Concerns regarding having to roll to buff a teammate


Biohacker


A friend of mine on Discord has one big problem with the Biohacker and, to quote him directly, "I just think rolling to buff your allies is silly".

While I don't quite agree, I can see where he's coming from. The Biohacker being a medium BAB class and flat-footed not being as big an impact in SF as it can be in PF, having your main gimmick be reliant on attack rolls feels off.

Anyone have similar concerns about the class or is it not as bad as it sounds?


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

I'm not looking at it as needing to roll to buff, but needing to roll to buff from range.

Based on the statement that "You must hit an unwilling creature with a melee attack to inject them with an injection" it seems that you can still avoid the attack roll if you inject your ally point blank. I think that having a risk/reward tradeoff between needing to hit your allies from a distance, or needing to get close to them, possibly in a more dangerous position, makes for fun gameplay, as long as the buffs can be good enough to be worth running up to deliver them.

I am also good with this because the fairly common (though definitely not universal) assumption I saw that needlers pistols should be usable to inject allies at a distance while ignoring their armor/cover/etc was always pretty grating for me, but that is purely a personal reaction.


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If you're adjacent, which you often will be, you don't have to roll. And remember they last longer as buffs, so delaying/organizing initative and spacing in that first round to ensure the buff isn't that big of a deal.

The buffs are also not as good as the debuffs, so I don't know that you'll use them as often that way. When you do, it might be an out of combat skill boost so none of this matters.

You get accuracy boosts (+1 standard, +2 from flatfooted) when shooting allies, and you can invest in an additional +3. If you don't want to miss and you want to buff at range you can make it happen reliably.


Been a while since I checked the spells; are there many buff spells they can use from range?


ShadowFighter88 wrote:
Been a while since I checked the spells; are there many buff spells they can use from range?

This is the biohacker forum - they shoot people (or stab if adjacent) with injections to buff them, no spells.


Xenocrat wrote:
ShadowFighter88 wrote:
Been a while since I checked the spells; are there many buff spells they can use from range?
This is the biohacker forum - they shoot people (or stab if adjacent) with injections to buff them, no spells.

I was asking in comparison to a Mystic buffing people. Like if they're also restricted to getting adjacent to an ally to deliver buffs as a Biohacker would if they didn't want to have to make attack rolls for buffing.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

There are not many buff spells for either mystic or technomancer, but a fair number of those that do exist, like Resistant Armor, Death Ward or invisibility are touch range.

Those that are usable at some distance, like haste, do not require a roll. A different class working differently is not a bad thing, though.


The few buffs also have minutes or longer duration, where a biohacker only has (very few) rounds. Not really comparable.


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Still being able to give your melee fighter the toxic "restorative" that makes anybody who attempts to hit them in melee -2 to hit them for four rounds at level one is a pretty solid buff that can easily be given before the fight starts.

Applying stuff at a range being something that can fail is the downside of a lot of their stuff either stacking with other buffs or applying some serious conditions at a range.

At level 2 you can rock a +6 to hit friendly targets at a range not including any dex or other feat modifiers. If you are worried about trying to apply this stuff to friendly targets at a range you can mitigate that pretty well.

Otherwise just get adjacent to them and there is no chance of flubbing.

Also there is the conserving fusion that appears to let you on a miss not expend the injection/serum as it specifically works on dart weapons. If you find yourself needing to shoot healing serums on the battlefield investing in the conservation fusion when you are able to acquire it seems very much worth doing.

Shadow Lodge

Haste can buff the party from short range

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