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2018-04-01, 01:30 AM (ISO 8601)
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- Sep 2007
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Just a heads-up, got changes to Specialist coming after I get up in the morning. There's gonna be cuts and abilities moved, so if for some reason you're needing the current incarnation now is the time to save it.
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2018-04-01, 11:03 AM (ISO 8601)
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- Sep 2007
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Alright, edits are live! Changes include:
- Social Chameleon & Empathic Knack have been edited and made General
- 'Free Action' wording removed
- Banshee Shot has been cut
- Soft edits on Lab Coat & Clipboard
- Field Fleshcrafting (Cryptographer), Adaptive Ammunition (Infiltrator), Empathic Coordination (Morphean) & Oneiromachy (Morphean) added
- The original Oneiromachy proof has been renamed so I could use that name elsewhere
- Hypnotic Hum has had its function reversed (it now protects everyone BUT you)
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2018-04-01, 10:22 PM (ISO 8601)
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- Oct 2015
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Perhaps it is just me, but I still see no reason to be a Charisma specialist. Intelligence and, to a lesser degree, Wisdom still have too much going for them over Charisma. Hobbyist proofs undermine any idea that morphean proofs are supposed to be "better."
Also, I do not see why a specialist would bother with stalwart instead of evasion, when the specialist is a low Fortitude, high Reflex class.
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2018-04-02, 02:18 AM (ISO 8601)
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- Dec 2013
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
I actually disagree with both halves of this. For the Morphean specialization, you gain access to several effects over 10th level, and quite a few coordination/tanking/debuff below that. There aren’t enough Hobbyist proofs to get them if that’s your main goal as a Non-Morphean Specialist, though some may be taken as support. This is particularly in evidence levels 8 and below.
As for Stalwart versus Evasion, my main worry on review was actually quite the opposite. Stalwart is an enormously stronger ability, since the truism remains that Reflex is against HP damage while Fortitude is against ability/debuff/death. The saves are way more important when applicable, which we felt keeps things in balance here.
I do look forward to any results you bring past the theoretical, since we could either or both be wrong in practice. This just comes from the limited amount of direct testing I’ve been able to run.Avatar by Elder Tsofu
Originally Posted by Forrestfire
PsyBomb's Guides to the Akashic Mysteries (Now with all three classes!)
Fear Itself: the Dread
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2018-04-02, 06:09 AM (ISO 8601)
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- May 2016
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
What're the skills per level of the Specialist?
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2018-04-02, 06:14 AM (ISO 8601)
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- Aug 2013
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
I have a rules concern regarding the Soulknife archetype. Archetypes must be chosen at first level in your selected class, but it requires a feat which you can't get until your first level. Technically, as written, you can't choose that archetype if your a single class character.
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2018-04-02, 06:20 AM (ISO 8601)
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- May 2016
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Also, so if a specialist enters an archetype, doesn't that leave them with basically no powers? I'd like to play a specialist soulknife but losing almost every power does not seem worth a soulknife
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2018-04-02, 04:55 PM (ISO 8601)
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- Sep 2007
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
There is no war in Ba Sing Se.
HOW DID I MISS THIS TWICE IN A ROW
Originally Posted by Snowpaws
Originally Posted by Gaining An Archetype
Originally Posted by AlmaPenzare
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2018-04-02, 05:41 PM (ISO 8601)
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- Dec 2013
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
There is no war in Ba Sing Se.
HOW DID I MISS THIS TWICE IN A ROWAvatar by Elder Tsofu
Originally Posted by Forrestfire
PsyBomb's Guides to the Akashic Mysteries (Now with all three classes!)
Fear Itself: the Dread
Extended Signature HERE
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2018-04-03, 02:15 AM (ISO 8601)
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- May 2016
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
After actually building a specialist with soulknife, I can appreciate it a bit more. However, considering how few powers they get as is, and with no advanced study in Starfinder, the price of having a soulknife is to leave you with at max 5 powers not counting ones gained from class features. While I know they're only a partial manifester, this feels quite limited for what is in the end, a way to get free gold, by giving you a free weapon. I *love* soulknives, but in giving up almost a third of your powers, feels quite brutal.
