NiftyB, Thanks for the reply. I ask, as I was looking at the telekinetic projectile spell, it requires the object hurled to be ‘loose, and unattended’. Could something on your own person, on a bandolier let’s say be classed as unattended? I agree with your take on it. It’s just I was looking in the traits, and in the glossary / index though could not find a clarification in the rules. Simon
I have a good dex, so I’m going for a light armoured mobile warrior. I have stealth and eventually want the stealth boosting revelations. I don’t have engineering, and as we have a mechanic and a human operative with 18 int covering it, I don’t intend to take it, I’ll be awful! I will probably go for weapon focus or possibly step up now, though is it a poor choice with fleet? I know you can get your hands on cyberware after a few levels to boost speed, but the idea of zipping across the battlefield at a move of 70 with stellar rush sounds fun. Basically my character is filling in with the parties missing skills, diplomacy, life science (from skill adept), and mysticism. Thanks again for your replies.
First, thanks for your replies. I was browsing the boards and saw a lot of emphasis on getting longarms proficiency for virtually every class. It seemed a sound idea, especially as I’m playing him as a wise and cautious character. It wasn’t about being optimal, it was more to do with being all rounded, and as we do homebrew, not society play or even the AP, things can be done slightly differently - long rooms / blockades / outdoors where melee might not be possible. Deadmanwalking: I hadn’t really thought of the save buffers as my saves aren’t too bad, though that is certainly an option now. I think the investment in longarms, then specialisation is a feat too many, I might as well pew with a pistol or throw weapons. Matt: unfortunately I’m a glutton for the rule of cool, I’m sticking with a solar blade errrr lightsaber™. I’m not a fan of being ‘the best’, just not an underperformer. I will take a look at step up though, if not for this feat, definitely for the future, that looks fun. Also bull rushing seems to be tougher in starfinder, so is it worth the investment? I’m definitely going to get hold of a starknife probably with the returning fusion when I get the money!!
Hello fine people, We’ve just started a homebrew campaign for starfinder, and after creating my kasathas Solarian I am still wondering which of the two feats I have in mind will get more use. fleet (I’m mainly melee with solar weapon), or longarms proficiency (I really don’t want to pew with a pea shooter when melee is out of the question) It’s not a point buy and I have rolled pretty decent stats with a good dexterity, so I don’t really want to follow the melee Solarian guide in getting heavy armour, with little mobility at low levels. Thanks!
In some ways the 3.5 system for having wild empathy for a skill was a lot clearer (though eating up skill points for a class feature was hard). You have a feat like 'skill focus - wild empathy' that stacks with your ranks. In pathfinder using the term diplomacy as the skill to interact with animals, for those with the class feature wild empathy, would be fine if it wasn't for the fact diplomacy in the 'I can mediate, talk with people and gather information', doesn't fit with my idea of the wilderness loving Druid. Personally any additions to diplomacy from class bonus etc, should not add to wild empathy checks, though something written specifically for the Druid, giving them bonuses to use diplomacy to communicate with animals should. Using my not-so-smartphone for typing this has been quite a nightmare!
Wild Empathy (Ex) : A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
The way I interpret the ability is the bonus would stack, as it functions 'just as' a diplomacy check. Interpretations may vary though.
I'm planning on making an aasimar cleric soon: Aasimar favoured class - + 1/2 damage undead/evil outsiders with channel.
Its going to be an undead rich campaign, so hopefully I'll be quite effective.
I suppose it depends on the campaign you're playing in... A couple of useful ones are: 1: Protection from energy if subjected to elemental damage
Hope this helps: From UM: Versatile Channeler
Take a look at the below in the ultimate combat book: Knight of the Sepulcher (Archetype) Not content with the antipaladin's mere corruption of the soul, the knight of the sepulcher sacrifices mortality along with morality. The knight of the sepulcher archetype is available only to the antipaladin alternate class. Touch of the Crypt (Ex) : At 5th level, a knight of the sepulcher gains a +2 bonus on saving throws against mind-affecting effects, death effects, and poison. He is harmed by positive energy effects and healed by negative energy effects as though he were undead, although negative energy effects that don't heal undead (such as enervation) affect him normally. The knight of the sepulcher has a 25% chance of ignoring critical hits and the bonus damage from sneak attacks as though he were wearing armor of light fortification . This ability replaces the fiendish boon ability.
