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newcyborg15's page
18 posts. No reviews. No lists. No wishlists.
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Derklord wrote: It's a single shot with a short- or longbow. Thanks to the split ability scores, low weapon damage (except for the orc hornbow, which doesn't work with the DFT), and feat cost, the damage of a single bow attack (especially non-hornbow) is not enough to be a worthwhile constribution to combat, and the effect of the DFT isn't nearly big enough to make up for that. What makes archery great is the ability to always full attack, and the two bonus attack feats (Rapid Shot and Manyshot), and the DFT is incompatible with that stuff.
Be aware that since the DFT only works in situations where you get the -4 for shooting into melee, Precise Shot (which in turn requires PBS) is even more mandatory than normal, so you're three feats down.
If you want to look at some interesting divine archery stuff, Erastil also offers the feat Erastil's Blessing, which could make for a nice Druid, Shaman, or Cleric archer with strong casting. It has the problem of not qualifying for Manyshot, which can be circumvented via Nature Fang Druid or the also Erastil related Hinterlander prestige class. Erastil also offers the Deadeye Bowman trait which is most of Improved Precise Shot.
For religion themed classes, Warpriest (especially Molthuni Arsenal Chaplain) and Inquisitor are basically the best classes for an archer anyway.
Thank you for the lengthy explanation. I really appreciate it. The build I am working on is certainly a Erastil focused on that does have strong casting with a focus on strengthening allies and providing support healing. The build is leaning towards Oracle as the caster class, simply because I haven't played one before, so I won't really get any benefit from investing in Erastil's Blessing, sadly. I wasn't aware of the Hinterlander archetype and really curious about that now. Thanks for bringing that to my attention. Or I would, if I didn't just hear back from my GM that the archetype wouldn't be allowed. We're not playing in Society, but he's study on sticking with Society approved options for some reason.
Derklord wrote: Why wouldn't the shot deal damage? It's a regular attack roll, so it does regular damage.
And really, that thing is horrible enough as it is.
Thanks for the feedback. I'm curious what makes it horrible though?
Working on an religious focused archery build and ran across the Divine Fighting Technique (Erastil's Distracting Shot) and it looks pretty interesting, but it's not clear to me if when it hits, if it deals damage still. I've searched around online a bit and haven't found any reliable readings regarding if it does or not, so I'm curious what everyones read on it.
https://aonprd.com/FeatDisplay.aspx?ItemName=Divine%20Fighting%20Technique
Thanks for the feedback, everyone. I can see the reading that MrCharisma mentioned being accurate. I feel like it's fine as it is when modifiers to Aid Another aren't being factored in. That said, I do see how it can end up a bit broken when additional modifiers are stacked on to boost Aid Another.
I didn't really cover my specific use case in detail, but my character isn't technically the one with Bodyguard. They have a 1 level dip into Sorcerer with the Tattooed Sorcerer archetype, which provides a familiar. That familiar was given the Protector Familiar Archetype, which is what ultimately provides access to the Bodyguard Edge. I don't currently see a way to boost the familiar's Aid Another modifier, so I don't think it will ever become broken similar to how it could for a full PC.

My GM was curious when in the order of things for combat does Bodyguard needs to be declared? I've been searching around and haven't found a clear answer for this question yet. There are a lot of questions around Bodyguard, but most focus on using it against proximity to ally/attacker, cover, and other conditions.
I think our confusion boils down to:
1. Do you need to declare use of Bodyguard when an attack against an adjacent ally is declared and before attack rolls are made?
2. Can you declare use of Bodyguard after rolls are made and see the values of each attack?
Because Bodyguard allows you to provide Aid Another at the cost of an AoO, it makes sense to me that you would be able to declare use of Bodyguard after the attack roll is made. Otherwise, one or multiple AoOs would potentially be rendered useless due to the chance that none of the potential attacks hitting. In my head this feels like the easiest option as it has less chance of nuanced confusion because you can view each single hit, then reactively state if you are declaring a use of Bodyguard. So if you had enough AoOs to use Bodyguard on a 3 hits from an enemy in one turn, you realistically could.
That said, Pathfinder can be weird with rules sometimes and I could see it actually being a case where you have to declare use of Bodyguard before an attack is made. But in that case, do you still loose that AoO use if none of the attacks would have hit? Similarly, if the enemy is hitting 3 times, do you have to declare Bodyguard 3 times? If you can only declare it once and can only block one of the 3 hits, either from low AoOs or other reasons, does Bodyguard apply to just the first attack or does the "Bodyguard" get to choose which attack it applies to?
