
FireShaper |
Technomantic Proficiency (Ex)
As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. Each round you use the weapon reduces this magic hack’s duration by 1 minute. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes.
Using the above example, if I wait 3 minutes before taking my first shot, does the effect immediately end, or do I get the full 4 rounds of combat?

FireShaper |
Since y'all seem to think I'm looking at this for my first hack, here's some clarification. I'm in the middle of combat, and when we're done, I'll level to 8th. I already have Energize Spell and Spell Grenade. I have Spell Penetration, Iron Will, Improved Initiative, and Skill Synergy on Culture & Diplomacy (so that one day, I can actually use Quick Pidgin from Xenoseeker), and Greater Spell Penetration. I have no feats to buy, let alone several.
This fight has gone on so long that I have used every resource I have, every spell slot plus the Energized one, every grenade, and all I have left is the pea shooter of a pistol my class allows me. There are plenty of dropped weapons on the ground, but I can't use a single one (without penalty). There aren't a whole lot of utility hacks that don't have the phrase "expend an unused spell slot" that are useful here.
Now, does anyone have any useful suggestions, beyond "that one sucks?"

Cellion |
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Just skip it and fire your pea shooter instead. This hack doesn't even get your specialization in the weapon, so for example at your level: instead of the 2d6+4 you'd deal with an advanced semi-auto pistol (average 11), you would get to deal 2d8 with a tactical seeker rifle (average 9) or best case if you have enough STR, you could pick up a tactical reaction cannon for 2d10 (average 11). So you do the same damage but had to spend a standard action to activate and 1 RP.
Make peace with the fact that you're firing your pea shooter if fights drag on. For your 8th level hack get Flash Teleport to get yourself out of sticky situations or Mental Mark to make enemies easier for your allies to kill.

FireShaper |
Before this fight turned into three running game sessions (and we're not done yet!), I was actually looking at Flash Teleport for my next hack.
As for weapons, when I brought this up to my GM (which started the rules question), he pointed out that one of the NPC Soldiers carries a Magnetar as a backup weapon, and it does 4d8.

Cellion |

Fireshaper, your DM is either making a mistake with the magnetar stats or your game is very unusual. The only magnetar rifles appropriate for the level you're currently at are dealing 2d8 damage (Tactical Magnetar rifle is a 9th level item). The magnetar rifle that does 4d8 damage is a 13th level item and way beyond what an 8th level character should be encountering.
Plus, if enemies are dropping 13th level rifles, surely they also have 13th level pistols (that deal 4d6+4 at your current level, or exactly equivalent damage to the magnetar you're mentioning).
Stick with flash teleport (or another hack).

Torbyne |
Fireshaper, your DM is either making a mistake with the magnetar stats or your game is very unusual. The only magnetar rifles appropriate for the level you're currently at are dealing 2d8 damage (Tactical Magnetar rifle is a 9th level item). The magnetar rifle that does 4d8 damage is a 13th level item and way beyond what an 8th level character should be encountering.
Plus, if enemies are dropping 13th level rifles, surely they also have 13th level pistols (that deal 4d6+4 at your current level, or exactly equivalent damage to the magnetar you're mentioning).
Stick with flash teleport (or another hack).
That could almost make sense... If the GM is coming from the Pathfinder mindset where a good BBEG could be 2 or 3 levels ahead of the party and Starfinder's rules of allowing access to level+2 weapons... i could see where there would be one or two high level NPCs with high level gear. It also explains how the fight has turned into a three session run and gun extravaganza.