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2018-04-03, 02:19 AM (ISO 8601)
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- May 2016
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Hah, I didn't notice the hidden text. I was going to say that is really not a helpful reply. Thanks for letting me know. Apologies if I come off as a little terse, reading my previous message I fear I might have, I'm a huge fan of DSP, I'm just trying to raise my concerns with the class.
I thought you may appreciate this; https://docs.google.com/spreadsheets...it?usp=sharing My build for a level 3 Infiltrator Specialist/Soulknife, just to see how someone from an outside perspective sees building these options.
Also, as a note, I could not find mention of what level an item the soulknife is for the regards of applying fusion seals, I assumed they count as your level
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2018-04-03, 02:33 AM (ISO 8601)
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- Dec 2013
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
The Mind Blade is always supposed to have an item level equal to you character level for all purposes, I’ll make sure that’s more clear in the near future. Going to look over your build shortly as well, having been either main author or major secondary for every piece of it puts me too close to be truly objective without major effort.
EDIT: character looks roughly in line with expectations. Mind going over the reasoning for various choices? Particularly powers, but everything I get the logic for is only going to improve things in the long run. Incidentally, I’m actively jealous of the sheet and want a blank copy.
Also, if the Mind Blade is only being seen as free gold, I’m not doing my job right. The idea is to have its own unique feel. Need to work on that as well.Last edited by PsyBomb; 2018-04-03 at 02:42 AM.
Avatar by Elder Tsofu
Originally Posted by Forrestfire
PsyBomb's Guides to the Akashic Mysteries (Now with all three classes!)
Fear Itself: the Dread
Extended Signature HERE
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2018-04-03, 02:42 AM (ISO 8601)
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Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
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2018-04-03, 03:13 AM (ISO 8601)
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- May 2016
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Liike I said, Im a big fan of the soulknife, I use a Rageblade/Pyrokineticist in one of my own games as an NPC rival adventurer and he is just a blast to play. The problem here I see is the Soulknife feels very... solitary, you can give it neat description but as it is now it has no skills to pick to let you do cool things with it, it's just a weapon you can describe how you like you can summon at will
As for my powers, my character concept is she's a mild sociopath, only cares for the lives of others if she finds them interesting, and she is guided by what she finds interesting. She studies the rest of the party and is writing a book on them as "Outliers of Society and how they influence one another", basically "Adventurers, Why" and to fuel her passion projects, she works as an infiltrator and assassin for hire. Distant viewing to spectate a site before entry, watch a member of staff leaving, cath his voice, use the augment to shift voice and metamoprhasis to take his appearance and just saunter in. Soulknife is so that she never has to publicly carry weaponry, and can just summon it at will, it's flavored as a bow of psionic energy
PS: I know right this sheet is amazing. Here's a blank one, https://docs.google.com/spreadsheets...t?usp=sharing\
And we all have those moments Lord Gareth, it took me having two different people look at my book for me to realise I never actually described what 2 major characters looked like.
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2018-04-03, 08:38 AM (ISO 8601)
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- May 2016
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
To expand a little more on the topic of Soulknife, I think having the ability to put different weapon properties, possibly in a sort of "Enchantment bonus" style could be neat, and then sacrificing weapon properties for minor blade skills. I think it would go a long way to give the soulknife a bit more... life, as right now, its kind of just a damage type, and numbers.
EDIT: Somehow I had missed that Longarms can get weapon properties, I like this, but I still think it could be expended a little.Last edited by AlmaPenzare; 2018-04-03 at 08:40 AM.
