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Anonymous /tg/96146614#96168671
7/24/2025, 3:13:30 PM
In theory, Path/Starfinder 2e classes are cross-compatible, provided that futuristic ranged weapons and easy flight options (e.g. barathu, contemplative, dragonkin, ultralight wings) are kept away from Path settings, so as to avoid upsetting the Path 2. Someone could play a commander in Star as a Veskarium military officer with a holographic banner, or a soldier in Path as a Knight of Lastwall who hacks down hordes using an archaic reach weapon.

What do you think are some interesting points of comparison between the classes? Here are some of mine:

• Bards are almost always a top-of-the-line buffer (and, with Dirge of Doom, debuffer) regardless of Path or Star. Little changes out in space.

• Champions have trouble in a ranged meta with wide, open spaces, because of their reaction's range limitation.

• Guardian physical resistance is less valuable in a setting with plenty of energy damage weapons.

• Melee rogues likewise have trouble if the rest of their party is more ranged than melee. Flanking, Gang Up, Opportune Backstab, etc. need melee allies.

• Cleric vs. mystic is a tough call. 8 base HP, healing font, and 3-slot prepared casting vs. 6 base HP, vitality network, and 4-slot spontaneous casting with a choice between divine, occult, and primal. I think that the cleric has the slightly better package, but the mystic is no slouch for a caster, either.

• The witchwarper blows away the witch and the wizard (and the playtest technomancer) with 8 base HP, light armor, and 4-slot spontaneous casting. Twisted Dark Zone at 10th makes the witchwarper arguably the strongest caster in the game: darkness, non-mental confusion, immunity only on a critical success, built-in immunization of allies by default due to quantum field mechanics. While most players will never see it, Complete Transposition at 18th and warped infinities at 19th bring the witchwarper from "strongest caster in the game" to "completely encounter-breaking."