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![]() Shinigami02 wrote:
Not exactly. For damage to living creatures, that’s true, but undead and constructs are immune to all non-lethal damage, so it is still a separate type of damage, it’s just applies to your normal hp+stamina pool. ![]()
![]() It's an abstraction is several factors including licenses, black market connections, bribes, permits, aviailibilty, military or law enforcement rank, gang membership and so on. Basically it's a simplified system to make gameplay easier without going into too much detail. If as a GM, you desire more detail and a more realistic and less abstract system for your arms sellers, you are free to do so. ![]()
![]() Step up and strike allows you to defer your attack to allow another reaction. So a caster takes a guarded step to move 5', you use your reaction to use step up and strike to follow him. Step up and strike gives a bonus reaction you can use to either immediately attack or you can wait for another trigger. If the casternthan strikes, you can use the bonus reaction from step up and strike to interrupt the spell. ![]()
![]() Or KAC + 2, if you spend a feat and carry an appropriate weapon. And if the enemy is spending a move action to remove the dirty trick or to stand up, then they have effectively staggered themselves to remove the condition. Meaning they can't full attack. They can't cast a full action spell. They can't make a trick attack if they have operative levels. ![]()
![]() It's only KAC + 4 with an improved maneuver feat, the same accuracy as the -4 you would be taking on a full attack. You then get a +2 to that with a taclash. Possibly another +2 if they're flat-footed, which if you have an envoy or operative in your party they should be. It's only difficult if you put no resources into improving it. ![]()
![]() Glav wrote:
Yes, but I was referring to Step Up alone. ![]()
![]() Melkiador wrote: It looks like every melee character will end up missing limbs at some point. This is an huge exaggeration. This is only going to happen if the enemy is using a wounding weapon, which is unlikely as npc damage is based on cr, not equipment. Then they need to roll an natural 20, you need to fail an easy fort save, and they need to roll that result on the critical wound table. You could play for years and never lose a limb to a weapon with the wound critical effect. ![]()
![]() In six out of eight Star Wars movies, someone loses a limb with a single lightsaber swing. Most of them survive it without any issues, other than getting some replacement parts. It's a trope of the genre, and the stamina issue only applies to PCs. NPCs are built using different rules and have no stamina to worry about. PCs are supposed to made of sterner stuff. And you know, Luke seemed to be okay after he took a quick rest on the falcon after he was "disarmed". ![]()
![]() Lanathar wrote: Which tone does the core Pact Worlds setting most closely fit as written? Has their been any discussion on this? Babylon 5. The system is a loose alliance of several worlds that have been enemies in the past but are working together for protection against a greater threat. However, they may go to war against each other at very little provocation. The Vesk and the pact worlds have been fighting for centuries. The eoxian bone fleet preys on whatever they can while the official eox government calls them renegades and does nothing to stop them. There are several shadowy organizations that are looking to advance thier goals without worrying about who might get killed.![]()
![]() Lazzari wrote: followup question. After the trick attack, the operative does the 1d4 dmg, and the target is flatfooted. How long does that flat footed last? For clarity, is it for the operatives attack? Or is it until the operatives next turn? Only for the single attack roll, unless they have debilitating trick. ![]()
![]() Any kind of mechanical or computerized glitch. Maybe you trigger an alarm to distract you target. Maybe you cause an ad to pop up on his HUD. Maybe you cause his comlink to play "Never Gonna Give You Up". Just any line of distracting cyberattack that would annoy someone enough to make them vulnerable to an attack while they're distracted. ![]()
![]() For an operative, I don't think a solder dip is worth it. So much of your combat ability is level dependent, and you really have little need for heavy armor or advanced weapons because truck attacks don't work with them.
