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Hiruma Kai wrote:

Solar Armor:
Clarifying power armor interaction is good. Providing resistance 5/10/15/20 to all non-physical damage is very, very strong. A Solar Armor Solarian grabbing Enhanced Resistance at 5th level takes 5 less damage from every single attack. Given typical ranged damage values, thats like 50% less damage from each attack at 5th. It drops off at higher levels, but even at 10th or 15th its still like 25-33% less damage per hit. That is like 33%-50% more hit points at higher levels.

Closest thing I can come to it is the resistant armor spells, lesser at 3rd level (resist 5 to two elements), normal at 4th (resist 10 to three elements) or greater at 6th (resist 15 to four elements). These last for 10 minutes/level. At high level, its better than a permanent 6th level spell.

Does Solar armor still provide the +1 or +2 to AC as well? If so, there's no reason to take Solar Weapon, as the Solar Armor provides so much more.

I honestly have not read all updates or all the posts however in regard to the above post from Hiruma Kai perhaps the new rules introducing shields could serve to balance the ability. Just off the cuff you could keep armour as normal however if a Solarian wants DR to all energy types they can manifest a shield instead.The shield provides greater DR properties but without armour bonus. Also work it like cover etc so that the DR only applies to attacks from one direction.

Just a thought.


Not sure if anything like this exists already. Basically a once off use of Titan Shield that cannot be moved. Something for characters who don't wear powered armour.

Shield Grenade (Usage 1)

When thrown the grenade generates a wide, unidirectional energy shield that protects against incoming attacks. The shield extends along three continuous edges in a straight line with the grenade at the center. The shield provides cover against attacks coming from the far side of the shield but not against attacks originating from the side you're on. The shield cannot be moved once activated and is depleted once used.

Was thinking 1 minute duration before the power source fries. Not sure on item level or cost etc.


Thanks for the feedback. I was thinking along the lines of the effects of a smoke grenade but you make a good point with the suffocation rule.

I have posted a revised version in the homebrew section where it belongs.


Void Bubble
1st - level Abjuration

Casting Time: 1 standard action
Range: medium (100ft plus 10ft per level)
Targets: 1 creature per level (all must be within 30ft of each other)
Duration: 1 minute per level
Saving Throw: Will negates
Spell Resistance: yes

As per Life Bubble you surround the target creature with a constant and movable 1 inch shell. Where Life Bubble creates a hospitable atmosphere for the subject to breath, Void Bubble sucks the atmosphere away leaving emptiness like the void of space. Each round the creature can make a Will save to dismiss the spell. While affected by the void the creature is subject the suffocation rules on page 404 of the Core Rulebook. Creatures that can survive in space or without breathing are immune. Environmental protections from armour do not offer protection against this spell.


Firstly my apologies for posting in the wrong place.

Thanks for the feed back. My initial question should have been CAN Life Bubble be used in said manner or would it require a homebrew spell.

I'll work on the variation more either debuffing it or increasing the spell level.


Life Bubble creates a shell of tolerable living conditions around the creature. This includes toxic atmospheres etc. Could a caster modify the spell to deliberately create a harmful atmosphere around an enemy? Rough homebrew example below,

Extraterrestrial Life Bubble
1st - level Abjuration

Casting Time: 1 standard action
Range: medium (100ft plus 10ft per level)
Targets: 1 creature per level (all must be within 30ft of each other)
Duration: 1 minute per level
Saving Throw: Will negates
Spell Resistance: yes

As per Life Bubble you surround the target creature with a constant and movable 1 inch shell of smoky sulphur dioxide atmosphere. Each round the creature can make either a Will save to dismiss the spell or a Fortitude save to breath; if a creature chooses to make a Will save they are considered to have failed their Fortitude save. On a successful Will save the spell dissipates and the creature suffers 1 more round of toxic atmosphere. While affected by the toxic fumes the creature must succeed a Fortitude saving throw each round (DC = 15+1 per previous check) or spend that round choking and coughing; it can do nothing else (unless the creature has chosen to attempt a Will save to dispel the effects). A creature who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. The caster can end the spell as a free action at any time during their turn however if he chooses to do so all creatures under the effect are released.


Hello,

I am new to Starfinder, or any futuristic d20 game for that matter, and was wondering if 1.anyone else has had the idea of "milking" a venom spur augment as a poison for the Needler guns and 2. if it is acceptable via the rules?

I haven't read all the rules but I can't see anything prohibiting the spur being used this way. As an example say it takes 6 days to travel from one place to another. The venom spur produces 1 injection of poison per day and is refilled after a long rest. So during this downtime my character would inject the spur 6 times into a storage vile to be kept in the ships lab until needed giving him 6 doses of 2d6 poison for his Needler rifle. My GM has accepted this idea and even allows the venom to be stored for long periods since real world studies have shown that snake venom stored for decades is still lethal.

I have looked through some threads and not come across this concept anywhere.