Whiskifiss

Salvo "Sal"'s page

57 posts. Organized Play character for Brandon s.



The Exchange

I had some questions that I hoped others could help me out with the math on. I’m at work and can’t do it myself right now, and in some cases don’t have access to the book to do so anyway. The questions are concerning the weapon quality explode. Please presume heavy weapons for the questions not grenades or other options.

1, how many targets must you hit on average to deal equivalent or greater damage with an unwieldy explode weapon in comparison to a comparable single target weapon, either as single shots or full attacking. Single target weapons have higher damage but excluding special abilities even a successful save deals half damage, whereas a missed shot deals nothing.

2, is it generally an advantage to use deadly aim with this weapon? I know that in most cases the penalty to hit is worse than the bonus damage but with explode even on a save half that damage goes through. So making someone 10% more likely to save but still take half, and half the extra damage, seems like it would make the feat generally useful.

3, how hard is it to keep up with the save curve shown in alien archive? It should be roughly the same as the spell save curve. And so long as you’re willing to accept slightly lower damage less important to keep maxed. Unless I’m miss remembering something lower dex mod is only -2.5% damage per 1 instead of -5%.

Thank you in advance, and please ask if I wasn’t clear on what I’m trying to check. I had to post this in a bit of a hurry.

The Exchange

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I'm hoping I'm missing something, but it seems to me like after the first few levels fusions all become significantly cheaper so long as you buy them in the proper order?

Soldier picks up a stick/club for free and goes into the fusion emporium. Places the free club on the counter and ask them to add the calling fusion to it for 120 credits. 10 minutes later he returns, accepts the club, and then places it and a Mack III Swoop hammer on the counter and ask them to transfer calling from the club to the hammer, for 67,500. Thus saving 67,380 credits over buying the fusion strait out.

I mean I think there absolutely should be a way to transfer fusions, buying a new gun AND all it's upgrades every few levels is a bit much. But maybe that transfer of fusions should be limited to only being able to transfer things to a weapon without any preexisting fusions? As I missing something? I feel like I must be missing something...

Please correct me.

The Exchange

So does anyone here know anywhere I could pick up a game of play by post Starfinder? Is there a section of the forums here to look for game opportunities? I'm a bit new to these forums. Thank you.

The Exchange

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So I'm thinking of doing a military style mechanic. One who focuses only on heavy weapons. It'll be society legal, and I'm only building out to 5 as I expect more material will be out before too long and that always has the chance of altering plans.

Ysoki 11,14,12,16,10,10, drone mechanic, theme mercenary
Lvl 1 mechanic 1, baracade feat
Lvl 2 mechanic 2, over charge
Lvl 3 mechanic 3, versatile specialization(useless at this point but I have another use for the lvl 5 feat.
Lvl 4 mechanic 4, quick repair
Lvl 5 soldier 1, sharpshooter style(yes blitz is great and front loaded, but my style will be to hunker down in place so not as good for me.) and technomantic dabbler(I want some way to transfer charges and if there a way to do it through pure tech I've missed it. Plus there are other handy spells.

Lvl 5 attribute bumps up to 13,16,14,18,10,10

The drone will be a combat drone of course with heavy weapons proficiency and specialty at lvl 5. The plan is for the mechanic and drone to go to a place with good lines of fire, and then fire unwieldy weapons like the AOE shock caster while the mechanic uses baracade to build them their own bunker.

Any suggestions for how to improve it, or thoughts on why it won't work? I haven't seen any penalties for firing from prone, so I may drop prone once in position since Ysoki have kip up built in, extra AC is always helpful.

The Exchange

2 people marked this as FAQ candidate.

So Barricade is a pretty great feat, in my oppion anyway. Spend a mere move action to turn paperclips and soup cans into bullet deflecting cover. But what happens is someone wants to move through your new masterpiece? It says it creates something in an adjacent square, but does the resulting structure make that square difficult terrain? Impassable? Can they just walk through this mass that's deflecting laser fire without issue?

It provides cover not concealment, so it is a physical barrier not just an obstruction to vision. I'd lean towards it being difficult terrain, or make them put it along a square's side as a wall instead of in a square itself in a home game. I don't see anything to answer this in the rules yet. Whatre the thoughts of others?

The Exchange

I wanted to do a Mechanic with a drone. Planning to go heavy weapon combat drone in time but to start with(mostly because I can't afford weapons for that yet.) I was going to do a hoover drone with a small arm. But the drone is tiny, though it's clearly supposed to shoot stuff with a weapon mount and no str. I thought I had read that the drones use normal sized weapons even when tiny, but but now I can't find that. Am I misremembering or just missing the passage? Thank you in advance.