Sorcerer

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* Starfinder Society GM. 70 posts. No reviews. No lists. 1 wishlist. 25 Organized Play characters.


Scarab Sages

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Tarpeius wrote:
I wouldn't be surprised if I'm just misreading the stat blocks, but it seems NPC/monster weapons get them somehow. The space pirate from First Contact has a "survival knife +5" and "tactical semi-auto pistol +8." The plus quantities don't yield that amount of damage increase, though, so I suppose it's just a bonus to AR.
How to Read a Stat Block pg. 420 wrote:

Melee

The creature’s melee attacks are listed here, each starting on a separate line. The attack roll modifier appears after the attack’s name, followed by the attack’s damage, damage type, and critical effects in parentheses.

...

Ranged
This entry lists the creature’s ranged attacks in the same format the Melee entry uses for melee attacks.

Meaning the GM would roll 1d20+5 to hit with the Survival Knife, etc

Scarab Sages

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Darkling36 wrote:
Deighton Thrane wrote:
Forty2 wrote:

I can only speculate why, but aerial combat is probably going to be more like a dogfight - with characters darting around an area as often as hovering - and less like a race to trade floating full attacks, like it is in PF.

Edit: ninja

I really don't see aerial combat being a thing at all for anything that doesn't have a perfect maneuverability. With ranged weapons being as common as they are, I see flight being used as rocket jumping to a better location, then attacking from that location to get a full set of actions.

I don't see flight in combat being a thing for those with perfect maneuverability either. They'd have to at least use their swift action which means no full attack, in fact there's not a lot of benifit to having perfect maneuverability when it comes to action use.

Why would you fly, burn actions, and be in full view of all when you could land, gain cover and attack more or do other things.

Seems silly but in the game where anyone could buy a jet pack fairly cheap I expect flying will be less common and useful than the game where you had to have decently powerful magic or wings.

Because then you're limited by your cover.

Meanwhile: your flying opponents are making Shots on the Run on your exposed side and retreating to your blind side each round virtually consequence-free. Or they're flushing you out with explosives - again - virtually consequence-free. Or they're Shooting Unwieldy Explosive weapons on the Run! Even if you wise up and Ready each round to attack when they're visible, due to how ranged attacks work, you'll be exposed to them before they're exposed to you. They'll just start making Shots on a U-turn - using your own cover against you. (Double points if your cover has no roof)

If you really want a solution to your no-flying-full-attack "problem:" cast Haste, use Haste Circuits, or be a Hit-and-Run and/or Armor Storm Soldier. Any ability that lets you move and take a full attack is golden.

In short - if you have to choose, mobility > full attacking, especially when flying creatures are involved.

Scarab Sages

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daviscd wrote:
Varun Creed wrote:
daviscd wrote:
Again it's not about the choice, it's about being put into a situation where there is no other choice. I'd like to have an answer for just in case.
I don't understand why you keep asking an answered question though. The rules are pretty clear?

It's seems to me everyone is saying use Master's Control, land, or don't shoot. No one is actually answering the question of if a hover drone shoots, does it end up being out of luck and falling.

No one is giving a simple yes or no answer to that.

The situation you described is impossible: your drone cannot take any actions if you become unresponsive (such as by being Unconscious or Helpless), and if you could take actions while in captivity, there's no reason for you NOT to donate your move/swift actions to give the drone a full round to save you.

If you decide not to anyway - yes - your drone would plummet 60ft after the kickback of the shot unbalances it.

Limited AI pg. 75 wrote:
Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn’t make a separate initiative roll). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range.

Scarab Sages

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For now: play as a Mechanic with the Overload Weapon trick, paint "Tediore" on all of your Pulsecaster Rifles, then enjoy throwing them away like grenades and buying new ones instead of recharging them. (because it's cheaper that way)

Scarab Sages

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I think I have an Investigator Build to be proud of here.

(Thread)

A possible Alternative to the Fauchard would just be to use Sickles w/ Long Arm, but I like being able to apply two stats to my Trips way too much. I'll still be abusing Long Arm, just for my Spiked Gauntlet AoOs. (If I'm getting Spiked Gauntlets wrong, and I can't use one while keeping hold of a fauchard, let me know. Seriously. The build depends on it.)

Scarab Sages

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I actually proposed a sample build (focused on tripping) here. But for a more "Standard Issue" Investigator...

Get an "Inspired" Weapon, get Amazing Inspiration, be a Half-Elf and get those favored class bonuses, and get Combat Inspiration.

Inspired weapon Property (+1), ACG pg214-215:
This special ability can be placed only on simple weapons, hand crossbows, rapiers, shortbows, short swords, and sword canes. In the hands of an investigator, an inspired weapon reduces the cost of using inspiration on attack rolls made with the weapon. The weapon’s wielder needs to expend only one use of inspiration to augment his attack rolls with this weapon, as with the combat inspiration investigator talent. If the wielder already has the combat inspiration talent, the wielder must still expend one use of inspiration, but in addition to adding the result of the inspiration roll to the attack roll, the investigator adds twice the result of the inspiration roll to the weapon’s damage roll.

Boom. Basically guaranteed hit that deals an additional 2*(1d8 + level/4), all for one Inspiration (average 13 at level 9). You're welcome.

Unfortunately, it restricts you to your base proficiency, but oh well.

Getting "Inspired Strike" to spent another Inspiration to add another 1d8 + level/4 isn't quite as efficient, but it stacks (since it's a separate roll). You may want to get "Extra Inspiration" once or twice, though.

redward wrote:
Brotato wrote:
Javaed wrote:


Getting Kirin Strike by level 9 is a great way to boost your damage significantly, and is also quite thematic. Note that his requires Improved Unarmed Strike by level 5 and then Kirin Style at level 7. Taking round 1 of combat to drink a buff, activate your Studied Combat and then make your Kirin Style roll will suddenly turn you into a powerhouse.
Kirin Strike is a trap. It takes a swift action to enter Kirin Style, a swift action to study the creature, and a swift action to deal the damage. Which means you don't deal that extra damage before round 3. Not worth it at all.

As someone currently playing an Investigator with Kirin Strike, I can attest to this. It's great when it works. It doesn't often.

And the DC 15+CR for the identify is harder to hit than you might think.

Nonsense! With a 1d6/8 inspiration added for FREE, only the most awful of rolls should be putting you into that camp. Three rounds to see progress, though? Yeah that stings. Meanwhile your Studied Combat timer is ticking away...

Seriously, though: GET AN INSPIRED WEAPON