Sheeva Stomp


Rules Questions

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I have a 2,000 pound Shobhad operative/soldier she-warrior with a jump modifier of +66. She can take 10 on her Athletics checks as well and cover double the normal distance, so she will never have less than a 76, allowing her to make a lateral jump of 152 feet or a vertical jump of 38 feet.

I want put that incredible leaping skill of hers into action and Sheeva Stomp somebody. What would happen if she attempted that? What should happen?


The answer to both is "depends on the surface you are jumping on, ask your GM". This goes beyond the boundaries of the strictly defined rules, so you need to use actual GM discretion.

What I would do? In general, not much, I usually assume that most structures in Starfinder are built from strong space fantasy building material. If a one ton PC jumps around a lot in relatively unreinforced civilian areas, I might note some cosmetic effects, in terms of cracking the pavement so to speak, which might lead to people complaining. If the surroundings are specifically fragile, like a wooden bridge or an iced-over lake? Then I'd note "you are in a precarious place, tread cautiously.

Oh, for literally jumping on enemies? I'd treat it as both an unarmed attack and a charge. If you want to immobilize the enemy rather than damage them, you could treat it as a grapple instead. I wouldn't grant extraordinary extra damage for either the weight or the leaping movement.


Yea i don't think your gonna get clear rules on it ....However Falling objects 401 ...Dropping a object on a creature requires a ranged attack against its Kac (never says it can't be you) ...OR if it is just falls its a dc 15 reflex save.....I would let you target one creature with the attack roll ..or everything you can land on with your space with no attack and a dc 15 save ...and damage equal to your size as a falling object.....i would also make you take falling damage(from 38ft) because its not a safe landing


Alternatively, just inflict the amount of falling damage on the person fallen upon, but require an attack role to actually hit them, and they get a saving through to take half damage. Note, this is just for them, *you* just take the falling damage straight. Any effort ( like Acrobatics ) to reduce your own falling damage, would at best also reduce the damage applied to your target, at worst negate the possibility of it working as an attack.


for a dropped object you don't seem to get a save anymore because they make a attack roll ....saves are for something that just happens to fall on someone(in which case there is no attack roll)....but how to apply that to this is a judgement call


The rock falls and the party dies.....>.>


well if the rock just falls then they all get saves and the slow ones die...if someone drops it just the person they hit dies.....I'll admit its odd a dropped(aimed)object never seems to be big enough to him more than one person..(i think that's how it works anyway)


I love this concept. Let me get that out of the way.

Technically let's approach this as an attack of some type. That being said we have a couple of options open to us.

Unarmed strike?
Unarmed melee attack?
Armed melee attack?

Let's persue each one and see where we land in the "this makes sense" arena.

Unarmed strike - technically this is correct. However it causes non lethal damage. If anything weighing a ton lands on you with any kind of momentum you are going to suffer some blunt force trauma. However, physics is a harsh mistress and your character would probably suffer a similar amount of damage. Newtons third law is a cruel master.

Unarmed melee attack - I discussed this in a previous post. If you have something which could provide the blunt force damage when you land that isn't your foot, this becomes a viable option for your DM to consider without the blowback of physics. Consider power armor for making this option a more lethal one without the pesky blowback of physics.

Armed melee attack - this is the least realistic as you are turning your weight and jump force in to a weapon and that would be hard to explain without you being equally injured. Think of it this way, you launch up and prepare to stomp some unfortunate soul into the ground and that clever soon to be pancake sticks his sword straight up for you to land on. Would it deflect ur attack? Would his armor protect him from crushing damage?

As a DM, I would set up a system since its interesting but there would be a good long discussion on how it would work.

As a side note, what is your STR? It would have to be categorically insane to allow you to launch a 1 ton creature in to a 38 ft vertical.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

She's not launching another creature, she's jumping and landing herself under her own power. Her strength actually isn't all that high, only 15. (Though I'm thinking about adjusting it.)


See, here's where PF2 using Athletics for Combat Maneuvers would be good. Cause you could tie the leap into a bull rush or some other form of maneuver. Barrel over someone with that raw size and have the mechanics back it up.

Just GMing it, apply the fall damage from the vertical max as a type of charge attack? So 3d6 if you just throw yourself at someone. Considering level, that's not a huge amount, at +66 Athletics your unarmed I would assume to be level 20, so 1d3 without investment +20 from Specialization and +Str modifier. This is representing just landing or barrelling into someone not actively trying to attack.

