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Hello there. I have a Tiefling operative, and one of the fun things he has is an insane Move Speed. Jet Dash, Operative tricks that increase move speed and Indirect Retreat means that he can outrun some vehicles, which is very fun. I noticed however, in the wording of the Run action, is says you "can't run if you can't see where you're going". I take this to mean that you need to be able to see in front of you as you run, as in you can't be Blinded or say, run through darkness without dark vision. But my GM pointed out they read it in a different way, and that they think it means you need to be able to see your ending destination when you start running. I'd agree with her if not for the wording of the flavour text for 'Indirect Retreat' which says "you can run through winding corridors..." obviously you'd not be able to see the end of a winding corridor, it winds. So I was wondering if any of you could tell me how you read the rule? Do you think it means you need to see the end destination when you start the run action, or that you need to be able to see as you are running, regardless of where you end up? Thanks so much for any and all answers :D
Hey guys! Way back when I was a wee lvl 5 soldier I picked the enhanced resistance feat. I just realised my lvl 13 and 17 features are now kinda.... terrible as a result. One gives me DR3 which is essentially negated by having DR13 at that point. And one of the big bits of the lvl 17 feature is that it gives DR10. So.... did I just cheat myself out of my higher level features? Feels a bit naff to be perfectly honest. If they let you change the DR to an ER then thatd be good but... nothing like that is mentioned. Dosnt even say it stacks. Any advice, can I salvage this somehow or do I just need to grin and bear it.
Hey all, So I'm playing a Vesk Guard soldier whose unarmed attacks currently do 2d6+19 dmg (woo, unarmed strikes feat), thinking of getting Power Armour because I get prof as part of my class so why not! I'm curious if putting it on will reset my damage dice with said unarmed strikes to that of the power armour, or if it'd stay at 2d6 if it's more! If I put on a personal submersible for instance, does it become 1d10+19 instead of 2d6+19? Thanks for all and any answers :)
Hey guys, I have a question about the Combat Feat 'Great Cleave' and was wondering if you could help me out real quick. The feat states: "If you strike a second target with the Cleave feat, you can spend 1 Resolve Point to make a melee attack against each subsequent foe that is both adjacent to the last target and within your reach, as long as you hit the previous foe. You can’t attack an individual foe more than once during this attack action." Do you spend a resolve point PER extra attack (per cleave after the first one), or once for all the attacks you can make with the attack (once and then you can great cleave as much as you want in that round)?
Hey there all, first post on the forums so sorry if it seems...not too well written haha! I am currently playing a Starfinder campaign with some friends and out GM has informed us that we can choose to play a new character if we want to after the current arc, Starfinder still being a new game to me, I wanted to try out as many playstyles as possible. The new character would be at level three as that's where we are right now! With the new Pact Worlds book, I saw that the archetype Star Knight was a thing, I had been talking to my GM about playing a melee orientated, heavily armoured healer (think paladin but in space) so it was perfect! But when I looked at what I would lose as a mystic I don't know if its worth it. I think it means I have to spread myself to thin on too many levels, I need Wisdom for spells and Resolve, I need Con to stay in the fight, I need Strength to do actual damage up close...and I feel like at level 3 there is no way I can do all of those jobs well, just poorly because I'm not focused at a particular playstyle. (Not even to mention getting some dex to potentially offset some of the armour penalty and increase my AC even more.) Maybe at later levels the idea is viable, but as I see it now i'd need to use a feat to get advanced melee weapons, i'd need to lose some resolve to gain some damage and staying power and it's a shame because I really want the idea to work. Does anyone have any ideas on how to make the build work, I love the idea of an Overlord / Healer / Mindbreaker Mystic who wears chunky armour and *smites* his foes for the greater good. But I'm afraid I can't make it work! (Many thanks to reading this far and for any and all answers I get, again sorry if its worded poorly, not used to writing forum posts) |