I have a whole drone character and relationship with the mechanic layed out already, and long before I heard of the exocortex, the notion of a robot sidekick is what drew me to the class. Mechanically, I really like the idea of having a drone with a high damage weapon and a mechanic with high INT who uses the overload ability or computer-feint (at higher levels) pretty regularly rather than focusing on damage.
In our party of a mystic, a technomancer, an operative (ranged small arms), and a solarian, I'm trying to figure out the best way to build my Mechanic. I'm planning on playing a human and taking long arm proficiency, focus, and specialization by level 3 because no one else in the party will have long arm proficiency. So what do I do with my drone? Combat chassis and have him take long/heavy Prof? Stealth and stick with small arms? In particular, has anyone tried a Melee Drone build using advanced melee weapons on the combat chassis? With no reaction I'm not sure how effective a melee combat drone will be. Or is that just the perfect situation for a doshko?
CactusUnicorn wrote: Look at the Advanced Race Guide (Pathfinder). Above +2 is.counted as much more powerful, even if the net is lower. This is true in the Pathfinder rules, but that was in a system with scaling values in the point-buy system. A +4 bonus on a character could let you start with a 22 in a stat. Here in Starfinder, there's a cap on starting scores at 18 anyway, so Krogans couldn't start with more than that, and it still takes 40% of your point buy to get you there. This Krogan build would by the best race for soldier by a pretty good margin and be mediocre at pretty much every other class. I think that would be my primary criticism.
I noticed that the action to switch grips has been changed to a Swift action which I thought would prevent casters from easily weilding two-handed weapons and casting. But I can't find anything about somatic components or needing a free hand to cast. Do you need to have a hand free anymore, or can you cast spells while weilding a rocket launcher?
Damage in general is less reliant on stats in Starfinder than it was in Pathfinder because specialization and weapon damage scale everything up. So you probably don't need dex to damage to make high-dex characters more dangerous. Also, max dex bonuses on armor are a lot more forgiving than they were in PF, so I think high dex is more valuable in this system, even without adding it to damage.
I really liked combat maneuvers in PF because they let martials affect combat in non-damage related ways. Trip builds could really hamper mobility and melee effectiveness, disarm builds defanged any humanoid NPCs, bullrush builds made create pit devastating even if the Reflex save was 11. Knocking someone off a cliff isn't just cinematic, it's mechanically effective. I'll reserve my opinion until I've read through the whole CRB, but if it's that hard to land maneuvers in SF I'm going to be pretty bummed out.
Break Enchantment uses rules identical to dispel magic to make caster level checks (1d20 + caster level, DC 11 + Effect's caster level) to remove enchantments, curses, etc. But it doesn't say to make a dispel check like Dispel Magic does. Does this count as a dispel? Does it benefit from feats like Dispel Focus? If I use it to remove a polymorph spell from an opponent does my Destructive Dispel take effect (in this case does it count as a targeted dispel)?
Hey guys, I'm playing a trip-specialist hunter in Iron Gods and that adventure path is doing its best to make sure I never trip anything despite my best efforts. As a result, I've been considering choosing not to power attack during my turn to make sure my trip works and then let my party do most of the damage. My question is this: If I take furious focus, can I choose to ignore the penalty from power attack on my first COMBAT MANEUVER of the turn, so that my trip attempt is made at my full BAB?
I've wanted to play this guy for a while. Dwarf
Class Barbarian
Weapon of Choice
Take combat reflexes. In combat you position yourself and use Ground Breaker, potentially topple opponents. Attack next turn, Rock-step backwards, and make tons of AoOs since opponents can't 5ft step to get into position and attack you. It might be a really fun reach build, and it's a really minimal investment (one rage power, lose stonecunning) which means you can choose to build him any way you'd like.
I really hate the fate's favored sacred tattoo combo too. My primary beef with it is that orc ferocity (especially when ramped up with the ferocious resolve feat) is one of the absolute coolest racial abilities in the game. If you want a +1 luck bonus, buy a headband of fortune's favor, stone of good luck, or robe of stars, and then kill the guy that thought he had killed you even though your guts are hanging out.
