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Before the solarian errata, I played a 3rd-level radiant solarian, a 3rd-level degradant, and an 8th-level radiant. After the errata, I played a 3rd-level radiant, an 8th-level radiant, and a 13th-level radiant. Each of these characters was played across a total of eight combats and four noncombat challenges. I am now piecing together a sheet for a 16th-level radiant, which I will control along with the rest of the party for another eight combats and four noncombat challenges.
From 1st- to 7th-level, I think that the solarian is a reasonably competent melee martial, though still behind the mechanical effectiveness of, say, a post-remaster dragon or giant barbarian with ~13 base Hit Points and Sudden Charge.
Supernova and Black Hole are genuinely helpful abilities. Black Hole is especially good if the GM rules that it lets a flying solarian pull enemies upwards. However, they are very fight-dependent, ranging in usefulness from "completely blows away a tightly packed cluster of low-Fortitude enemies" to "of merely marginal use against the one or two high-Fortitude brutes that the party is fighting."
Low-level feats can be solid enough. Twin Weapons can generate an agile twin weapon. Stellar Rush is landbound and nowhere near as useful as Sudden Charge or Defensive Advance, and the photon version can hinder allies as much as enemies, but at least the graviton version can reposition enemies and place the solarian back in damage-dealing photon mode. Eclipse Strike is likewise useful for cycling out of an undesirable mode. Reactive Strike is Reactive Strike: usually great to have. Plasma Ejection is a decent, at-will use of two actions. Constellation Vortex can be good if the GM gives a generous ruling on what counts as "weapon damage." Cosmic Infusion is... okay if the party often fights skeletons and zombies?
Onto the downsides.
Solar Shot is weak. It is Dexterity-based, it has no item bonus, its range is low, and its damage does not scale that well. In Discord, Thurston Hillman has acknowledged that Solar Shot needs work, but that there is no time to patch it up during the playtest phase. Thus, the balanced arrangement, and every feat that keys off Solar Shot, is stuck in an underpowered state until release.
Nimbus Surge is very, very minor, and eats up a reaction. It has never been useful to me as a player.
Higher-level revelations are underwhelming. Defy Gravity works only in graviton, so you will need ultralight wings or some other flight source anyway. Solar Wind is landbound. Singularity and Big Bang do too little for four-action (three actions to activate + disharmony) abilities, and never mind that Singularity is useless against constructs and undead.
Higher-level feats are underwhelming. It has felt bad to pick out higher-level feats because of how situational they are. 10th-level Careful Strike has been reasonably useful, but Wormhole at 12th has seen zero combat uses across eight fights because of its two-action cost, and because enemies could have used the holes as well. I genuinely do not know what to pick at 14th and 16th for a radiant solarian, because the feats are just too situational; maybe Attuned Blow could save me from having to Eclipse Strike?
Fire damage is very feast-or-famine. Whereas a dragon barbarian can simply choose force damage, which encounters virtually no resistances or immunities, a solarian is stuck with fire for their damage-dealing mode. Sure, it feels fantastic to pound on fire-weak enemies, but attacking fire-resistant or fire-immune enemies feels bad.
Finally, solarians have a punishing equipment mechanic. If choosing a package of items based on item level, a solarian has to select a +attack crystal and a +damage crystal separately, unlike other martials, who can choose +attack and +damage as a single item. More importantly, a solarian can only ever have a single +1d6 damage upgrade (which, by the way, works only in one mode), whereas other martials can stack up to four on a single weapon (and while resistance applies to each of them, any one could potentially trigger a weakness, deactivate regeneration, or both).
If we compare raw damage between a painglaive dragon barbarian (who can choose force damage, instead of fire, and who has ~13 base Hit Points and Sudden Charge at 1st) and a reach solarian who tries to stay in photon as much as possible, the former will always win. At 1st level, the barbarian is swinging for 1d10+4+4 (average 13.5) compared to the solarian's 1d8+4+1 (average 9.5). At 15th level, the barbarian hits for 3d10+5+16+6+1d6+1d6+1d6 (average 54), while the solarian deals only 3d8+5+8+6+1d6 (average 36).
