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I'm sitting here looking at Reactive Repair and Nanosurgeon paired with Surgical Host and Thousand Stitches - which you guys have touched on. I think the potential for resilience here is pretty high.

In combat you can place yourself wherever you want. As a full BAB class and access to heavy weapons or even swarm strike you can make yourself a threat through reasonable damage output.

By the mid/late game of an adventure when all this comes online (8-10?) you are looking at DR equal to your level plus rapid repair which will blunt (through DR and THP) the incoming damage and heal back considerable amount. After combat, IF they got to your HP, you can treat deadly wounds twice per day and you still haven't spent any RP yet so you can refill the stamina bar easily.

Heaven forbid they ignore you, placing rapid repair on a friendly gives them tons more staying power and again you can heal them after the fight with treat deadly wounds.

It's a moderate investment. At least one feat, your primary faculty, and two to three knacks but you have enough staying power for yourself and others that it would make Wolverine blush.

That's not even getting into the fact that high CON classes will have a substantially better time fending off the terrifying conditions that plague starfinder, 6 skills/lvl with ways to enhance them via insight bonuses, and gear arrays which make sure you always have the right tool kit for the job.

Solid class, I'm about to use it in a 2 PC run through of Attack of the Swarm which no changes. We're calling it hardmode but with this setup I think it's going to be a breeze.