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anyone recommend to me a good solaraian revelation to use at level 8?
debating between
deflection, corona, glow of life, or blazing orbit
if it helps at all
this is for a melee solarian
so anyone with feedback please feel free to respond


does a pack of motospheres let you just summon 4 of those motorcycles?
or does it require hte full set to just bring up one motorcyle?
also does it only jsut last for an hour?
or can you just turn it back into a sphere after an hour of use?
just as a note this item is a hybrud item from Pact Worlds


So currently me and hte rest of my player group jsut hit level 7 and have a chance ot ugprade our ship. We'rea group of 4 with an 18-20 crew (including us). In your guys's experience, what is the best build to have fora ship? We're throwing around this following ship build idea, maxmize mobility and range, also, anyone know where I can find a ship building optimization/benchmarks?

Large Heavy Freighter
Speed 10; Maneuverability average (turn 2); Drift 1
AC 13; TL 13
HP 140; DT n/a; CT 28
Shields Light 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Forward) Twin laser (5d8)
Attack: (Forward): coilguns linked (8d4)
Attack (Turret) Coil gun (4d4)
Power Core(s) Arcus Maximum (200 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (luxurious), mk 3 armor, mk 3 defences, mk 2 trinode computer (tier 2); Expansion Bays medical bay, recreation suite (trivid den), tech workshop, arcane laboratory, 4 cargo bays (technically)
Modifiers +2 any three checks per round, +4 Computer

For our given level, do we have enough damage and speed output as well as shielding? Or should we shift some things around to improve some stuff?


This is a revelation idea that I had, kinda like a lay on hands for the solarian to use, but im not sure how I should go about

Idea 1
heals for: solarian level+cha modifier for cha modifier/times a day

Idea 2
heals for: Solarian level x cha modifier as a pool that restores either on a short rest when spending an additional resolve point, or only after a long rest

Im definitely making this a photon revelation, but Im not sure what kinda bonus this revelation would get doing so.


So one thing me and a friend of mine are looking at is how we could make a tweak to the solarian. Seeing as how the revelations and class features seem to emphasize mobility and melee we thoguht that the necessity of melee solarians needing heavy armor as a bit, antithetical to the lightly armored mobile combatant it seems to be flavored and base built for. In light of this we've been trying to find a way how either through a base feature or maybe a revelation could make up the difference in AC so that it isnt broken but stays competitive with a soldier in terms of it's ac.

Potentially letting it add its cha mod to ac instead of dex? as in it replaces dex to ac and uses charisma as long as it wears light armor?


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So, jsut ahead, spoilers for the Dead Suns continuation AP with Temple of the Twelve

One of the possible encounters is a Solarian who has the following things

Pulse Dart (Su) As a standard action, Panelliar can fire a dart
of stellar energy as a ranged attack against EAC with a
range of 60 feet. The pulse dart deals 1d10+6 fire damage
and has the critical hit effect burn 1d6

and

Solar Spear: 1d8

just a question

1. how come the spear does 1d8 instead of 2d6 as the solar weapon of a level 6 solarian?

2. was the pulse dart meant to be for PC solarians as well and was just not implemented due to time or just meant for NPCs?


So a few gods I noticed that arent in teh CRB as of yet are Cayden, Iori and a few others

were they jsut not added due to book space or?
has something else happened?


So Im trying to put together a Solarian revelation that's similar to the Power Within pyromancy spell from Dark souls.

Basically the spell boosts your damage but you take damage for the duration of the buff every second based on a percentage of your total health

I need help to make a revelation that does something similar to that but Im hitting a wall and would like to help

so far what I have is:

Last for a round per level
not sure if it should burn HP or stamina points
how much of a damage boosts it gives


So the level 2 mystic spell affects the following

imposes a –2 penalty to ability checks, attack rolls, and skill checks. A target that succeeds at a Will saving throw reduces the duration to 1 round.

so by ability checks, what does that mean? Cause initiative is a dex check, so would initiative be affected?


So a character concept I am having in my mind currently is a high damage dealing bounty hunter technomancer

I normally like to build melee damage dealers, but I want to try my hand with a ranged technomancer build

So far Im looking at taking magic missile and supercharge weapon

should I take longarms or will small arms with certain hacks and spell choices be ok?


So looking at the armor and weapons by level, I want to see what peoples thoughts are the best armor and weapons for ranged and melee builds by level

Level 1: STR melee build: Longsword or Doshko, Hidden Soldier armor

level 1: DEX shooty build: hunting rifle or azimuth laser rifle, or light reaction cannon, second skin armor


Simple question
How would you guys make sam fisher, from the splinter cell series in Starfinder?

Im thinking operative of course, specialzing in stealth and athletics specializing in longarms


So if using a STR build using thrown weapons as a backup weapon, would it be more economical to use shuriken, or starknives? Thoughts?


What has been the community's thoughts on Power armor so far? While I like the fluff and flavor of power armor, to me it doesnt really seem all that useful. Am I missing something here?


So looking through the Rulebook as of yet, what are yall's thoughts on the best cybernetics upgrades and augmentations?

So far mine are the
Speed Suspension Upgrades
Cardiac Modulator
Dermal Plating


So is there any advantages to paying the extra 10% for biocells instead of regular cybernetics? Because Im not sure if cybernetics can be hacked or short circuited. Can they?


