Armory discussion - new synergies and combinations


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There's a lot in Armory, and some of it interacts with and supports previous material in nonobvious ways. What combos have people discovered?

The Geneturge Mystic connection has a couple of interesting interactions.

1. In combination with the Biotechnician theme and Augmented archetype, it allow you to put an extra system (sometimes restricted to biotech), into three systems that already have augmentations. It also gives you two free augmentations (chosen from a restricted class list, not those you can purchase) and the ability to convert one biotech augmentation into a third class augmentation (pick the cheapest possible one in a system where you want the bonus conversion).

Biotechnician gives a 10% discount on biotech augmentation, and Augmented gives a 50% discount on one system, so choose wisely with your systems and you can get some good results with less money.

2. The Geneturge connection has three personal modifications that expand your connection provided associated skill bonus. Heart system adds it to your Bluff modifier (and you can always take 10 to lie), spinal column system adds it to your Acrobatics (can always take 10 to balance), but most importantly the brain system allows you to add it to any Intelligence-based skill and always take 10 for any use of that skill.

This means you can be at least a decent/good hacker or engineer if you choose Computers or Engineering, and if you do a weird build where you max Intelligence you can be the best, 1 point ahead of others and always able to take 10. (At 6th level you can switch the skill every day.) Drop in Skill Synergy for the class skills, put an adapted biochains (so biotech) version of a datajack into your brain slot as one of your doubling options, and take 10 to auto succeed at most Computers checks.

A level 20 Mystic with 28 Intelligence (by far the least likely part of this build), would have a Computers bonus of level + class skill + attribute + connection bonus + datajack + take 10 = 20+3+9+7+2+10 = 51. The base DC of a tier 10 computer is...53. With a maximum Security IV module, that increases to 57.

All you need is an Aid Another check for a +2 (or an Identify Spell for a +5 password bonus) to auto succeed against a base tier 10. If it has maximum security you need the password and either two Aid Another checks (or some ability that improves Aid to a +3, such as the Strategy Game, Basic) or a password and a keycard/badge to auto succeed at all hacking attempts in the game.

Even if you just push Intelligence pretty hard, rather than maximize it, this makes you a good hacker with a reasonable chance of success and good auto success with ally support. The Starfinder Data Jockey combos well if you don't max your Int, providing a level 6 reroll ability on all hacking attempts against computers of a tier half your level or lower.

If you're hacking higher level stuff, the Computer Idol hybrid item allows 1-3 rerolls per day (depending on purchased item level) of a failed Computers skill check.

When bypassing a door, note that Armory includes cheap thieves tools as a tool kit option, which provide a +4 untyped bonus to Computers or Engineering checks to bypass a door. It's not hard to build a Mystic who is an expert door cracker who never fails at level appropriate tasks.


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Very cool! In most circumstances where you could hack at all, you can probably take 10, allowing you to auto-succeed on pretty much everything with only a +47 modifier.

I don't think you can have three augments in one body slot though, since most of the abilities that give you extra say they can't grant more than two in one slot altogether.


Ravingdork wrote:

Very cool! In most circumstances where you could hack at all, you can probably take 10, allowing you to auto-succeed on pretty much everything with only a +47 modifier.

I don't think you can have three augments in one body slot though, since most of the abilities that give you extra say they can't grant more than two in one slot altogether.

Taking 10 is always controversial. Arguably hacking a tough computer system with defensive countermeasures is a sort of combat encounter that puts you in immediate danger. Starfinder has language that "taking 10 is almost never an option for a check that reuqires some sort of crucial effect as a key part of the adventure's story." If you're hacking Abadar Corp's mainframe that has a DC of 57 and calls guards and activates laser turrets and shock platforms if you fail, don't depend on your GM letting you take 10 without a special ability.

As far as three augmentations, I meant that you can have three separate systems where you have double augmentations, not three augmentations in a single system. If you could multiply stack then this combo would actually let you put four systems into one (one base, one theme, one connection, one archetype).


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I don't consider potential threats a barrier against taking 10, only actual, present threats. In other words, the hacker can take 10 right up until the guards show up.

Anyone who does is opening up a big can of worms that will produce a variety of weird situations (such as a highly trained professional frequently failing at the very thing they are trained to do well). Not to mention, such a ruling would allow a GM to basically prohibit take 10 whenever he wanted, for entirely arbitrary reasons.

Your Olympian can't take 10 to jump that pit. Why? Because it's really deep.
Your master thief can't take 10 to pick that lock. Why? Because the guards could show up at any moment.
Your master hacker can't take 10 to hack that computer. Why? Because you might fail.

Yeah, not in my games. Not ever.


A funny 20th level option: a Geneturge connection Mystic can combo his 12th level Linked Augmentation and his Enlightenment ability to provide 20 free Resolve points over a minute to fuel a party's augmentations that ordinarily require a 10 minute rest to use again.

So a party of up to 7 (Mystic plus 6 allies) can use any of the following at will, up to 20 times after the first free use. The Mystic can continue fueling them from his own Resolve pool after that runs out.