Or, you could use some of the 0-grav rules where you hit walls and stuff and become off-kilter.

I wouldn't give too much outside of the rules, just because I wouldn't want to open it to abuse. I do agree though sense-wise it should do something. You could consider it a charge w/ jump? I think that's a thing.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

She's only level 10; an operative 9/soldier 1.

Speed breakdown:

40 base racial
30 complete speed suspension
20 quick movement
20 improved quick movement
10 fleet
10 rapid response
130 TOTAL

Athletics / Jump breakdown:

10 ranks
03 class bonus
02 Strength bonus
03 operative's edge / skill focus
08 leapers armor upgrade
40 speed bonus
10 d20 roll (taking 10)
76 TOTAL

The Jet Dash feat lets her cover twice the normal distance while jumping, and her Operative Specialization Skill Mastery lets her take 10, even while under stress.


Ravingdork wrote:
She's only level 10.

... *looks to the +66, and to level 10* ... Hoooow?!

Still though, 3d6 vs 1d3+10+2 is pretty on par-ish. 3-18 vs 13-15.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Isaac Zephyr wrote:
Ravingdork wrote:
She's only level 10.

... *looks to the +66, and to level 10* ... Hoooow?!

Still though, 3d6 vs 1d3+10+2 is pretty on par-ish. 3-18 vs 13-15.

I predicted you'd ask, so I provided a breakdown above (you posted while I was in the middle of writing it).


Ravingdork wrote:
She's not launching another creature, she's jumping and landing herself under her own power. Her strength actually isn't all that high, only 15. (Though I'm thinking about adjusting it.)

Yes I understand. This begs the question then of how something with 15 STR could possibly get 2000 lbs (a literal ton) 39 feet off the ground? It makes me wonder how this 2,000 lb shobhad can even walk. One leg would weigh close to 500 lbs. The physics here are quite literally, staggering, the mind. How is this Shobhad 2000 lbs? Is she carrying something? Is this her natural weight? I'm trying to conceptualize this character and I'm falling short. There are large creatures that weigh a ton but none of them are bipedal. Is this just a flavor for the character?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Magyar5 wrote:
Ravingdork wrote:
She's not launching another creature, she's jumping and landing herself under her own power. Her strength actually isn't all that high, only 15. (Though I'm thinking about adjusting it.)
Yes I understand. This begs the question then of how something with 15 STR could possibly get 2000 lbs (a literal ton) 39 feet off the ground? It makes me wonder how this 2,000 lb shobhad can even walk. One leg would weigh close to 500 lbs. The physics here are quite literally, staggering, the mind. How is this Shobhad 2000 lbs? Is she carrying something? Is this her natural weight? I'm trying to conceptualize this character and I'm falling short. There are large creatures that weigh a ton but none of them are bipedal. Is this just a flavor for the character?

I couldn't find a listed weight for shobhad, so I assumed the weight of a human under the effects of an enlarge person spell (which increases your weight by eight fold) in Pathfinder. So a 200 pound human makes a 1600 pound shobhad. I rounded up a bit for the extra muscle mass and another pair of arms inherent to all shobhad.

Just a simple hypothesis in other words.

EDIT: Here's a size comparison image I made a while back. Even if she isn't that heavy, she most certainly would be once you take into account the weight of her gear.


Tell me about the 38 vertical. According to the rules, a vertical jump is 4x harder. So a 38 vertical would be a DC of 152. That's a bit out of your range even with the bonus from increased movement.

With a 76 my math works out to....19 ft vertical. If u don't move 10 ft it reduces to about 10 vertical.

The rules give a weight range of 500lbs to 2 tons for large creatures but as a DM I would cap your character at about 600 lbs including gear for a bipedal creature attempting this. It just doesn't feel right that a bipedal creature weighing a ton could be like Air Jordan in normal gravity.

Don't get me wrong, I still think it's a great idea, and would still crunch the numbers especially if you used some additional tech to increase ur jump capabilities and how you could deal damage.


One last consideration if you are adamant about the weight. Have u seen a car dropped from 40 feet? The car never enjoys the results. How do you propose to avoid this massive amount of falling damage yourself?


