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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.


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?"


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?