Thank you for any available feedback.
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Released updated the sheet. Added weapons, armor, armor upgrades, and augmentations. Other content released in Armory is still WIP. See the reddit post for more details.
https://goo.gl/U5PVJD
https://reddit.com/.../96tw9g/google_character_sheet_update/
Greydoch wrote: This Sheet is still Awesome, and I know that it is a lot of work, but I have to mention that at the very least it is missing at least one armor. It has most of the zeizerer Diffractor series except for the first of the series at level two.
-Beta
Good catch! I looked it over and verified what you said. Found the issue and fixed it on the main sheet. The current Master copy linked above should properly show all five versions of Zeizerer Diffractor armor (as well as other new pieces that weren't showing properly). Thanks for reporting it!
Robert Gooding wrote: Nothing at that address Try the shortened url I just edited in. The original ended up with a space in it for some reason.

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Greeting Starfinders!
Like many players, I found great use out with the incredible Starfinder Character Sheet that u/theCookieMaker on reddit first released almost a year ago. Last week I noticed that due to time constraints they have understandably not been able to update character sheet's content since March. Fueled by the start of a new game IRL for me and wanting to use the latest Starfinder swag... I dove into the data sets, familiarized myself with the formulas and updated everything to current content (at least as far as I know)! These latest updates to the sheet include:
- Added new Themes from Pact Worlds book.
- Added new Archetypes from Pact Worlds book.
- Added Feats, Spells, Weapons, Armor, and items from Pact Worlds book.
- Added Equipment from Dead Suns 5
- Added missing races: Astrazoan, Bantrid, Borai, Ghibrani, Khizar, Sro, Scyphozoan, Selamid, Seprevoi, Shimreen, Strix
Let me know if there is any current content that I missed and I will be happy to review as time permits. I plan to add Armory and Alien Archive 2 once released as time permits. I look forward to everyone's feedback.
https://goo.gl/5uWTH4
I've seen soldier dip mentioned here and there. I think I will most likely settle on either a straight Operative or Soldier build. If I do Soldier, it would be full melee this time.
I don't know. I just haven't my head around or into Starfinder fully yet and everything just feels weird, so planning out a build has been odd.
Okay. That makes sense. Yeah. This potential build is going to be scrapped then. Thanks for the feedback! It helps :)
Maybe I'm misunderstanding, but why would Operatives Trick Attack not apply to other party members if it's a status ability on the target enemy? The description from Flat-Footed reads like it is something that would last until that character turn. If it's a status on that enemy, wouldn't it be exploitable by others that can attack that exploit, which is AC in this case?
I'm working on a new build that will start at level 3. I'm considering dipping 1 level into Operative specifically to take Trick Attack for a few reasons.
1. A standard attack off during this as well while going for Flat-Footed status
2. Operative Spy specialization will give +4 bonus to Bluffs towards Trick Attack
Clever Feint seems better in one regard where if the check is successful, it lasts for all party members until the end of the next round. But I'm not sure if Trick Attack ends once the enemy takes their action.
As this build is now, it would mainly level as a back-line gunner that gives out commands and buffs. I think it sounds good, but my last build as a Soldier sniper left ranged combat feeling not that great.
Trick Envoy Build so far

Hmmm... good information giving me pause for thought. I would say the fights the GM provides to date haven't been terribly mobile. More often than not it's a few cronies to compromise mobility with the chance of swarm damage and a caster or two for ranged threat. There hasn't really been any chasing (except a few flee scenarios) or a large number of dispersed casters, yet. Taking that into consideration, I think the TWF build may be better. Even more so if I add Close the Gap as the next Vigilante Trait as it will allow for more mobility with full round attack options when they are needed.
I went ahead swapped the rapier to kukri on my TWF build as well since kukri nets 15-20 crit range with Improved Critical and I won't have to make sure I have Keen enchantment on each weapon going forward like I'd have to for Short Sword to maintain this crit range.
On a side note, although I've never been huge into stealth actions, I am enjoying the synergy the TWF build has for it over the Falchion build. After work today I'll rebuild the TWF by level to make sure everything is appropriate.

