Starfinder [Arcanum of the Stars] "Dragonstarfinder"

Okay, that's fair, though even then we're talking about having to spend feats just to 'catch up' to what other classes get to start with. That still represents something to keep in mind for balancing purposes.
I was thinking about that. I would say any class that gets bonus feats could choose some of the feats in place of the normal feats they take. So, a legacy fighter could not only take the Technology Adept combat feat but also the Craft Technological Arms and Armor with a combat feat slot even though its not a combat feat.

The Craft feats would be available to those PF classes that gain Craft feats and Metamagic feats. Rogues could take the Craft Cybernetics and Craft Technological Item feats instead of gaining Advanced Talents. For the beguiler, we'd have to add bonus feats, but the class needs more options to make it more equal to the SF classes anyway. Hmm, the class gets Silent Spell at 5th and Still Spell at 10th. So, I'll say the class gets bonus feats at 15th and 20th level that can be used for more metamagic feats or a Technology feat.

However, the Technologist feat must be taken with a standard bonus feat, as per Table 2-4 on p. 26 of the SFCR.

I believe you guys advanced in XP (a lot), so we'll say the legacy PCs took the Technologist feat at 13th level (unless you want a different option). PC's should be revised for 14th-level (I think)? I'm also thinking we will start up at Candlekeep instead of worrying about the fight that never really took place.

You can also choose to retrain your older feats, if you like, as per p. 27.
 

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Arr, well, a low tech version might be a flight of dragons, or some other magical-themed shadowy source of bombardment, ya know? :)

Do we envision the game taking place mostly on Toril, in the Realms? Or is the plan to move the game's main events into space relatively quickly?
You know, I really haven't thought that far ahead. For now, assume it will continue on Toril.
 

Hmm! Are we sure Starfinder is the way to go?

It seems like a lot of its rules are intended to be used in a space opera setting. Pathfinder does have a much better technology integration than 3.5e; I can see the logic of switching to that, but I wonder if Starfinder shifts the focus too much.

Then again, we're not all groundbound primitives, I guess. Hehe. And Starfinder does give us a license to expand the game as we go, should we decide to.
 

Hmm! Are we sure Starfinder is the way to go?

It seems like a lot of its rules are intended to be used in a space opera setting. Pathfinder does have a much better technology integration than 3.5e; I can see the logic of switching to that, but I wonder if Starfinder shifts the focus too much.

Then again, we're not all groundbound primitives, I guess. Hehe. And Starfinder does give us a license to expand the game as we go, should we decide to.
I'm not a fan of some of the key things that are in PF that were taken out for SF. (And I like themes.) The Technology Guide will be very useful, at the very least. If I could get away with converting from v.3.5 to SF, I would, but that would be way too much work.

And yes, the setting is much bigger than Toril. SF fits my Arcanum of the Stars concept perfectly. I might even stick with the idea of drift technology and ignore the concept of spellware unless there is something similar listed in the core rulebook that I haven't read yet.
 


Very rough draft of a Starfinder Beguiler class. I dunno though. Still feels off.

I do think 6+Int would work better for skills. For comparison check out the Mystic. The Technomancer uses Intelligence as a primary stat, so they reduced the skill points with the assumption that they'd have a large modifier. For the non-Intelligence spellcaster, they increased the base skill points to make up the difference. That philosophy seems appropriate for Beguilers as well.

[sblock=Starfinder Beguiler]CLASS: BEGUILER
Key Ability: Charisma

4 + Int modifier; Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Mysticism (Wis),

Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Proficiencies: Light Armor, Basic Melee (analog only), Bows

1 0 Cloaked Casting
2 1 Beguiler Trick
3 2 Spell Focus, Mystic Skullduggery +1, Weapon Specialization
4 3
5 3 Beguiler Trick
6 4 Mystic Skullduggery +2
7 5
8 6 Beguiler Trick
9 6 Mystic Skullduggery +3
10 7
11 8 Beguiler Trick
12 9 Mystic Skullduggery +4
13 9
14 10 Beguiler Trick
15 11 Mystic Skullduggery +5
16 12
17 12 Beguiler Trick
18 13 Mystic Skullduggery +6
19 14
20 15 Beguiler Trick

Cloaked Casting: A Beguiler casting a spell against an unwitting target (who is being denied Dex bonus to KAC and EAC) has +1 to the

spell's save DC. At 8th level the spell gains +2 versus spell resistance. At 14th level the bonus to save DC becomes +2.

Spell Focus: Choose Enchantment or Illusion; spells of that school have +1 DC when you cast them.

Mystic Skullduggery: Insight bonus to Bluff or Stealth, and Mysticism.

Beguiler Tricks
2nd level
Shadow Clones (as Mirror Image; 1d4 clones, 1min/lvl, 1/day, 2/day at 6th lvl, 3/day at 10th lvl)
Quick Disguise (as Disguise Self, 1min/lvl, 1/day, 2/day at 6th lvl, 3/day at 10th lvl)
Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl)
Improved Feint (Roll Bluff to feint as a move action)

5th level
Subtle Spell (1 resolve point to cast spell without making any noise, or without needing to make gestures; 2 resolve for both)
Surefooted (as operative)
Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity)

8th level
Mentalist's Bane (as operative)
Holographic Distraction (as operative)
Master of Disguise (as Operative)

11th level
Glimpse the Truth (as operative)

14th level
Quickened Spell (2 resolve to cast 0 lvl spell, 4 to cast 1st level spell, 6 to cast 2nd level spell as a move action)
Swift Feint (Roll Bluff to feint as a swift action)[/sblock]
 

Soumral won't be using a bow any more in her SF incarnation as they only gave one option for bows in the core rulebook. She's almost straight melee now.
 

Gotcha, that works then!
BTW, you can add these spells from the Beguiler conversion document, as long as they don't break some magic rule that exists in SF that I'm not aware of yet: Bragg's reflecting trick, extradimensional alley, Flynn's halcyon veil, Lightfinger's last resort, move heavens, phantasmal conduit, redouble dependence, shadowy heist, and viral amnesia.

(Fidgit's) Manifestation of Nothingness could the high-level spell that Sil can cast using up two six-level spell slots and requiring 2 Resolve Points.
 



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