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![]() Fumarole wrote:
Interesting. I guess there isn't a time limit specified for things to happen really as well. Every session I've started making sure they start with a hero point each since the first book. I figure they are supposed to be the heroes of the story/town. ![]()
![]() caps wrote:
Our session yesterday started with the boss fight and I figured we'd roll into the next book. I ended up killing three players and almost a fourth. The final 2/5 of the party ran away with hopes of finding help. One player has died twice and is understandably annoyed. They expressed worry about continuing to struggle with future encounters and I don't know how to assuage that fear. ![]()
![]() My party is almost done with this book and they seem to struggle with encounters. There are some from the GMs point (Me) that go by with minimal effort required from the group. Some encounter seem to take all of their resources and they have the retreat and reset constantly. I have been running everything as written and leveling them when the book suggests they should gain their next level. I have even killed two characters and seemingly knock some players to the ground consistently. Is anyone else having this happen for them too? ![]()
![]() HammerJack wrote:
Without the shell you don't do any damage with shell knuckles beyond it being used as a improvised. Requiring ammo like this sort of slots it into that catagory of a projectile weapon. Effectively it is a projectile weapon with the range of 5 feet, with no range increments. Energetic follows the usage of the weapon expenditure to decide the size of battery required to replace the normal ammo type. Shell Knuckles has a ammo capacity of 1 and a usage of 1. So the usage would be 1 with a 20 charge battery. With overcharge you would spend three times the ammo with every shot, so 3 for every punch. I don't see why you would even rule that as a powered weapon? Now THAT would be game breaking. You would end up being able to fight for 200 rounds? "Gee has it been twenty minutes? I need a reload!" If you wanted to chalk this up to table variance...sure we could agree to disagree. ![]()
![]() I think the energetic and conserving fusions are amazing. For example, you can put energetic on shell knuckles and instead of having to reload every punch you reload every 20 punches. It replaces the single shotgun shell with a 20 charge battery. I think this also allows a mechanic to apply his overcharge ability. Conserving makes sure you don't spend ammo if you miss you shot, allowing characters with a lower BAB to save a little money. Or help a drone from reloading sooner. ![]()
![]() Honestly by the time you can get the swagger version all you need to do is apply energetic fusion and it becomes less of a point. Now I have 20 shots before I run out instead of six. I currently use the Bravado as an operative, but I run a non optimized detective other then skills. Would lightning reload have been cool to take in SFS? Heck yes. Would it make or break the character by not having it? No, because it would of lost value after 6th level beyond an eventual reload in combat. Thinking on it, it really only helps if you know you're getting into extended fights a lot. Maybe Paizo didn't want to deal with people complaining about a class power they picked which ends up not getting much use? You don't even get your full level to damage with small arms though either. Why hold onto them if you're going to multi-attack? Why not pick up longarm proficiency at 7th and do more damage? I guess for the occasional time when you want to trick attack. /shrug ![]()
![]() BigNorseWolf wrote:
Which I don't think I understand why, but maybe there's an abusive trick it I am not seeing. I guess sniper rifles? ![]()
![]() Xenocrat wrote:
Isn't that the point of KAC+8? ![]()
![]() K-kun the Insane wrote:
If you are asking if they are SFS legal then yes they are. Make sure you read them though, I was gm'ing a table and had to shut down a guys whole build based on them because he did not read the action economy requirements. ![]()
![]() BigNorseWolf wrote:
With the way they ran their company I am betting they didn't think of this even with staff. Haha ![]()
![]() They mention having to lay off almost their entire staff at the end of 2018 too. Right now it is just the three owners and one other employee supposedly. The four of them are trying to respond to all the emails and social media stuff. Can you imagine how tough that would get after a point? I get they messed up but at least they're saying something now. ![]()
![]() SuperBidi wrote:
My assume 1 is aimed towards casting it to provide an ally with armour as you pointed out. Unless you mean letting your party take all the best armour that is found or bought? I guess I should of pointed out the rest of the numbers were for a 5th level caster too. You're also basing this off a technomancer that isnt using it for heavy armour I am guessing? Where I was considering the double usage. I can throw up more numbers for Tech level 7,6,5 light-junk heavy upgrade vs junk light-upgrade junk heavy armour if you want? Because the numbers don't really shift much there. Sure if you're using it ONLY for light armour, the base numbers can be better. But if you're only using the light version why are you hurting your own armour class? Why limit your max dex to two? ![]()
![]() Lethallin wrote:
I know the Bravado Hand cannon has this problem, maybe he was thinking the tech level 2 one? ![]()
![]() SuperBidi wrote:
My comparison was based off turning light armour to heavy armour using the spell. So lets look at the D-suit at the same 5th level caster.So it looks something like EAC+6 KAC+8 Max Dex=2. Which when in use with a 14 dex you get EAC+8 KAC+10. Where Junk Armour upgrading itself looks like EAC+6 KAC+9 Max Dex=0 with a acp of -2. Lets go tech level 4. Arochor Hide, Basic turns into EAC+8 KAC+9 with an acp of -2. That is already adding in the two from max dex if you have a 14 in that score. Lets do tech level 3. Clearweave, i. You turn it into EAC+6 KAC+7 if you add in the ax dex if you have a 14 dex. So yes if you're using tech level -2 will make better armour. I have a melee-mancer. I use the spell along with Junk Blade. My main concern is armour. If you just want to give your friends light armour it can be okay. In that same vein you're burning two spells for yourself and at least one more per player who asks for it. Assume 1. Assume also a 18 int. That is 5 first level spells a day I believe, six for that trick that gives you a freebie. You are down 3 spells, two if you use your once per day ability. Every added ally who asks for it drains that down by another one. Not efficient. ![]()
![]() I think you're not getting the full benefit of the spell at that point though. In my opinion you use junk armour to modify light armour you have already bought to make it "better." EX: 5th level techno can buy Ysoki Refractor Suit. Tech Lvl 6, cost
If you used Junk Armour on Junk Armour you get; EAC+5 KAC+7 Max Dex=2 becomes EAC+6 KAC+9 Max Dex=0 since I don't think it can be -1 and a armour check penalty of -2. You lose 2 EAC. Also if you have at least a 14 dex you lose 2 more points in both EAC and KAC. Great fluff and adds character, just not optimal. (Not EVERY character needs to be optimal...just adds to some survivability.) ![]()
![]() If your GM allows it, not much to worry about. From what I looked through I don't see anything from stopping you except for maybe the crafting element? Milked venom tends to be held at very cold temperatures as your average fridge could still lead to denaturing the material. You would also have to use different vials every time. I would think constantly pulling the same one out to fill would risk contamination or damaging previous material. ![]()
![]() Ventnor wrote:
Yeah, I just wish I could use this weapon family. I like the idea of building of the charge with multiple hits. This was also a weapon that struck me as odd to have the operative quality. https://www.aonsrd.com/WeaponDisplay.aspx?ItemName=Spark&Family=Polarit y%20Gauntlets ![]()
![]() SuperBidi wrote:
Ah you're right, I must of skimmed that last line. My weak case for the arc gear effect being multiplied is because its a special ability from the class, not the crit effect of arc. I believe the line from critical hits though only calls out the special ability damage as an added bonus from each die roll. So most likely no, it doesn't multiply. ![]()
![]() Arc The attack’s energy leaps to a second creature. This secondary target must be within 10 feet of your original target and must be the creature closest to the original target (you choose if multiple creatures are equidistant). Roll the amount of damage listed in the weapon’s arc—the secondary target takes this damage (not multiplied by the critical hit), of whatever type the weapon deals. Electric Arc When you hit a target with a weapon in the shock category, electricity arcs out from your original target to deal electricity damage to a secondary subject within 10 feet of the original target. This damage is equal to the weapon’s level. The secondary subject must be the creature nearest to the original target (your choice if multiple creatures are equidistant). This gear boost does not function for weapons that have the explode or blast special property. If you use this gear boost with a weapon with the arc critical hit effect (see page 182), your secondary subject for electric arc must be the same as your secondary subject for the arc critical effect. I would say no the target of the arc doesn't take any extra damage from things such as weapon specialization. This "arching" damage is a special effect generating damage on that target. Under the arc critical effect it even mentions you do not multiply this damage. So on a 4th level soldier with an Arch Caster, Aurora the damage would be 2d6+4 and 5 damage to a target ten feet away, or 4d6+8 then 1d6 to a target 10 feet away and then 5 damage to another target. (or the same as the 1d6) Since it is a power I could see an argument for it being 10 damage. ![]()
![]() Ascalaphus wrote:
Which to me makes sense. They have to summon their weapon from the mote if I remember correctly. To use a crystal you "install" it in your mote we well. It is sort of a mystic reservoir being modified or amplified with magic/mystic material. ![]()
![]() HammerJack wrote:
Bummer, it wouldn't be optimal but it would be a neat non-ring of fangs "punching' build ![]()
![]() HammerJack wrote: True... but between the lower damage dice and (more importantly) the 1/2 level specialization, making something an operative weapon means making it trash for strength-based fighters. Which is why I love using the Handcannons. Nothing like picking up 2d8 at 3rd level as an operative and blowing a hole in a monster. ![]()
![]() "An operative can use the trick attack class feature with a weapon that has the operative special property, and any character can add her Dexterity modifier rather than her Strength modifier to melee attack rolls with these weapons." You can still use your strength with an operative weapon. Using your dexterity to hit instead is an option. ![]()