Agreed regarding the weak defense. I originally build the character for TWF and had worries about the Max Dex values for armor, so opted for light at the time. When I later made the build here, the armor was just one thing I forgot to change to match the build change. I've replaced the leather armor listed with +2 Mithril Lamellar (steel) armor which puts me up to 24 AC now while Power Attacking, 21 otherwise.
I'm of course looking forward to Improved Vital Strike at 11, but still curious about a few things. Such as, should I invest in cleave? Is investing in Trip an effective strategy? Both paths seem highly situational, but really useful when it applies.
Since you've broken down how Vital Strike can end up being situationally effective, is there possibly more gain with a TWF build? This is a link to the PDF of the TWF build I was considering, but I have not yet checked it in detail by level to verify all options are legitimate.
https://drive.google.com/file/d/0B-5dTr9t3rQXV3Y1TkFHal9RMDg/view?usp=shari ng

I also found that there is an option in HeroLabs for Output Hero Statblock, which includes text output...
Sevrit - Avenger Falchion #2-8
Female vishkanya vigilante 8 (Pathfinder RPG Bestiary 3 281, Pathfinder RPG Ultimate Intrigue 9)
LN Medium humanoid (vishkanya)
Hero Points 1
Init +3; Senses Perception +12
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Defense
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AC 20, touch 12, flat-footed 19 (+4 armor, +1 deflection, +1 Dex, +1 natural, +3 shield)
hp 73 (8d8+24)
Fort +5, Ref +8, Will +6; +8 bonus vs. poison
Defensive Abilities poison resistance, unshakable (+8)
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Offense
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Speed 30 ft.
Melee +1 keen falchion +15 (4d4+19/15-20) or
mwk dagger +11 (2d4+11/19-20)
Ranged composite longbow +10 (2d8+2/×3)
Special Attacks startling appearance
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Statistics
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Str 20, Dex 12, Con 14, Int 10, Wis 8, Cha 10
Base Atk +8; CMB +10; CMD 25
Feats Dazzling Display, Furious Focus[APG], Gory Finish[UC], Improved Critical (falchion), Power Attack, Shatter Defenses, Vital Strike, Weapon Focus (falchion), Weapon Specialization (falchion)
Traits adopted, armor expert, besmara's blessing, warrior of old
Skills Acrobatics +5, Appraise +4, Bluff +10, Climb +9, Diplomacy +4, Disable Device +3, Disguise +8 (+28 to appear as part of polite society while in your social identity, +12 to look fully human), Escape Artist +3, Intimidate +10 (+14 when in your social identity, +14 in your area of renown while in your vigilante identity), Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (local) +5, Knowledge (nobility) +4, Perception +12, Sense Motive +9 (+13 when in your social identity), Sleight of Hand +5, Stealth +7, Survival +3, Swim +14, Use Magic Device +4; Racial Modifiers +2 Escape Artist, +2 Perception, +2 Stealth
Languages Common, Vishkanya
SQ dependent, dual identity, hero points, poison use, social grace, social talents (quick change[UI], renown[UI], safe house[UI], social grace[UI]), subtle appearance[ARG], toxic, vigilante specialization (avenger[UI]), vigilante talents (combat skill[UI], shield of blades[UI], signature weapon[UI], vital punishment[UI])
Combat Gear potion of blur, potion of cure light wounds (3), potion of cure moderate wounds, potion of cure serious wounds, potion of protection from evil, potion of protection from law, potion of spider climb, potion of water breathing; Other Gear +1 studded leather, +1 keen falchion, composite longbow (+2 Str) with 20 arrows, mwk dagger, amulet of natural armor +1, boots of speed, bracers of archery, lesser, cloak of resistance +1, ring of protection +1, ring of swimming, 9,105 gp, 5 sp
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Special Abilities
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Dazzling Display (Falchion) Intimidate check to demoralize can affect those within 30' who see you.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gory Finish Make an Intimidate check if you reduce an opponent to negative hit points
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Poison Resistance +8 Gain listed bonus to saves vs. poison.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Change (Ex) Change ID as a full-round action, but easier to detect unless take 1 rd more.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Safe House (512,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
Shield of Blades (Ex) When power attacking, gain penalty to attack as shield bonus to AC.
Signature Weapon (Falchion) (Ex) The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immed
Social Grace (Intimidate) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Sense Motive) +4 circumstance bonus to selected skill while in your social identity.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Subtle Appearance +4 on disguise checks to appear fully human.
Toxic (2/day, DC 16) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.
