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Let's say I cast spider sting on an enemy. They fail on their initial saving throw and become afflicted by spider venom at stage 1. I know everyone rolls for afflictions at the end of their turn, and that spider venom has an interval of 1 round.

I figured it was simple. Enemy rolls for spider venom to go up or down on their next end of turn. Yet, no matter the initiative order, 1 round would not have passed at that point so they actually don't roll? So is it true I actually have to wait for it to go to my turn first, then the enemy rolls at end of turn after that? Essentially skipping one enemy end of turn before it rolls for the affliction to go up and down for the first time?


So you know how you move initiative order when KOd? Does that happen to your companions too? They don't have an initiative of their own so unlikely, but do their recovery check timing change at all?


Without getting any extra blood magic as an imperial, the best use I can see is to get the +1 to AC or saving throw on Extend's cast for 1 round, and then get the +1 on the other for 2 rounds with the second spell. That's a focus spell and a spell slot spent for something not very impactful imo.

Is there a cool blood magic combination with this focus spell that I'm not seeing?


Psychics can alter verbal components into mental components, but only for psychic spells. So if I'm using a staff, I will have to use verbal components, right?

Does this also extend to the substituting material components with somatic components? I can't tell for sure if it's part of that psychic spell limitation or not. That is to say, should I be carrying a component pouch for a Psychic if I plan to use a staff?


After playing a Summoner in a one shot with a Beast Eidolon, I don't think frontline Eidolons are my thing.

So now I'm considering playing either a plant eidolon or a ranged combatant eidolon. With the Plant, the eidolon can more safely hang out behind actual frontliners but still offer tripping, grappling, and occasional flanking. With a Ranged Combatant, the eidolon can only attack but from even further away with no need for the size increasing feats or spells.

I'm torn between the two, but even before we get to that, are these even good ideas to go for? How much am I missing not going for the typical melee frontline Eidolon? I don't hear too much about the Plant Eidolon so I don't know if its reach gimmick is just that, a gimmick. Same thing for Ranged Combatant, and I was looking at it in particular for the Fey Eidolon. I don't know why I'm drawn to all the primal Eidolons.

If it matters, our party hypothetical party comp atm is: Fighter, Champion, Bard, some ranged martial (it's likely between Gunslinger or archer Monk)


Psychics can refocus for 2 from the get-go, provided you only use psychic abilities. That's great, but then this recovery remains static until 18th level with their wellspring feat?

Weird since that's the same level all other wellspring feats are available so Psychics don't even get it earlier despite focus points being their forte. Even weirder imo is that at level 12, other casters can get their focus feats to refocus for 2. This refocus for 2 is also functionally better since Psychics can only refocus 2 if they only use psychic abilities. I don't think Psychics have anything to remove that limit either outside the wellspring feat.

I'm enjoying my first Psychic right now (fresh 9th level), and I think it's the best low level caster experience I've had. Sure you have less spell slots, but the extra focus points and ways to use it really made up for it. Looking ahead though, I guess I feel a little jealous every other caster will soon get the option to catch up on focus recovery with a single feat, while the spell slot gap only grows wider with each level.

I might just be underestimating Psychics at the mid levels, but I guess I'll find out soon enough.

Full Name

Noach Andre Visser

Race

Agility d8 / Smarts d10 / Spirit d4 / Strength d4 / Vigor d4 /

Classes/Levels

Missle TN 8 / Bennies 0/3

About Noach Andre Visser

Agility d8
Smarts d10
Spirit d4
Strength d4
Vigor d4

Notice d6
Persuasion d4
Piloting d6
Shooting d8
Knowledge (Battle) d8
Knowledge (Electronic Warfare) d10

Derived
Charisma: +2
Pace: 6
Parry: 2
Toughness: 4
Load: 0 / 20 (0)
Combat Load: 0 / 20 (0)

Edges
Alertness (+2 Notice)
Mechjock
Noble (+2 Charisma, Rich Edge)

Hindrances
Code of Honor (major)
Enemy (minor - rival noble)
Loyal (minor)

VLK-QA Valkyrie stats:

Size: 6
Pace: 28
Strength: d12+4
Toughness 26(11)

Modifications:
Jump Jets
ATS (AMCM, Targeting, Sensors)

Quad linked M Laser (1 battery pack = 25 shots)
+1 battery pack (+25 shots = 50 total)

4 LRM missile rack
4 LRM missile rack(2nd one)
36 LRM(Lt.) missiles