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About Swirzs "Ratatatat"Male Ysoki – Soldier (Ace Pilot) 2
Magic item:
Explode:
Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don’t deal damage, so they don’t include the damage and damage type entries. Smoke Grenade:
A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do
nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it. Sticky Bomb:
Explode (entangled 2d4 rounds, 10 ft.)
Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks. [spoiler=Botting instructions] Coming soon
Combat macros:
[dice=NIL Grenade launcher vs AC 5]1d20+5[/dice] [dice=Concealment >50 Hits]1d100[/dice] [dice=If miss]1d8[/dice] [dice=damage DC 14 for half]1d6[/dice] [dice=NIL Grenade launcher vs AC 5]1d20+5[/dice]
[dice=Semi-automatic pistol]1d20+5[/dice]
[dice= club] 1d20+3[/dice]
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Boons:
Ally: None Faction: Exo-Guardian's Champion (2 Fame) Personal: None Promotional: None Social: Faction's Friend Starship: Automated Defenses Slotless: Tattoo of the Starfinder, Marked Field Agent, Star Sugar Heartlove! -------------------- Scenarios:
1-01 The Commencement (GM Red). Credits: 541 1-02 Fugitive on the Red Planet (GM Red). Credits 755 (-70 CR purchases) 1-03 Yesteryear's Truth (GM Red). Credits 755 -------------------- Space Combat FAQ errata:
Are the DCs of various crew actions in Starship Combat correct? No. Use the following DC calculations instead of the calculations presented in the Starfinder Core Rulebook. If an action isn't listed, the stated DC remains the same. Stunts
Restoring Shields and Repairing Damage
Crew Actions
Captain Actions
Engineer Actions
Pilot Actions
Science Officer Actions
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