Pathfinder Rulebook Subscriber
Salutations! I asked this over on Reddit, but I figure doing so here would be wise as well. I know the big question everyone has with the Causto- guns is if they can apply biohacks alongside injectables [like poisons]. That is a very important question that should be FAQed, but has no bearing on this one. How many injectables can you load into one of these guns? All the other injection guns use darts, so the question is obviously one per dart. But for these, you’re loading them into a tank or syringe. This leads me believe only 1. The gloves version [which in the description is based on these Causto- guns] only having a capacity of one is also weak evidence of such. But that feels rather weak. That’d make them the only long range injection weapon [other than the sniper, but then sniper guns tend to have much lower magazines in this game I believe] that can only inject one substance per loading. Heck, even worse, it probably doesn’t even do that, where you would have to take an action to replace a dead battery AND an action to reload the tank/syringe. So, what are y’all’s thoughts?
Pathfinder Rulebook Subscriber
Hey, so I love all this work, been following it on and off in my spare time [sadly haven't had a game in forever to actually play any of it, so just looking at the awesome mechanics and imagining what could be...]. Anyways, I have a question that I've looked for an answer to for a long while, haven't been able to find, and I figure I should probably just ask it myself. If a Dimensional Ripper has their Kinetic Whip on, and are standing next to one of their rifts, can they threaten AoOs through their rifts? I am unsure if that is allowed the way the power is worded, but it might be, and it is too awesome a mental picture to not ask about! Might be a bit strong though, being able to have a ton of the field threatened at once.
Pathfinder Rulebook Subscriber
Vesk Priest Solarian. Worshiper of Oras, while he is respected by his people for his milligram prowess, they do tend to find him a bit...eccentric, at best. But he doesn't mind. Keeping people on their toes is his divine mission. Always happy to "help" apply new stimulus to a situation, usually with his void sword. Also, has a Holoskin and Voice Modulator, so can appear to be anyone at any time. Not good at bluffing, but can scare someone into not touching him to realize he isn't actually whoever he looks like, or to stop asking so many questions.
Pathfinder Rulebook Subscriber
Sobokazhet wrote:
Think you could post some more detailed play data? I think people would be interested in what choices you made/maybe a general idea of what the party was like, and also what they were up against. I know I would be interested. If you have the time of course.
Pathfinder Rulebook Subscriber
A needler also means you can shoot your party with healing potions, although you don't have the funds to afford them yourself at starting. I like the build, at least in theory, and would be interested in hearing how it does in practice if/when you ever get around to playing them. :] Of course, I may be biased, as a Vesk Priest Solarian is also my first character idea. A bit different from your build, but that is hardly a bad thing. Also, where do you see this character in spaceship combat? I'd imagine either a gunner or captain?
Pathfinder Rulebook Subscriber
So, while I agree that this play data wasn't the most helpful, I don't think us continuing to post about it is the right thing to be doing. They had a belief [that this was the one try build for Solarians], and they put it into play. I agree that they basically just played a watered down soldier, but at least they actually put it to play, when the main argument I see against them before this thread was that they had no play experience. I feel those of us who feel the Solarian is fine should build our own, and play them. And then compare results. |