Large Character Tactics


Advice


Playing a homegame of Adventure Path 1 and we're starting part 2. As this was my first experience with an RPG homegame (I mostly play PFS/SFS), I jumped on my chance to play a race that I'd otherwise be unable to, in this case Dragonkin.

Party consists of:

Dragonkin Soldier(Blitz)/Mystic(Overlord) (me)
Lashunta (Damaya) Operative
Ysoki Biohacker
Vesk Vanguard

It's been fun and we're really enjoying the roleplaying as a bunch of wannabe Starfinders thrown together with people we've never met before we're even officially members.

However, one thing I can see getting old quickly is that I'm just too damn big. Lashunta and Vesk are Medium, Ysoki are Small, but Dragonkin are Large. I don't mind squeezing into places not built for people of my...girth...but I often find that I'm making it difficult for the Biohacker and Operative to hit anything as I'm so large that I provide cover to everything. And of course it doesn't help that I rush forward with my melee reach weapon (+4STR, -2DEX means I'm not great with ranged weapons).

So, moving forward, I'd like to try and be less of an obstacle (literally) for my allies. Any advice on how I can go about this?


In the open that should not be a problem. 15 ft. reach with a reach weapon should allow you to position yourself diagonally to not provide cover to the enemy. Or better, use your flight to land behind the enemy and to threaten them from there.
The vanguard should be enough to protect the others from enemies that decides to charge forward.

In small hallways it gets a bit more tricky. Tumbling thought enemies is quite hard and Dex is not your strong point.
You can ask your DM how high the ceiling is (in squares). If the hallway is at least 15ft. high (so 3 squares) you should theoretically be able to fly right above the enemies heads either to again land behind them or to hover if you can make the check and thus leave a clear line of fire for your companions on the ground.
That assumes that the area is not too small to use your wings (or that the DM does not look at the details of wingspan)

Either way, you won't get to use full attacks, so it will hurt your damage potential a lot.

Another idea is to stand behind your ranged companions and use Stand Still to keep the enemy away from them. But granted, there is only very little margins of error with that tactic. Still in a hallway you could do a staggered retreat. You keeping them in place with Stand Still, your companions shooting them and moving behind you and you finally attacking and positioning behind the ranged. Although getting Stand Still is kinda wasted when you get Perfect Opportunity later.

And if all else fails, get a thrown weapon to use your strength at range.

You might also want to ask the DM if the Ysoki can ride you (Imagine Rocket and Groot in the first Guardians movie). That way you would not provide cover for him. Although the riding and carrying capacity rules are very basic and its in the end a DM call.


Luckily in book 2 you will find being large is less of a problem as most encounters are in wide open spaces.

As far as staying out of your teammates way, look into getting alternative gravity like falcon boots. If you are standing on the ceiling, there is a better chance of you being able to get out of the way.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Also, for situations where you want to be on the way, to block something, or the space is just too crowded, sight or scope weapon accessories would probably be a very solid investment for your party, to mitigate or remove that cover penalty.


Ixal wrote:


In small hallways it gets a bit more tricky. Tumbling thought enemies is quite hard and Dex is not your strong point.

Is overrun not a thing any more? I went looking for it but didn't find it.

Because that would be my thought for getting behind opponents in a small corridor. Flying seems off (even though it would probably work with the rules) because of the narrow space - not enough width for wings.


Some nice ideas here. Our session today was shorter than usual, and we spent a good chunk of it using our new wealth to re-equip/upgrade our items. (Half of the session was 1 space combat...I'm not a great captain...)

Our Vanguard has obtained a shield and a one-handed weapon and is looking to be a tank. I've upgraded from a Pike to a Dragonglaive and, after learning that armor check penalties only really apply when I try hovering or something, I upgraded from the lighter Iridishell armor to Defiance Squad armor (looking at Kyokor Plating next). The Operative got a number of Library chips and a Sniper Rifle, and the Biohacker got a 4000 credit light armor, giving him the highest AC (Zeizerer Diffractor II is erroneously listed as 1200 on Archives of Nethys).

We didn't actually get into any combat, but it seems we'll be more in the open, allowing easier formation movement. The Vanguard has suggested that he and I form a kind of 2-part unit. He's in front taking the hits while I'm behind him smashing face. I think that'll work well, especially since I'm part Mystic and can heal him if necessary. (Though I'd prefer to use Command or Fear)

I'll have to look into these Falcon Boots. It seems they're from the AP itself, so I'm not sure if I'll have to find them, or if they're available for purchase.

Dark Archive

K-kun the Insane wrote:

Some nice ideas here. Our session today was shorter than usual, and we spent a good chunk of it using our new wealth to re-equip/upgrade our items. (Half of the session was 1 space combat...I'm not a great captain...)

Our Vanguard has obtained a shield and a one-handed weapon and is looking to be a tank. I've upgraded from a Pike to a Dragonglaive and, after learning that armor check penalties only really apply when I try hovering or something, I upgraded from the lighter Iridishell armor to Defiance Squad armor (looking at Kyokor Plating next). The Operative got a number of Library chips and a Sniper Rifle, and the Biohacker got a 4000 credit light armor, giving him the highest AC (Zeizerer Diffractor II is erroneously listed as 1200 on Archives of Nethys).

We didn't actually get into any combat, but it seems we'll be more in the open, allowing easier formation movement. The Vanguard has suggested that he and I form a kind of 2-part unit. He's in front taking the hits while I'm behind him smashing face. I think that'll work well, especially since I'm part Mystic and can heal him if necessary. (Though I'd prefer to use Command or Fear)

I'll have to look into these Falcon Boots. It seems they're from the AP itself, so I'm not sure if I'll have to find them, or if they're available for purchase.

If you are asking if they are SFS legal then yes they are. Make sure you read them though, I was gm'ing a table and had to shut down a guys whole build based on them because he did not read the action economy requirements.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I do not know if your GM is running any kind of special requirements about what is available for purchase in your campaign and what is not. What I can tell you is that there is a significant amount of equipment in the back matter of Starfinder AP volumes that is not found in the adventures, but just tied thematically to the setting info being covered in the back of that book.


HammerJack wrote:
I do not know if your GM is running any kind of special requirements about what is available for purchase in your campaign and what is not. What I can tell you is that there is a significant amount of equipment in the back matter of Starfinder AP volumes that is not found in the adventures, but just tied thematically to the setting info being covered in the back of that book.

Doesn't seem to be anything special. In PFS you can normally buy items upto your level +2, but when the Biohacker asked what the limit on purchases was, the GM said "if you can afford it, you can buy it."


K-kun the Insane wrote:
HammerJack wrote:
I do not know if your GM is running any kind of special requirements about what is available for purchase in your campaign and what is not. What I can tell you is that there is a significant amount of equipment in the back matter of Starfinder AP volumes that is not found in the adventures, but just tied thematically to the setting info being covered in the back of that book.
Doesn't seem to be anything special. In PFS you can normally buy items upto your level +2, but when the Biohacker asked what the limit on purchases was, the GM said "if you can afford it, you can buy it."

Starfinder is Level +2 in major settlements like Absolom Station, less in smaller cities or towns.

Starfinder Society is Level + 1 if it is in the core book, Level+2 from a chronicle sheet, or equal to your level from any other source.

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