Armory discussion - new synergies and combinations


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Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Xenocrat wrote:
Ravingdork wrote:
Xenocrat wrote:

Full attacks backed up by a reroll would be best if you're trying to crit fish in Starfinder. Prescient Lenses Mk3 let you reroll once per day as a reaction, and a melee technomancer could use the Probability Projection spell.

An injection weapon that for some reason had the venomous fusion and rolled a crit could get +7 to the poison DC. +1 potent fusion, +2 critical focus, +2 crit effect, +2 from Djezet working off the venemous fusion. You'd get a +5 if you rolled a regular crit, and a +5 on a regular shot that hit if you used your venomous fusion (to bring the djezet bonus into play).

Wow. I think I might just spec that out.
Correction, only +3 if you use venemous without a crit - +1 from potent, +2 from djezet. The weapon +2 and feat +2 only trigger on a crit.

Rather than the venomous fusion, get the hybridized fusion. It also makes your weapon magical and thus valid for djezet, but adds the analog property, which is potentially useful.

Alternatively, forgo it altogether. If you're getting the potent fusion anyways, that automatically makes it a magic weapon, and so already qualifies for the djezet.

I also recommend the conserving fusion to save on darts and poison doses.


Ravingdork wrote:
Xenocrat wrote:
Ravingdork wrote:
Xenocrat wrote:

Full attacks backed up by a reroll would be best if you're trying to crit fish in Starfinder. Prescient Lenses Mk3 let you reroll once per day as a reaction, and a melee technomancer could use the Probability Projection spell.

An injection weapon that for some reason had the venomous fusion and rolled a crit could get +7 to the poison DC. +1 potent fusion, +2 critical focus, +2 crit effect, +2 from Djezet working off the venemous fusion. You'd get a +5 if you rolled a regular crit, and a +5 on a regular shot that hit if you used your venomous fusion (to bring the djezet bonus into play).

Wow. I think I might just spec that out.
Correction, only +3 if you use venemous without a crit - +1 from potent, +2 from djezet. The weapon +2 and feat +2 only trigger on a crit.

Rather than the venomous fusion, get the hybridized fusion. It also makes your weapon magical and thus valid for djezet, but adds the analog property, which is potentially useful.

Alternatively, forgo it altogether. If you're getting the potent fusion anyways, that automatically makes it a magic weapon, and so already qualifies for the djezet.

I also recommend the conserving fusion to save on darts and poison doses.

I don't think the djezet ever works for normal weapon effects, even if the weapon is hybridized or otherwise magical.

Djezet wrote:
If djezet is properly incorporated into a hybrid or magic item, the saving throw DC for magical effects that item creates increases by 2. This increase also applies to magical effects created by weapons.

Is a laser's burn critical a "magical effect" just because the laser itself is magical? GM call, but I'm not convinced. That's why I recommend getting your crit or other save effect from a fusion, that's unquestionably a "magical effect that item creates" that djezet would apply to.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Xenocrat wrote:
I don't think the djezet ever works for normal weapon effects, even if the weapon is hybridized or otherwise magical.

If not that, then what could it possibly be referring to? I can't think of any weapons that clearly describe "magical effects" created by the weapon itself.

Xenocrat wrote:
Is a laser's burn critical a "magical effect" just because the laser itself is magical? GM call, but I'm not convinced. That's why I recommend getting your crit or other save effect from a fusion, that's unquestionably a "magical effect that item creates" that djezet would apply to.

Your example of a laser weapon with the burn critical property is moot, as there is no save to avoid gaining the burning condition. Djezet would be useless regardless of whether the effect was considered magical or not.


Ravingdork wrote:
Xenocrat wrote:
I don't think the djezet ever works for normal weapon effects, even if the weapon is hybridized or otherwise magical.

If not that, then what could it possibly be referring to? I can't think of any weapons that clearly describe "magical effects" created by the weapon itself.

It would apply to effects applied by a weapon fusion, which are inherently magical. I'm not convinced you can't make the normal functions of a weapon magical by slapping on fusions, I'm just not sure you can, either.

