Isaac Zephyr wrote:
I have the same questions regarding line weapons and cover, but I often assume in situations like yours that the line continues past the boss unless he has some way of negating the attack besides his AC; line weapons should be rewarded for optimal use IMO.
Algarik wrote:
You have the right idea to maybe pick soldier first and go with dex with proficiencies, but I find that with heavy armor and using explode heavy weapons (which I did not specify earlier, sorry) you don't need a very high dexterity (just enough for max dex on heavy armor), and you'll gain a lot more out of your other Envoy abilities and skills utilizing a full Charisma. The build I presented probably isn't very optimized, but it emphasizes getting the drone early when it is really good, and then getting your 6 levels of envoy followed by pretty much whatever you want. The only important thing is 3 levels of mechanic, and 6 levels of envoy. Any good combination of those is probably doing pretty well but your later levels might just be keeping your drone's HP, AC, and saves at decent levels so it doesn't just explode when something looks at it.
In my experience, and explained above, proficiencies and resolve make up any level 1 "dip" but I enjoy picking and choosing some of the best things that make up certain classes. One such multiclass character I've had great results with was an Envoy 1, Mechanic 3, Envoy 5 (6 total), Solarian 1, Soldier 1, w/e:
Possibly a good choice if you ever get there is grabbing some technomancer levels after you get level 6 spells as a Mystic. You aren't actually losing caster level, it opens up an entirely new spell list to utilize spell gems with, and you don't really get that much from the Mystic 20th level capstone.
Cellion wrote:
I'm with Cellion on multi-classing; the best class interactions occur by continuing a single class. The only exceptions I have found are: Envoy at 6, 8, and 12 where your bonus to attack with get em makes up for your lower base attack (and weapon focus giving an additional +1 at level 9).Technomancer/Mystic multi-classing each other (optimally at 16) to get the ability to use spell gems to for the entire spell list of the other class and not reduce caster level. Mechanic multi-classing (probably grabbing those envoy levels) after they give their combat drone the ability to utilize heavy weapons and reliably target AC15. MAYBE Operative at level 14 (or 15) after getting Multiattack Mastery to grab the soldier gear boost for +1 to attack with laser weapons or +.5 STR to melee weapons and a soldier fighting style to go with it; keeping Quad attack relevant.
Mefélion wrote:
If you're trying to keep your drone relevant throughout the higher levels, I feel like utilizing explode weapons is really the only way to make up for a low base attack, low dex, and low number of actions. Unfortunately only the combat chassis is capable of making the Strength requirement.As for the operative of the party: emphasize your ranged hacking and tricks for Computers, and keep all of your technology skills up to date. Being the "tech guy" should give you plenty of opportunities to outshine his jack-of-all-trades approach. Unfortunately, it isn't hard for an operative to excel in combat, but with an emphasis on heavy weapons you'll shine when combat provides a plethora of foes. Also... Deadly Aim is a trap.
Because enemies could pose as possible obstacles through Energy Resistance or Hardness, they probably would not be considered viable squares for drawing a line of effect from your pc to the target.
Attended and Unattended object rules only apply to targets outside of your person. The only way I would suggest this works is if you used it as a move action on some pistol on the ground next to you or in someone else's hand and then somehow used a swift action (such as the called property) to grab it before utilizing your attack. It would be a free action to drop it afterwards so this should work as you're intending without having to worry about how the rules are interpreted.
I believe most of these rules were designed around keeping a PCs natural weapons (like the vesk) relevant compared to how anyone can utilize the improved unarmed strike feat. Unarmed attacks are incredibly versatile... they don’t need to be disguised, you don’t even need free hands to utilize them, and you can’t be disarmed (except literally). That being said, improved unarmed attacks probably should be allowed as an operative weapon as long as you’re not using the ring of fangs. This thread has convinced me that I should wait for an official ruling on whether they stay archaic or not.
It seems like you could probably ignore cover entirely and just consider the AC of creatures and vehicles modified by cover. With the only impact on whether the line continues being DR, Energy Resistance, Hardness (vehicle) and full cover. This probably alleviates a lot of the confusion surrounding how it works, but I'd love if someone could weigh in on this.
