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18 people marked this as FAQ candidate.

So I was reading through the new operative alternate class feature sniper. As worded it replaces trick attack, it doesn’t remove debilitating trick, which as worded doesn’t function without trick attack. Is that an oversight? Or was it intended that way?


Ok so I was looking at this weapon from the com, I still can’t determine if it uses darts or small arms rounds.
If it uses either of those how does it interact with the energetic weapon fusion? Would increase the number of injectables I can load into the weapon?


So I currently built a soldier based medic. I realized I had built a Starcraft, after that I started looking at them as reference. I’d like to have a weapon like their arm injector. Looked at the injection glove, wasn’t crazy about doing a d4+ lvl every time I go to heal someone. So my thoughts where a weapon without damage parameters maybe with integrated or subtle. The weapon would hold a number of medicinals serums etc and that number would scale with levels. Even could use darts and function like the shotgun glove but with more shots.
So I don’t know where to start I’d love your input.


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Vehicles as mecha
The mecha system Paizo is good however it is difficult to incorporate into a game seeing as they add a +3 level adjustment to the party. Thanks to the custom vehicle rules I had an idea for making a mech on a smaller scale. Essentially mecha are vehicles, the custom vehicle rules with the grafts they have can make some interesting mecha.

When creating a vehicle you can choose to make it a mecha or a standard vehicle. If you decide to make it a mecha apply the following sub graft to whatever base frame you want.

Subtype graft
Mecha
Modification 2 manipulators
Special: adjustments to normal vehicle rules

Vehicle rule adjustments for vehicle mecha. Manipulators use the normal rules except the following.
Mecha manipulators are designed to use weapons sized for them.
These manipulators can wield weapons 1 and 2 handed weapons with 1 manipulator. As long as the weapon doesn’t exceed the maximum bulk the manipulator can lift.
Manipulators can wield melee weapons and shields. When wielding a melee weapon the mecha does bonus damage instead of strength equal to half item level rounded down.
The manipulators can’t however do delicate tasks, hacking picking locks ect.
Weapons are pulled from the level character list. Each weapon is purchased separately as per normal vehicle rules. Any qualifying weapon can be mounted in the weapon mount (even weapons with the integrated quality).
Weapon mounts on a mecha can violate the normal rule of 1 per occupant of the vehicle.
When a mecha is wrecked the weapons in its hands are considered destroyed until you repair or rebuild the mecha. rebuilding or repairing returns all its weapons and any remaining ammo to it’s pre wrecked condition.
A mecha only takes the attack roll penalty if it moved that round.
If a mech ever takes damage that exceeds twice its Hit Points, it’s destroyed and can’t be repaired.
When attacking with weapon mounted/held in the manipulator of a mecha you may use your ranks on piloting instead of your base attack bonus.
Actions in a mecha you get out of it what you put into it. The pilot spends his actions to control the mecha or it sits there idle.

Optional rule
External hard points

These are points on a mecha that additional armor or weapons can be mounted, in being external they can be targeted independently of the mecha in a similar fashion to the manipulators. These hard points can be mounted with a multitude of things ranging from a simple hard shell backpack, external armor plating, even reentry gear for orbital drop or halo drops. Most upgrades can fill an external hard point (dm discretionary). External hard points can be attacked separately. The equipment in the external hard point has the following stats.
EAC is equal to 4 + the vehicle’s EAC
KAC is equal to the 4 + the vehicle’s KAC.
It has Hit Points equal to 3 × the item level of the vehicle and hardness equal to half the vehicle’s hardness.
Equipment in the external hard point that has lost at least half of its total Hit Points gains the broken condition.
Back 2 slots
Legs 1 each (at least 2 if you went tank treads etc)
Shoulders 1 each ( these aren’t destroyed if the manipulator is)

New stuff (i designed these for mecha, however they can easily be used in Normal vehicles)

External ablative armoring system
Takes up the arm and leg hard points of a mecha (if using the external hard point optional rule, if not then 1 upgrade slot). It costs 100xthe mecha level and can be repaired, or fixed and is used till the external ablative armoring system is depleted or it is purged. These count as temporary hp and are removed before affecting the Mecha hp, hardness still applies. The hp is equal too 10x the item lvl of the mecha. Also while the external ablative armoring system is attached your mecha speed is decreased by 10ft. If you also have the reactive amor mod on your mecha, it doesn’t function until the external ablative armoring system is used up or purged.