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2018-04-03, 10:58 AM (ISO 8601)
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2018-04-03, 01:39 PM (ISO 8601)
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- Dec 2013
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
No specific ETA just yet. We need to get the Psionics Guide wrapped up (at least mechanically) before we can do more than brainstorm on that. It will come, and we are excited to be given the chance to put that one out, but just can’t do much without the rules basis to work on.
Last edited by PsyBomb; 2018-04-03 at 04:25 PM.
Avatar by Elder Tsofu
Originally Posted by Forrestfire
PsyBomb's Guides to the Akashic Mysteries (Now with all three classes!)
Fear Itself: the Dread
Extended Signature HERE
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2018-04-03, 01:44 PM (ISO 8601)
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- Aug 2016
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
regarding the soulknife topic: I'd drop the feat and bake it's effects into the archetype. keep it as a way for everyone to have access to a personalized insta-weapon.
BUT
I would then make a dedicated class for soulknife as well. bake in the gifted blade archetype from pathfinder. Then basically all of your other soulknife archetypes from pathfinder can become path options (in the same vein how the soldier has a variety of path options). on top of that blade skills are freaking amazing! I sort of can't imagine a soulknife of any kind without them. so I'd keep blade skills as an option, with your path choice giving access to specialized subsets of blade skills.
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2018-04-03, 07:09 PM (ISO 8601)
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Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
It'll be very hard to separate that thought process out as long as all the Soulknife archetype actually does is be a high quality weapon in exchange for class features. Granted, it's also a flexible weapon that can't be separated from you and can use other stats to attack, but a weapon it nonetheless remains. It doesn't even provide the weapon all on its own, you need a feat to be able to take it - and one of its features is just another bonus feat.
I think it better fits an archetype than a class, surely, but I would still suggest finding something different or special for the archetype to do mechanically. Even just pulling from the OG Soulknife in 3.5 (understanding how bad it was, of course) it had Psychic Strike, Bladewind, and Knife to the Soul. Why not try to incorporate something like that into the design?Last edited by Ilorin Lorati; 2018-04-03 at 07:19 PM.
There was something here and in the avatar box, and there will eventually be again. I just need to figure out what I want...
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2018-04-17, 05:00 PM (ISO 8601)
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- Nov 2008
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Wait, do any of the archetypes in the CRB or PW actually have prerequisites? I think they placed that possibility in the rules, but doesn't seem Starfinder has used it yet.
I second the suggestion of just adding Mind Blade into the alternate class feature at second level with Improved MB, it makes the archetype yummier.
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2018-04-17, 05:52 PM (ISO 8601)
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2018-04-25, 05:26 PM (ISO 8601)
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- Jan 2015
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
After much internal discussion, it has been decided that Sonic Affinity would be dropped from the Maenad. Maenads are already versatile, and have a very powerful combat racial bonus in the form of Outburst.
Changes included:
- Removed Sonic Affinity from Maenads
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2018-07-23, 08:04 AM (ISO 8601)
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- Nov 2008
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
A little late in the game, but here's something:
Aegis
Astral Shields (Su) [2nd Level]: Once per round as a free action, while you are wearing your astral suit, you can spend one or more Power Points to create a temporary astral shield.
Also, this text:
Key Ability Score: Your Strength helps you fight in melee, while your Dexterity helps you fire your ranged weaponry and dodge incoming attacks, so you can choose either Strength or Dexterity as your key ability score. Once made, this choice cannot be changed. You power both your psionic abilities and many of your crafting masteries with your intellect, so you need a high Intelligence score.
If you have at least 1 level in a class that grants power points (such as aegis or specialist), you gain bonus power points equal to your manifester level x your key ability score modifier x 1/2.Last edited by TheRagi; 2018-07-23 at 08:18 AM.
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2018-07-23, 01:54 PM (ISO 8601)
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Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
I'm bringing the rest of ya post to Internal so we can get replies and edits made but I wanted to address this part first - it is not late in the game! We just hit a serious slowdown point because we're trying to get Psion ready to show next, which means finishing out Powers among other things. We are very much still taking feedback on anything that's on the table right now.