Biotech

1. Dragon Gland - Dragon breath frenzy! The level 16 Wyrm version allows you to breath a 15' cone of 18d6 damage.

2. Mighty Vocal Cords - Screaming frenzy! Impose Shaken in a 30' radius for 2-5 rounds, but saves make them immune for a day, so between that and the duration you won't reapply this one very often in one combat.

3. Restraining Spinneret - Spiderman frenzy! Melee strike webs to entangle enemies for 1d4 rounds or until they free themselves. This scales off your level and Dex, so you get a pretty decent DC and it's level 1 so dirt cheap.

3. Shock Fist - Shock...fist...frenzy? You punch a bunch of fools with some damage that is not higher than you could be doing with a weapon.

4. Venom Spur - Poison injection frenzy! Stab people with your (admittedly weak) poison stinger every round.

Cybertech (with Adaptive Biochains)

1. Optical Laser - Cyclops eye beam frenzy! They don't do much damage, but it's pretty hilarious to imagine.

2. Recoil Stabilizer - Rambo frenzy! Make nonstop automatic attacks (presumably with the Conserving weapon fusion so you have ammo) and be able to score crits on them.

Alas, you can't use this on the magical augmentations, many of which could otherwise be fueled by this.

Dragon Glands are clearly the one to build for as a party gimmick, but the Might Vocal Cords, Restraining Spinneret, and Recoil Stabilizer could all get some valid use over the course of a minute.


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Xenocrat wrote:

A funny 20th level option: a Geneturge connection Mystic can combo his 12th level Linked Augmentation and his Enlightenment ability to provide 20 free Resolve points over a minute to fuel a party's augmentations that ordinarily require a 10 minute rest to use again.

So a party of up to 7 (Mystic plus 6 allies) can use any of the following at will, up to 20 times after the first free use. The Mystic can continue fueling them from his own Resolve pool after that runs out.

Biotech

1. Dragon Gland - Dragon breath frenzy! The level 16 Wyrm version allows you to breath a 15' cone of 18d6 damage.

2. Mighty Vocal Cords - Screaming frenzy! Impose Shaken in a 30' radius for 2-5 rounds, but saves make them immune for a day, so between that and the duration you won't reapply this one.

3. Restraining Spinneret - Spiderman frenzy! Shoot webs to entangle enemies for 1d4 rounds or until they free themselves. This scales off your level and Dex, so you get a pretty decent DC and it's level 1 so dirt cheap.

3. Shock Fist - Shock...fist...frenzy? You punch a bunch of fools with some damage that is not higher than you could be doing with a weapon.

4. Venom Spur - Poison injection frenzy! Stab people with your (admittedly weak) poison stinger every round.

Cybertech (with Adaptive Biochains)

1. Optical Laser - Cyclops eye beam frenzy! They don't do much damage, but it's pretty hilarious to imagine.

2. Recoil Stabilizer - Rambo frenzy! Make nonstop automatic attacks (presumably with the Conserving weapon fusion so you have ammo) and be able to score crits on them.

Alas, you can't use this on the magical augmentations, many of which could otherwise be fueled by this.

Dragon Glands are clearly the one to build for as a party gimmick, but the Might Vocal Cords, Restraining Spinneret, and Recoil Stabilizer could all get some valid use over the course of a minute.

Alright, everybody now!

CARE BEARS STARE!!!


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If you've got bulk problems I feel bad for you, son
I've got 99 items, but encumbrance ain't one

So, methods that can increase your bulk limit:

1. Might of the Ellicoth spell (Pact Worlds) - increases bulk limit by 3
2. Starfinder Backpack magic item - increases bulk limit by 2
3. Mystic Geneturge connection Personal Modification power, arms option - increases bulk limit by 3
4. Spinal Struts spinal system cyber augmentation - increases effective strength by 1-3 (so bulk by 1-2 depending on rounding and base strength)


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Flight options were expanded via two methods:

1. Force Soles magitech augmentation - equivalent to permanent air walk at mark 2 (item level 8)
2. Ultralight Wings biotech augmentation - permanent flight speed (40-90', clumsy), so long as you wear light armor, aren't encumbered, and go shirtless or invest in custom clothing.

Both seem better than the core book armor modifications. Force Soles Mk2 seem the way to go if you've got speed bosts. They also seem to be a great way to climb above cover and just stand in the sky shooting if you don't mind being the primary target of everyone on the ground. Finally, Force Soles work in zero g. Even the mk 1 version (which require you to end your turn on the ground or fall) are decent as a solution to zero g.


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Short range teleportation options:

1. Teleportation Puck (level 8) magic item - expendable, allows 120' dimension door (with two allies), requires a standard action to throw and a move action to travel.

2. Dimensional Braces (level 12) magitech augmentation - legs slot, allows 120' dimension door once per day. Standard action, no passengers, costs 25.3 times as much as a single Teleportation Puck.

3. Teleportation Unit (level 14) armor upgrade - useable twice per day, gives you straight up Dimension Door (as the spell, for range and passengers). 1 slot, 1 bulk. Costs 34.67 Teleporation Pucks, 1.37 Dimensional Braces.

