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I’ve got a “no longer low level” divine mystic on my hands and as he approaches level 4 I’d like to get him a staff or some sort of sci-fi equivalent.
There really doesn’t seem to be a ton of caster loot, and the main loot the playtest does have doesn’t introduce too many new things for spell casters.
My issue with the spell chips is that they seem like lame wands (who wants to pull out a new phone for every spell cast) so i had an idea I’d love to run by everyone (and also if you have loot ideas that would be great too)
Spell Slinger - item 3+ Usage held in 1 hand; Bulk L A device capable of storing multiple spell chips at one. You can only cast from the spell chip that is currently active. Since the Spell slinger is built to house spell chips, higher quality Spell Slingers decrease the DC on Overclock checks Activate-Interact (one action) - you change the active spell chip in the Spell Slinger. Type commercial - the spell slinger can hold 2 chips Type tactical -the spell slinger can hold 3 chips and the flat DC for overclock is 8
Not sure about past that but I’m workshopping it.
Just updated my Foundry Playtest Deluxe Adventure Pack for Empires Devoured and Rescue At Shimmerstome Mine, but they aren't importing into the game. (None of the other adventures are loading in now either)
Anyone else having this issue?
Update: Module updated to version 12.4.1 and is working now!
It seems we are getting the >!Contemplative !<and >!Dragonkin !<ancestries with the release of SF Galaxy Guide!
Did anyone else notice this boon? What other ancestries do you think we'll get in that book?
Does anyone know when the full rules (ie not playtest) will be released? Had a look online but couldn’t find anything concrete.
Thanks
Title.
Do soldier's take their primary fire shots with plasma cannons without proficiency?
Since the rule says that you make a strike action with your area weapon, but soldiers do not have proficiency in advanced weapons.
Website: https://sf2e.hephaistos.online/
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Hi Everyone,
Hephaistos 2E has been updated with the following improvements and fixes:
I was considering an Operative who dual wields, but I didn't see a way or feat to reload without either of my hands being free. I guess I could swap hands as a Kasatha and Reload, but that would also take a lot of actions! Is there no way to do so?
It has been brought to my attention that Starfinder 2e's Fabricator skill feat completely blows away all other Earn Income mechanics. You can use Computers instead of Crafting to Craft tech items, each of your checks to make progress is performed in 1 hour instead of in days (the feat erroneously refers to pre-remaster legacy text of "4 days"), and you receive an additional multiplier based on the quality of your creator capsule. For example, a 75-credit tactical creator capsule doubles your efficiency, allowing you to compress 2 days of work into 1 hour, and higher-quality capsules things get only faster from there.
With several hours of free time, you can free up a non-negligible amount of funds. With days or even weeks of free time, you can effectively halve equipment costs.
The Rules Lawyer made a video about the Mythic Destinies, but also looked at one artifact - Torags World Forge:
https://youtu.be/ZuXNIQjiGHQ?t=3197
Prophets claim it can be used to literally reforge Golarion - Nations, Ancestries, abstract concepts and all - should the planet ever be mostly destroyed.
After the Gap, Golarion and Torag are noticeably absent. Maybe it just was damaged, and Torag had to seclude himself to fix it?
It is certainly one of the more hopeful options.
Hello everyone! I am currently mastering an homebrew campaign set in the 1920s on Earth (an Earth where secret societies who use and keep magic hidden exist), and I'm using a mix of Pathfinder 2e and of the playtest rules of Starfinder 2e (relevant because at least one character is trained in piloting).
I'll soon add a car chase between the party and a group of smugglers of arcane artifacts, and although I alread know I'll be using the excellent chase rules of pf2, I think chases all become kind of same-y, so I'm looking for any advice and suggestion on how to make this an exciting moment for my players! To give more details, the party is composed of a spear and shield fighter, a ranged thaumaturge, a chirurgeon alchemist who nonetheless uses bombs a lot, a bombard soldier (aka the pilot) and my masterpc, an animist with a focus on buffing and debuffing; the smugglers will be instead fairly regular humans, although corrupted by the void energies of an artifact.
Tl;dr: Car chase in the 1920s! Any advice?
I've been thinking about a potential Starfinder Character and a hefty component of how I envision them would be best brought about with a Hacker Archetype.
I imagine it as something analogous to the Wrestler from PF2E. A design space set aside for options that are relatively focused and useful with a pretty broad appeal.
If you were in the design room for such an Archetype what would be important to you to this vision?
I have gotten mixed signals on if he's the god that was banished or not and I feel like that's way more important if it's the case than that vagueness would imply lol
Am I correct in interpreting that hits from warning spray's area attack allow me to then use primary target?
So I'm planning on running WoM with my group in about a week, but something in the map of the first arena has me stumped. On the west side of the arena, there's a 2x2 metal square with what looks like studs or spikes jutting out of it, so I thought it might be a spike trap, but afaik the module doesn't list that as a hazard for this arena. Is it simply a prop, or is it a hazard?
https://2e.aonprd.com/Rules.aspx?ID=2364
When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger reactions that are triggered by movement.
If forced movement would move you into a space you can’t occupy—because objects are in the way or because you lack the movement type needed to reach it, for example— you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you’re pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can’t put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there’s doubt on where forced movement can move a creature.
It is fully possible to transform this system into a gonzo, anything-goes space fantasy game wherein a single PC can be a cybernetically augmented magical girl demigod with a variable-damage-type inventor's laser rifle, straight out of a HoYo gacha.
According to Thurston Hillman in the Starfinder Discord server:
Thursty (Associate Publisher)
There's some "larger issues" after tomorrow's errata that we know are needed, but just don't fit in the schema of a playtest.
Flares be one of those.
Flares deffo gonna scale with crystals in the final though.
This means that flares will, at some later point, be fixed, but not during the playtest period.
I personally find it awkward how a half-year-long playtest period can have several cycles of errata, yet some mechanics are so thorny and hard-to-wrangle that they have to be left in a permanently unfixed state across the playtest.
Currently running A Cosmic Birthday and a few PCs got hit with the electrovore's discharge attack that causes their gear to gain the glitching condition. It's pretty vague about which tech items gain it (I sort of assumed just armor and held stuff... maybe worn items, too, but that seems a little mean.
Has anyone seen a way to remove it in or out of combat other than the Percussive Maintenance feat and rolling a natural 20 when trying to use the item? It seems like the Repair action should probably have an option to reduce glitching, but I couldn't find anything at a glance.