Unshakable +8 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
Vital Punishment (1/round) (Ex) Can apply Vital strike to one AoO each round.
Vital Strike Standard action: x2 weapon damage dice.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Initially, thank you for reviewing my build and providing feedback!
I copied my post from another board where my prior statement about not having enough posts to link URLs was true but forgot that before submitting my post here. Here's the link to the current character at level 8 from HeroLabs pdf output. https://drive.google.com/file/d/0B-5dTr9t3rQXV3Y1TkFHal9RMDg/view
A fair point in regards to Vigilante Talents... I think I was simply too hungry for Imp. Critical and jumped on it asap. Looking at each of the options you mentioned though,
- Armor Check: The main gain I see from this is no longer suffering speed impediment at 8th level. I think I initially disregarded this with the TWF build I was also considering, but the max dex bonus concern is not as big of a thing here since this build is more str based. This is probably my second favorite of the ones you proposed.
- Close the Gap: The movement option sounds really solid with the only downside being that you still provoke AOO from other enemies near you or ones you "pass" while charging to your target. Let me know if my read on that is wrong though. As a side note, since this is a character rebuild, I'm able to keep some of the gear/items/gold from my current character and was planning to purchase Boots of Speed for both mobility and haste.
- Cunning Feint: This one sounds really good to me and is currently likely the one I will switch to. I like that it has synergy with my existing investment with Buff. Only negative is that it will probably won't be as useful on trash enemies.
- Sure-Footed: I'm personally not investing a lot into the sneak and backstab ability options that Vigilante provides. They look good, but I just don't think it's the style I'm aiming for thematically with this build.
- Unkillable: This one is probably my third favorite of your suggestions with Armor Check winning out only since it will likely be utilized a lot more often. The GM gives us challenges, but it's not often we hit the floor. Although it has happened a few times, I can probably count the number of occurrences on one hand.
Looking ahead at Mad Rush, how would this function with the Vital Strike build I have setup so far? I'm curious since Mad Rush's appeal looks to be the option to do a full attack at the end of a charge, but Vital Strike always swings once for double weapon damage before adding mods which I don't believe requires a full attack. My initial read has this more useful to TWF build, but want to know why I'm wrong, if so. :)
I agree that Martial Dominance will be useful with a build like this and was planning to take it just for Intimidate checks triggering off of critical hits. I was planning to take this after Improved Critical since the option for it to shine will be there. When I make this character, pending GM approval, I'm upgrading the Falchion to have Keen attribute, so after Imp. crit it should be 15-20 range. So nice.
Signature Skill (Intimidate) is one I need to research more, but from what I see so far it clearly lines up with this build as well. I believe the GM said before that we can opt for unchained skills, so I think that would make this feat usable, but need to double check. Oddly, though, while I can find it under General Feats on d20pfsrd, I don't see it in HeroLabs at this time.

Hello Everyone! I've been working recently on a rebuild of my current character to an Avenger Vigilante. Looking for feedback on if the setup will work well or if I should instead go TWF route? Even more so, since I'm mainly focusing on melee damage and the group for the game isn't huge into roleplaying, would I see more reliable with another melee class such as Fighter or Barbarian? Monk isn't an option right now since one of the other players is already playing Monk. I would be swapping in at level 8, so I've only built up to that point. Any advice for past level 8 is of course appreciated
I'd post a link to the HeroLabs pdf file of the build, it looks like I need a few more posts before I'm permitted to do so.
Vigilante Build
-Race: Vishkanya
-Alt Racial Trait: Subtle Appearance
-Traits: Adopted (Warrior of Old), Armor Expert, Besmara's Blessing (Campaign)
-Drawbacks: Dependent
01: Social Talent: Social Grace, Vigilante Specialization: Avenger, Feat: Weapon Focus (Falchion)
02: Vigilante Talent: Shield of Blades (+Power Attack)
03: Social Talent: Renown +4, Feat: Fucious Focus
04: Vigilante Talent: Signature Weapon (Falchion) (+Weapon Focus (Falchion), Dazzling Display (Falchion), Ability: Strength +1
05: Social Talent: Safe House, Gory Finish
06: Vigilante Talent: Vital Punishment (+Vital Strike)
07: Social Talent: Quick Change, Feat: Shatter Defenses (Falchion)
08: Vigilante Talent: Combat Skill (Improved Critical), Ability: Strength +1
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