once, ever, the first time you are healed? Can we mitigate it by drinking a mk. 1 healing serum while the party mystic unloads a Mystic Cure 3? Is the minimum healing 0, or can we get hurt by healing too little while having too much EP?

Grim Harvest: No complaints.

Spectral Step: Seems like a cool thing to be able to do out of combat.

Niche Metamorphosis: REALLY gotta specify that you don't get the traits of your creature type in the Niche section above, because otherwise this doesn't give you any immunities you didn't already have.


Wesrolter wrote:

About the Physical vs Energy. Your Weapon Specialization is special for an Evolutionist. Its level and a half for Physical. If that helps.

Edit:
Adding the actual writing
You gain Weapon Specialization as a bonus feat for each weapon type
for which this class grants you proficiency. You gain a special form of
weapon specialization for your adaptive strike. If your adaptive strike
targets EAC, you add a bonus to your damage equal to your evolutionist
level plus half of any other class levels you have. If your adaptive strike
targets KAC, you add a bonus to your damage equal to your 1-1/2 × your
evolutionist class level, plus 1 × any other class levels you have.

Oh yeah, I did read that, but forgot when I was writing. Still, from the perspective of the 1st level character I'm making for the playtest, there's zero reason to take a KAC weapon. In a real character it would be an issue since I'll eventually get to level 3.


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Vital

Instinct: I mean, it's fun to heal more, but everything feels like a letdown after Sepulchral. Note that any sort of regeneration goes nuts off this.

Drawback: Will penalty, sure. No using Int or Cha skills, though locks the character out of using its class skill, as well as stuff like feint. Kinda harsh.

Biotic Invigoration: Kinda impressive synergy with the Instinct, considering you'll probably get the Instinct bonus on every one of the three rounds. An 8th level Vital evolutionist with 4 EP heals 12 the first round and 7 each round after that, for 33 stamina healed total. By comparison, an Envoy's Inspiring Boost of that level heals about 20.

Adrenaline Rush: An exceptional burst of speed that lets you...take an extra guarded step. Don't get me wrong, it's a good power, and bonus speed is cooked into the universal evolutionist EP list, but by the description I was kinda thinking it would let you take a BIG move. Move half speed with a swift action guarded step is pretty cool, but I'd almost wish it were just the Haste effect, or the Hit & Run soldier's 5th level ability to full attack after half of their move speed. Taking this swift action still locks us out of our full attack, which kinda defeats the purpose of taking the Combat Focus's full attack bonus.

Niche Metamorphosis: I love Starfinder and all the races you can be. I just imagine a Vital Morlamaw getting to 20th level and saying, "At last, I have become... a Monstrous Humanoid! Wait..." Still, -25 or more crit damage is nothing to sniff at, when it comes up.


Adaptations

If I could only have one thing out of this playtest, I'd ask for every Adaptation to have an in-combat benefit and and out of combat benefit that doesn't rely on EP. Characters in media that we enjoy who are undergoing some sort of apotheosis generally have remarkable abilities that they can use outside of a fight. I'm going to make a few suggestions as I go through the list.

2nd level

Dazzling Outburst - Dazzled is a terrible condition and the only reason Dragonbot has Blazing Strike is because he can apply it for free on top of Shaken or Sickened or whatever other condition he's dishing out. Spending 2 EP on dazzling adjacent enemies (Reflex negates) is Not Worth It. Spending 4 EP since the end of your last turn seems... really unlikely. Does the 2 points used for this reaction count towards those 4? It's not clear, but regardless, how would you be spending EP outside of your turn without using the reaction you'd need for this? Out of Combat: Acts as a flashlight? I don't know, don't take this power.

Distant Strikes - Reach is actually something that might make me use an EP for this instead of full BAB. Out of Combat: +4 to Athletics Jump rolls as you are able to launch yourself forcefully.

Invert Form - Hey Mechanized can negate their own reboot penalty for only 2 EP. Out of Combat: Reroll a failed Acrobatics Balance or Athletics Climb check.

Ocular Advantage: Useless for exploration, but unflankable is pretty good. Out of Combat: Gives you +2 Perception? Or, like, just lets you have Darkvision?

Resistant Form: So much bookkeeping... I have to choose three of five energy types, then I can spend 1 EP to resist one of them for 3 rounds. Can I spend another EP to get access to another one of the three as a second move action? Kind of an obvious choice for Mechanized to shore up their weaknesses. Out of Combat: The benefits of Toughness with regards to handling toxic environments, and extra save bonuses if you already have Toughness.

