Attach rules wrote: The creature can attempt a special attack against KAC as a standard action. If it succeeds, it deals no damage, but the creature adheres to its target. Once attached, the creature gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it is attached. An attached creature can’t move on its own (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC = 10 + 1-1/2 × the creature’s CR) made as a move action, or it can remove itself from its target as a move action. Is the Creature considered in the same square as the player it is attached to? I ask to determine the outcome of two separate instances. Can a player target a grenade so it can hurt the attached creature but not the player it is attached to? This can be done if they aren’t sharing a square. And two Space Louse have caustic bodies that damage players that come in contact with them, if it dies while it is attached is the player consider in contact [i read as moving into or being in the same square] with them. And therefore taking the extra damage if it dies while attached?
The multiclass problem could have been easily solved with pistol dancer fighting style with a wording of “you get your soldier level as specialization with small arms, half level for any other levels that are not soldier.” Somewhere in that fighting style. Instead they gave the soldier the ability to keep shooting stuff to work your way up to an additional half your soldier level in additional damage At level 17. And to say soldier should just get another weapon is not the point of a Pistol Fighting Style. While yes the random damage die are less than other ranged weapons, the specialization gives you consistent damage and should not be half level for a soldier trained to fight using them especially when a biohacker can get it. The pistol dancer was just poorly thought out.
The Countermeasures are free, its a meh ability for sure. I think of the class as a slow starter but the later abilities are pretty great. Especially with the new faq update on armor mods and power armors. Not being able to use jump jets with power armor being now confirmed means the exp armor mechanic is about the only class with flying power armor for any and all power armors that don't have flight as a movement type. being able to buy the cheapest light armor for your level and turn it into power armor of your level is pretty big money saver, anyone whose played an AP knows that struggle lol.
Its only meant for one attack, it says right there in the text this attack . you don't get the extra damage for an entire minute. but since the minimum charge cant be broken down to less than a minute (even if you only attack once the entire fight you still lose the entire 1 charge) you yes, lose 3 charges from that one attack.
huh, so if i use a biohack it doesn't do acid damage? how does that work with loading poisons? since typically the injection has to do damage to deliver the poison, is it an exception to the rule and if you hit it auto delivers the poison (even if the normal acid damage wouldn't bypass resistance)? I have a biohacker with which I was going to use the caustoject with to target eac when delivering poisons but now have no idea how that would work...
BigNorseWolf wrote:
It’s not my reading of the ability thank you. This stems from a game I was playing in which the GM and Player were running the ability as outlined. But if I get a player in a game I’m running using the interpretation outlined above. I’d like more to point to to say your reading of the ability is wrong outside of a comment like this one. I get that it might be a case of me just having to say it won’t be played that way at my table the end. But again, If possible, I like to back that type of statement up with something from the book.
Oh I fully believe RAI is that the statement should be this is treated as a poison effect for the case of immunity or something along those lines. But RAW is there anything to point to that says having a poison effect does not mean also applying the rules to poison to those effects. I’n the case that prompted the post both the player and the GM where on the same page as how to play the biohack. Which was to apply poison rules to them.
I just want clarification on the toxicology biohack, it was explained to me just now that it does damage as well. The explanation coming from the phrase, this is a poison effect in the description So what I'm being told is because it is a poison effect it follows the rules of poison. So lets say my biohack dc is 14, when a creature using natural attacks attacks whomever I have given the booster to they have to roll a fort save of dc 14 or take -2 to hit, if they succeed then they don't take the -2 however on a success or failure poison rules state they take the dc (14) -10 damage.
Same with inhibitor, because its a poison effect even if they save vs inhibitor they still take the poison damage. Is this right? the toxicology boost is this:
I have just been playing at this is a poison effect meaning if they were immune to poison they were immune to the biohack.
I just want clarification on toxicology, it was explained to me just now that it does damage as well. The explanation coming from the phrase, this is a poison effect in the description So what I'm being told is because it is a poison effect it follows the rules of poison. So lets say my biohack dc is 14, when a creature using natural attacks attacks whomever I have given the booster to they have to roll a fort save of dc 14 or take -2 to hit, if they succeed then they don't take the -2 however on a success or failure poison rules state they take the dc (14) -10 damage.
Same with inhibitor, because its a poison effect even if they save vs inhibitor they still take the poison damage. Is this right?
My table is at the finale of book 1 and so far it’s been a total flop. What reads as a final exciting chase to their starship with a multitude of corrupted guests chasing after them is playing out as a the players murdering 50+ guests without breaking a sweat. The stats for the corrupted guests are so low they literally can not touch the two front line melee PCs and even the technomancer has some dr that leaves them doing no more than a point or two of damage. This has left the players to being content to just stand there and kill everything coming at them, even when I have left a path open to escape and and urge them to do so. I started giving the guests names and doing little flashbacks on how the PCs met the guest earlier to drive the point in that these are unfortunate innocent victims and that got me a player switching to non lethal damage. Other than throwing away the corrupted guest stat block and finding some very deadly monster out of the various archives to take its place, I really don’t know how to make this final flight of escape a truly terrifying experience befitting the first half of the book.
Knowing he does not have what it takes to keep a conversation going with Naiaj, and seeing that one of his fellow starfinders seems to have gotten the attention of Zo!, He heads back that way with a plate of cheese. Listening in he decides to tell a story about the obstacle course during boot camp when he joined the Akitonian army. He punctuates his story by performing Acrobatics of the actions he’s describing.
Alright this thread seems a place to post this I have an Bad Guy in an AP I don’t know how to run due to stealth mechanics and description of the encounter. BG “hides behind the pile of wreckage... [uses Stealth checks to remain unseen]. As the PCs approach the pile, he surreptitiously casts [mind affecting spell] on one PC and then ducks back into hiding. He continues to use this ploy until confronted or he runs out of daily uses of that spell.” First part easy. Roll his stealth, hopefully higher than the PC’ perception. He sneaks out and casts spell on one PC. From there I’m unsure how mechanical to proceed. Once he casts the spell he breaks stealth and is seen by the PCs I would think. But the encounter says he then steps behind cover to hide again. How do I play this? If after spell just reroll stealth, ask the players to re roll their perceptions (or do a hidden perception check for them)? treat it as sniper rules and after the spell is cast re roll stealth at -20 until he can duck behind the wreckage and then roll stealth a 3rd time without negatives?
So I have a question on the tortured apparitions trap so I’ll add it here. I have a player who is an SRO, does the negative energy and fort save effect them differently due to their robotic immunity? I know they are typically immune to most things that cause fort saves and get half healing from magic healing, which would typically be considered positive energy(?), so would they also take half damage from negative energy? Or would they take full damage and get the +4 to their fort save?
So one of my players, whom uses a stearheart cannon, was blinded at the start of an encounter with by a trap and decided to bring up the blinded condition states specifically that creatures have concealment from him but a grid intersection is not a creature. Outside of hoping a player won’t meta game and target a intersection next to the creature because the player sees the map even though the character is blind, I had suggested treating the grid as if it had concealment and if missed, roll to see where the missed attack landed, another player suggested rolling perception to see if the character could pinpoint where the creatures were. How would/should this situation be approached? |