Dimensional Braces are real bad, keep your legs slot free and buy Teleportation Pucks until you can afford a Teleportation Unit in your armor.

The Phase Detector, a level 6 hybrid item, is worth mentioning here as a personal teleportation detector that can be linked to your comm unit. Know when someone teleports in or out within 120' of you.


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Let's look at Intimidation boosters, especially useful for Envoys and a few Mystic connections (Mindbreaker, Devastator, Overlord) who can make decent captains.

Insight bonuses:
1. Class: Envoy (+1d6 to 1d8+4), Mystic connections (+1-7)
2. Enchanting Vocal Modulator (+2)
3. Skill Focus (+3)

Enhancement bonuses:
1. Vampire Voice necrograft augmentation (+1-5): throat system

Circumstance bonuses:
1. Voice Amplifier cybertech augmentation (+2): throat system

Miscellaneous effects:
1. Ferocity Blazon magic item: doubles duration of intimidate effects, including Taunt in starship combat
2. Improvisation Adornment magic item: allows rerolls of failed social checks
3. Demoralize critical effect: allows an Intimidate check to demoralize (at -5 penalty) as a reaction against any target effected
4. Arabani Arms manufacturer customization: adds the Demoralize critical effect to any weapon at a cost increase of 20%.

Note that it is possible with the Augmented archetype at 4th level to combine the Voice Amplifier and Vampire Voice despite them sharing the same slot. Depending on how your GM reads it, the Biotechnician theme 12th level ability might allow a biotech version (via adaptive biochains) of the Voice Amplifier to combo with the Vampire Voice. I personally think only the second system added has to be biotech, not both, but it's somewhat ambiguous.


The Envoy expertise talent Expert Advice is very nice for aiding difficult skill checks. The weird thing about the Envoy is that on average its expertise die gives a higher insight bonus than available to other classes, but its risky because it can also go lower. It's also somewhat annoying because one skill you get it for is Wis-based (Sense Bonus), and four you can get it for are Int-based (Computers, Engineering, Culture, Medicine). You aren't going to max out either of these stats, leaving your modifier behind.

Expert Advice solves this by letting you lend your expertise insight bonus roll to an ally specialized in that Int skill in addition to the usual aid another +2 bonus.

Expert Advice wrote:
When you are using the aid another action to help a creature succeed at a skill check with a skill in which you have expertise, you can forgo rolling your expertise die. If your aid another attempt succeeds, roll your expertise die and add the result of the roll as an insight bonus to the assisted creature’s check in addition to the +2 bonus granted by a successful aid another attempt.

Facing a touch hacking problem, you have expertise in Computers, but you also have a Technomancer or Engineer in the party? Well, you might not have a datajack bonus, and you definitely don't have an Int bonus as high, even if you've maxed out the skill. They're going to be better at it unless you get lucky with your expertise die.

So instead, you aid and have a chance to improve their insight bonus. If you roll low, no problem, you still gave them a +2 aid another bonus and they keep their equal or better inherent insight bonus. But if you roll high, you boosted them even higher than they could get on their own by providing a really juicy insight bonus.

If you also have an Akashic connection Mystic in the party, you can use their level 12 telepathic bond enhancement power to auto succeed at your aid check even if you haven't invested skill ranks and do it remotely.


Stack bonuses for initiative!

Core:
1. Improved Initiative feat: +4 untyped
2. Overclocking mechanic feat: +2 insight bonus
3. Operative's Edge class feature: +1 to +6 insight bonus
4. Soldier's Blitz fighting style, Rapid Response ability: +4 untyped

Armory:
5. Horacalcum armor: +1 enhancement bonus
6. Reaction Accelerator armor enhancement: +4 untyped on an optional reroll
7. Synaptic Link technological item: +2 insight bonus
8. Augmented archetype ability: +1 to +3 bonus if you have a Wisdom boosting personal enhancement

Pact Worlds:
9. Sentinel weapon fusion: +2 untyped when in a guarded area

Key takeaway: Armor lets you buy +5 of new bonuses, and that Reaction Accelerator optional reroll and pick the highest result is amazing (because it costs you Resolve).


My personal favorite thing is that addition of Hybrid Grenades, which allows a Grenadier Soldier to basically cast a spell every fight he's in. At least, if he gets 10 minutes to craft the grenade.


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Power Armor with a weapon slot + ranged weapon of your choice + Computer interface = a free extra attack.


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The initiative stacking entry missed Look Alive, the Envoy improvisation to give the whole party +2 initiative and perception for an hour after each short rest.

Acquisitives

I plan to put a Continuous weapon fusion on a Cathode Cannon, to have a 10' wide wall of damage dividing the battlefield.

Though some might argue that 'wide line' does not qualify as a 'line'.


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Returning thrown dashkos

"RUUUN its coming back!


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lol.


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Sunny Simar wrote:

I plan to put a Continuous weapon fusion on a Cathode Cannon, to have a 10' wide wall of damage dividing the battlefield.