Since you're deadset on class i wont bother telling you that kitsune have great stats for playing archer paladins of erastil (wink wink wink). But if that's not your thing, kitsune still make great inquisitors. Ability Scores with a 20 point buy, after racial
Even with 15PB it would still be good. Basic archery feats, PBS, PS, RS. Ignore deadly aim for the early game. Cast divine favor a lot. Take fate's favored if you're not as sick of it as I am. At level 5 you get bane and start doing a stupid amount of damage for 5 rounds a day. Domain depends on what your campaign is like. If it's outdoors a lot, take the feather domain and grab an axe beak or other cool mount. Use it for mobility while you make full attacks. In a dungeon-heavy setting grab community for more of a support build or archon for a little more offense. That looks like a solid build to me, and you still get to layer bonus archery teamwork feats on top of that, not to mention judgements. There's also the archetype that gets you a hunter animal companion if that's your thing.
We had a Bones Mystery oraacle who fit the theme of the campaign really well and was a total monster once he started enslaving undead and building an army of zombies. Taking the feat and trait that boosted his channel DCs meant even higher level undead rarely made their saves against undead servitude.
voideternal wrote:
Interesting. I'd still probably drop it in this AP. I think Cleave alone will get you most of what you want. Even with the dwarven feats that let you cleave non-adjacent enemies our fighter only got to make use of greater cleave a few times.
Having just GMed Carrion Crown I would say great cleave probably won't get used all that often, but cleave will probably see plenty of use. I've seen Lunge used to great effect with reach weapons before, but what's the goal if you're using a scimitar? Just to let you hit other guys with reach without an AoO? Might be a little lackluster in this path if that's the only goal. Also, critical focus isn't super necessary for a Paladin since bless weapon automatically confirms crits. That's the only level 1 paladin spell I bother with for the most part. You can have it up pretty much constantly by around level 9-10. Whether it still confirms if you take Improved Crit (scimitar) is probably subject to GM discretion, but we let it work that way in our group. Our Falcata Paladin was a beast even tough he used it one handed and used a shield.
Oh man, busted by smashomancer! Sorry I missed that first response! Certainly wasn't trying to be a jerk, so I apologize if it came across like that. Just didn't see anything in the OP suggesting that he had tried to discuss the issue with his party. I've seen a lot of players and GMs get very frustrated trying to win the countermeasures game, and if the party is open to the 4-to-6-encounter-per-day model of play then the players can sleep soundly in their tents after 5 encounters instead of creating demiplanes. And sorry for the overly broad generalization. There's plenty of sound advice in this thread. When I said screwing with your PCs I meant things like anti-magic field and lightning immunity that just shut some PC abilities down completely.
The vast majority of animals, aberrations, constructs, magical beasts, fey, dragons, elementals, etc, will never wield an axe or don a suit of plate. There are typically plenty of humanoids in APs, but if someone took power attack and two sunder feats, I certainly wouldn't fault them for making use of it. If your group is sundering spell component pouches and holy symbols too much, well... wizard's convert into arcane sorcerers so easily. And have you noticed how many clerics and oracles have birthmarks these days?
Claxon wrote:
It's always funny to me to see how many different ways people will suggest to really screw with your PCs before someone offers something like this. Just ask them to take it easy with the rests. If that doesn't work, come back and THEN look for ways to ambush them.
We just wrapped up carrion crown with a 15 point buy. Our halfling wizard was insane the whole time, despite starting with a sub-18 INT. You know which spells don't care about your INT score? Summon monster,
In other words, a whole bunch of the best ones. So it's definitely not worth destroying your character's other abilities to get to 20. I find that anywhere from 16 or above is good for a main stat.
An arcane bloodline sorcerer can do an outstanding job of battlefield control with the shadow conjuration spell, especially if you're a gnome. You have to make due by picking spells wisely in the lower levels, but once you hit level 8 you have summon monster, web, obscurring mist, create pit, grease, etc, all available with only one spell known. If you like getting creative with illusions the build can be really diverse and fun.
We just had a campaign wrap up at level 14. Our Dwarven fighter had 42 AC, DR6/-, wielded a shield with a Nodachi/Bardiche/Lucerne Hammer, had impressive saves, and still had the feats left over to take the dwarven cleave feats and be an absolute berzerker in multi-enemy combats. He was impressive from levels 1 to 14 and the guy playing him had a lot of fun. The WMH and AMH were exactly what fighters needed, in my opinion.