If it helps, remember that Pathfinder ( and I think everything back to 3e ) gives a carry weight bonus for size. Starfinder doesn't do so, explicitly, but the logic probably still applies. A Large humanoid gets the same-ish Strength score and carry capacity as a Medium humanoid, but the assumption is that their added size-based carry capacity just about covers their added weight. At least, close enough to not be worth added rules.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Magyar5 wrote:

Tell me about the 38 vertical. According to the rules, a vertical jump is 4x harder. So a 38 vertical would be a DC of 152. That's a bit out of your range even with the bonus from increased movement.

With a 76 my math works out to....19 ft vertical. If u don't move 10 ft it reduces to about 10 vertical.

The Jet Dash feat doubles the distances a character can jump, so with a running start, the DC is effectively 2x harder for a vertical jump, not x4. 76 / 2 = 38

Magyar5 wrote:

The rules give a weight range of 500lbs to 2 tons for large creatures but as a DM I would cap your character at about 600 lbs including gear for a bipedal creature attempting this. It just doesn't feel right that a bipedal creature weighing a ton could be like Air Jordan in normal gravity.

Don't get me wrong, I still think it's a great idea, and would still crunch the numbers especially if you used some additional tech to increase ur jump capabilities and how you could deal damage.

I mean, if you want to limit players based on your perceptions of physics in a fantasy game, I guess you could, but why would you? Is that going to increase the game's enjoyment for anybody?

Magyar5 wrote:
One last consideration if you are adamant about the weight. Have u seen a car dropped from 40 feet? The car never enjoys the results. How do you propose to avoid this massive amount of falling damage yourself?

Fantasy heroics.

If you applied realistic physics of gravity and biomechanics, half the creatures in the Alien Archive could not operate as shown, or even exist. That's no fun, so I'm not going to waste time worrying about it.

That being said, I really do appreciate and value your feedback. :)


Looking at the falling object rules, it looks like a shobhad landing on your head would deal 2d6 base damage, or 1d6 if it fell less than thirty feet, and would require an attack roll against KAC. I'd probably allow the shobhad's strength modifier to be added in this case, and maybe allow unarmed strike damage in its place if it's higher than 2d6.

I don't think the character would take any falling damage in this case, since the Athletic skill clearly states you don't fall unless you fail the check. :P

For GMs who are worried about this getting out of hand, I would recommend applying 2d6 nonlethal damage to the shobhad (if over 30 feet), for deliberately jumping and for landing on a yielding surface (per the falling rules).


You are correct about Jet Dash, however that only adds to the problem instead of alleviating it.

I don't mean to rain on your parade. I simply want this idea to succeed in a plausible and fair manner.

To your other points:

Rules are designed to give players an understanding of the world they are playing in and how it operates. As you have undoubtedly noted by now I am a very careful reader of the rules and strive to interpret them in a manner that is fair and makes sense. To that end, none of my reading of the rules for Starfinder would lend credibility to what you are attempting to accomplish without (and that is what I am trying to say) some alterations to your design. As a DM, setting a precedent for a creative player to bend the rules of the system's reality in a way that benefits them to a point it could lessen the fun for other players who are not as creative can indeed decrease the enjoyment of the game for everyone. As a result, it's worth having a discussion around the implied understanding of the game world and it's physics to more successfully implement your idea in a way that is fun, creative, and rewards creative thinking.

To that end, it was never my attempt to disregard your idea. I stated that I liked this idea and still do. I simply would call in to question the feasibility of implementing it and scaling it. For example, if you only do 2d6 or 3d6 falling damage to your enemy and yourself, then the ability (while interesting) is certainly going to fall behind other abilities very shortly as you attain higher levels.

If your goal was to do a massive amount of damage to enemies by landing on them and crushing them superhero landing style, then I can't see that is feasible with the rules as written. There are no rules in StarFinder outside of falling damage/objects that would assist in calculating this potential. The best you could hope for is about 3d6-4d6 damage to an enemy and a similar amount to yourself. As a DM I would disallow the damage from being nonlethal as this is intended as an attack against an enemy and the normal falling rules for a player character wouldn't apply. You aren't attempting to avoid this damage, but instead, inflict it. The rules around Falling objects are quite clear, and you would need to make a ranged attack against the targets KAC with a penalty for range increment depending on how high you jumped (28 feet would apply a single range increment penalty). And you would inflict 4d6 damage. Then you would need to calculate damage to yourself in a similar method.