Though some might argue that 'wide line' does not qualify as a 'line'.

I was thinking the same thing but for the stormcaller, since you can set the line as a wall dividing you from the battlefield.

Of course the same argument could be made against "flexible line" as wide


Not so much a combination but the Searing Grip is a great flavor weapon to give a villain. Burning a hand print into someones face leaves an impression.


I personally like a 7th level Solarian with the Multi-weapon fighting feat and an Icestar staff. -2 to hit on melee full attacks with an EAC targeting advanced melee weapon (so full specialization bonus). Or -4 to hit on triple attacks at 13th level. Its too bad block doesn't stack with Solar Armor though. I would love to see a version with block swapped out for reach in the future.

Icestar staves are basically double bladed lightsabers.


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It is now possible through augmentations and equipment to walk through the sky into orbit if you need a ship that can't land to pick you up. Baseline characters may require a couple of days, optimized speedsters can make it in less than 24 hours.

1. Force Soles Mk2 magitech augmentation, Armory pg 92.

Quote:
Nodes in the soles of your feet project tiny fields of force energy when you intentionally step into thin air, allowing you to walk as if you were on solid ground as long as you are not encumbered, even in zero gravity. Ascending into the air is similar to walking up an incline. The maximum upward angle possible is 45 degrees, and you move at a rate equal to half your normal land speed. You can move your full land speed horizontally or up to 45 degrees downward. Unless you have mk 2 force soles, you must end your movement on the ground or you fall.

2. Complete Speed Suspension cybertech augmentation, Core. Adds 30' to your movement speed as an enhancement bonus.

3. Fleet feat, Core - adds 10' to base speed in light or no armor.

4. Travel Treads mk3 worn magical item, Armory pg 317.

Quote:

While you wear travel treads, you reduce the amount of nonlethal damage you take from hustling and gain an enhancement bonus to Constitution checks when making a forced march.

Mk 3 (Level 13): Reduce hustling damage by 3, +3 enhancement bonus to checks during a forced march, and three rerolls.

5. Endurance Module hybrid armor upgrade, Armory pg 83.

Quote:
While you are wearing the armor and this upgrade has a charge, you ignore the effects of the fatigued condition. When an effect would cause you to gain the exhausted condition, as a reaction you can expend the device’s charge to be fatigued instead. The device’s charge replenishes each day.

You can install multiple endurance modules take advantage of the daily charge feature to remove exhausted, but I don't think we need to. I think this means that you avoid fatigue stacking to exhausted - you can only be exhausted if you go straight to exhausted.

6. Toughness feat, +4 to Forced March checks.

Your speed is halved while climbing at a 45 degree angle with Force Soles (70' to 35') which is equivalent to 28 miles per 8 hour day of overland movement. If the hypotenuse of a right trangle is 28, the length and height are 19.8, which is how many miles you can climb in an 8 hour period. That rounds to 2.5 miles of climbing per hour, which you can double by hustling.

Hustle wrote:
You can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 nonlethal damage to you, and each additional hour deals twice the damage taken during the previous hour of hustling. If you take any nonlethal damage from hustling, you become fatigued (see page 276). When you recover from this nonlethal damage, you also eliminate the fatigued condition.

As above, I think we never get fatigued because of our Endurance Module. If we do, we load up on multiples (or other equipment, see Edit at bottom of post) to wipe away the Exhausted effect

In any case, you can Hustle for 1 hour with no problem, a second hour for 1 damage eliminated by your Mk3 Travel Treads, a third hour for 2 damage eliminated by your Travel Treads, and then a fourth hour for 4 damage that is reduced to 1 but makes you fatigued. We ignore it because we have an Endurance Module, but we stop hustling because the next hour does 5 damage, the next 13, the next 29, and so on. We don't want to use healing serums that inefficiently.

So for our 8 hours of regular walking we can do 4 hours of double speed, and four hours of regular speed (so 1.5 of our regular speed distance) and are fatigued at the end. We climb 19.8 x 1.5 = 29.7 miles in eight hours. We now switch to Forced March, continuing at our regular speed for additional hours past our first eight.

Forced March wrote:
In a day of normal walking, you walk for 8 hours, and then you spend the rest of your daylight time making and breaking camp, resting, and eating. However, you can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, you must succeed at a Constitution check (DC = 10 + 2 per extra hour) or you take 1d6 nonlethal damage. If you take any nonlethal damage from a forced march, you become fatigued (see page 276). When you recover from this nonlethal damage, you also eliminate the fatigued condition. Still, it’s quite possible to march yourself into unconsciousness by pushing yourself too hard.

So we roll a Constitution check for every hour, with increasing difficulty but steady and low damage. Because of our Endurance Module, we never feel fatigued, and therefore (maybe) don't stack to exhausted and can continue at normal speed. But we will take 1d6 nonlethal damage when we fail. Let's assume a Con bonus of 5, and a bonus of 7 from our feat and equipment, so a +12 against a DC 12 that grows by 2 every hour. We already took 1 damage from our earlier hustling.

