Medical Drone

Martin Drouin-Courtois 120's page

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 4 posts (23 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.


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Tie Len wrote:
I gave my group a device which you can feed in unwanted manufactured gear and have it spit out 10% it’s value in UPBs. It comes as standard with a manufacture bay on a starship.

I like your idea and the one with Metaphysician.


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Ecliptic12 wrote:

If you look at the FAQ from Paizo, they changed the ghost specialty so stealth only gets a +1 for trick attack

Also, Skill Focus and Operative's Edge are both insight bonuses, so they do not stack... though you calculated skill focus at +2, whereas it's +3, so those things balanced out.

So with the changes to Ghost Specialization, your bonus to trick attack would be +12, not +15... so a 60% chance. Seems fair to me.

Keep in mind an operative with a regular attack is doing only 1d4 or 1d6 (using small arms) of damage. Compare that to say... a soldier with a heavy weapon doing 1d10. Even with the trick attack, the operative is doing 2d4 or 1d6 + 1d4... total maximum possible is 10, the same as the soldier, who has a higher BaB than the operative.

So, the operative has to roll to see if the trick attack works, and then roll again to see if the attack hits (at a lower chance than the soldier if not for the fact that the target is flat-footed for the attack). If BOTH hit, they can potentially do the same damage as the soldier with the heavy weapon, who needs to only roll once and has a higher chance to hit if there is an envoy who can make the target flat-footed. If only the trick attack succeeds, the operative does nothing. If the trick attack fails, but the attack succeeds, the operative does 1d4 or 1d6 - not that impressive.

Eventually, the operative gets debilitating effects that he can add to the trick attack to make it more fun and diverse, but before that, the soldier is definitely ahead in terms of combat. Thus, it is most certainly not "very unbalanced".

Melee soldiers and solarians are even further ahead, in terms of damage, since they add their strength modifiers. Technomancers have the capability of doing like 5d6 damage in one attack, if they choose to utilize supercharge weapon.

Overall, I think Starfinder is fairly balanced. Operatives are certainly skill-monkies, but they aren't leaps and bounds ahead of everyone else,...

I did not see the FAQ at +12 with an 18 on dex ,it makes way more sense, thanks


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Milo v3 wrote:
By default "Your drone is proficient in your choice of small arms or basic melee weapons". If you want the drone to have more proficiency then you will need the Weapon Proficiency mod (the Combat Drone starts with one Weapon Proficiency Mod for free).

thanks Milo


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Is the drone proficient with the weapon mount on him ?

I assume yes as they can also have a weapon with their mechanical arms which needs proficiency but I wanted to make sure.

regards