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2018-07-24, 11:33 AM (ISO 8601)
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- Nov 2008
Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Skills: Acrobatics (Dex), Athletics (Str), Autohypnosis (Wis), Computers (Int), Engineering (Int), Mysticism (Wis), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis)
Considering his focus on crafting, he could also get Life Science, the only crafting skill not on his list.
Astral repair
“Repairing starships or similar incredibly expensive objects still costs UBP as normal.”
Form Astral Suit
The amount of time forming this astral suit takes depends on the type of suit being formed.
An astral suit can be dismissed as a free action.
There are more free actions surviving in the aegis class, and re-reading the topic I saw you addressed this as a design decision. But they mostly seem unnecessary, and will end up only being pointed out by critics as example of 3PP not following the parameters of the core system. I’ll point some of them out and make suggestions - I think getting rid of them will save up on needless grief in the future.
There are only 3 swift actions for the aegis, and about 31 (mentions of) free actions in the whole class.
An astral suit does not function in areas where psionics do not work, and can be dispelled, treating your aegis class level as your manifester level for checks to resist such effects.
But if you insist in keeping the suit as a dispellable ability, is it treated as a spell and can be formed back right away, or like and object and take 1d4 rounds? And does it need to be formed again, or it comes back up as it was?
Customization [2nd Level]
If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1/2 x your aegis level + your key ability score modifier.
You may apply any number of customizations that you have learned to any given astral suit, up to the maximum allowed at your level.
All-Terrain:
You can spend a Resolve Point as a free action to ignore the dazed, encumbered, entangled, exhausted, or fatigued condition until the end of your next turn.
Astral Perfection [20th Level]: Your suit cannot be dispelled or removed against your will by any means, though your astral suit ability still does not function within areas where psionics do not work.
That’s almost half of the class, I’ll come back later with anything else I come up with.
Looking forward to the psion and the integrator!Last edited by TheRagi; 2018-07-24 at 11:33 AM.
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2018-07-25, 12:47 AM (ISO 8601)
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Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Excellent review, TheRagi. Some of these were things that we were already planning to change, and others had slipped through the cracks or were general design oversights, but all are appreciated. I'll review with internal and see what we can do to patch some of these up :)
Author of Psionics Augmented: Seventh Path, Host of Heroes
Contributing Author of Psionics Augmented: Mind and Soul
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2018-07-25, 09:23 AM (ISO 8601)
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Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Onwards to chassis (by the way, the misspelling “Chasses” appears three times in the aegis pages):
Forward Battery [1st Level]
You can spend 1 Power Point as a free action when you make a ranged attack.
Those squares count as difficult terrain for one round.
When you use astral shields, you can create a temporary astral turret instead of gaining temporary hit points. If you do so, one enemy within your line of sight that you made an attack roll against since your last turn takes piercing damage equal to the temporary hit points the shield would have granted. The astral turret otherwise counts as an astral shield for all purposes, and lasts for one round, despite only activating when created.
The enemy takes damage from the turret even it the aegis attack roll wasn’t successful?
So it can be attacked? Does it have unattended object AC (crb 409)? Does it have hardness? I’m guessing it only has 5 hp. How tall is it? Can you use it for cover?
Scorched Earth [9th Level]
At the start of your turn, you can spend 3 Power Points as a free action. If you do so, one ranged weapon that you are wielding gains the unwieldy special property and your choice of one of the blast (15 ft range), explode (5 ft), or line (30 ft range) special properties for one round.
Line in the Sand
You can make attacks of opportunity with your ranged weapons against creatures that provoke while within those squares. Any enemy hit by one of your ranged attacks of opportunity
Unyielding
You can spend 1 Power Point as a free action at the start of your turn. If you do so, you gain an insight bonus to attack rolls made for attacks of opportunity or as part of combat maneuvers for one round.