How long does it take us to reach space for our pickup? Most earth definitions range between 50 miles and 62 miles (the latter is the Karman line, where atmospheric flight is no longer possible). Let's use the Karman line of 62 miles, and assume our Dreadnought rendevouz can dip into the thin gases up there and zero out relative velocity long enough to let us in an airlock or open hangar bay.

We did 29.7 miles in our first eight hours, and need 32.3 more. Without rounding, we climb 2.475 miles per hour from here on out, which means we get there in 13.05 additional hours, round it up to 14, or 22 total.

Let's calculate how much damage we're likely to take from each round of forced marching. We'll assume +12 bonus, average 3.5 damage.

1. DC 12 we auto succeed.
2. DC 14, 5% chance of taking damage averaging 3.5 points.
3. DC 16, 15% chance.
4. DC 18, 25% chance.
5. DC 20, 35% chance.
6. DC 22, 45% chance.
7. DC 24, 55% chance.
8. DC 26, 65% chance.
9. DC 28, 75% chance.
10. DC 30, 85% chance.
11. DC 32, 95% chance.
12. DC 34, 100% chance.
13. DC 36, 100% chance.
14. DC 38, 100% chance.

Your expected damage (I don't know the variance) is 28. Your worst possible result, if you somehow roll a 1 on every d20 and a 6 on every d6, is 78. If that damage becomes a problem, you just take a 10 minute rest to recover stamina (if your GM allows standing rests) and show up a little late, or take a few healing serums for repairing HP damage.

Note that even if your GM rules that the Endurance Module doesn't stop fatigue from stacking to exhausted, you can use a few of them (or other effects, see Edit below) to reset yourself a couple of times (each charge gives you one forced march hour back), and the worst case is that you walk slower and take twice as long during the forced march component. That's a lot more damage during the forced march, and you might have to deal with additional damage from not sleeping, but it won't stop you from getting there if you rest/heal enough on the way. Even the slowest exhausted character can make it in a few days.

Edit: I'm now less convinced that the Endurance Module does actually stop fatigue stacking. So we need a cheap way to wipe away exhausted or reset to fatigued if we want to keep our speed up. Lesser Restoration does it as a 2nd level spell, but costs 450 credits as a spell gem, 700 credits as a Spell Ampoule. What you want instead is the Brown Nanite Hypopen from Armory's technological items, which only costs 160 credits and functions as Lesser Restoration. Pop one every hour once you're exhausted to keep your speed up.

Endurance Modules are 4500 credits each, I suppose they might make sense in duplicate if you pull this maneuver dozens of times. The Pact Worlds probably have a competitive orbit climbing club, where dedicated semi-pros challenge each other to climb out of the deepest and most hostile atmospheres to a pickup in orbit.


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I love this community.


Thrown weapon strength operatives are now a thing, with energy operative weapons and the thrown property. You can chuck battle ribbons at people on a sneak attack.


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Huh? I couldn't find a single weapon in the Armory that had the thrown and operative properties.


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Ravingdork wrote:

I don't consider potential threats a barrier against taking 10, only actual, present threats. In other words, the hacker can take 10 right up until the guards show up.

Anyone who does is opening up a big can of worms that will produce a variety of weird situations (such as a highly trained professional frequently failing at the very thing they are trained to do well). Not to mention, such a ruling would allow a GM to basically prohibit take 10 whenever he wanted, for entirely arbitrary reasons.

Your Olympian can't take 10 to jump that pit. Why? Because it's really deep.
Your master thief can't take 10 to pick that lock. Why? Because the guards could show up at any moment.
Your master hacker can't take 10 to hack that computer. Why? Because you might fail.

Yeah, not in my games. Not ever.

Agreed. Pretty sure it's take 20 that you can't do if there's a penalty for failure.

Your Olympian can't take 20 to jump that pit. Why? Because jumping in the pit will hurt a lot.

Your master thief can't take 20 to pick that lock. Why? Because failing sets off the alarm.

Your master hacker can't take 20 to hack that computer. Why? Because they followed CIS benchmarks, so it'll lock you out after 3 bad attempts.


Ravingdork wrote:
Huh? I couldn't find a single weapon in the Armory that had the thrown and operative properties.

I'm guessing its the level 2 thrown fusion on page 65? The only issue I see with that is the operative modifier only makes melee attacks rolls dexterity based. Although it does look like it lets trick attack be used with it.

So I think it winds up being a strength to-hit, strength to damage, plus trick attack damage on a thrown battle ribbon with the Thrown fusion.


Ravingdork wrote:
Huh? I couldn't find a single weapon in the Armory that had the thrown and operative properties.

The throwing fusion, you can put it on operative melee weapons and chuck them.

(it even lets you enchant it with returning)

I don't know if its optimal (especially since most of your skills are dex based) but a strength based ysoki is working so far... I'm interested to see how it works when I get to tripple attack or battle ribbon+tailblade multi weapon whacking.


I missed the Verthani racial ability to add an extra cybertech augmentation in an occupied system, so you can actually double up augmentations in up to four systems.