In my personal assessment, 8th level and above is when the solarian starts to lose its luster, and progressively becomes worse and worse compared to an equivalent dragon or giant barbarian. The dragon barbarian, for example, can have both Reactive Strike and Dragon's Rage Breath by 8th.
The 2e solarian could use plenty of polish. There were times when I felt very strong because of a perfect matchup, but those are outweighed by all the times that the solarian felt like a weaker version of a dragon or giant barbarian. I worry that this is only going to be exacerbated as I play at even higher levels.
This is just what I think, though. What have your experiences with 2e solarians been, particularly at the higher levels?
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This Megathread is for folks to comment their feedback for things that doesn't necessarily warrant a full discussion post. The idea here is to reduce the number of small-item posts and to consolidate these things in one place, making it easier for the Paizo team to identify and track these sorts of points. As a feedback thread, this is a place for both praise and constructive criticism. It's the internet, though, and a playtest, so we expect this to skew toward "things you'd like to see improved."
Things that make sense to talk about in this thread:
Things that probably still deserve their own thread:
Note that Rule 2: Be kind and respectful still applies! Keep criticism constructive. Saying that you don't like a feat or that you think a spell is too situational to be worth taking is fine. Saying that it's hot garbage or the writer should feel bad is not. Avoid hyperbole, and think about what you like or don't like about a thing without overstating. Likewise, if you have a differing perspective on something from another poster, bear in mind that opinions are subjective! Additionally, you are not obligated to provide a solution or justify yourself. It's fine to say you just don't like something. It's more helpful if you have some sense why, but sometimes it's just preference. The more specific you can be about what your grievances or praise is, the more a developer will be able to use your feedback to better effect.
As an example of something to post:
Whether it is a solarian's 15th-level Singularity (which really is not that good for a 15th-level ability, and neither are Astrologic Sense and Big Bang), a singularity seed (which is, actually, a totally devastating 8th-level spell), or an event horizon, this game seems to think that gravity-themed damage is void damage.
This is not in PCs' favor, because constructs and undead are generally immune to void damage. I do not see why even the weakest of constructs and undead should get to tank a miniature black hole just because they are immune to negative energy.
Quick and short post, but one thing that I noticed in the early levels because of the Ranged Meta is that the lack of modifiers to damage can make the guns just tickle the enemy side, at least the ones available to the players (unfortunately no money to get the playtest bestiary, so I playtested with Pathfinder monsters)
Swingripper also touches on that on his feedback videos, so at least it isn't some personal skill issue.
So, what if ranged weapons with the Tech or Analog trait added half dex modifier to damage? It would start at +2 and go up to +3, but at higher levels you have more dice and weapon spec to mitigate the slow progression, and even then they wouldn't deal more damage than a melee weapon.
The mystic and the witchwarper are competent simply by virtue of being 4-slot, spontaneous casters. However, even after the Quantum Pulse errata, I think that 1st- to 6th-level witchwarpers have little going for them compared to 1st- to 6th-level mystics; the quantum field's benefits are not especially fight-changing, and it takes actions to maintain. 7th level is when witchwarpers' prospects look much better, with focus spells like alternate outcome and forget.
There is a 10th-level witchwarper feat, though, that really elevates the class to an entirely new degree of mechanical power:
Twisted Dark Zone [action], Feat 10
Anchoring, Witchwarper, Zone
You expose this reality to a realm of pure darkness filled with gibbering voices and otherworldly entities. The area of your quantum field functions as though it were an area of 2nd-rank darkness. Creatures that begin their turn in the area must succeed at a Will save against your class DC or become confused for 1 round. They are then immune for 24 hours.
This is neither emotion, mental, nor visual. Very, very few enemies are immune to it. All of those low-Will, mindless enemies that would normally laugh at mental effects can easily succumb.
You immunize yourself and your party to Twisted Dark Zone at the start of the day. When initiative is rolled, you use your free Quantum Pulse to lay down the quantum field. On your first turn, you use 6th-level Enlarge Quantum Field, 10th-level Twisted Dark Zone, and, if necessary, 6th-level Quantum Transposition to reposition. The field now has a massive radius of 15 + 10 + 5 = 30 feet! The first time an enemy starts their turn in the zone, they need to make a Will save or be confused by a round. This can be a significant debilitation to enemies' round #1 or round #2 tempo.