Under Lockdown
When you create an astral shield, you can spend 2 additional Power Points. If you do so, you can attempt to either reposition or bull rush a creature within your reach as a free action.
At the start of your turn, you can spend 3 Power Points as a free action. If you do so, increase your reach by 5 feet for one round.
Astral Blockade
The wall extends along five continuous edges in a straight line centered on the chosen edge. The shield provides cover against attacks coming from the far side of the shield but not against attacks originating from the side you’re on. This wall lasts for one round.
As a move action, you can spend 6 Power Points. If you do so, the area within your reach counts as difficult terrain for your enemies for one minute. This difficult terrain hampers even flying enemies.
High Velocity
You can spend 1 Power Point as a free action on your turn. If you do so, your ranged attacks this turn gain an insight bonus to damage
Scattering Steps
When you make a full attack, you can spend 2 Power Points as a free action.
You can spend 3 Power Points as a free action at the start of your turn. If you do so, for each target that you hit with a ranged attack this turn, you choose one of the following
Once per turn, you can spend a Resolve Point as a free action during your turn to move up to your speed.
Veil of Bullets (Su)
On any turn in which you move more than 5 feet, you can leave an astral gun in each square that you move through. These images are intangible, inactive, and last only a single round, but when you make ranged attacks, you can have that attack originate from any square in line of sight with your astral gun, rather than your current square.
As a full action you can spend 6 Power Points. If you do so, you can cause your astral guns to all fire at once.
Make a ranged attack roll using a wielded ranged weapon against every enemy
Astral Avalanche
You can spend 1 Power Point as a free action at the start of your turn.
While you have an astral shield, you do not provoke attacks of opportunity from movement.
Dance of Mischief
When you make a full attack, you can spend 2 Power Points as a free action.
You can spend 3 Power Points as a free action when you hit an enemy with a melee attack.
Once per turn, you can spend a Resolve Point as a free action during your turn to move up to your speed.
Echoes of Steel (Su)
Your melee attacks deal additional damage equal to the number of your afterimages adjacent to your target.
Are these afterimages obvious, or could an enemy be fooled by them? Maybe add a “translucent” or “transparent” to their description.
If you do so, you can move up to twice your speed, making a melee attack against each enemy that you move adjacent to.
Mix It Up
When you use astral shields, you can choose to gain 5 fewer temporary hit points. If you do so, you can take a guarded step as a free action.
Battle Pattern
When you draw a weapon, you can also put away any currently wielded weapons as a free action.
When you hit an enemy with a melee weapon, you can spend 3 Power Points as a free action. If you do so, you can make a single attack with a ranged weapon against that enemy as a free action.
When you hit an enemy with a ranged weapon, you can spend 3 Power Points as a free action. If you do so, that enemy is flat-footed for one round.
You can spend a Resolve Point as a free action when you take a guarded step to instead move up to half your speed.
--
On the whole free-actioning of power point usage; there’s a bunch of places where spending power points has no actions connected to it, which might also cause some problems ahead.
If “as a part of” isn’t an interesting solution, and since PP are a new mechanic to the system, you might consider using a unique term for it. “You can boost a melee attack with 3 power points to make an enemy flat-footed”, or “You can enhance your guarded step with 2 power points to move an extra 5 foot” and such.
This will probably require an explanatory paragraph on the psionics chapter.
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2018-07-26, 06:10 PM (ISO 8601)
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Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
To wrap up, customizations.
Adhesive Feet
You also count as if you had boot clamps, and are able to walk on flat surfaces (such as the hulls of ships) in zero gravity.
A similar effect is mentioned in the armor section: “Unless otherwise specified, the boots include a functionality that can anchor your feet to a solid surface in a zero-gravity environment, allowing you to orient yourself or return to normal footing when needed”
So I assumed Astral Armor and Astral Juggernaut already had this built in them. Or is this supposed to benefit only aegis using Astral Skin and no regular armor?
you can spend 2 Power Points as a free action when you would be knocked prone to stay on your feet.