Ravingdork wrote:


Xenocrat wrote:
Is a laser's burn critical a "magical effect" just because the laser itself is magical? GM call, but I'm not convinced. That's why I recommend getting your crit or other save effect from a fusion, that's unquestionably a "magical effect that item creates" that djezet would apply to.
Your example of a laser weapon with the burn critical property is moot, as there is no save to avoid gaining the burning condition. Djezet would be useless regardless of whether the effect was considered magical or not.

There's a save to extinguish the burning condition, and the Potent fusion would apply to it.

Potent wrote:
When you attack using a weapon with this fusion, increase the DC for saving throws against the weapon’s critical hit effects, other weapon fusions, weapon special properties, and any effect delivered by the weapon (such as an injected poison) by 1.

I'm slowly coming around to your interpretation, but I'm not sure it's a slam dunk.

I do like the idea of a djezet/Potent weapon adding +3 to the basic explode save of a heavy weapon with the explode quality, as well as to the critical effects you layer on. A high Dex Technomancer with a Plasma Caster/Shock Cannon/Shout Projector could use the Energize Spells hack to convert low level spell slots into ammo for shots that are much more efficient than spell slot AOEs, do more damage (at the high end with weapon specialization), don't have to beat SR, can customize damage types (especially the plasma one, slap on a cold, sonic, or acid fusion and swap out whichever of electricity/fire you don't want), and can have a higher DC (+3 from djezet/Potent, and scales off item level and dex, rather than spell level and dex with no DC boosters).


Running some numbers, at 20th level a max dex technomancer with a 20th level explode weapon (Plasma, Shock, or Sonic) seems much better than a max int technomancer doing blasting. With Harmful Spells hack a 5th level Heat Leech barely outdamages the weapons, and while it has a bigger AOE, its DC is behind by 5! (Two for spell level + spell focus falling behind half item level, 3 for no djezet/Potent fusion). And the 5th level slot only gets you one Heat Leech, but converted with Charging Jolt would get you 5 shots from a shock/plasma explode weapon, 6.25 from the sonic weapon. Great for a utility technomancer who uses his spells mostly for problem solving and then efficiently converts his leftovers into effectively infinite AOEs in combat.

Obviously there's a lot more investment (stats, money, feats) required to pull this off, and it might not scale at lower levels when the weapons have much lower damage dice but the spell AOEs start off strong.


1. Armory's Juggernaut Booster armor upgrade (level 3) combos well with the Armor Storm fighting style for Soldiers.

Juggernaut Booster wrote:
Your armor greatly increases your momentum when you rush forward. When you move at least 20 feet toward the target before attempting a bull rush combat maneuver, you gain a +2 circumstance bonus to the check, and if the attack hits, you can move the target an additional 5 feet. Your armor also grants you a +4 bonus to Strength checks to break down doors and other barriers if you move at least 10 feet toward the barrier before attempting the check.
Smash Through wrote:
While you are wearing heavy armor or powered armor, you gain a +4 bonus to attack rolls to perform a bull rush combat maneuver (see page 246). If you successfully push the target back 10 feet or more, you can also damage the target with an unarmed attack (and can use your hammer fist ability when doing so).

So with both you have a +6 to your bull rush maneuver (which you'll take to +10 with Improved Combat Maneuver) and if you succeed you automatically get 10' movement and trigger your Smash Through unarmed attack damage. If you succeed by 10 (equivalent to an unimproved roll vs the standard KAC+8) they get knocked back 20 feet, and you can do it again next turn if they don't move closer on their turn. SOLDIER SMASH!!

Alas, Breach weapons require a full action to shoot down doors, so you can't combine them with the Juggernaut Booster.

2. The Tactical Scaffold heavy armor upgrade has two synergies.

First, you can use it to wield a two handed weapon with one hand, which means you can combine a longarm, sniper, or heavy weapon with an activated Phase Shield (also a heavy armor option) for +1 to EAC. Or carry a one handed melee weapon.

Second, you can wield a sniper with both hands and get the full range increment without a move action to aim. This allows you to full attack at full sniper range with the Coil Rifle snipers, which lack the unwieldy quality. Otherwise you can use this to play long range mobile sniper, taking your one shot as you move away (or pursue) your target with your (presumably speed enhanced) move action.

Note: This upgrade takes two slots (and 2 bulk!), joining the SR upgrade and the force field in that elect company.