Now. All that being said. That's not how I would do it. If a player in my group came up with something like this I would work together to make the idea feasible, fun, and scale able as the game progresses. I would require some additional changes to the concept which would fit more thematically with the physics of the Starfinder world and I would also ensure that the player would be able to avoid or mitigate a large portion of the damage . However that's just me.

As it is, there are rules for falling objects hitting players (which this would be) and falling damage to players (which this would be as well), and using those as guidelines I would attempt to make something interesting and fun, but if that's not your cup of tea you can use the rules as written.


Well she's large so that would be base 4d6 if she gets at least 30 ft in the air .....and i would like to point out again it never says you can't use yourself as the dropped object ..if your using the direct attack version(where you make a ranged attack roll), its pretty much by the book....As for a acrobatics roll to reduce damage...I'm not sure you should get it because its not a safe landing, also there doesn't seem to be any rules for using acrobatics or athletics to reduce a fall anymore ...but bringing it back is a sensible house rule


also i would probably let her add her str to damage ....nothing to support that in rules though


Xoshak4545 wrote:
also i would probably let her add her str to damage ....nothing to support that in rules though

The rules for Falling Objects has some leeway but they are fairly clear. The rules which are notable are as follows

"An object that falls upon a character deals damage based on
its size and the distance it fell."

"In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage."

"Note that a falling object takes the same amount of damage as it deals."

So according to these rules, since the player is the falling object they would potentially deal a maximum of 4d6 damage to a target due to being large (dense weight with the design as stated). The player would take that much damage, no saving throw or way to mitigate it.


Magyar you last comment hadn't come threw when i posted mine I was actually responding to the damage the guy above you listed and just tossing it out to the board ...i pretty much agree with what you said in last two posts ..but like I said there is gonna be a clear answer on this one...most objects don't lean into an opponent or try to land on their feet...unarmed is another way to go


Xoshak4545 wrote:
Well she's large so that would be base 4d6 if she gets at least 30 ft in the air .....and i would like to point out again it never says you can't use yourself as the dropped object ..if your using the direct attack version(where you make a ranged attack roll), its pretty much by the book....As for a acrobatics roll to reduce damage...I'm not sure you should get it because its not a safe landing, also there doesn't seem to be any rules for using acrobatics or athletics to reduce a fall anymore ...but bringing it back is a sensible house rule

Creatures generally aren't as dense as stone, so would it not be reduced to 2d6 for a large object falling over 30 feet?


Daren Mott wrote:
Xoshak4545 wrote:
Well she's large so that would be base 4d6 if she gets at least 30 ft in the air .....and i would like to point out again it never says you can't use yourself as the dropped object ..if your using the direct attack version(where you make a ranged attack roll), its pretty much by the book....As for a acrobatics roll to reduce damage...I'm not sure you should get it because its not a safe landing, also there doesn't seem to be any rules for using acrobatics or athletics to reduce a fall anymore ...but bringing it back is a sensible house rule
Creatures generally aren't as dense as stone, so would it not be reduced to 2d6 for a large object falling over 30 feet?

In most cases yes, however the post author stated that this shobhad was 2000 lbs. For a Large size creature I would say that's pretty dense.


Yea know,now i think about it that's both a good point and a judgement call that's been around since 3rd edition and i think we always decided it on a case by case basis (half for a mage full for a warrior in full plate) .. 2000 pounds in the large category sounds pretty dense to me..but yea i can definitely see calling your way in many cases, good catch ....to be honest though, her doing only 4d6 when she jumps on you from over 100 foot away seems kinda weak to me already.


LOL happened again


Xoshak4545 wrote:
Yea know,now i think about it that's both a good point and a judgement call that's been around since 3rd edition and i think we always decided it on a case by case basis (half for a mage full for a warrior in full plate) .. 2000 pounds in the large category sounds pretty dense to me..but yea i can definitely see calling your way in many cases, good catch ....to be honest though, her doing only 4d6 when she jumps on you from over 100 foot away seems kinda weak to me already.

I agree, 4d6 seems a bit low for the authors intended affect. Hence I would work with a player and refine the concept and add some in house rulings that would achieve and reward this type of creative thinking without making it game breaking or boring or being outscaled by other forms of damage.

For example, instead of the characters mass doing the damage would it be acceptable to the player to instead use this leaping attack in conjunction with large 2 handed weapon, thus adding the fall damage to the weapons listed damage. Perhaps this would be a full round action as well which lets you utilize some of the larger, heavier 2 handed weapons that don't allow for full attack actions in a round. This also allows for scaling with the weapons damage as players get better weapons. It also allows for the players character to avoid a lot, if not all of the falling damage.

