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Hi!
It happend to me to find this thread while I was creating my own version of a autocompiling, fillable character sheet and I really appreciate the effort you made for this!

Nevertheless, I decided to go on with my project, mostly for because:
- I wanted to include specific portions of a character that are usually hard to track, like a proper formula book for alchemist, animal companions, eidolons, etc.
- I wanted to make it simpler to read for newbyes, who may find Pathfinder's sheet design hard to read.
- I wanted to include MAP calculation, possibly considering any feat or features that changes it.

Well, in case any of you is interested here's the link where to find what I made:

PF2 Character Sheets


Hello everyone!

I made my own fillable autocompiling character sheet, aimed to be simpler to read, especially for new players. The sheet comes with a reduced version destined to companions (e.g. animal companions/eidolons/familiars etc) and a formula book for alchemists and other Crafting-based characters.

Since it seems to be a requested thing: it includes MAP and in calculating MAP it takes into account agile weapons or specific feats.

Hope you like it! Any feedback is appreciated

You may download it here:
https://drive.google.com/drive/folders/1biz2I4bpfMknp2NQixqbX1ZlihhJF0uw?us p=drive_link


Thank you all guys, especially Hiruma Kai that was really exhaustive!

I will consider overcharge. It may change something, especially because I'm going to take heavy (and unwieldy) arms.


Ehy, thanks everyone for replies: I was quite busy these days, I'm back to the forum just now!

I already considered combat drone options but its more strength-focused chasis let it fit more on a melee build and in my (humble) opionion drones don't have enough hit point to go melee. Hover drone remains competitive with combat drone in terms of average damage if equipped with longarms so i preferred that option. Regarding overcharge, it is perhaps a good option but it seems to me not so intersting: I'll try to change my mind about this.

Anyway my build, as I planned it so far is the following:

for my character

Race: Android
Theme: Pilot
Initial Abilities: STR 10, DEX 16, COS 11, INT 18, WIS 10, CHA 8
Ability increaser: 5° - STR, DEX, COS, INT
10° - STR, DEX, COS, INT
15° - DEX, COS, WIS, INT
20° - COS, INT, WIS, CHAR
Feats
1° - Weapon proficiency (longarms)
3° - Versatile specialization
5° - Improved initiative
7° - Kick up
9° - Deadly aim
11° - Weapon proficiency (heavy weapons)
13° - Weapon focus (heavy weapons)
15° -
17° - Penetratin attack
19° -

Mechanic Tricks
2° - Repair Drone
4° - Energy shield
6° - Hack directory
8° - Boost shield
10° - Overclocking
12° - Hyperclocking
14° - Resistant energy
16° - Ghost intrusion
18° - Saboteur
20° - Improved resistant energy

For my drone
1° - Weapon focus (small arms)
3° - Versatile specialization
6° - Versatile focus
9° -
11° - Deadly aim
13° -
15° -
17° - Penetratin attack
19° -

MODS (initial mods: flight system (x2) and weapon mount)
1° - Weapon mount
3° - weapon proficiency (longarms)
5° - Enhanced armor
7° - Resistance
9° - Armor slot
11° - Enhanced armor
13° - Energy shield
15° - Reductive plating
17° - Energy shield
19° - Invisibility field

If you have any suggestion, please let me know. As I told you, so far I have been pretty eclipsed by my Operative buddy both in combat and out of it and I'm afraid that this will not change in future.


Hi everyone, I'd like to talk about mechanic. I'm currently playing a level 7 Android mechanic with hover drone, we are both proficient with longarms. After 7 level I feel like I don't have any edges over the other classes. Let me explain.
During combat: myself and the drone have roughly a 50% chance to hit an enemy, having currently a +9 and a +10 on the attack bonus. This means ,statistically speaking, that only once in four times, both characters are going to hit. The result is that most of the time, my damage output is just 2d6+7, which is significantly lower than the other members of my party. This means that I have to buy two very expensive weapons just to deal most of the time with a small damage. Plus if the drone is damaged repairing it is very slow.
Outside the combat: this is where the situation gets complicated. Theoretically the mechanic should shine here, in the end he's not a full bab class and his main ability score is intelligence. But this is not what I founded out. My engineering and computer skill bonus are equal to the operative and the technomancer. Yes the mechanic's trick are nice but they are not game changing, and only a few are really good. The drone outside the combat is useless. I can only use it for scout, but if it gets chought its fly speed is just too low to get away. I can't even use it for remote engineering and computer skills since its skill bonus, even when piloted, are really low.
So in the end, during combat I'm irrelevant, outside the combat other members of the party can do what I can do. Is it just me? Or is the class that is bad designed?
Thanks for the attention


Erk Ander wrote:


So the classes left are the Casters and the Envoy. Assuming they use small arms the Operative is better. But if you add longarms its somewhat equal. However the casters shouldn't really be compared unless you include their spell-casting abilities. It becomes too much of a apples and oranges situation.

Yes, I agree with you. It's seems that Operative pays being extremely versatile in terms of skills ad being a relatively good debuffer as a caster pays his spell casting abilities.

