2010 - unknown adventurer's page

No posts. Organized Play character for Starfinder Casper.




Attach rules wrote:
The creature can attempt a special attack against KAC as a standard action. If it succeeds, it deals no damage, but the creature adheres to its target. Once attached, the creature gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it is attached. An attached creature can’t move on its own (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC = 10 + 1-1/2 × the creature’s CR) made as a move action, or it can remove itself from its target as a move action.

Is the Creature considered in the same square as the player it is attached to?

I ask to determine the outcome of two separate instances. Can a player target a grenade so it can hurt the attached creature but not the player it is attached to? This can be done if they aren’t sharing a square. And two Space Louse have caustic bodies that damage players that come in contact with them, if it dies while it is attached is the player consider in contact [i read as moving into or being in the same square] with them. And therefore taking the extra damage if it dies while attached?


5 people marked this as FAQ candidate.

I just want clarification on the toxicology biohack, it was explained to me just now that it does damage as well.

The explanation coming from the phrase, this is a poison effect in the description

So what I'm being told is because it is a poison effect it follows the rules of poison. So lets say my biohack dc is 14, when a creature using natural attacks attacks whomever I have given the booster to they have to roll a fort save of dc 14 or take -2 to hit, if they succeed then they don't take the -2 however on a success or failure poison rules state they take the dc (14) -10 damage.
This means that every time a creature attacks whomever is being effected by the booster with natural weapons then they take 4 damage in this example. And depending on the save may or may not take -2 to attack.

Same with inhibitor, because its a poison effect even if they save vs inhibitor they still take the poison damage.

Is this right?

the toxicology boost is this:
Booster: You cause a living creature to sweat a foul secretion.
Any living creature attacking the affected target with a natural
attack takes a –2 penalty to the attack. This penalty is a poison
effect. If the attacker has active environmental protections
(such as those provided by most armor), the penalty applies
only after the attacker has hit and damaged the target once.

I have just been playing at this is a poison effect meaning if they were immune to poison they were immune to the biohack.


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The way it is currently written, the instinctive biohacker gets Wisdom to their medicine skill checks but that the skill itself continues to use the intelligence modifier for determining how much hp is healed when beating the DC by 5 or more. Is this an oversight or an intentional limitation?

Exo-Guardians

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I’m disappointed that instinctive biohackers gets their wisdom to medicine checks but it doesn’t change the that if you beat the dc by 5(?) or more it’s still the int modifier to hp healed. It seems if you want to be a healing biohacker it’s still better to go with int.


My table is at the finale of book 1 and so far it’s been a total flop. What reads as a final exciting chase to their starship with a multitude of corrupted guests chasing after them is playing out as a the players murdering 50+ guests without breaking a sweat. The stats for the corrupted guests are so low they literally can not touch the two front line melee PCs and even the technomancer has some dr that leaves them doing no more than a point or two of damage. This has left the players to being content to just stand there and kill everything coming at them, even when I have left a path open to escape and and urge them to do so. I started giving the guests names and doing little flashbacks on how the PCs met the guest earlier to drive the point in that these are unfortunate innocent victims and that got me a player switching to non lethal damage. Other than throwing away the corrupted guest stat block and finding some very deadly monster out of the various archives to take its place, I really don’t know how to make this final flight of escape a truly terrifying experience befitting the first half of the book.


So one of my players, whom uses a stearheart cannon, was blinded at the start of an encounter with by a trap and decided to bring up the blinded condition states specifically that creatures have concealment from him but a grid intersection is not a creature. Outside of hoping a player won’t meta game and target a intersection next to the creature because the player sees the map even though the character is blind, I had suggested treating the grid as if it had concealment and if missed, roll to see where the missed attack landed, another player suggested rolling perception to see if the character could pinpoint where the creatures were. How would/should this situation be approached?