Diehard
You gain the benefits of the Diehard feat, except that you automatically stabilize without having to spend Resolve Points to do so.
I’d add “as long as you have resolve points left”, otherwise, this is a tiny form of immortality during combat.
Frightful Presence
you can spend 2 Power Points as a free action when you successfully hit a creature with an attack to make them shaken for 1 round.
Hardened Strikes
your unarmed attacks lose the archaic keyword.
you may spend 2 Power Points as a free action. If you do so, your unarmed strike is charged with psionic energy, and deals an additional 2d6 damage on its next hit. Your unarmed strike stays charged for one minute or until it successfully hits, whichever comes first.
Powerful Build
Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver, you are treated as Large if doing so is advantageous to you. You are also considered to be Large when determining whether a creature’s special attacks based on size (such as grab and swallow whole) can affect you. This doesn’t stack with similar abilities—in such cases, you apply only whichever is more beneficial to you.
Beginning at 8th level, whenever you make a successful melee attack, you can spend 2 Power Points as a free action to make a bull rush attempt against the target.
Speed
You can spend 2 Power Points as a free action to double this bonus for one round.
Energy Resistance
You gain energy resistance 5 against one of acid, cold, electricity, fire, or sonic.
you can take this customization again, selecting an additional energy type of the ones above to resist.
Harness Power Stone
Stubborn
You gain this benefit only while unencumbered, and you lose the benefit when you are helpless or otherwise unable to move.
Astral Vision
blindsense (thoughts) out to a range of 30 feet.
Energy Blast
Astral cannonades jut from your astral suit, barraging your foes with every attack. Whenever one of your ranged attacks misses a creature, you can spend 2 Power Points as a free action.
Extra Armaments
Astral arms, bristling with weaponry, extend from your astral suit. Whenever one of your melee attacks misses a creature, you can spend 2 Power Points as a free action.
Extra Passenger
A creature can be loaded and unloaded into your astral suit as a free action by you, but the creature can take no actions until its next turn.
Reach
All of your melee weapons and unarmed strikes gain the reach weapon special property.
Fortification
before the critical hit’s damage
--
Done.
Overall, the class has a lot of buffs, but very few silly abilities. It probably makes for an efficient warrior, but not a very remarkable one.
I wish more chassis had stuff that affected the battleground like Artillery, with their tossing of difficult terrain and astral turrets, at early levels. The others show up at 9th or 15th.
I’ll build a 7th level aegis to use against a 5th level party and see how it goes.
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2018-07-28, 10:52 AM (ISO 8601)
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Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
Ah, one more thing!
You should add a paragraph about armor upgrades in the Form Astral Suit entry, explaining they can be installed in the suits just like in regular armor. Mechanically I believe the only difference is what happens to the upgrades when the suit is dismissed - they just fall on the floor? Get sucked into the ectoplasm and come back when the suit is formed again?
The upgrade slots are mentioned in the suits description, but they are important enough to be highlighted.
Astral Skin
You gain no armor bonus from your astral suit when you wear it in this fashion, but it still provides one upgrade slot per 5 aegis levels and has light bulk. An astral suit in this form is a skintight suit, does not count as any type of armor or provide any environmental protection, and can be worn underneath other armor without penalty.Last edited by TheRagi; 2018-07-28 at 11:55 AM.
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2018-08-01, 09:53 PM (ISO 8601)
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Re: [Starfinder] Dreamscarred Press Announces: the Psionics Guide Playtest
You are a machine (the good kind).
I will definitely review and respond to each of these points, but for now, consider your advice heard, noted, and in discussion internally.
I'm pleased that you didn't find any outright silliness, and I will see what we can do about making it a little more distinctive/cool. Also, I am quite interested as to how that mentioned encounter goes.
Glad you liked it overall :)Author of Psionics Augmented: Seventh Path, Host of Heroes
Contributing Author of Psionics Augmented: Mind and Soul