Using cybernetics, is it possible to attach a small arm on/in a hand/arm? Like I flick my wrist and it changes into a gryopistol or laser pistol?


so I'm starting a starfinder game soon and I'm really divided on the character

both soldier and solarian appeal to me because I want to be a mobile damage dealer but also ahve some out of combat utility

The soldier with blitz seems to have the mobility and damage that I want, and I can have the feats to spare to shore up my out of combat skills

But the solarian has a better skill list, boosts to skills, and interesting powers that can boost my versatility both in and out of combat. However, in order to shore up my defenses I would need to burn a feat on heavy weapon proficiency.

Also in terms of damage, is it better to jsut use advanced weapons isntead of my solar weapon wiht the solar crystals or no?

Please any and all help would be liked as the game starts in a week from now


Weapons like the Doshko has the unwieldy weapon property which means you cant take Attacks of Opportunity with it or full attack with it. So my question is there really any incentive to use weapons with this property because at higher levels your to hit becomes good enough to use full attacks, and for melee classes like the soldier, not full attacking can really dent your Damage per round. Your thoughts?


At this point with all the supplements and stuff pathfinder has, is there a way to boost how much golds worth of magic items/armor/weapons beyond the standard 1,000 GP a day (or 2000 if you increase the craft DC by 5)


So I will be starting a 3rd level game, and I wanted to see what the community's thoughts would be on the merits of a Strength Magus against a Strength Kensai. I've normally played Dex Magi and wanted to change it up, and with that in mind what differences would I be looking at in terms of:

AC
Feat Choices/Options
damage
Spellcasting ability


What do you guys think is the best special material for all types of armor?

What special materials do you guys think is the best for weapons?


Simply put,

Is it possible to make a TWF Swashbuckler or Flying blade?


So this is for building an encounter in my game for the PC's. Does anyone have suggestions on how to do this? It doesn't have to be 100% like the venom/carnage symbiote from Marvel, just close enough.

For those unfamiliar with this, here's a link for some quick info
http://marvel.wikia.com/wiki/Venom_(Klyntar)_(Earth-616)

Any ideas or suggestions are greatly appreciated


So I just recently finished playing Red Steel 2 (anyone who hasnt played or doesn't know what it is, youtube it, it's awesome) and because of this I wanted to see if it's possible to make a Kusagari (swordslinger) in Pathfinder.

Any suggestions would be greatly appreciated


Ok a little context for this

So my players have run into an NPC who is an assassin for a church (long story short, think the faceless men from Game of Thrones) and managed to convince him to offer his services to him (3 names, 3 kills, again like Game of Throne). Now while they deliberate on who they want to off, I want people's ideas on what build I could use.

So far I've thought about an unchained monk with the monk of the mantis archetype, or this little thing: http://www.pathfindercommunity.net/classes/multiclass-archetypes/antipaladi n/blackguard-assassin-antipaladin-rogue

Your thoughts and ideas are appreciated


So my magus I am playing in a campaign where we are about to reach level 20 (we're currently level 18) and I was wondering what would be some good classes to level into past 20?
I a currently considering the following
Urban Barbarian
Wizard dip (evocation school) then go into eldritch knight
Arcanist dip then go into eldritch knight

This build is a crit focused evocation boosting melee warrior


So this ability
"At 19th level, a kensai’s initiative roll is automatically a natural 20 and he is never surprised. "

What does it exactly apply to? Does the Kensai become immune to invisible creature attacks? Sneak attack? Or anything else? the never surprised thing is confusing, and I would really appreciate some clarity.


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So with all the new stuff that Paizo has made over the years, does anyone have any suggestions for good items for a melee bard? (Specifically a dawnflower dervish bard with one level in swashbuckler)


Title says it all, player wants to do this and I am willing to work him to make something. Can't think of anything though, any ideas?


So my Kensai is at level 11 right now, and I don't know what feats to take. My DM has a special rule where you can learn feats from NPC's and other PC's (with the exception that you have one, and only ONE roll to make and you fail, you fail) so any advice would be really appreciated.

Also any ideas for multi/prestige class?


Ok so I got a question regarding the Devoted Muse's deeds ability. It says the following:
"This ability functions exactly as the swashbuckler ability of the same name with two exceptions.

First, the devoted muse qualifies for and benefits from deeds as if she were a swashbuckler 3 levels lower than her class level (minimum 1). Second, the devoted muse doesn’t gain the opportune parry and riposte deed until 4th level.

For the purpose of this ability, a devoted muse’s class levels otherwise stack with levels in any other class that grants the deeds ability."

So say if a level 10 Bard, dipped into the Devoted Muse, would they have the deeds of a level 1 swashbuckler, or per the above wording, the deeds of a level 7 swashbuckler? (sans parry and riposte until 4th level Muse)

Furthermore, the artful defense ability:

When wearing light or no armor and not using a shield, a devoted muse adds 1 point of her Charisma bonus (if any) per class level as a dodge bonus to her Armor Class. If she is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

So as a level 10 bard/level 1 muse, would they get to add all their Charisma bonus (say +4 CHA bonus) or just one point of CHA to AC for level 1 of Devoted Muse?