I like the idea and think it's worth exploring on a per case basis.

The Exchange

I would fluff it as your trick attack damage and conditions.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
GeneticDrift wrote:
I would fluff it as your trick attack damage and conditions.

That would be totally fine with me (especially with Spring Attack), but it still feels like it should be an unarmed strike, which currently isn't compatible with trick attack. :(

Ideally, she would leap through the air, land on her foe dealing unarmed strike damage plus trick attack damage, then jump off to land several feet away. (This very closely mirrors Shiva's teleport stomp special move from Mortal Kombat, which is what I'm trying to emulate.) If I could somehow add a prone condition or trip attack into it as well, that would be even better.

Sadly, that is not possible at this time, to my knowledge.


Well, hold on. That may not be entirely true. It might be possible.

Let's talk about your goal as you stated it and how it can be achieved.
Let me re-iterate your goal to see if I have it right.

1). You want to perform a leaping attack which deals damage.
2). Ideally you would like this attack to also impose a tripped condition ( this would knock the target prone)
3). You would like to be able to move afterwards.

Does this summarize the extent of your envisioned attack?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yes, that's about right. I suppose the movement afterwards is a secondary concern, though would be obviously useful.

Dark Archive

Ravingdork wrote:
GeneticDrift wrote:
I would fluff it as your trick attack damage and conditions.

That would be totally fine with me (especially with Spring Attack), but it still feels like it should be an unarmed strike, which currently isn't compatible with trick attack. :(

pistol whip kinda does it


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Name Violation wrote:
Ravingdork wrote:
GeneticDrift wrote:
I would fluff it as your trick attack damage and conditions.

That would be totally fine with me (especially with Spring Attack), but it still feels like it should be an unarmed strike, which currently isn't compatible with trick attack. :(

pistol whip kinda does it

I don't much care that I have to be holding a small arm to make it work, but it's not like I can't spare the hands. :P

Maybe I could talk a GM into allowing a variant of that ability with harsher prerequisites, but doesn't need a small arm. (Though I much prefer to do this without house ruling if possible.)

Maybe I can somehow find a way to put small arms into my boots, and then name the character Bayonetta. :P

The Exchange

Ravingdork wrote:
Name Violation wrote:
Ravingdork wrote:
GeneticDrift wrote:
I would fluff it as your trick attack damage and conditions.

That would be totally fine with me (especially with Spring Attack), but it still feels like it should be an unarmed strike, which currently isn't compatible with trick attack. :(

pistol whip kinda does it

I don't much care that I have to be holding a small arm to make it work, but it's not like I can't spare the hands. :P

Maybe I could talk a GM into allowing a variant of that ability with harsher prerequisites, but doesn't need a small arm. (Though I much prefer to do this without house ruling if possible.)

Maybe I can somehow find a way to put small arms into my boots, and then name the character Bayonetta. :P

Mazecore hoverskates?


OK, the let's make this happen.

First we need to decide how to categorize this attack. Standard action, full action, move action, etc..

I am inclined to make this a full action. Due to the fact you will be jumping, attacking, and potentially moving all within a 6 second time frame. It also keeps this in line with similar abilities and in this case.

Next we need to determine how to accomplish all the things you would like in a full action.

Let's start with #3. That's the easiest. Making Spring attack a pre-requisite for this ability would be a must.

The next part is tougher. Dealing damage without taking damage. This is going to be difficult to do with the stated purpose. If you absolutely must use your physical body to deal the damage, I don't think there's a way to get around taking a similar if not same amount of damage. I can really only see 3 ways to handle this. Either 1). Accept the damage as part of this maneuver (I don't like this option) 2). Change the form of damage to a melee attack with something large and heavy (any unwieldy 2 handed weapon would fit this bill). 3). Use power armor which would lessen your mobility choices but open choices for special modifications that would allow this type of attack (for example.. an in house armor upgrade like leg leaping servos).

The next thing is the trip attack. This is handled easily by making this entire ability a unique type of Combat maneuver and forcing the attack to target KAC + 8. This would open additional feats to allow this attack to hit more often. The target would, of course be allowed a reflex saving throw to avoid half the damage and the trip.