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![]() The ability to survive in space without needing equipment or to breathe is not really that powerful in starfinder and it is my belief that it is absolutely intended for the Star Shaman to be able to not breathe in space. Any first level character with 95 credits can survive an entire day in space thanks to the cheapest armor in the game. A sacerian is a pc race from first contact, and they have that as a racial ability. Starfinder has a different design paradigm than pathfinder. Where in pathfinder this was an appropriate ability for level 10 when a necklace of adaptation is available, in Starfinder it's appropriate for level one. ![]()
![]() Petty Alchemy wrote:
They really aren't. Stamina + HP gives characters more survival than hp alone from pathfinder, making con less necessary. The extra resolve from having a good charisma is more valuable than the extra stamina from a con 12. If you take heavy armor, the dex is less necessary. Or you can use an operative weapon and lower str while going dex primary. For a human, 16 str 12 dex 10 con 10 int 10 wis 14 cha would be an array that will be fine in combat and give you decent DCs and resolve points without a soldier dip. ![]()
![]() Voss wrote:
Armor may give environmental protection, but the fly speed is useful. You aren't going to be going from planet to planet, but you can use it to go outside and circle around to another hatch, or sabotage an engine or vent. Voss wrote:
Starlight form is only going to blind your party members if they have the tactical acumen of lemmings. Anyone aware of the ability would have no problem maneuvering around it. Voss wrote:
You have to be able to see the stars. In the day you can see a star quite well. Indoors is an issue, but it's not as big of an issue as you are presenting. Voss wrote:
Jetpacks are slow, and while a forcepack is also available at level 9, its expensive and doesn't match the duration of the ability. Voss wrote:
Sometimes a reroll is worth the resolve point. Voss wrote:
The resolve cost is an issue, but at level 15 you have a lot of resolve, and sometimes you need a big boom. Voss wrote:
18 level is a long wait, but its a long wait for any other connection ability too. It's really not that bad overall, and a hell of lot better than the Xenodruid. ![]()
![]() Operative weapons give the option of using dex to attack, but it doesn't force you to. However, a bigger issue with making it an operative weapon is that operative weapons only receive .5 x level to damage for weapon specialization instead of 1 x level. You're lowering the potential damage output by making the weapon an operative weapon. ![]()
![]() Rysky the Dark Solarion wrote: I don't really see how a 48% chance of one hit is better than a 60% chance of one hit. It a 64% chance of at least one hit. 48% of the time it's one hit, plus 16% of the time it's two hits. To look at it from the other side, with a single attack ou have a 40% chance of doing no damage. On a full attack you have a 36% chance of no damage. If you hit 60% of the time on a single attack, you are better off on a for terms of making a full attack, absent any other tactical considerations. ![]()
![]() Resolve points will do more for your survival than constitution. Because of the way stamina works you don't need a higher starting Con than 12, although a 10'is perfectly serviceable. The quick rest resolve point use is far more useful than most abilities that consume resolve.! So a lashunta with +2 str/+2 cha could have a starting array of 16 str 13 dex 10 Con 10 int 8 wis 16 cha. You can shore up the low wisdom with iron will and ability increases at level up. The class needs to be built to play to its strength, not be built as a second rate soldier. ![]()
![]() David knott 242 wrote:
At the very least he should pick up a club. It's free, and it's better than an unarmed strike.