He probably doesn't need skill focus, but the plan is to use an Estoc one handed and use Strike and Seize from the Weapon Master's Handbook One Handed Tricks feat. Because that feat let's you disarm and attack as one standard action, it's a pretty solid combo for when you can't get in a full round attack. The gloves of larceny will help, but the main concern has to do with the following: When using strike and seize, are you considered unarmed while making the disarm attempt? And do you take the associated -4 penalty to your sleight of hand check? I agree that SoH will get pretty high on it's own, but a +6 bonus at level 10 is pretty solid, especially if you're facing -4 from being "unarmed".
We have an unchained Rogue in our party looking to play around with the Weapon Snatcher Advanced Talent, but it's getting tough to fit Skill Focus (Sleight of Hand) into the build without giving up a feat. There's room eventually, but not until the campaign will be nearly over. So my question is: Is there a non-feat way of getting Skill Focus? Like, for example:
Ideally it would be accessible before level 10. The character is a Tengu Unchained Rogue who specializes in the use of the Estoc.
Letric nailed it. The reason I asked what you wanted to do later in the game is that you can gear your initial character towards that. The above build is perfect if you want to get into melee combat as a tiger later on. If, instead, you want to turn into a bat, vanish into the darkness, and rain bolts of lightning down on your opponents at level 5+, having a higher wisdom and Dex will benefit you more. Example build:
AC 18 with hide armor and a wooden shield Now, at level 1 you can entangle twice a day with a DC 15 save, and your bear gets 3 attacks per round even before he gets big at level 4. At level 3 you start summoning aggressive thunderclouds or flaming spheres twice a day in addition to your entangles, and at level 5 you can now cast in bat form and rain called lightning down on your foes. And that's just a blaster build with early entangle. If you want to go heavily into battlefield control, spell focus transmutation makes your entangles, sickening entanglements, obsidian flows, etc., that much more potent.
So ChaosTicket, what do you want your druid to do in the long run? As you can tell from many of these comments you have a lot of options, but what you want to do later will inform what you do in levels 1-5. Are you interested in getting into melee combat? You keep talking about a bow and rapid shot, are you trying to build an archer? Do you want to affect the battlefield with spells, or debilitate enemies, or are you more interested in just blasting everything with fire and lightning? What do you see yourself doing at level 12?
WagnerSika wrote:
Booooooo!!!! The creative director had this to say long before that FAQ was published. James Jacobs wrote:
Wild armor is pretty useless if that's the case. It costs a fortune and has minimal advantage compared to mage armor or barding. Thats a bummer. That aside, Druids are still super cool, wildshaped or not.
As a druid, you can wear full plate and ignore the speed penalty and proficiency while wild shaped if it has the Wild enchantment on it. It's expensive, but it's also amazing. You can spend your time wildshaped as an ape or earth elemental or something and can still wield a scythe or sling as long as your shape is capable of picking up a weapon. Also, a sling is actually a pretty sweet weapon. It doesn't really get outclassed by a longbow until you can make multiple shots with your bow. It's 2 points less damage, but adds your strength modifier by default.
Bones Oracles make awesome necromancers. Undead servitude makes you really good at capturing undead and repurposing them. I recommend taking improved channeling and the sacred conduit trait to boost the save DC by 3. Then take Raise the Dead and Abundant Revelations (Raise the Dead). Now you can summon a few skeletons or zombies a day or capture a bunch of undead and send them to do battle against other undead without ever casting animate dead yourself. It's a win-win-win scenario, and if youre a gnome you can take the alternate race trait that boosts your necromancy spells' DCs (almost all the bones mystery spells are necromancy). My favorite thing about the build is that Oracles can be good aligned and still channel negative energy and cast evil necromancy spells.
I'll second TWF. The worst thing about it is how bad it sucks compared to the nearly identical archery feats. TWF vs. Rapid Shot -> RS deals your full strength bonus on both hits when using a sling or composite bow, no need for double slice. Improved TWF vs. Manyshot -> The extra attack from manyshot is at your Full BAB, not -5. Greater TWF vs. They didnt bother because archers know an extra attack is unnecessary at this point. And that's not to mention the benefits of being able to shoot 1000 feet. I would love to play a TWF sword and board build, but it's pretty tough to put a fun one together without exhausting all your resources with the way TWF works.
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