Additionally I would require that you move 10 feet before making the leap, and you could move at MOST 10 feet after the landing. This would impose a type of movement penalty of 20 horizontal feet maximum total and your target would need to be within 10 feet of the player. Both of these are pretty serious mobility penalties making this unfeasible for anything further than 10 feet away.

Lastly let's talk damage. You would do the base weapon damage plus an additional 1d6 damage per 10 vertical ft that your character moves. A reflex saving throw would negate the trip and the character would only take half damage from the attack.

So rolling it all up

Sheeva Stomp: You leap and strike with enough force to smash your target to the ground.
Pre-reqs: Speed of 100, Spring attack, Large creature.
You can leap and strike with enough force to knock your opponent prone and do additional damage. You must move at least 10 feet before you launch in to the air. Make a combat amnuever attack roll. If you succeed you strike the opponent and deal normal melee damage + 1d6/10 feet that you leaped vertically. In addition your opponent is knocked prone. The target is allowed a reflex saving throw to negate the prone condition and reduce the damage by half. Once you land you can move up to 10 feet.

What do you think?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I think I'm not a fan of house rules. :|


Ravingdork wrote:
I think I'm not a fan of house rules. :|

Nuff said


That just means ur stuck with the rules as written.

Falling object of large size. 4d6 damage to the enemy and the object. Half if falling less than 30 ft.


for something that's less of a stretch you could make the falling damage give a reflex save (more like a I'm jumping there and you in my way) and then normal attack (STOMP,STOMP) then just spring attack back... luckily you can afford to shave off 5 feet of you max jump height (or equivalent long jump) and still should do 4d6 ..still think the initial landing should be a little rough on you though. I don't think you should take damage as a falling object, but as a falling creature because that's what you are. & I found the part about making Acrobatics check ...jumping down deliberately from 30f , 1d6 nonlethal 2d6 Lethal ...with Dc 15 acrobatics check, 2d6 nonlethal 1d6 lethal ...just need a little DR and either daredevil or ghost operative specialization for the trick attack ... oh yea heavy armory pro, weapon spikes with a operative weapon (and a hand free)...LOL taste my cleats ...and Knee shot to knock them prone


Have to pick heavy armor with no movement penalty though


ah... forgot your land speed would drop anyway ..Never Mind


Retractable Spike stiletto heels (integrated into armor) ...that works with light armor


and I though of one more thing that might help Tetrad rings (cool small arm for an operative to start) but the main thing is it's a set of rings (assuming 4 by name) & would let you pistol whip with your bling


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Xoshak4545 wrote:
and I though of one more thing that might help Tetrad rings (cool small arm for an operative to start) but the main thing is it's a set of rings (assuming 4 by name) & would let you pistol whip with your bling

Love it! What's their level distribution look like? (I might actually want to shoot something on occasion.)


Ravingdork wrote:
Xoshak4545 wrote:
and I though of one more thing that might help Tetrad rings (cool small arm for an operative to start) but the main thing is it's a set of rings (assuming 4 by name) & would let you pistol whip with your bling
Love it! What's their level distribution look like? (I might actually want to shoot something on occasion.)

7/12/19. Really weak damage for their level, but it's blunt/force damage that targets EAC with a push critical.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

That's totally perfect! That will even allow me to emulate Sheeva's fireballs, which were known to knock her opponents around.

I think we're done here. Combining those with Pistol Whip, Trick Attack/Spring Attack, and an insane jump modifier will represent my character concept quite well enough for my tastes. Thanks for your help everyone!


Xoshak4545 wrote:
for something that's less of a stretch you could make the falling damage give a reflex save (more like a I'm jumping there and you in my way) and then normal attack (STOMP,STOMP) then just spring attack back... luckily you can afford to shave off 5 feet of you max jump height (or equivalent long jump) and still should do 4d6 ..still think the initial landing should be a little rough on you though. I don't think you should take damage as a falling object, but as a falling creature because that's what you are. & I found the part about making Acrobatics check ...jumping down deliberately from 30f , 1d6 nonlethal 2d6 Lethal ...with Dc 15 acrobatics check, 2d6 nonlethal 1d6 lethal ...just need a little DR and either daredevil or ghost operative specialization for the trick attack ... oh yea heavy armory pro, weapon spikes with a operative weapon (and a hand free)...LOL taste my cleats ...and Knee shot to knock them prone

I would disagree on the falling damage. When a player falls they typically do everything they can to avoid the damage. In this case the idea is to inflict damage.

Of course, those would need to be discussed with the GM.

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