Versatile Strike: There usually isn't that much benefit for a PC changing their Kinetic damage type. Why not let you change your damage to an energy type to exploit vulnerabilities or avoid DR entirely? Just use the Plasma Sheath clause to say that you always attack KAC if your Adaptive Strike normally does kinetic damage, even if you're doing energy damage. Out of Combat: Penetration equal to your level if you attack an object out of combat.


6th level Adaptations

Area Strike: Glorious and I love it. May want to specify if the Blast version has the innate -2 to hit. Out of Combat: +8 Intimidate as you demonstrate your ridiculous power.

Enhanced Mobility: It's all fun stuff, but you can get mobility feats or gear that you can use all the time without spending your precious EP. Out of Combat: Should be obvious. Maybe you only get half speed.

Extraordinary Sense: More bookkeeping as I have to choose the two senses that I might have blindsense 20' with. Operatives can just get blindsense 60' at this level that works all the time. Out of Combat: half distance? 10' isn't too impressive.

Fearsome Outburst: Okay, this one makes SLIGHTLY more sense than Dazzling Outburst because you can use it after you use 2 EP for an adaptation, all you need to have done is spend 4 EP on one or two adaptations to get the higher effect. Basically only the Frightened or +2 creatures is worth doing, though, because it is not a huge investment to grab Improved Demoralize and use your Move action to demoralize one enemy. Out of Combat: It's how the BBEG keeps mooks in line; you can bully a creature without their attitude decreasing later.


Quote:
Does the 2 points used for this reaction count towards those 4?

Using Dazzling Outburst doesn't use any points to begin with. You can just trigger it when you spend 2 points on a different ability like giving yourself climb-speed.


10th level Adaptations

Augmented Potential - you want me to keep track of all the levels of all of my augmentations? More bookkeeping... changes every time I go shopping. Does my Personal Upgrade count? Regardless, this is maybe useful for a level before you start generating twice the EP at level 11. Out of combat: Charging batteries?

Enhanced Resistance - Not to be confused with the Feat of the same name. Even with the upgrade, I'm not super stoked by the amount of resistance this gives compared to gear. You should be getting Resist 10 from Thermal Capacitors about now. Out of Combat: You no longer need to activate environmental protections to sustain hostile environments.

Extreme Mobility - You can burrow, but only in combat? Out of Combat: again, obvious.

Forceful Outburst - Funny and cinematic. Making a bunch of people flat-footed is cool, but that's a lot of EP to spend, especially on a power that moves people but doesn't trigger attacks of opportunity, like the Black Hole revelation that all Solarians get at 1st level. Why don't I just bull rush instead? Out of Combat: years of therapy while you try to figure out why you push everyone away.


Milo v3 wrote:
Quote:
Does the 2 points used for this reaction count towards those 4?
Using Dazzling Outburst doesn't use any points to begin with. You can just trigger it when you spend 2 points on a different ability like giving yourself climb-speed.

Ah yeah. I see now.

It's still not worth it. Blazing Strike is barely worth it, and that's free every time I shoot with a Bright weapon as a Shock & Awe Soldier.


14th level Adaptations

I'm done with the out of combat suggestions. I just got sad realizing that most of the stuff should just be stuff you can do at any time if you invest in it. Just think to yourself: If this were an operative ability, would it be combat-only?

Controlled Transformation: This feels like something that should just be innate to the class.

Explosive Strike: Why can't I use this with my melee strike? I could spend EP to exclude myself from the blast damage. Punching the ground to cause an earthquake or a fireball or whatever would be super neat.

Pinpoint Sense: Operatives get Blindsight 60' at this level.

Violent Outburst: An extra attack is good... but it's once per 10 minute rest, and it eats your Reaction, which you could use as an extra attack anyway if they trigger an AoO.

18th level Adaptations

Fission Form: Seems like a lot of work to get an extra hand on deck. In the old days we just paid hirelings. At least this is a reason to take Augmented Potential, I guess.

Regenerative Form: at the level you need to be to take this, 10 hit points is almost meaningless, though this does let you basically resolve tank without actually spending resolve. Just watch out for massive damage rules.


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Analysis

When I heard about the Evolutionist, I imagined that the class would take on the qualities of advanced beings as more permanent traits. You know, wings, claws, fire breath, limited omniscience, that sort of thing. I wanted to play a creature that gradually got more impressive, not someone that is moderately weird in combat, and then almost completely mundane the rest of the time.

