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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
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
Idea 2
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?
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
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 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
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
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?
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
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
Any ideas or suggestions are 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?
This build is a crit focused evocation boosting melee warrior
So this ability
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.
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:
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? |