The void calls!
Kasatha Heritage Feat 1
Dromaar
Meditate on the mysteries of space. Gain the Solarian Splash feat and training in Occultism. If you are already trained in occultism, gain training in a different skill.
Thoughts?
The void calls!
Dromaar
Meditate on the mysteries of space. Gain the Solarian Splash feat and training in Occultism. If you are already trained in occultism, gain training in a different skill.
Thoughts?
Product– Starfinder Society Scenario #1-02: Mystery of the Frozen Moon
System– Starfinder 2nd Ed
Producer– Paizo
Price– $5.99 here https://store.paizo.com/starfinder-society-scenario-1-02-mystery-of-the-frozen-moon/
TL; DR– Good, but length hurts product and story. 83%

Basics- What’s on the moon? A new moon has been discovered, and there are ruins there. What else could be stirring on the frozen moon?
Mechanics or Crunch: This adventure has a decent mix of combat, skills, and some social. There are multiple NPCs that you get to know. They don’t do much, but they help set the scenes for future adventures. The combats are simple. There really are only two. There is one major skill challenge as well. I don’t hate this, given the design philosophy of the Starfinder society now. It’s short, but there are the key pieces I want. 5/5
Theme or Fluff– There is a lot of story in a small package. The story is light, but the adventure sets the stage for the future. You meet multiple characters. Those characters are there to help you learn the next pieces in the next adventures. That’s again, not bad, but aside from some social, two combats, and a skill challenge, the story is light. It does end on something big, so it works well enough. 4.5/5
Execution: Paizo is losing the Paizo polish to the internet. The adventure features new creatures, as in any good Star Trek adventure, as they explore a new planet. But it’s missing pieces, like pictures of the major NPCs. I can’t find pictures of somethings anywhere. Also, this adventure is 6 bucks for about 2 hours of RPG. That’s kind of a lot for missing pictures of one of the two things you fight. 4/5
Summary– This adventure is good, but the changes in Paizo’s organized play are hurting the product. The short adventures are ok, but it means there is less here. I also have fewer physical products to look at or show the players. Those changes hurt the product. I enjoy the story and adventure, but the constraints hurt the product. 83%
Why not an arcane mystic?
The universe has a logic, and you’ve begun to crack it. Through careful study of the mathematics of the cosmos, you can command the universe to do your bidding.
Arcane
Crafting
cantrip Telekinetic Projectile;; 1st:Command; 2nd: Resist Energy; 3rd: Entropic Strike; 4th: Dispelling Globe; 5th: Truespeech; 6th: Dominate; 7th: Warp Mind; 8th: Gravity Field; 9th: Atomic Blast
initial: Universal Understanding ; advanced: Cosmic Knowledge; greater: Intellect Vampire
When you Transfer Vitality, the target’s mind expands as well. The target gains a +1 status bonus to skill checks. This lasts until the end of your next turn.
You gain the Cosmit Guidance action. When you Transfer Vitality, the target can use this action once before the end of their next turn.
One last piece for the Numerology Mystic!
Divine Knowledge
Frequency once per hour
Requirements You’re at least trained in the skill you are attempting.
You’ve begun to truly understand the universe, and it begins to understand you. When you attempt your next skill check, you are considered to have had the aid of another action performed to help you buy the universe itself as if it scored a critical success. The bonus depends on your proficiency with the skill.
Thoughts?
HIDE!
General
Prerequisites Barricade
You just build better. When you build a barricade, it lasts an additional turn, and when you hid behind that Barricade, increase the bonus to defence by an additional +1.
Thoughts?
Out of the way!
General Skill
Prerequisites trained in Acrobatics
When you successfully tumble through an enemy’s space, that enemy takes a –2 circumstance penalty to attacks on you till the start of your next turn.
Thoughts?
Today I’m gonna learn!
Traditions arcane
Range touch; Targets 1 creature
Defense Will Duration varies
You remove a creature’s intelligence and add it to your own. The target must attempt a Will save. The effects of this curse can be removed only through effects that target curses.
Critical SuccessThe target is unaffected.
Success: The target is stupefied 1 for 1 minute, and you gain a +1 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks.
Failure The target is stupefied 2 for 1 minute, and you gain a +2 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks
Critical Failure The target is stupefied 2 for 1 hour, and you gain a +2 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks.
Thoughts?
Time to Learn!
Uncommon Concentrate Focus Mystic Logic
Range Personal
Duration 8 hours
Time to see the universe. Choose one skill. You become an expert in that skill for the duration.
Heightened (6) You become a master in that skill.
Heightened (8) You become legendary in that skill.
I want an arcane mystic, so let’s build one!
Uncommon Concentrate Focus Mystic Logic
Range 30 feet
Targets 1 creature
Defense Will
Duration sustained up to 1 minute
You gaze into the true understanding of a creature as you pull apart what makes it work and break at the subatomic level. The target must make a Will save.
Critical Success: The target is unaffected and can not be targeted by you with any spells or abilities, save physical attacks for one minute.
Success The target is unaffected.
Failure The target suffers 1d4 force damage and has a -1 penalty to AC and saves. You can sustain this spell to cause the target to suffer the damage again and continue the penalty.
Critical Failure The target suffers 2d4 force damage and has a -2 penalty to AC and saves. You can sustain this spell to cause the target to suffer the damage again and continue the penalty.
Heightened (+1) The force damage increases by 1d4 or 2d4 for a critical failure.
Get those gains!
Skill
You work out! You get one boost to attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.
Special: You can take this feat again, but if you do and apply it to the same attribute as you did before, you only get a partial boos.
Thoughts?