1. Geneturge Connection Mystic - double up two biotech augmenations in one system

2. Biotechnician theme - double up two biotech augmentations in one system

3. Augemented archetype - double up two augmentations of any types in one system

4. Verthani race - double up two augmenations (one must be cybertech, the other can be any) in one system


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Xenocrat wrote:

I missed the Verthani racial ability to add an extra cybertech augmentation in an occupied system, so you can actually double up augmentations in up to four systems.

1. Geneturge Connection Mystic - double up two biotech augmenations in one system

2. Biotechnician theme - double up two biotech augmentations in one system

3. Augemented archetype - double up two augmentations of any types in one system

4. Verthani race - double up two augmenations (one must be cybertech, the other can be any) in one system

Wow. I didn't think we had that many options yet.

Gotta be expensive getting all the slots filled though.


Ravingdork wrote:
Xenocrat wrote:

I missed the Verthani racial ability to add an extra cybertech augmentation in an occupied system, so you can actually double up augmentations in up to four systems.

1. Geneturge Connection Mystic - double up two biotech augmenations in one system

2. Biotechnician theme - double up two biotech augmentations in one system

3. Augemented archetype - double up two augmentations of any types in one system

4. Verthani race - double up two augmenations (one must be cybertech, the other can be any) in one system

Wow. I didn't think we had that many options yet.

Gotta be expensive getting all the slots filled though.

Biotechnician gives 10% off all biotech, Augmented archtype gives 50% off one system. Pick your most expensive system that you plan to double up on.


I do wonder about the necrograft costs. The wording is a little ambiguous, and I get it's mostly for flavour, but I wish it was a little more concrete. How do people handle that?


Gaulin wrote:
I do wonder about the necrograft costs. The wording is a little ambiguous, and I get it's mostly for flavour, but I wish it was a little more concrete. How do people handle that?

What's ambiguous? Prices are listed on Table 1-22 and are determined by the mark of your necrograft.


A crazy expensive ultra high level option to deliver crippling debuffs ahead of attacks is to use a level 20 Grave Wind mk5 necrograft to attack with Mummy Rot and combine with fatigued condition from anther source.

Step 1: Apply fatigue. Options: Fatigue weapon critical effects (give a save), Touch of Fatigue mystic cantrip (easy save), Waves of Fatigue mystic level 5 spell (no save). ??? You want Waves of Fatigue.

Step 2: Attack with Grave Wind to inflict Mummy Rot. Save DC is 20+key ability modifier (so probably 28-29), target must be adjacent, you can attempt this five times a day so probably worth repeating if it doesn't land the first time.

Step 3: Apply effects. Mummy Rot skips latency to inflict weakened on both the physical and mental tracks. That's sickened, shaken, fatigued (stacked to exhausted), a -2 to their DCs, and they lose access to their top level spells.

Effects:
Saves: -4 (-7 to Reflex)
AC: -3
Attack rolls: -7
Skill/ability rolls: -4 (-7 if dex/str based)
Damage rolls: -2 (-5 to melee)
Initiative: -3
Attack DCs: -2
Can't cast top level spells
Can't run
Half move speed
Reduce encumbrance limit by 3 bulk (for potentially greater AC and speed hit)

Nasty.


About necrografts, I mean the opening paragraphs introducing the augmentations. It says some are free, but your body is then theirs when it dies.


So not an Armory think, but if you combine the Fabricate Scrap cantrip, 1st level Junk Armor spell from Pact Worlds (which lasts 24 hours!), and the Eternal Spell magic hack, a technomancer can turn out infinite light armor that would provide a big boost to lower level minions without having to invest in it. An 11th level (earliest you can do it) technomancer with a +1 CL aeon stone can create as many suits of 12 EAC, 14 KAC, +4 dex limit armor as he wants to for 2 standard actions each. Pretty nuts if you put that on a bunch of low CR guys to make them hard to hit.

Gaulin wrote:
About necrografts, I mean the opening paragraphs introducing the augmentations. It says some are free, but your body is then theirs when it dies.

Oh. I think that's just meant as background flavor and a suggestion for deals a GM might let you work out. They aren't likely to agree to it if you're adventuring and your body might be lost in some strange star system, though.


Pathfinder Adventure Path, Lost Omens Subscriber
Xenocrat wrote:

So not an Armory think, but if you combine the Fabricate Scrap cantrip, 1st level Junk Armor spell from Pact Worlds (which lasts 24 hours!), and the Eternal Spell magic hack, a technomancer can turn out infinite light armor that would provide a big boost to lower level minions without having to invest in it. An 11th level (earliest you can do it) technomancer with a +1 CL aeon stone can create as many suits of 12 EAC, 14 KAC, +4 dex limit armor as he wants to for 2 standard actions each. Pretty nuts if you put that on a bunch of low CR guys to make them hard to hit.

Gaulin wrote:
About necrografts, I mean the opening paragraphs introducing the augmentations. It says some are free, but your body is then theirs when it dies.
Oh. I think that's just meant as background flavor and a suggestion for deals a GM might let you work out. They aren't likely to agree to it if you're adventuring and your body might be lost in some strange star system, though.