About Markus ValonMarkus Valon
Defense:
-------------------- Defense -------------------- AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 natural) hp 92 (15d6+30) Fort +15, Ref +11, Will +20 Resist acid 5, cold 5, electricity 5 Offense:
-------------------- Offense -------------------- Speed 40 ft. Melee dagger +6/+1 (1d4-1/19-20) Ranged light crossbow +9 (1d8/19-20) Special Attacks channel positive energy 10/day (DC 21, 8d8) Spell-Like Abilities (CL 15th; concentration +19) 1/day—daylight Domain Spell-Like Abilities (CL 15th; concentration +22) At will—lore keeper (37), dimensional hop (150 feet/day), remote viewing (15 rounds/day) 10/day—bit of luck Priest Spells Prepared (CL 15th; concentration +22) 8th—discern location D, holy aura , moment of prescience D 7th—bestow grace of the champion UM, destruction (DC 24), spell turning D, summon monster VII , greater teleportD 6th—chains of light (DC 24), greater dispel magic , heal, misleadD (DC 23), misleadD (DC 23), undeath to death (DC 23), eagelsoul, roaming pit (DC 23) 5th—break enchantment D, breath of life (DC 23), cleanseAPG, major curse UM (DC 22), true seeing D, wall of stone (2) 4th—anti-incorporeal shell ACG, blessing of fervor APG (DC 21), control summoned creature UM (DC 21), dimension door D, freedom of movement D, holy smite (DC 21), restoration, spiritual ally APG 3rd—blindness/deafness (DC 20), chain of perdition UC, dispel magic , flyD, invisibility purge , prayer, protection from energy D, remove blindness/deafness , searing light 2nd—aidD, align weapon , bull's strength , consecrate, detect thoughts D (DC 19), graceAPG, communal protection from evil UC, communal protection from evil UC, silence (DC 19), spiritual weapon 1st—bless, command (DC 18), comprehend languages D, floating disk D, liberating command UC, obscuring mist , protection from evil , remove sickness UM (DC 19), shield of faith , stone shieldARG 0 (at will)— create water , detect magic , guidance, light, mending, stabilize D Domain spell; Domains Knowledge, Luck, Travel (Trade APG subdomain) Statistics:
-------------------- Statistics -------------------- Str 8, Dex 14, Con 14, Int 16, Wis 24, Cha 18 Base Atk +7; CMB +6; CMD 19 Feats Channel Force ARG, Channeled Revival UC, Combat Casting, Cosmopolitan APG, Divine Interference UM, Extra Channel, Improved Initiative, Quick Channel UM, Selective Channeling, Spell Focus (conjuration) Traits exalted of the society, teacher's pet Skills Acrobatics +2 (+6 to jump), Bluff +7, Diplomacy +25, Disguise +7, Fly +9, Heal +17, Intimidate +7, Knowledge (arcana) +25, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +17, Knowledge (local) +23, Knowledge (nature) +16, Knowledge (nobility) +14, Knowledge (planes) +27, Knowledge (religion) +29, Linguistics +8, Perception +32, Sense Motive +23, Spellcraft +21, Survival +7 (+12 when tracking), Use Magic Device +25; Racial Modifiers +2 Diplomacy, +2 Perception, silver-tongued haggler Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal, Necril, Sylvan, Varisian SQ aura, domains (knowledge, luck, trade APG), good fortune (2/day), hero points, lore, spontaneous casting Combat Gear lesser extend metamagic rod , healer's kit; Other Gear lamellar (leather) armor UC, dagger, light crossbow, amulet of natural armor +1 , boots of the cat UE, circlet of persuasion , cloak of resistance +2, cloak of resistance +4 , headband of mental superiority +2 , lenses of detection , ring of protection +1 , 5522 gp Special Abilities:
-------------------- Special Abilities -------------------- Aura (Ex) The Priest has an aura corresponding to his deity's alignment. Bit of Luck (10/day) (Sp) Target takes the higher of 2d20 for a d20 roll. Channel Force Use channel to push or pull a single foe up to 20 ft. Channeled Revival May expend channel energy to cast breath of life Combat Casting +4 to Concentration checks to cast while on the defensive. Darkvision (60 feet) You can see in the dark (black and white only). Dimensional Hop (30 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others. Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Good Fortune (2/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Lore +7 (Ex) Add +7 to all knowledge skill checks. Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 37. Priest Channel Positive Energy 8d8 (10/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Priest Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. Priest Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Priest Domain (Trade) Quick Channel Channel energy faster by expending more uses Remote Viewing (15 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability. Selective Channeling Exclude targets from the area of your Channel Energy. Silver-Tongued Haggler (+7, 10/day) (Su) +7 Bluff, Diplomacy, or Sense Motive Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Spontaneous Casting The priest can convert stored spells into Cure or Inflict spells. |