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![]() Does a mechanic's drone's Expert AI allow it to take a move and standard action during its turn without needing the mechanic to use one of its actions to control it? Limited AI (Ex) - 1st Level
Expert AI (Ex) - 7th Level
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![]() Is the bonus to damage on the second successful attack in the round +1 or +2? SFS Legal Punishing
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![]() My mechanic will reach level 5 soon and I was thinking of giving him the feat technomantic dabbler so I can try to pull off the following maneuver. First of all I'm going to give my combat drone improved combat maneuver bull rush and the armor upgrade juggernaut boosters. My mechanic always rides his drone during combat. The plan is to have my mechanic cast supercharge weapon on his greataxe (standard), use his photoenergenic node to set it on fire (move), and double his strength bonus to damage by using his early stage adaptation (swift). Then I'll have his drone bull rush the enemy. If it succeeds in the bull rush the target is then moved 5' or 10' and both the mechanic and drone get AOO's. For the Barathu mechanic his AOO would include the bonuses from supercharge weapon, the photoenergetic node, and early stage adaptation which would total 5d6+4 on top of his weapon and normal strength bonus damage. So is this legal? ![]()
![]() If you are the pilot of a starship and decide to take the glide minor crew action so you can fly and fire your ship's weapons during a round are you vacating the pilot role when you do the glide? In the text for the rule it doesn't say you leave the pilot's position to do the glide so why would you have to take the automatic 0 on the pilot's initiative roll. The rule says: "If a starship has no one in the pilot role, that starship acts as if its pilot had rolled a 0." The pilot is still in his role as pilot and he is using the ship's computer to assist him flying the starship and also firing the ship's weapons. I consider the tradeoff for being able to do this is you can only fly at 1/2 speed and you add 2 hexes to your turning ratio. ![]()
![]() Can you activate reflecting armor once you start taking stamina point damage or do you have to wait until you are taking hit point damage? Here is the text from the CRB. You create a shimmering skin-like coating of mystical force that covers your body, allowing you to reflect damage you take back against your attacker. At any time during this spell’s duration, when you take Hit Point damage from an attack made with a weapon by a foe within 100 feet, you can choose to dismiss the spell as a reaction. If you do, the armor crackles with energy as it disappears, arcing through the air to strike the attacking creature, which takes an amount of force damage equal to the damage dealt to you at the time this spell was dismissed (maximum 10). The target can attempt a Reflex save for half damage. ![]()
![]() If you have a fusion on your weapon that adds a critical hit effect such as bleeding and you are using explosive rounds; when you critical hit do you get to apply both the fusions critical hit effect and the knockdown effect from the round? From Armory: If the weapon already has a critical hit effect, the knockdown critical hit effect is added and considered part of the weapon’s normal critical hit effect. ![]()
![]() Just wanted to hear opinions on this one since I'm playing in a SFS game where it happened. If you get hit by the enervation spell and suffer level drain the CRB says, "You are also treated as 1 level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level you have." What is considered a level-dependent variable? Does that include class abilities such as trick attack? Lucky for me my GM said it only affects spellcasting. ![]()
![]() My character has a gravitational harness mk. 1. When he activates it his movement is affected as if he is in a low gravity environment. So, if he runs 10 feet and then attempts to jump horizontally 20 he will actually jump 60 feet and the athletics skill check DC to succeed is 20. My interpretation is that he is attempting to jump 20, but going 60 because of the low gravity so the the DC is based on the first number. I might be wrong on this. I'd like to hear opinions. Now if I fail the skill check, my question is where would my character land? Do I fall short of my intended landing point? Would I go past it? If I fail by 5 or more I also fall prone. ![]()
![]() Any ideas on what technological item I should put on an easy access kit armor upgrade that is useful? At the moment all I can think of putting on it is a fire extinguisher. My character is currently a level 4 soldier. If I was a combat medic maybe I would put a sprayflesh on it, but I'm pretty sure you can draw a sprayflesh as part of a move action as you could a fire extinguisher so really what is the easy access kit good for? ![]()
![]() My soldier uses the sharpshooter fighting style and likes to set up his heavy bipod and full attack with his rifle. Any thoughts on how efficient it would be to full attack with Deadly Aim since with the bipod set up the penalty would be -4 as opposed to -6. Is the trade off in damage worth it as opposed to full attacking at a -2 penalty? ![]()
![]() The Quick Draw feat states that you can: "Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it." CRB p. 160-161 So how would you be able to take advantage of a full attack in this way? Would you need to have a thrown weapon in your hand already and that allows you to Quick Draw another thrown weapon and throw both? ![]()
![]() If you have more than two gunners and the enemy starship is in one of the hexes that can be targeted by weapons in two different arcs are they allowed to fire weapons in different arcs on it? The attacking starship can fire a weapon against only ships in the same arc as that weapon; see the diagram on page 318. If the targeted starship is in a hex that lies in two arcs (the shaded hexes in the diagram), the gunner decides which arc’s weapons target it; it can’t be targeted by weapons in two arcs. CRB p. 320 I want to know if it is possible to take 3 shots on an enemy starship during your turn. For example gunner# 1 fires turret and forward arc weapon and gunner #2 fires port weapon when the enemy starship is located in the hex that can be targeted by both forward and port arcs. Say you only have one gunner can you just Fire at Will? Fire at Will (Gunnery Phase, Push)
Actually maybe this rule is just intended to allow you to fire your turret weapon and another weapon in a different arc and not say your forward arc and port arc weapon at the same time. Also, bonus question do you have to have someone fill the pilot role every round? Say for example you decide not to move during your turn and you want your pilot to fire a weapon. ![]()
![]() So for an Exocortex Mechanic with Combat Tracking the CRB p. 79 says it is a move action to establish your target lock for full BAB. Does that mean you have to use a move action every turn to establish the lock or does it mean once you've established it and continue to have line of sight you don't have to use a move action to continue the lock. This would allow the mechanic to say make a full attack with full BAB in his second turn after establishing the target lock the turn before. "As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level." CRB p. 79 ![]()
![]() Do weapons like the scattergun that use blast not benefit from weapon specialization? In the description for blast it states that feats that increase damage don't apply to weapons that use blast. "A blast weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack)." CRB p. 180 ![]()
![]() I wanted to get clarification on how some of the weapon accessories in the Armory work. 1. Light and Heavy Bipod, Does it take a full round of two move actions to extend it and stabilize your gun before you get the bonus to the full attack in your second round? p. 58-59 2. Sight, what does "The reduction in penalties due to aiming with a sight applies only to the next attack roll you make with the weapon before the end of your next turn." p. 61 mean. |