![]() HammerJack wrote:
I don't see much multi-classing outside of a dip into soldier. But I get what you mean. ![]()
![]() HammerJack wrote:
I honestly never thought about that. I also think that is rather silly to add to the feat. Why not just fix the class BAB to reflect this and just have the feat be +1? ![]()
![]() Garfaulk Sharpstone wrote: He is protecting their assets. Having a group like the Society on your good side is likely good for business. And I'm sure plenty of people realize their mistake and get partial refunds. Partial. And those that don't... well, those that don't return them likely ran out of ammo when they needed more than 2 shots. Maybe it is just me but if I was out purchasing a laser rifle I would ask about number of shots/battery usage. I guess the vendor could always lie though. This item may of been better off being in a low level adventure as evidence. "Look at what our investigation brought up! The Consortium has been altering common laser weapons and selling them to new Starfinders/new gullible race." ![]()
![]() Simeon wrote: As other people have said, I'm fairly certain that Serpent lasers aren't meant to be the most sensible weapons, being just another scheme by the Aspis Consortium. Which seems weird to me so far. As far as I know this is the most underhanded thing they do...It's not like Pathfinder where the compete for ancient sites, magical doodads, trading of illicit goods. In fact iteration 177 (number?) has been most helpful to the society so far. He does seem to be holding certain cards we don't know of though. ![]()
![]() Claxon wrote:
I guess it would be a table variance thing? It isn' that great a feat in my opinion. Things like unwieldy weapons benefit more since you can't full attack. ![]()
![]() Mark von Drake wrote:
[/spoiler] There is a Starfinder scenario that points to a level of outside influence. Sure as a people they are/were very militant, but a fey feeding on the fears and paranoia of a society on edge? ![]()
![]() My bet? They killed/imprisoned it. Or it is just sitting in a lair...plotting a way to do it. Not to hijack your question but I want to know if Eletrio(sp?) has one...so many dead Ghibrani...even a divergence of the species. Constant suffering on a global scale and decay of culture/knowledge. "That place is sacred...we are forbidden to enter...But you Starfinders! You guys are a loop hole!" Edit: Now that I think about this the Disporia belt lost two worlds! ![]()
![]() Justin-Norveg wrote:
My local red shirt player would disagree, sometimes they're the only ones who land. Haha ![]()
![]() Claxon wrote:
I guess it would be like dumping money in a more literal sense into the gun? Haha. From how I read it I don't know if I could "overload" using UPBS. i.e banking UPB's and letting it manufacture as needed? Sounds like just paying the cost for the clip. Conserving might beat it on usage. Item Level 3
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![]() Shinigami02 wrote: I kinda feel like it being a joke weapon was the entire point, given it's own flavor text describes it as being meant to drive up the sale of batteries, and even gives it the in-universe nickname of the "snakebite laser". That said, while it is a horrible main weapon (and the level 2 and level 17 versions should just not be used ever) the fact that it is so much cheaper than the equivalent Laser Rifle (for every version but 2 and 17) and gives you access to similar (or even equivalent) damage often a level earlier means that if you have access to free recharges (which many do) then some classes (Solarion and Vanguard come to mind) might find the levels 5 and 8 versions to be useful backup ranged weapons. Especially since 40-charge batteries should be not-uncommon loot and don't exactly sell for much. There is also the level three fusion that will save your shot if you miss. Just about the only to redeem those mid range rifles. The musket idea could be a fun joke build...Use an envoy for the free reload on himself and a soldier...a Technomancer or even a future Witch Warper could boost the damage. ![]()
![]() I was reading through some long arms and I can across the Aspis Consortium gem that is Serpent Lasers. I love the flavor text for this but was disappointed by the stats. With 2/1 usage pretty much across the board how does this really undercut competitors? Between levels 5-8 yeah I see the price difference...But the battery usage alone requires you to carry a bulk of batteries for a meager number of shots. Surely not every item needs to be used from our growing array of weaponry, but at least change the usage to something like 2/.5. Sure it only doubles the amount of shots but it also makes it worth a little more consideration then a joke item. As it is all I can see it being is a Laser Musket for a rather bad space pirate. Heck, a Mechanic can't even boost the damage with Overcharge because it requires three times the charges. ![]()
![]() The book is approved now, I just looked and it doesn’t mention counting it as illegal. I am playing SFS, but even if the book wasn’t approved it’s on the classes spell list. As far as playtest I’d think would be concerned is it’s part of the class...so it should be usable. He mentioned a post saying it wasn’t allowed but I can’t find it. I was checking this section because if a spell wasn’t approved for use I’d assume to see the ruling here.
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