I know that the class gets bonuses to augmentations, and I love my augmentations, but the availability of such things is different by campaign, and I'd prefer not to rate a class by gear that they get a slight discount on (barring the Augmentation Focus).

The entire Entropy Evolution Points aspect is a huge miss for me. I'm not saying that you shouldn't have to balance drawbacks with your power level, but calculating your point total round-to-round seems like a huge amount of paperwork, especially considering the massive variation of effects (your total affects your universal instinct [speed, AC, crit effects, and even damage], your niche instinct, your drawback, and other aspects, all of which has to be calculated every round). I love crunch in my game systems, but this seems like an unnecessary amount of gamification. Like, this takes the Vanguard EP rules and tells them to hold its beer.

I'll still playtest the class at levels 1, 4, and 8, but I don't anticipate being super interested in the class if it maintains the Evolution Point Teeter Totter and is reduced to Essentially an NPC outside battle.


I really like your post on this as I feel mostly the same.
Evolutionist sounded so cool, the image of someone becoming more then they are.... Its just a math heavy character with nothing really special going for it that isn't already available to any other class, the augments.
How exactly is this going to work on a VTT? When each round you have to change your character...


Dracomicron wrote:
The entire Entropy Evolution Points aspect is a huge miss for me. I'm not saying that you shouldn't have to balance drawbacks with your power level, but calculating your point total round-to-round seems like a huge amount of paperwork, especially considering the massive variation of effects (your total affects your universal instinct [speed, AC, crit effects, and even damage], your niche instinct, your drawback, and other aspects, all of which has to be calculated every round). I love crunch in my game systems, but this seems like an unnecessary amount of gamification. Like, this takes the Vanguard EP rules and tells them to hold its beer.

This 100%. Bookkeeping galore and a bunch of them scale at different rates and have threshholds to remember. I can already imagine myself sitting there with a chart and pawn just to advance myself down the EP track.


What I imagined when I first heard of Evolutionist

Martial hit points/stamina; I thought it might be another Constitution-based class, or potentially Wisdom or Charisma seemed equally likely, depending on what type of creature the character was evolving into).

Fortitude good save, get to choose either Reflex or Will as the second good save. Not having the option of choosing Will seems odd, especially for those aspiring to be undead.

3/4 BAB progression, but some method of equating to full (like the Biohacker with injection expert). I never suspected that they would need to pay a resource cost every turn for the privilege.

Start with an evolution track with its own abilities (maybe the extra good save was based on it, maybe bonus speed or AC bonuses), as we did, but we also got new traits that were more like the old Dragon Disciple; permanent traits like wings or claws, but chosen off of a list every couple levels.

Perhaps some spells or spell-like abilities, based on track.

Maybe there is a compulsion based on leaning too heavily into the powers, like you can inflict more damage or require higher saves at the risk of wallowing in your cosmic power for a round. The Sepulchral bit about attacking a downed enemy was pretty close.

What I did not imagine was a teetertotter. That throws me for a loop.

Sovereign Court

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When I heard about this, I imagined something that was able to gain some form of monsters abilities, even if only for a short time (void adaptation, starflight, trample, etc).

After reading it just seemed like a complicated mess that didn't really have a strong idea of what it was about. I agree with some of the points above on this. I just wanted to be able to grow wings, extra arms and so on.

Grand Archive

Ellias Aubec wrote:

When I heard about this, I imagined something that was able to gain some form of monsters abilities, even if only for a short time (void adaptation, starflight, trample, etc).

After reading it just seemed like a complicated mess that didn't really have a strong idea of what it was about. I agree with some of the points above on this. I just wanted to be able to grow wings, extra arms and so on.

With all the money you save from not buying weapons, *and* a 10% discount, you should be able to buy wings, extra arms, and so on. With the right combination of skills, you should be able to grow them yourself out of UBP.

Grand Archive

If you go augmented, it gets surprisingly ridiculous.

Grand Archive

(I do wish they got the ability to swap augments, either during daily prep, or X per day, or something.


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Pathfinder Lost Omens, Rulebook Subscriber
Jared Thaler - Personal Opinion wrote:
Ellias Aubec wrote:

When I heard about this, I imagined something that was able to gain some form of monsters abilities, even if only for a short time (void adaptation, starflight, trample, etc).

