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Do Null-Space Chambers and Efficient Bandoliers count towards your worn magic item limit?

Page 222 says "Worn magic items are things like rings, cloaks, amulets, and gloves." Helms/circlets have also been specifically called out.

Null-Space Chambers can be "attached to an arm or backpack." Efficient Bandolier "fits over a medium creature."

I lean towards them not counting, but curious what others thought.


1 person marked this as FAQ candidate.

When you crit with a weapon that has the burn or corrode do you suffer burn/corrode damage when you take the hit or not until your next turn starts after you gain the effect? I don't think you take the damage until the start of your turn but I've had different people rule it differently.

Also it says burn from different sources is cumulative. If a soldier lucked out and crit three times in a full attack with a 4d8 burn weapon does the target take 12d8 burn damage each round at the start of their turn until they save?


So reading the summon creature spell from Alien Archive and I can't help but feel summoning got nerfed to the ground.

For those that haven't seen it yet, Summon Creature is a variable level spell usable by both technomancers and mystics.

Level 1 - Tiny CR 1/2 Elemental - Melee +5 1d6+3
Level 2 - Small CR 1 Elemental - Melee +9 1d6+5
Level 3 - Medium CR 3 Elemental - Melee +12 1d6+7
Level 4 - Large CR 5 Elemental - Melee +15 1d6+10
Level 5 - Huge CR 7 Elemental - Melee +18 2d6+12
Level 6 - Elder CR 11 Elemental - Melee +24 4d6+11 multiattack (don't understand this line, usually multiattack shows you the multiple attacks you're doing)

When you learn the spell you can pick 4 grafts to apply to your creatures, each graft tweaks the monster, and there are alignment/class restrictions. You get to choose from among the four basic elementals, and all sorts of different summons like angels, devils, azatas, archons, etc.

The grafts range from just changing damage types, to adding ranged attacks, adding abilities, giving different skills, languages, etc.

There are also a very small number of actual creatures you can summon that have stat blocks in the alien archive.

The spell lasts 1 round per character level and for the higher level versions you can either get 1 creature of that level or 3 creatures of a lower level.

Anyway, I did some comparing and I'm having a hard time justifying actually taking this as a spell known. I loved being a conjuration wizard in Pathfinder but the starfinder version seems extremely nerfed. Curious what others think.

Two grafts that jumped out at me were the Protean for its 60ft fly speed and grab attack and the Azata with it's good ranged attack. I didn't do too much math but I think it might always be worth casting one level below, like at level 7 for summon creature three you could get 3 Proteans all in melee taking opportunity attacks and attacking for +9 1d6+5 and maybe grabbing people. Or summon three Azata and ranged attack for +9 1d6+1 at 120 ft. Or you could cast Explosive Blast and do 9d6 fire damage in a 20 foot radius...


4 people marked this as FAQ candidate.

Does a Forcepack recharge? It has 100 charges and consumes 2 charges per round to grant a 60 foot fly speed. It is a hybrid upgrade.

Hybrid Items: Page 226 - A hybrid item’s charges are inherent to the construction of the item and can’t be replenished with generators or batteries. Charges for a hybrid item either refresh each day or never refresh, depending on the item.

Armor Upgrades - Capacity: Page 204-205. For a technological armor upgrade that requires charges to function, this entry lists the maximum size battery the upgrade can hold. The batteries that upgrades hold can be recharged as normal using either a generator or a recharging station (see page 234). A magic armor upgrade that can be used a certain number of times runs on magical charges; these charges are integral to the construction of the item and can’t be replenished with generators or batteries. Charges for a magic item either refresh each day or never refresh.

My interpretation was that it would take an Ultra Capacity Battery that you could swap out and recharge like a Jetpack. Another player thought that since it was hybrid and that it doesn't say that it recharges once per day (like a Haste Circuit does) that once the 50 charges are used it doesn't work anymore.

For something that costs 13,100 credits that seems crazy to me so wanted to see what the community thought.


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Hello everyone, I'm planning on playing an operative in our first campaign and like to get the most out of characters I play. I plan to max Dex and keep Int and Str competitive to be able to melee and fulfill the skill monkey role.

I'd like to know what people think about this build and if I should change anything. I'm open to all improvement suggestions.

Race: Android (Darkvision, Dex/Int, doesn't breathe, easier bluff, upgrade slot, and dump Cha). Biggest competition would be Ysoki for the cheek pouch swift action, stand up swift action, +5 tumble, and +2 to Engineering, Stealth, and Survival. Open to thoughts on these races or if there is another one I'm not considering.

Theme: Ace Pilot. None of the themes seem amazing for optimization. Bounty Hunter and Outlaw also have interesting options. Open to suggestions here.

Stats: Str 13, Dex 18, Con 10, Int 14, Wis 10, Cha 8. Max dex for hit chance on all weapons, int for skill points, str for melee damage and grenade hit chance.

Specialization: Ghost. Skills Acrobatics and Stealth. +4 Stealth for trick attack (RAW). Cloaking field at level 5. This seems objectively the best but again open to opinions.

Skills: Acrobatics and Stealth from specialization. Other 10 ranks in: Athletics, Bluff, Computers, Engineering, Medicine, Perception, Piloting, Sense Motive, Sleight of Hand, Surival. I considered switching Medicine for Mysitism to be able to deal with magical devices but I'd only have a mod of 2 which doesn't seem great. Could go priest theme to get Mysticism as a class skill...

Feat: Weapon Focus (Small Arms). I think ranged will be ideal at first. Later can pick up Versatile Focus to buff operative weapons and sniper rifles.

Gear: Second Skin, Tactical Semi-Auto Pistol (30 ft, 1d6), Tactical Baton. The small arm could also be the Azimuth Laser Pistol for the much better range of 80 but 1d4 damage dice. Curious what others think between these two starting weapons. Other gear like engineering toolkit, other toolkits, healing serum, etc.