Also, the zone is dark. Darkvision is cheap in this game: pahtra, android borai, vesk borai, ysoki borai, 150-credit darkvision visor, 600-credit darkvision capacitors. A surprising amount of enemies lack darkvision: even space-traveling asterays. Short of darkvision or an alternate precise sense, the zone blinds creatures and makes them treat normal terrain as difficult terrain: https://2e.aonprd.com/Rules.aspx?ID=2404
I have seen 9th-level Fangs of the Devourer and 10th-level Heliacal Maw ferocitums debilitated by this zone. First they got confused, and then they suffered due to their lack of darkvision. The ranged soldier's Anchoring Impacts dropped them down to Speed 5 feet, so given the difficult terrain, they were unable to move.
I've read through the rulebook and a couple of different blog posts, but I don't have a good understanding of what's actually being released in the core rulebook.
In the playtest, it seems to imply that ship combat will be in a separate play test, but in the same core rulebook (as well as the mechanic and the technomancer).
However, I've seen several comments in this subreddit indicating these will be later, included in a separate book.
Do we have any confirmation that this separate book will exist or what it could be?
Do we have any confirmation about how many classes will be in the core book, etc?
I am saying this after having played and GMed soldiers of different builds at different levels, from low to high.
First, let us have a look at the melee soldier.
How does a melee soldier compare to its archaic counterparts? It is certainly no barbarian, champion, or fighter, I think. If you are looking for the raw mechanical performance of such classes, you might be a little underwhelmed. For example, a melee soldier's Strike attack modifier is not especially accurate, with no key Strength, and a melee soldier has no equivalent of Sudden Charge or Defensive Advance.
How does a melee soldier compare to a ranged soldier? On the bright side, at the lowest of levels, its Whirling Swipes hit meaningfully hard: attribute modifier to damage matters quite a bit before that second damage die! A close quarters soldier's Punitive Strike is also a solid sanction against ranged attackers, though it might have accuracy issues. However, the extra damage matters less and less as the levels rise; weapons get more dice, characters acquire weapon specialization, and weapons get outfitted with energy damage upgrades. Also, at 8th level, Overwatch is a very good feat that lets ranged soldiers, especially bombards, join in on reaction-based attacking.
Melee soldiers have miscellaneous issues. Heavy armor Speed reduction + no Sudden Charge or Defensive Advance + Whirling Swipe being incompatible with Shot on the Run (one of the most consistently useful soldier feats) + no ultralight wings in heavy armor + jetpack costing more than ultralight wings and taking an action to activate = mediocre mobility. Sometimes, a melee soldier is stuck Area Firing with a backup weapon and a poor primary attack modifier. Sometimes, a melee soldier is a barathu just for the easy flight.
Does a melee soldier like a small, confined space? Hard to say. On one hand, enemies are nearby. On the other hand, allies are also nearby, and Whirling Swipe is not friendly.
In my opinion, by 8th level, the action hero is the second-best soldier, simply because the size of its cones is huge. The most consistently useful soldier, though? Bombard. Bombard, easily. The stellar cannon has the most all-around applicable range and AoE shape, and making it completely ally-friendly avoids awkward situations, such as in tight spaces. Near-automatic suppression makes: (1) Warning Spray more capable of halting an enemy advance, (2) Overwatch more likely to trigger, especially with a stellar cannon's longer range increment, and (3) Anchoring Impacts at 10th, another incredibly enemy-debilitating feat, much more reliable.
I have seen an action hero soldier and a bombard soldier in the same party, at 8th level and then at 13th. At both levels, they synergized reasonably well (Overwatch does not care about where the suppression came from), but the bombard soldier was doing most of the setup thanks to the near-automatic suppression.
Let us illustrate this a little more thoroughly:
• 2nd-level melee soldier vs. 2nd-level bombard. A reach two-hander deals 1d10+3 damage (average 8.5), ~55% higher than a stellar cannon's flat 1d10 (average 5.5)! Not bad, not bad at all.