But yeah, it becomes too much of apples and oranges.

Erk Ander wrote:


Make no mistake the Operative is a cool class. But if any class takes longarms/heavy arms (and they will) then the Operative will deal the least damage. Even if you add full spec you only increase the DPR by 10 or so. The classes that outdamage the Operative (assuming they use longarms) will still do it. Full spec or not.

Operative is cool, yes: you can do a lot of things in and out of combat and maybe you can tolerate a slightly low damage.


Thank you Oldskool you're surprisingly clear in your explanation.
I'm glade that someone faced the question before me and can propose a so good analysis.


Faelyn wrote:


Strength comes into play much less in Starfinder than it did in Pathfinder it seems, therefore, giving Strength-based characters more bang for their buck by investing into that over Dexterity with increases your Initiative, Reflex saves, AC, and several more skills than Strength.

Just my two creds.

I may use an exocortex mechanic to make a Dex-based damage dealer with heavy weapons and obtain the same (or more) potential damage and attack bonus as an operative with less effort.

Operatives are not the only Dex-base characters: of course they get the best from Dexerity (resolve points in addiction to the rest) but it's an important ability for also mechanics soldiers and envoys.
So, why do this only to the operative, who is actually the only class binded to using small arms and melee basic weapons?


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Hello guys!
I was wondering why melee weapons with Operative special feature and Small Arms give you only +1/2 level to damage as specialization bonus, while all other weapons add your level.
I mean, base damage from those weapons is already low and it appears to me that this nerf was not necessary, even considering the Trick Attack from Operative.
Trick Attack has its limitatons and its damage is a good boost, yeah, but not so good to make Operatives overpowered or to make a nerf to operative weapons necessary.
At last, in the Alien Archive I saw that usually NPC add their full bonus level (or HD) to damage with small arms. So, why it's not so for PCs?

I will be glad to hear your opinion about this!


Finally, after all your wise tips we're going to not multiclass and maybe take a pair of feats (heavy armor proficiency and improved initiative) to improve AC and initiative values while dumping Des.

For ranged attacks he will use thrown weapons, adding Str modifier to attack rolls. Maybe a couple of starknives or a spear: being a kasatha, he still have two hands free while using his solar weapon.

At last, yeah maybe we overrated Cos importance and we should try to redistribute ability points.

Thanks again y'all guys!


David knott 242 wrote:


What did he pick for his initial feat?

He picked Toughness but we're going to change it for Heavy Armor Proficiency.


Ok, thanks all of you for advicing me!
My friend has a stats build similar to those you indicated as good but maybe we delayed heavy armor proficiency too much.

At level 3rd we just star to see he is a really good striker in terms of damage output and attack bonus. Simply I was looking for some ways to obtain a more durable and less MAD character.

Again, thank you all


Matt2VK wrote:


Summary
What you're giving up going that one level of soldier -
Your revelations and the benefits they can give is always 1 level behind what you should have. What you're getting is (2) free feats (sort of): Heavy Armor & Improved Initiative and 10' extra movement (rarely need) and training in most of the weapons (which you probably will rarely use). Plus a larger Resolve pool which is a toss up on if you need or not. There's very few Solarian Revelations that are worthwhile to spend resolve points to activate.

I've almost your own opinion on many things you're saying. Him glad to find someone who explains so well his reasons make also me thinking on all these things.

Thank you for the tips.


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Rysky the Dark Solarion wrote:

If he's avoiding ranged weapons for roleplaying reasons he's probably won't be that open to rebuilding his character. What's his build?

Other than that I can't really put together how he's suffering, can he not reach the enemies before they're dead or something? Are you playing a home game or the Dead Suns AP?

His build is mainly focused on being a melee striker with high mobility, giving priority to photon revelations more than graviton ones.

Rebuilding his character is ok if it's justified by plot reasons and the "no-ranged-weapons" tabù is from kashatas characterization. I spoke with his, it's ok to take a level in soldier if it's worth.

However at low leves he's suffering because solarians are MAD: he needs Str, Dex, Cos and Char and if he dump one of them he finds himself with low attack and damages, low ACs, low hit points (not so good for a melee character) or few Resolve points.
The soldier multiclassing was for taking Resolve point from Str or Dex and completely dump Char (photon revelations do not usually use it) and furthermore he would get heavy armor proficiency, useful if you're often attacked.
At last he would gain the fighting technique first ability from the "blitz" style, that is really useful for a mobile melee fighter.

Still, I don't know if it is worth gaining this level in soldier class (for above mentioned reasons) giving up on the Stellar Paragon class feature.


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Hi everyone, I have a question for you all that is bugging me for some time. A friend of mine is playing solarian with solar weapon. He is a kashata and only for role-playing reasons he's trying to not use ranged weapon. We are currently at level 3 and like the monk for pathfinder he’s suffering for the first levels.
To help him out I was thinking to multiclass his character with 1 level of soldier, with bliz as fighting technique, in order to obtain more mobility, the heavy armor proficiency and of course the strength based resolve point so he can dump charisma. My question is, is it worth it? I mean the level 20 Stellar Paragon is really good.