1st edition used to have a tier system for this, maybe reincorporate that?!? We generally don't use class level in our descriptions, or classes always. If you're a wizard, then it fits to be 'wizards apprentice' or graduate of the acadamae etc. Barbarians, ranger, rogue etc... Maybe use something that is appropriate for the individual - the rogue could be a scout?
The idea for my character was to add a "shadow" pool that was rules-wise the same as "ki" (if ok'd with my DM), though was shadowy in origin as it fitted with the flavour more. My character (run in forgotten realms) has acquired a partial shade template so the ninja talents with a shadow theme looked an instant fit. The minor and major magic talents looked good, though the enhanced speed and acrobatics bonus from ki pool really fitted my flitting in and out of combat, using spring attack. Approach your DM and ask, he may be new though with a little work on it I'm sure you could both come up with a solution that can make you both happy.
About Darche SchneiderInitiative:3 Perception:4 Defense
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HP: 9 AC: 16
F:3 R:6 W:0
Offense
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Move: 30 Melee: +0 1d6 Range: BAB:+0 CMB:-1 Sneak attack + 1d6 Details
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Traits Alchemical Aberration: You are a creation - a creation with sentience, emotions and free will. Yet the power of alchemy runs through your veins, a taint or remnant from the experiments that your mind no longer remembers. As the only one of your kind, to your knowledge, you have an innate understanding of the mathematics of alchemy and the arcane. Once per day, any extract you prepare may be prepared at +1 caster level. You also gain a +1 trait bonus on Craft (Alchemy) and Knowledge (Arcane) checks. Touched by the Sky Alchemical Prodigy - Dream Feast Skills
Feats:
Class Feats
Racial abilities
Favored Class Bonuses
Equipment
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Gold: 45 Back Pack- Masterwork
Extracts
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Per day 1st 1+1 Cure light Wounds
Biography:
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Despite his appearance, Darche used to be human. As he began to learn alchemy form his master at the age of six, he was slowly introduced to the effects of mutagen. By itself, it caused a small minor transformation that eventually goes away. However his master wanted to create a more grand mutagen and began adding in a bit of cursed water into the mixture. The Master, being a rather big coward, tricked Darche into taking the now poisoned mutagen. Its effects were dramatic, and slowly Darche's mind and form began to deteriorate into the creature he is now. One day after being forced a bit of even more potent mutagen Darche ended up passing out. He dreamed while he was passed out. During his dream, he forgot who and what he was. Then he felt as though a large amount of information was being planted directly inside his brain. When he came to, his master was gone, not that Darche would remember him anyways. The master never returned after that, leaving the entire house and everything in it to Darche. Darche didn't have any one close to him, so no one noticed his memory loss, in fact most people never even knew he was human in the first place figuring him to be some weird creation by the master alchemist. The people of the local town didn't like the alchemist so when Darche would show up at times the made a point not to talk about the alchemist and found Darche to be quite friendly despite his strange appearance. After a while the existence of the master alchemist was forgotten entirely, while Darche took up shop as a local Apothecary. As he grew up, he slowly came into more of an understanding of alchemy. He had figured out how to make the mutagen into something more potent without the side effects (Not that he even knew there was side effects to it anymore.) One night in his sleep, he felt the pulse of the awakening, the name he gave to his ability to rapidly understand the creations of alchemy. It was different. It was a call telling him that the world was ending. It woke him up in what would be a cold sweat. It was a strange feeling, he felt like he was alone, as though there was no one in this town. Indeed, anyone like him didn't exist. He knew the world was going to end, he could feel it in every fiber of himself. But he didn't know how it would or why it would. All he knew is that if someone didn't exist that could be with him, he could create them. A lingering feeling latched on to the back of his mind, as though there was a potion of some sort he could create, but exactly how? That remained a mystery. |
