Pathfinder Lost Omens, Rulebook Subscriber
Tank cleric works great for me.
Pathfinder Lost Omens, Rulebook Subscriber
Back to jump jets, I feel that 1000cr for something that lets you fly 30' instead of your usual move action is a fair deal, even if 30' is slower than your usual movement rate. Zoom over crevices, difficult terrain or walls. Drop in behind enemy front lines. Avoid the bother of climbing 20' up or down from a balcony. All handy stuff for what quickly becomes a modest cost.
Pathfinder Lost Omens, Rulebook Subscriber
Shwar wrote:
Thanks Shwar. I ended up making one without graphics, yours is prettier. As long as you're reading this, loved your character sheet. Used a recent version. Found the speed field at the head of page 1 was a little scrambled (locked in 30 FT and then a duplicate field you can fill in to the right. Not sure how the "Upgraded Score" and "Upgraded Modifier" are supposed to work. Skills per level needs to handle double digits, doesn't take much for an Operative to get up to 11 ranks per level (Intelligence 12 will do it). If it were up to me, spells would be on a page 3 (which I wouldn't print), since most characters aren't casters. That gives you more room for abilities, feats and equipment. Oh yeah, and the Equipment list Level and Bulk fields seem a bit misaligned on Acrobat Reader on a MacBook (numbers a bit too high and the top is cut off, possibly just a screen problem since I haven't printed yet). All of that is little stuff though, hasn't stopped me from using the sheets.
Pathfinder Lost Omens, Rulebook Subscriber
Nope, just multiple options with different strengths and limitations. Only one foe to worry about? Uncanny Mobility works great. Move in for a melee Trick Attack or move out for a ranged Trick Attack without provoking your target. Multiple foes? Improved Uncanny Mobility is your baby (but costs a second Exploit and is 10th level). Want to move past multiple foes? Let them swing! Mobility boosts your AC vs movement AoO. Burning out their Reactions often helps the rest of the party. Or have Mobility just in case your Tumble fails while moving in or out. Want to just stand and shoot? Slippery Shooter boosts your AC vs ranged attack triggered AoO. Hope they don't hit, but maybe burning out Reactions is good too. Supports Trick Attacks or Full Attacks (sometimes Full Attacks are better than a single Trick Attack). Move and shoot? Mobility and Shot on the Run, Tumble away, shoot, and continuing to total cover; or pop out of total cover, shoot and duck back into cover. Move and melee? Mobility and Spring Attack, move in without provoking (one foe), melee, then move out without provoking to deny the enemy a melee Full Attack. Maybe you're even fast enough to move out of range. Also great to get at reach opponents. Like using Small Arms for your Trick Attack? Uncanny Shooter lets you shoot Small Arms without provoking even if you're surrounded by a horde of Space Goblins. Probably better for Operatives than Slippery Shooter and available at 6th level. Supports Trick Attacks or Full Attacks. Haven't yet figured out if there is an obvious best choice. I'm leaning toward Mobility (plus excellent Acrobatics) as an early feat and Uncanny Shooter at sixth level. Kind of depends on what tactics you want to use. But you'll probably adopt one or two Feats or Exploits and then adapt to them.
Pathfinder Lost Omens, Rulebook Subscriber
I noticed that there were spells and class abilities to cure hit point damage as a standard action and was told if they say hit points they mean hit points (not stamina). Didn't see anything for quickly curing stamina damage, just the 10 minute resolve use. Are there quick ways of curing stamina? If not, a quick series of encounters can leave you operating without the stamina buffer, which puts you a lot closer to dead dead. I found myself waiting for more hit point damage after running through all of my stamina so that I wouldn't be wasting a spell. By the way, no negative Constitution buffer before dead-dead, just a few negative hit points. |