Focus( 1-3) Take time to focus up. • Cost: 8 Karma per level • Game Effect: You have learned to calm down, slow down, and focus. You can spend a number of minor actions equal to your level in this quality. If you do, on your next turn, you gain that many minor actions.
Focus! Through years of study, you have learned how to focus and prepare. You spend an action focusing and at the start of your next turn you gain one additional action.
Basics– Why not tech wizards! The tech playtest focuses on the technomancer and the mechanic. The mechanic is the pet class with rogue elements of being skill based and the technomancer is the wizard.
Mechanics or Crunch– The classes work. They both operate well within the realms of the base Pathfinder 2e mechanics. The mechanic is a pet class and it follows the basic pet class idea, and the Technomancer feels like a sorcerer bloodline on a wizard. Those are good pieces making a great whole. 5/5
Theme or Fluff– I like what’s here, but I also feel like we may have lost things in edition change. The mechanic lost the ability to just put a computer in their head and do awesome stuff. What’s here is good, but it’s also a bit less than what it could have been. The technomancer doesn’t feel like its own thing. It’s a wizard with a bloodline. That’s not bad, but I wanted more. I wanted maybe even a whole new school of spells here. It’s still just arcane spells. Again, not bad by any stretch, but I wanted tech spells. These two things don’t feel distinct. 4/5
Execution– It’s Paizo. Solid layout, production, art, and even text makes this something to be studied. Yes, I keep saying the exact same things, but it’s for the exact same reason. For a free product, this is amazingly well done. 5/5
Summary– I like the options, but I want more distinct things in the future. Overall, these will play amazingly well with the rest of the classes out there. I just want new ground to be broken with Starfinder. Right now Starfinder 2nd ed feels more like a setting change and less like it’s own edition. Thats good for some respects, but bad for others. Then again, I’m gonna play the hell out of this system. So I may not be getting exactly what I want, but I am getting Pathfinder in Space, which I want! 93%
Stunner Too many blows to the head! • Cost: 8 Karma • Game Effect: When you make a melee attack, you may spend 1 edge. If you do, the target must make a Willpower check with the DC equal to the net successes on the attack. If the target fails, the target loses its next major action.
Advanced Technique (1-3) You’ve learned how to really hit hard! • Cost: 8 Karma per level • Game Effect: For every rank of this quality you posses, you increase all unarmed melee damage by one additional point.
Basics– You’re building a what? The Winter Queen is homesick and trying to revolutionize her country at the same time. Bids are being taken to build a train, but what is a train? And who wants to stop it?
Mechanics or Crunch– This adventure isnt so much crunch, but world building. There is a social interaction, then a chase, then combat! It’s short, but its fun. The encounters are balanced for everyone. It’s just a bit short. 4.75/5
Theme or Fluff– This is a callback. If you played First Ed Pathfinder and killed Rasputin in an adventure path, then you will recognize all the key players here. Those who didn’t, won’t miss anything, but it’s a call back. The story is interesting, and it builds out some of the world of Pathfinder in fun ways that everyone will enjoy. 5/5
Execution– It’s Paizo. Solid layout, production, art, and even text makes this something to be studied. 5/5
Summary– This is a solid, if short, adventure. The short issue depends on roleplaying. The combats are fun, and the story offers the players a chance to change the Society and the World via their choices. I loved this one. 99%