I would totally let my PCs do this.. of course the Eox bio-technician would probably forget to tell them about the tracking biotech that activates upon the adventuring PCs inevitable death. These kind of contracts would be most lucrative and especially profitable given your getting a combat ready undead out of the deal :)


Let's talk stacking DC boosters on weapons.

1. Potency fusion (level 3): Adds +1 to any and all saving throw DCs generated by a weapon. Would apply to saves against critical effects (burning, corrode, stagger/stun, wound, etc., but not bleed effects which don't require a save) and also stuff like the Malediction fusion that allows you to cast Bestow Curse.

2. Djezet material: Adds +2 to any "magical effects created by weapons." That sounds like the Malediction fusion for sure, but also probably any critical effect granted by a fusion (as opposed to inherent crit effects). So burning crit on a laser, no, but the Burning fusion, yes. What about a spellthrower fusion?

3. Horacalcum material: Added to a melee weapon with the staggered critical effect (there are some, and also the Dimensional Disruption fusion from Dead Suns 5 grants it), it increase the DC by +2.

Are there any class abilities or feats that boost weapon crit or effect DCs?

It looks like Djezet and the Potency fusion can combine for a +3 to DC on any fusion delivered effect, which can be very nice. Malediction, Entangle (make it harder to remove), Venomous, Burning, Apprehending (remove spell abilities for 1 round), Bombarding (boost the grenade DC), Ensnaring, Mind Rending, Wounding, Vorpal, and more would all benefit from this combo.

I can't remember if the Kishalee fusions from Dead Suns count as magical effects or are weird tech only (I seem to recall possibly the latter), but if they are magical and you can get one a melee weapon that combines djezet, horacalcum, a potent fusion, and a dimensional disruption fusion would have a +5 to its save DC.

It really feels like there should be a class ability or feat that adds to this.


Xenocrat wrote:

Let's talk stacking DC boosters on weapons.

1. Potency fusion (level 3): Adds +1 to any and all saving throw DCs generated by a weapon. Would apply to saves against critical effects (burning, corrode, stagger/stun, wound, etc., but not bleed effects which don't require a save) and also stuff like the Malediction fusion that allows you to cast Bestow Curse.

2. Djezet material: Adds +2 to any "magical effects created by weapons." That sounds like the Malediction fusion for sure, but also probably any critical effect granted by a fusion (as opposed to inherent crit effects). So burning crit on a laser, no, but the Burning fusion, yes. What about a spellthrower fusion?

3. Horacalcum material: Added to a melee weapon with the staggered critical effect (there are some, and also the Dimensional Disruption fusion from Dead Suns 5 grants it), it increase the DC by +2.

Are there any class abilities or feats that boost weapon crit or effect DCs?

It looks like Djezet and the Potency fusion can combine for a +3 to DC on any fusion delivered effect, which can be very nice. Malediction, Entangle (make it harder to remove), Venomous, Burning, Apprehending (remove spell abilities for 1 round), Bombarding (boost the grenade DC), Ensnaring, Mind Rending, Wounding, Vorpal, and more would all benefit from this combo.

I can't remember if the Kishalee fusions from Dead Suns count as magical effects or are weird tech only (I seem to recall possibly the latter), but if they are magical and you can get one a melee weapon that combines djezet, horacalcum, a potent fusion, and a dimensional disruption fusion would have a +5 to its save DC.

It really feels like there should be a class ability or feat that adds to this.

Improved Critical feat, +2 to critical DCs. So for a fusion granted critical effect you can boost the DC by +5, +7 if it's a magical stagger effect from a (melee) weapon.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I'm imagining a Mr. Freeze styled character wielding an ice-covered baton that staggers its victims.

Or, more simply, a vesk soldier that excels at lopping off limbs with their vorpal doshko.


Ravingdork wrote:

I'm imagining a Mr. Freeze styled character wielding an ice-covered baton that staggers its victims.

Or, more simply, a vesk soldier that excels at lopping off limbs with their vorpal doshko.

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 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).


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
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.


A 17th level Technomancer with Phasing Spellshot hack can fire at a known target from 2000' (scoped high item level sniper range increment) x 7 (Far Shot feat, bipod, and laser scope to eliminate 6 range increments of penalties past your first) or 14000' away (well over 2 miles) with no range penalty. If he hits, which he can boost up to +6 with the Empowered Weapon magic hack, and he can roll twice by precasting the 3rd level Probability Prediction spell, he can deliver a 9d6+8, average 39.5 (Harmful Spells hack) Explosive Blast with a 40' radius (Widened Spell hack).

You can do that for 3 resolve points, the average CR 3 opponent has 40 HP with a high Reflex save of +5, vs a DC of 16 (with Spell Focus) plus modifier, or 24 if you optimize.

If your targets are on TV, you can select one on the edge of the crowd and instead cast Heat Leach in a 120' cone directed toward the crowd and doing 13d8+8, avg 66.5 damage. CR 5 have an average 70 HP and high reflex save of +7.