The walking to space gambit is greatly enhanced by the 12th level Bounty Hunter theme ability (hustle 2 hours a day instead of 1 before checks, and walk 12 hours instead of 8 before you're forced marching) and somewhat enhanced by the travel outfit personal item (+1 bonus to resist damage from forced marching, and also an extra 2 miles of movement over an 8 hour period of walking).


You can buy a Zeizerer Munitions long frame battery (+20% capacity) to get an ultracapacity battery with 120 charges, thereby unlocking 6th level spells with the Technomancer magic hack Energize Spell. Previously you couldn't go above 5th level.

Energize Spell wrote:
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Xenocrat wrote:

You can buy a Zeizerer Munitions long frame battery (+20% capacity) to get an ultracapacity battery with 120 charges, thereby unlocking 6th level spells with the Technomancer magic hack Energize Spell. Previously you couldn't go above 5th level.

Energize Spell wrote:
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.

Nice!


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Ravingdork wrote:
Xenocrat wrote:

You can buy a Zeizerer Munitions long frame battery (+20% capacity) to get an ultracapacity battery with 120 charges, thereby unlocking 6th level spells with the Technomancer magic hack Energize Spell. Previously you couldn't go above 5th level.

Energize Spell wrote:
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.
Nice!

With Charging Jolt (1 spell level charges a power cell 10 charges), this also allows you to convert low level spells into one higher level spell, albeit at a 50% discount. So use up 8 levels of low level spells to provide 80 charges via Charging Jolt, then use Energize Spell to turn those 80 charges into a 4th level spell. A poor man's fuse spells that doesn't require resolve points and doesn't require 20th level.


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Here's a nice synergy for Shadowrun-style infiltrations:

Morphic Skin, Doppleganger wrote:
Doppelganger morphic skin offers the same options as the advanced model, as well as the ability to assume a specific individual’s appearance within the augmentation’s limits. When mimicking an individual this way, you gain a +10 circumstance bonus to your Disguise check to alter your form and to skill checks to bypass biometric security keyed to that individual.
Spy Operative Specialization wrote:
Fool Detection (Ex): At 11th level, whenever you succeed at a saving throw against a spell, technological device, or ability that would provide information about you (such as detect thoughts), instead of negating the effect, you can provide false information that matches your cover identity. If such an effect has no saving throw, you can attempt a Bluff check opposed by the Sense Motive check of the caster or user, and provide similar false information on a success.

Fool Detection allows you to roll Bluff against the Sense Motive of anyone using a biometric scanner, Doppleganger Morphic Skin gives a +10 bonus to that check. Plus your Operative's Insight and taking 10, you've got a very good chance at breezing past biometric security.


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Pathfinder Starfinder Roleplaying Game Subscriber

So, am I the only one who initially read that power as "Fool Detection", as in, the ability to detect fools? *ahem*


It's worth revisiting this book for the biohacker, which is the most gear reliant class by far in the Combat Operations Manual.

1. Wraith Sting Snipers: Injection so you have proficiency, probably best used to debuff with a spark of ingenuity (takes -4 to fort saves, "why am I suddenly feeling so bad?) followed up with a tranq dart they don't feel at all until it takes effect one round later.

2. Tracking Fusion + Wraith Sting Sniper: Why would I use a level 10 fusion that lets me track someone within 1000 ft, or from farther away with a perception check? I don't know, but if I wanted to I'd use a wraith sting rifle from a distance so they didn't know I'd shot and was tracking them out of line of sight. Biohacker bounty hunters tracking a target back to his allies represent? (Requires the level 14 version.)

3. Shields (ok, that's COM)

4. Scopes w/ accurate fusion: Scope for move action removal of cover/range penalties (and extended range increment), accurate fusion to tag on an extra +1 to hit. Great for applying a spark of ingenuity inhibitor.

5. Move action armor upgrades: You don't have any class abilities that use a move action, and you want a standard to auto hit your allies or maximzie your chances of landing an inhibitor. Get a force field, displacement field, auto-injector, or plenty of other goodies.

6. Vampiric Charger: 10 charges to a battery in return for 1 constitution damage sounds crazy! You know who it's not crazy to? A genetic biohacker with the breakthrough to suppress ability damage/drain. At least after 13th level, when you can suppress it for 24 hours.

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