Reactive armor (an upgrade slot)
Reactive armor augments existing armor helping protect against weapons with the penetrating quality. When ever hit a weapon that would ignore hardness, this upgrade counters that with a micro explosive detonation this effectively increasing the hardness of the mecha’s armor equal to an amount equal to the mecha item level against that attack. This functions a number of times equal to 2x the item level of the mecha. This upgrade cost 200x the item level of the mecha. This upgrade can’t be repaired it lasts until depleted or purged. This upgrade reduces your mecha speed by 5ft while equipped. This upgrade doesn’t function with any upgrade that covers the outside of the mecha.

Fortified armor
This upgrade reinforces critical areas of your armor with extra defensive plates, granting you a fortification ability, which functions as a force field’s fortification except the ability is always active. The fortification granted by fortified plates doesn’t stack with a force field’s fortification or other similar abilities. The percentage depends on the upgrade’s type, as listed below.
Lvl Special Price
Mk 1 14 20% chance 65,500
Mk 2 15 40% chance 104,000
Mk 3 16 60% chance 151,000
Mk 4 17 80% chance 262,000
Mk 5 19 100% chance 550,000


Chimera Pistol

Please note that while in laser mode it hits eac, while in projectile it hits kac.

Chimera Pistol, mk1
Level 1; Price 350
Hands 1; Proficiency Small Arms
Damage 1d4 F; Range 80 ft.; Critical -
Laser Capacity 20 charges; Usage 1
Projectile capacity 9 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition

Chimera Pistol, mk2
Level 6; Price 4,270
Hands 1; Proficiency Small Arms
Damage 2d4 F; Range 90 ft.; Critical-
Laser Capacity 20 charges; Usage 1
Projectile capacity 9 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition

Chimera Pistol, mk3
Level 9; Price 14,820
Hands 1; Proficiency Small Arms
Damage 3d4 F; Range 90 ft.; Critical-
Laser Capacity 40 charges; Usage 2
Projectile capacity 12 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition

Chimera Pistol, mk4
Level 12; Price 40,200
Hands 1; Proficiency Small Arms
Damage 4d4 F; Range 90 ft.; Critical-
Laser Capacity 40 charges; Usage 2
Projectile capacity 12 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition

Chimera Pistol, mk5
Level 14; Price 82,000
Hands 1; Proficiency Small Arms
Damage 5d4 F; Range 90 ft.; Critical -
Laser Capacity 80 charges; Usage 4
Projectile capacity 16 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition

Chimera Pistol, mk6
Level 17; Price 245,200
Hands 1; Proficiency Small Arms
Damage 8d4 F; Range 100 ft.; Critical -
Laser Capacity 80 charges; Usage 4
Projectile capacity 16 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition

Dual ammunition
Weapons with this property are usually modal, and carry 2 different ammunition types most common is battery and bullets. Any fusions or special properties on the ammunition only apply while that ammo is being used. Each ammunition type is loaded separately, requiring a move action for each. Example you have explosive small arms rounds loaded, but are using the laser mode at the moment, any of the qualities front the bullets don’t apply to the weapon.

Modal
A modal weapon can be toggled to deal different types of damage, with the options listed in the weapon’s damage entry. The weapon can deal only one type of damage at a time; changing the weapon’s mode to deal another damage type requires a move action. The weapon category of a modal weapon is based on the first damage type listed. If its second damage type causes it to be considered a different category of weapon when dealing that damage, that category is listed in parentheses. For example, a modal weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “modal (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.


I created a new grenade for starfinder me and my friends where having a debate, should this grenade get an initial save?
My logic was no, due to the the dismantle (burning condition rules) every creature affected would get a save at the end of their turn Anyway. Also the damage is quite lower then other grenades of their level, is another reason I say no initial save. That said the opposition states it must have an initial save its a grenade. Sigh back and forth for hours. So we decided to let you all decide, I’ll will tally the votes for one week then we will have a verdict. Thank you all in advance. As a side note pricing has been difficult it usually is for me.

Nano-cloud grenades
Short lived destructive nanites suspended in a magnetic field, is the design philosophy behind these gernades. These grenades generate a temporary magnetic field creating a dome in a 10ft area for 1d4 + the grenades mk, any creature who enters the area or ends there turn in the area is affected by the listed dismantle ability on the grenade. While in the area of the grenade you have concealment due to the density of the nanite cloud.

Item level Name Effect Cost
9 Nano-clould mk 1 Dismantle 2d6
12 Nano-clould mk 2 Dismantle 3d6
15 Nano-clould mk 3 Dismantle 4d6
20 Nano-clould mk 4 Dismantle 5d6

For initial save
Against initial save