No nation or corporation can afford to upset 17th level Technomancers, they can kill hordes of people in crowds at concerts, parliamentary meetings, shareholder meetings, company picnics, etc with total impunity until they get bored and teleport away. I imagine very well funded groups have to build force fields into their meeting rooms to avoid group assassinations, and a little disguise to avoid looking like yourself (and therefore not targetable by the Technomancer who doesn't know your current appearance) would seem wise for VIPs and their bodyguards.

It's probably a good thing that the insane cultist kill everyone types skew hard towards Mystic rather than Technomancer.

Exo-Guardians

What would make the deadliest sniper, at the earliest level?


Xenocrat wrote:

A 17th level Technomancer with Phasing Spellshot hack can fire at a known target from 2000' (scoped high item level sniper range increment) x 7 (Far Shot feat, bipod, and laser scope to eliminate 6 range increments of penalties past your first) or 14000' away (well over 2 miles) with no range penalty. If he hits, which he can boost up to +6 with the Empowered Weapon magic hack, and he can roll twice by precasting the 3rd level Probability Prediction spell, he can deliver a 9d6+8, average 39.5 (Harmful Spells hack) Explosive Blast with a 40' radius (Widened Spell hack).

You can do that for 3 resolve points, the average CR 3 opponent has 40 HP with a high Reflex save of +5, vs a DC of 16 (with Spell Focus) plus modifier, or 24 if you optimize.

If your targets are on TV, you can select one on the edge of the crowd and instead cast Heat Leach in a 120' cone directed toward the crowd and doing 13d8+8, avg 66.5 damage. CR 5 have an average 70 HP and high reflex save of +7.

No nation or corporation can afford to upset 17th level Technomancers, they can kill hordes of people in crowds at concerts, parliamentary meetings, shareholder meetings, company picnics, etc with total impunity until they get bored and teleport away. I imagine very well funded groups have to build force fields into their meeting rooms to avoid group assassinations, and a little disguise to avoid looking like yourself (and therefore not targetable by the Technomancer who doesn't know your current appearance) would seem wise for VIPs and their bodyguards.

It's probably a good thing that the insane cultist kill everyone types skew hard towards Mystic rather than Technomancer.

Sure, but you're also looking at T1-2 starships with tactical nukes. Then there's all the normal ways to do things like that. Mass destruction is easy in starfinder, you just need the CR17 technomancer to do it in style.

I'd imagine important meetings are held in starships that are harder to infiltrate and attack. Individual security might simply be a few high CR bodyguards and a raise dead spell, plus holoskins are cheap for the current appearance bit.


I'm jumping on the multiple augmentations bandwagon with this mechanic combo.

- At level 14, mechanics with drone meld can now make use of a basic mod on the drone while its melded. Lots of awesome potential.

- The armory also introduced a new basic mod, Cybernetic Bridge, which allows you to install most cybernetic or magitech augmentations into the drone. It's swappable and if you're skilled enough, the augmentation is free.

Now combine the two, and you when you meld with your drone you can gain the benefit of the augmentation from the mod. It only takes an hour to swap it out so you can change it as needed between scenes.


The coil rifle snipers, which lack the unwieldy quality, can be used to full attack at sniper range with the Operative Fast Aim exploit.

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.

A triple/quad attacking operative would be a pretty good way to do this, too.


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

The coil rifle snipers, which lack the unwieldy quality, can be used to full attack at sniper range with the Operative Fast Aim exploit.

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.
A triple/quad attacking operative would be a pretty good way to do this, too.

True, but I've made SO many operatives lately...


Xenocrat wrote:

A crazy expensive ultra high level option to deliver crippling debuffs ahead of attacks is to use a level 20 Grave Wind mk5 necrograft to attack with Mummy Rot and combine with fatigued condition from anther source.

Step 1: Apply fatigue. Options: Fatigue weapon critical effects (give a save), Touch of Fatigue mystic cantrip (easy save), Waves of Fatigue mystic level 5 spell (no save). ??? You want Waves of Fatigue.

Step 2: Attack with Grave Wind to inflict Mummy Rot. Save DC is 20+key ability modifier (so probably 28-29), target must be adjacent, you can attempt this five times a day so probably worth repeating if it doesn't land the first time.

Step 3: Apply effects. Mummy Rot skips latency to inflict weakened on both the physical and mental tracks. That's sickened, shaken, fatigued (stacked to exhausted), a -2 to their DCs, and they lose access to their top level spells.

Effects:
Saves: -4 (-7 to Reflex)
AC: -3
Attack rolls: -7
Skill/ability rolls: -4 (-7 if dex/str based)
Damage rolls: -2 (-5 to melee)
Initiative: -3
Attack DCs: -2
Can't cast top level spells
Can't run
Half move speed
Reduce encumbrance limit by 3 bulk (for potentially greater AC and speed hit)

Nasty.

Divine Blessing (Urgathoa) feat would let you spend a swift action to force an immediate save and drop another level down the condition tracks immediately if the fail the first save.

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