r/Starfinder2e • • 21h ago

Discussion Comfortmoji vs Repairative Nanites (or why is Divine worse at healing)

26 Upvotes

Both level 1 spells. But in comparison, Comfortmoji is flat out superior.

name Comfortmoji Repairative Nanites
tradition Occult, Primal Divine, Primal
range 60 30
duration 1 minute 1 minute
target 1 creature 1 creature
effect fast healing 2 fast healing 1
heighten (1) fast healing +2 fast healing +1
special transfer to another creature none

So, other than a Primal caster being foolish to pick the nanites, Divine just get the flat out worse healing option. Is this intentional to have the class based difference or are you just paying a healing tax for having a spell that doesn't look silly?


r/Starfinder2e • • 12h ago

Discussion What if Golarion is still there?

58 Upvotes

I had a thought the other day while reading the Gap Touched heritage in Galactic Ancestries. It’s shown from that heritage, and from the gap touched Witchwarper that the Gap isn’t just an event that happened in the past and is now over. It’s a continuous effect that’s still altering everyone in the galaxy’s perception of reality.

Individuals touched by the gap become hard for normal people to perceive. Records about them are mysteriously erased or lost, and many times even their friends or family forget they ever existed Some people, like Gap touched Witchwarpers, can weaponise this effect to become effectively invisible, and to write themselves out of their enemy’s memory and sight. Kind of like the Silent from Dr Who.

So what if that same perception filter is happening to the entire planet of Golarion? What if it’s still exactly where it always ways, but impossible for anyone offworld to see or remember?


r/Starfinder2e • • 4h ago

Player Builds Breaking the ghost curior

3 Upvotes

Going back over it's feats, it seems to be a strength/wis build (leading to athletics and survival/iniative). It builds on you being a tactical positioner, rather than damage boosting.

The Adrenaline rush "Danger gives you a rush. For 1 minute, you ignore the encumbered condition and gain a +2 circumstance bonus to your Athletics checks. While you are not encumbered, you gain a +5-foot circumstance bonus to your Speed for the duration."

Adds speed and a lovely bonus to athletics checks. The route for that seems to me to be an Armor Storm Soldier, who gets to be toting around a heavy gun (or two handed cc/weapon), and doing the athletics checks without a free hand.

Soldiers are already pretty tanky, and being able to use 'treasure on my heart' to shunt damage into any bulky object you are carrying (and boy can you carry a lot of them) seems great.


r/Starfinder2e • • 10h ago

Discussion starship Heading and Rotate Armament

2 Upvotes

Similar to vehicles, you track which direction each starship is facing, called its heading. However, because the sensor map is a 1D line, there's only two options. Now here's what heading does:

A starship is off-guard to attacks made from the opposite direction of the starship’s heading. Starships in the same zone always treat each other as being in the direction of their heading. Specific rules and actions might have different results depending on starships’ headings.

That's it. (There's a whole paragraph about your starting heading when an encounter begins, but it's just "use common sense and GM discretion".) The basic actions while helming a pilot's console --specifically Boost Thrusters and Change Heading-- clearly mention that you move in the direction of your heading and change that heading separately.

i couldn't really find anywhere else heading comes up, but the ordinance hinges upgrade for gunneries lets you attack "in any direction, ignoring the starship’s heading" ...when neither starship weapons nor the gunnery itself mention heading at all. Ordinance hinges have no other benefit. And using a starship weapon isn't even a special station action, the gunnery just passively grants regular attacks the station trait (if you helm the gunnery and use starship weapons installed on it, oc).

(Rotate Armament (the action ordinance hinges gives you) is also just kinda odd since it lasts a single turn, i guess you're then forced to rotate back as a free action. idk why artillery would snap back.)

TLDR / My questions for you: Did i just miss the RAW for "you can only fire forwards"? Would you allow some weapons to be mounted backwards by default? How would you track firing arcs in tactical starship combat? Do you just not bother, and delete ordinance hinges?


r/Starfinder2e • • 18h ago

Advice Fabrication Lab, Fabricator feat and Creator Capsules questions

14 Upvotes

I'm very new to Starfinder 2e, and Pathfinder in general. I'm currently playing a Mechanic that I want to be good at repairing/crafting things, but I have some questions:

  1. In the Fabrication Lab entry, it says "A crew member using this expansion bay can Craft and Repair items on board their starship without having to spend time to set up". Does this mean you do not need to spend the "2 days of work setting up, or 1 day if you have the item's formula" listed in the Craft activity, or is it merely flavor text that actually refers to the use of Creator Capsules?

  2. Since it says "A fabrication lab includes commercial creator capsules", does this mean these are always stocked (and you therefore don't have to buy them, since expansion bays aren't bought)?

  3. In the Fabricator feat, it says "reducing the materials used based on the result of your Crafting check". I can't find any reference to reducing the materials used anywhere else. As far as I can see it's always the full price of the items in UPBs. Or is this simply referring to the fact that if you're not successful, you're also not expending the UPBs/Creator Capsules?

  4. The Commercial Creator Capsule says it takes "24 hours of work" to set up and complete. Does this mean it actually takes longer than a normal Crafting check, since it's listed in "hours of work" rather than 1 day (and you have to sleep/rest in between)?

  5. Even if the Commercial Creator Capsules only take 1 day, what is the advantage over regular crafting? Regular crafting takes just as long when you have the formula (which you must also have for using Creator Capsules) at the same price. Is the advantage supposed to be that you can use UPBs and are therefore not reliant on being in a settlement with the right materials?