| BigNorseWolf |
Running a level 4 biohacker through The beacon code dilema
Basics: Using two weapon fighting this biohacker tries to full attack with multiweapon fighting. ysoki, Dex>Int
Test Subjects Other party members
-Solarion
-Mystic
-Technomancer
-Operative
Skill challenge Did okay with skills. Not to amazing though.
Space ship skill challenge: Alright. one VERY useful thing you can do on round 1 is give the pilot some performance enhancing drugs. (won't work on the gunners unfortunately)
First fight
With good to average rolls no problems hitting even slightly above tier. Most of the party had laser weapons, so giving the monsters vulnerability to fire HURRRRT. I know some people think its overpowered (and it might be) but All of the other options just impose penalties to hit in a system where thats pointless because the bad guys will still hit you on a 2. Being able to shoot an ally in th ebutt with a healing serum and still ding the bad guy was useful and fun but not always neccesary because of the mystic.
Round 1 Imposed Fire vulnerability to monster 1 and nicked it
Round 2 Shot ally in the butt with healing serum And pinged monster 2 with a sonic pistol
Round 3 Imposed fire vulnerability on monster 2.
Round 4 Watched monster 2 get critted with the laser rifle shot from the technomancer while vulnerable to fire and turn into a mini supernova
Second fight
Mostly made saves in the back
Round 1 walked in and missed
Round 2 used a regular dart to whittle their hp down.
Round 3 technomancer cast kill steal (magic missile) and they dropped.
Third Fight
Round 1 Hit the larger monster to make it easier to hit. That came in handy a bunch of times
Round 2 Miss making the larger monster vulnerable to fire and move to a door
Round 3 Load the boss dart (spark of ingenuity for -2 AC and vulnerable to fire in the same shot) Hit the boss
Round 4) The boss had shaken the operative, who kept rolling exactly 2 less than he needed. Poke him in the butt with a +2 skill serum to even it out.
Round 4: Solarion goes supernova and boss misses save. Takes out the downed bear and the still up boss. POOF. Ashes.
Really good mix of direct action and party buffing.
If genetics wants competition as the go to discovery, the other fields need an offensive option.
Tracking which darts i had ready in the gun wasn't that bad with only one needler gun (I'll see if i go crazy with the level 8 version)
I think the amount of shots you have is just right. I can't hand them out like candy but I'm not desperately short on them either.
Fun ways to theme a lot of the abilities.
| BigNorseWolf |
I don't think you can reduce their fire resistance to past 0? How does that work?
It is absolutely brutal if most of your party does the same energy type. This random group had most of the party shooting lasers and the other person was a solarion so they Nova'd after three rounds.
| BigNorseWolf |
Giving the pilot performance-enhancing drugs doesn't work under the rules, I think. Starship rounds are explicitly not the same as the six-second rounds of regular combat, and class features + items don't apply in starship combat unless explicitly noted.
Starfinder FAQ
Under "Actions" on page 322 it is stated "Class features and items affect crew actions only if specifically noted in the class feature or action." Does this mean I can't benefit from the skill bonus of operative's edge, or an envoy's skill expertise?
No. When actions taken in starship combat call for a skill check, any class feature that grants bonuses to or allows rerolls with the relevant skill applies when using that skill as part of starship combat. This is an exception to the rule.
Which to me seems less an exception to the rule and more we're nuking that rule from orbit but the plus two enhancement bonus restorative is definitely a class feature.