After reading it just seemed like a complicated mess that didn't really have a strong idea of what it was about. I agree with some of the points above on this. I just wanted to be able to grow wings, extra arms and so on.

With all the money you save from not buying weapons, *and* a 10% discount, you should be able to buy wings, extra arms, and so on. With the right combination of skills, you should be able to grow them yourself out of UBP.

In my experience class features that amount to bonus money never feel very good. It means the GM has to be extra cautious about handing out gear and loot or they risk invalidating a major part of your class. With Solarian and Vanguard it isn't such a big deal, it's just not having to spend as much on weapons.

This argument for Evolutionist means a high money campaign allows basically everyone to get the Evolutionist perks AND all their own cool stuff.

Not to mention that buying augmentations doesn't actually suit the Evolutionist fantasy very well at all.


Jared Thaler - Personal Opinion wrote:
(I do wish they got the ability to swap augments, either during daily prep, or X per day, or something.

Converting one augment to another, or getting free augments a-la nanocyte, would feel better to me than just a discount. Discounts are just worth less in some campaigns.


There is the geneturge mystic as a precedent for permanent (weak, unique) free augments and late game a limited, temporary augment of your choice in an available augmentation slot.


But if all your getting is items everyone can get at near the same price, the class seems boring. Envoy does boosts and tactical benefits, Soldiers hit often and hard while taking a beating, Solarian has a funky weapon and some Su abilities... If you have the Evo focus on Augments... Everyone gets them, their not special.
It would be much better if rather then just socketing augments to the class they do something similar to Alchemist. Add mutations and stuff. Granted, they will probably similar to Augments but growing extra arms or wings without using Augment slots would be much cooler. You can even do sense based ones, movement types. Make the Evo about versatility rather then random bonus generators.

Edit: I know the class 'has access' to some of those but they are limited to combat only.

Grand Archive

"Without using augmentation slots" is probably part of the concern, as that would let you have 3 augmentations in the same slot.

Which appears to be something they are trying to prevent.


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I do wish the evolutionist focused less on the power up during battle aspect they seem hyperfocused on and more on the character evolving and changing as it levels up. Maybe not quite as lovecraftian body horror as the old PF1 alchemist, but more changing away from the base creature type as the class advances and changes.

Not just changing bits and pieces in combat then losing all that for the next combat.

Now, some adaptations that can swap out options every 10 min rest sounds like a good thing to work into that, but round to round changes when combats last 3-6 rounds is just exhausting work for no real value.


Well If they step away from augments, they wouldn't have the extra slot. Several races have multiple arms, there are races with wings, various movements, extra senses, improved movements. Since feats and other classes can gain a chunk of these without augments, it wouldn't be over powered for this class to get a few.
I know I've used this one a few times in these but Low light and Darkvision. Race, Armour upgrade, Augments, Class Ability.
Movement improvements, Race, Armour upgrade, Augments, Class ability.
Flight. Race, armour upgrade, augments, Class ability.
My point is, having the effect of something similar to augments isn't going to break the game. Operative can hit speed 90ft, don't see how allowing another class to improve it would be unbalanced. A feat and Vanguards can get a climb speed.


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Garretmander wrote:

I do wish the evolutionist focused less on the power up during battle aspect they seem hyperfocused on and more on the character evolving and changing as it levels up. Maybe not quite as lovecraftian body horror as the old PF1 alchemist, but more changing away from the base creature type as the class advances and changes.

Not just changing bits and pieces in combat then losing all that for the next combat.

Now, some adaptations that can swap out options every 10 min rest sounds like a good thing to work into that, but round to round changes when combats last 3-6 rounds is just exhausting work for no real value.

Yeah I think an Evolution Pool that they slot towards mutations that they can swap out after resting or whatnot would flow a lot better.

Dark Archive

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Garretmander wrote:
Maybe not quite as lovecraftian body horror as the old PF1 alchemist, but more changing away from the base creature type as the class advances and changes.

Honestly, I think this class should go beyond the lovecraftian body horror of the PF1 Alchemist. We've got a class laser focused on physical mutations in a game where biotech mods are common ware, so it's pretty much now or never.


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Yeah. It occurred to me that most of my favorite fictional evolutionists were villains or anti-heroes, but that just made me want to roll with it more, if we can get functional rules that fit the bonkers scope of the concept.

My Transcendent Evolutionist idea is premised on the idea that sometimes you have transformations that last longer than the duration of an adaptation use.

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