• However, the melee soldier is burdened by low Speed. If enemies are two or more Strides away, they cannot Whirling Swipe. The melee soldier is also frustrated by flying enemies. If they are a barathu, then their fly Speed in heavy armor is a measly 15 feet. The bombard soldier, meanwhile, simply uses Shot on the Run to Stride and then place a 10-foot burst out to a respectable 80 feet.
• If the party is fighting in a tight space, the melee soldier poses a friendly fire risk with Whirling Swipe, unless they default to just Striking (or in other words, acting as a worse fighter). The bombard, meanwhile, can avoid friendly fire.
• A melee soldier is taxed into taking Whirling Swipe. The bombard uses the same 1st-level feat slot on Warning Spray: a decent trick, especially with Overwatch at 8th and Anchoring Impacts at 10th.
• Midway into 8th level, with two energy damage upgrades on advanced weapons, a melee soldier is swinging for 2d10+4+2+1d6+1d6 (average 24), while a stellar cannon deals 2d10+2+1d6+1d6 (average 20). The increase is now only 20%, while the bombard is playing around with Overwatch and Anchoring Impacts: both of which are less useful for a melee soldier. (Keeping a melee brute enemy close to the melee soldier is a decent trick, but better still is to prevent the melee brute from reaching anyone at all.)
So my playing group has had the same Forever Master since, well, forever. He's a great story teller and I've decided to learn a bit of DMing. We mostly play PF but I'm a scifi nerd and want to introduce my friends to SF, and when I told them a 2e was on it's way they were piqued. Funnily, another player has also shown interest in DMing PF, and it would be great to have more DMs in our group because our main guy and his wife, a third player, have mentioned that babies and parental duties might become a thing for them in the next few years. So with all that in mind, recently I got the base core books (Player Core 2 and Monster Core still haven't been published here in Spain!) and I'm studying the blade Master Core. But I have questions about adventures and campaigns.
I assume adventures and AP for SF2e won't take long to be published, and there's also all the platest material out there. Furthermore, there is 1e material that can be converted to 2e with some work balancing encounters and such. There's a couple of them that thematically interest me a lot, so that's something I'll definetly be trying in the future.
And regarding writing my own campaign... I have a basic layout of a story in mind, and (of course!) I'm taking inspiration -if not shamelessly stealing- from other sources. What the Big Problem is, what are some steps to solve before directly adressing it, and how the PCs are thrown in the mix. The in-betweens can be written later.
But, how to write my own campaign? I'm not talking about the intrincancies of DMing, but the actual writing. What goes through the mind of the writers? How do I write an adventure and not a book?
Pathfinder 2e classes have it relatively easy. A barbarian or fighter's Sudden Charge, a champion's Defensive Advance, a rogue's Mobility, etc. work with alternate movement modes.
Provisions for replacing Strides with alternate movement modes appear to be significantly less common in Starfinder 2e. The mystic's Convert Tempo; the operative's mobile reload, Tactical Advance, and Mobile Aim; the solarian's Solar Wind and Stellar Rush; and the soldier's Shot on the Run are all class features or feats I have either played with or GMed for, and yet their usage has always been curtailed by allowing only Strides.
This is a game where a [3rd/6th/9th/12th]-level item nets a character a permanent [20/30/40/60]-foot fly Speed, so these class features and feats allowing only Strides feels very inconvenient.
This looks fun, I've heard it's tremendously fun to do. The adventure lists itself as 1-2 hours long. With 3 encounters and somewhat minimal roleplay, that sounds about right. I'm hoping to expand that into a 4 hour long session. In theory, that would just be a simple matter of running each event twice, rolling for different encounters each time. But... now we're talking about 6 total encounters, so I really need to clarify when/if there will be opportunities for healing and resting.
The adventure doesn't mention breaks between encounters, but maybe an hour between each is appropriate?
What order should this doubled adventure run in? Running the events 1-1-2-2-3-3 makes the most thematic sense, given the situation in the 3rd event, but running the events 1-2-3-rest-1-2-3 makes better gameplay sense (and provides an obvious time to add an overnight rest).