I see the DC to set a charge as the DC of the "Arm Explosives" part of the Engineering skill, but others may disagree. Harness / HP apply depending on the doors material; a door made out of steel has 20 hardness and 30 hp per inch of thickness. You may get additional modifiers based on the type of explosive you're utilizing or determining weak-points in the object. The GM may have to rule on the next few questions, but I can provide my interpretations: You probably can't simultaneously detonate objects and expect a similarly large effect. You should be able to tie multiple devices to one detonator, but the effect of utilizing it would only affect one explosive at a time; and the rules imply one explosion does not trigger another but destroys the object. I don't think you'd be able to blind creatures on the other side without the effect happening after the door was breached. If a creature swallowed a grenade, I would say they don't get a save and potentially receive maximum damage but the rules don't support this. Above keeps players from daisy chaining explosives. If you're looking for more effect, you'll have to utilize a higher level grenade.
1. Do line weapons consider cover bonuses in addition the hardness of whatever object is providing the bonus? 2. Would you only consider the hardness of cover if it would provide the difference between being hit or not? Or would you always have to overcome it's hardness? 3. If you are always considering the hardness of cover when determining the effect of the attack, would cover provide any bonuses to AC? What about soft cover provided by other creatures? 4. What happens when you can perceive a target behind total cover (through blindsense/blindsight or other means) and are able to deal enough damage to pierce that cover? Do they get cover bonuses then? Are they considered flat-footed against the attack if they couldn't perceive you? Are they benefiting from concealment with blindsense but not blindsight? If you're required to pierce every object in the line then any targets behind steel cover (20 hardness) would be able to avoid your attacks without effort; which seems to make sense until you can deal enough damage to truly punch through with higher level weapons or damage. LINE
I had an idea for a mind control character that was: Technomancer 2/ Mystic X, to utilize the Robot Influence magic hack to get all your mind affecting spells to also affect robots, constructs, and other mindless creatures. Not incredibly powerful, but definitely increases the versatility of some of your mystic spells/abilities.
They should definitely add some text to Uncanny Mobility or Improved suggesting they allow you to qualify. Unless the Feat Prerequisite says "Mobility feat" you may even interpret they left it ambiguous to allow for it to work with both the class feature and the feat. Unfortunately they have two provided class builds that have taken the feat to utilize shot on the run or spring attack, but they didn't take the exploit!
HWalsh wrote:
The utilization of spell gems is paramount to your success as a caster. Not only can you access ANY spell on your spell list, but you can actually cast them of a higher level with a caster level check that doesn't even expend the spell if you fail. You can even slap multiple spells into one spell gem so that you aren't constantly pulling them out of your pack (though this is one large lump sum of credits). I can understand where it may be challenging to play a caster over long combats or slow campaigns, but that's where other classes are going to be more conservative with their resources anyways. In the meantime: buy your extra spells per day! I remember seeing someone math this out before, but I'm pretty sure it was determined this would at least account for being significantly less conservative with your spells much like people seem to want to be.
Nixitur wrote:
After re-reading the text: "...the cloud grants covering fire (see page 246) to anyone attacked by foes in its spaces" I had originally assumed this to mean any number of people attacked from this square, but I agree that it *should* only be one activation of the combat ability per turn. An effective +2 to hit and -2 to enemy attack rolls in the cloud seems like too big of a bonus for potentially affecting 4 enemies at once.
I agree that the spell is incredibly confusing. I find the statement: "the microbots pursue and harass the nearest creature that is hostile to you as best they can each round" to suggest they pursue according their own ability to perceive the enemy. How perceptive they actually are probably has to be determined by the GM; including their perception of what is the nearest foe that is "hostile to you" Their ability to provide harrying/covering fire is incredibly confusing but "grants harrying fire" and "grants covering fire" seems to specifically call out only the bonuses of such abilities while the enemies are contained within the space of the microbots.
There are just so many assumptions to consider of the "cloud" as well:
Fuzzypaws wrote:
If Melee Striker stacked you could potentially get it up to 5 times in order to apply an additional 2.5 times your strength on attacks. You can get up to a +8 modifier as soon as you can buy your mark 3 personal upgrade. Perhaps at level 15, with a lvl 16 curve blade: 8d10 is average 44+8 str+15 W.S.= 67 so that 16 bonus from 4 melee striker gear boosts is less than 25% additional damage and only goes up to 20 bonus at level 19 and 22 at lvl 20. This is with heavy optimization and at the cost of other bonuses, but you could also just put on a Jarlslayer power armor and get 29 strength. It probably gets better with armor storm but the hammer fist ability seems to imply that melee striker doesn't ever stack in the first place.
I would say that only a few of them even potentially stack: Heavy Onslaught having an upper limit of reducing their total damage reduction; Flash Freeze having the limit of not being able to reduce movement below 10 feet; and Powerful Explosive which could potentially create a massive explosion with multiple boosts. All of the other ones seem to imply either a distinct change, and addition to an existing bonus that doesn't stack, or other limiting factors. |