Are there any other concerns I should keep in mind while running this as a 4 hour session?
Here is a homebrew paradox for Witchwarper that focuses on healing. Inspiration came from old life oracle largely.
The field benefit is based on Spirit Link.
Warp Spirit Essence is based on kineticist timber sentinel.
Field Link is based on Life Link.
Quantum Life is based on Life-Giving-Form.
I would love advice on how balanced this is, as this is my first attempt at homebrew at this scale.
The Crafting Skill feat Pharmaceutical Crafting is neat.
Then you see the Computers Skill feat Fabricator. It does everything that Pharmaceutical Crafting does, but then turns it up to 100. Reducing materials needed and repair timeline down to 1 hour when using a Creator Capsule. Absolute bonkers.
One of my PC's is wanting to get into crafting medical consumables. Would it be reasonable to give the equivalent bonuses to creating medicinal/poison items when using a Creator Capsule? (Or a homebrew version of the Chemalyzer?)
Website: https://sf2e.hephaistos.online/
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Hi Everyone,
Hephaistos 2E has been updated with the following improvements and fixes:
Spoilers for a Cosmic birthday to follow.
We've gone through the Ghost Levels are are off in New Akaton, just having gone through the junkyard encounter. As a skirmisher, I have to use pistols to get any features out of my subclass (not that it does much of anything), which roll 1D6 for damage. So far, there's been an animated statue with Resistance 4, a construction slime thingy immune to crits and precision damage, and a ferrofluid slime with Resistance 5 and 60 health, and the same immunities as the last slime.
Two of those were in the Ghost levels, where you've got starting equipment plus maybe the stuff you steal from the Ysoki and cultists. I have the semi-auto pistol. I even took the double tap feat before the ferrofluid slime encounter and it just didn't help at all.
My DM let me buy the plasma caster and treat it as one handed since it's, you know, described as a pistol and has the icon of a pistol so I've at least got fire damage now. And no money.
Anyway point being for what seems like the flagship playtest adventure the encounter design is kinda ass if you're a pistol operative.
Opening Roar, 9th-level vesk ancestry feat:
At the start of a combat encounter, if you are aware of your foes and aren’t attempting to Sneak or Hide, you can roll Intimidation for your initiative and can use the result to Demoralize one foe within range.
Additionally, if you have the Battle Cry feat, you can Demoralize up to two creatures within 60 feet of you who you’re aware of.
Notably, Opening Roar is not a free action.
Battle Cry, for reference: https://2e.aonprd.com/Feats.aspx?ID=5124
How do these two feats actually work together? Is it two total Demoralizes (the second paragraph of Opening Roar fully replaces the first sentence of Battle Cry)? Is it three total Demoralizes? Is it four total Demoralizes, because the second paragraph of Opening Roar never explicitly states that it replaces the first paragraph of Opening Roar, and never explicitly states that it replaces the first sentence of Battle Cry?
We have all kinds of new natural weapons that don't fit with Monks anymore and Brethedrans all about, why not make a natural weapon scaling class all about that unique niche?
What's your subclass? How were you modified? Did Eoxian experimentation make you Necrotic? Did Brethedrans play your DNA like a violin? Or are you an escapee of the Shireen Awarm Making you a Biological hulk Did ancient Anacyte Nanites bond to your body making you a technological peculiarity Did you escape azlanti confinement with a hybrid or arcane curse woven into your body?
Give this baby a load of stances that wouldn't make sense in monk to turn into a rooted turret, become a cloud of damaging nanites or dominate and possess biological or technological targets. I want a body horror backstory extravaganza. Did you want a temporary body modification? Well you have whichever one you wanted today from this 12th level feat or class feature that you can swap out at a long (eventually short) rest
Probably CON or dex/str based "casting" similar to kineticist, but more focused on being a weapon.
Starfinder 2e playtest solarians get shortchanged by the default rules for starting wealth for higher-level characters, because they have to pick out their potency crystal and striking crystal separately. For example, a solarian starting off at 5th level has to spend both a 4th-level item and a 2nd-level item just to gain +1 striking, whereas any other weapon-wielder would need to buy only a 4th-level item.
Hello good people of this sub. I was going through Second Contact book to look for some encounter inspiration, and in the Glass Serpent article (pg. 7) I found this information:
"The local sarcesians blame Eox for intentionally polluting their waterways with the predators, and such debates have only intensified since the Diaspora was granted provisional Pact World status under the sarcesians’ stewardship."
What does "provisional Pact World status" means exactly?
We know, that in past Diaspora was only recognized as a Protectorate, since there was no common leadership and unity, and that a group of Sarcesians tried to push for full Pact World status. Do you think they succeeded? What consequences would it bear for the region?
Coincidentally, I'm planning to run a game in Diaspora soon, so throw your best guesses and ideas at me too!
I have had a look at the Starfinder 2e playtest's higher-level monsters in Wheel of Monsters and Empires Devoured. Absolutely none of them have a precise alternate sense. Only two of them have truesight, and one of them is a support caster rather than a primary attacker.
The 12th-level cloaking skin, then, is a major debilitation against most of these enemies. Three times per day, for just a single action, the character gains 4th-rank invisibility.
The 13th-level party I am GMing for has 12th-level cloaking skin on all PCs, and the 13th-level party I am building to play likewise has 12th-level cloaking skin on all PCs. It is just far too effective.
Had my first Starfinder Playtest and some fun world building stuff has occured.
So humanity had shotgun blast dozens of cryoships into the universe, a few of them ever landing. The players awakened aboard one of these ships and assist with one that had damaged it's engine. Aboard it they killed some crew members that had mutated into vampires and met an alien, the settings equivalent to the Kasatha.
Basically, by the end the party had decided to join the Kasatha on their home world instead of re-entering cryo to make contact with a human society that formed much further away. The ship has terraforming tech and alot of supplies, plus some space slugs full of mutagenic ambrosia that latched on to the damaged cryoship. So the Kasatha will accept them for sharing supplies and helping out.
My question is how should this evolve? The Kasatha are an alien civilization that's made up of fragmented clans after their original home planet was blown up. All this clans work together for survival, but vary greatly in culture and belief. Many are pirates and criminals they prey on others. The Kasatha they met and helped out was literally trying to loot the damaged colony ship. How will nearly 1000 humans joining their society change things?
I wanna make a list of choices for my players to make, just to sorta decide what direction they want this human population to go. They already had to kill one of the captains for wanting to kill the Kasatha they met, so who knows what others will think upon waking up on a crowded world of strange alien culture?
What choices should I give to these players to shape what happens here?
Ammunition is an important feature of Starfinder and I'm trying to find a way to automate it for my players. I tried out the PF2e Ranged Combat module and I don't think that works, since the developer hasn't assigned ammo types to Starfinder 2e weapons. Please tell me if I'm wrong about that.
Are there other solutions, or do my players simply have to manually track their ammo with every attack?
Want to try the Starfinder Field Test? START HERE!
Official Links:
Useful Links:
This Megathread is for folks to comment their feedback for things that doesn't necessarily warrant a full discussion post. The idea here is to reduce the number of small-item posts and to consolidate these things in one place, making it easier for the Paizo team to identify and track these sorts of points. As a feedback thread, this is a place for both praise and constructive criticism. It's the internet, though, and a playtest, so we expect this to skew toward "things you'd like to see improved."
Things that make sense to talk about in this thread:
Things that probably still deserve their own thread:
Note that Rule 2: Be kind and respectful still applies! Keep criticism constructive. Saying that you don't like a feat or that you think a spell is too situational to be worth taking is fine. Saying that it's hot garbage or the writer should feel bad is not. Avoid hyperbole, and think about what you like or don't like about a thing without overstating. Likewise, if you have a differing perspective on something from another poster, bear in mind that opinions are subjective! Additionally, you are not obligated to provide a solution or justify yourself. It's fine to say you just don't like something. It's more helpful if you have some sense why, but sometimes it's just preference. The more specific you can be about what your grievances or praise is, the more a developer will be able to use your feedback to better effect.
As an example of something to post:
Here's the link to the store page.
Final lineup: astrazoan, contemplative, dragonkin, kalo, sarcesian, and vlaka.