Vanguard's Hidden Power: STRENGTH ENTROPIC SHOT


Rules Questions


Just follow this path
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the True Space
Ranged Barbarian...

Entropic Shot (Su) wrote:


You can deliver your entropic strike with any small arm as though you were delivering an entropic strike with a Melee Weapon.
The Original Entropic Strike wrote:


You can also deliver an entropic strike with any melee weapon (replacing the normal attack with your entropic strike)
And for any doubts, in the line of the Entropic Shot wrote:


You don’t add your Strength or Constitution modifier to your entropic strike’s damage when delivered through a small arm

So yeah RAW, i'm gonna be fisting my guns to my enemies and change the meaning of "Powered Armor"


...So they're a discount solar flare solarian?

How is that stupid powerful? they don't add their STR or CON mod to damage. They don't get the solarian's solar crystal damage or plasma sheathe damage. just 1-12 d6 plus probably full level from weapon spec. Power armor doesn't affect this at all.

Barely even a standard longarm depending on which level you look at.


or are you trying to rules lawyer "your" strength or armor mod to not count as a limitation when its the powered armor's strength score? Because the powered armors strength score replaces yours. If your strength score can't add to the damage then the powered armors score can't either.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Maybe Manitto is talking about using Str instead of Dex on the attack bonus of entropic shots via small arms (similar to thrown weapons in Starfinder). Which isn't a bad benefit to help reduce MAD.

Powered armor, on the other hand, is pretty disappointing for the Str provided vs. the Str achievable by a character outside of a handful of armors that have a slightly higher Str mod (by +1 or so over a character that focuses on improving Str) when they are affordable.


Dragonchess Player wrote:

Maybe Manitto is talking about using Str instead of Dex on the attack bonus of entropic shots via small arms (similar to thrown weapons in Starfinder). Which isn't a bad benefit to help reduce MAD.

Powered armor, on the other hand, is pretty disappointing for the Str provided vs. the Str achievable by a character outside of a handful of armors that have a slightly higher Str mod (by +1 or so over a character that focuses on improving Str) when they are affordable.

You got it! Nowhere says: "You make a Ranged Attack" but that changes more that you can imagine

When you add the right disciplines, augmentations and feats i can Ranged Combat maneuver, ranged cleave combos, add many effects and damages, ranged shots after charges, in between full attacks

The Vanguard is the maleable class in terms of battle


I'm not entirely SURE what you're saying but everything I can interpret that as comes back as a no. you cannot.


Garretmander wrote:

...So they're a discount solar flare solarian?

How is that stupid powerful? they don't add their STR or CON mod to damage. They don't get the solarian's solar crystal damage or plasma sheathe damage. just 1-12 d6 plus probably full level from weapon spec. Power armor doesn't affect this at all.

Barely even a standard longarm depending on which level you look at.

You're not realising that the Entropic Strike it's more that good ranged damage and progressing throught the vanguard class is add in effects to your attack that other classes couldn't dream


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Is this a satire post?
So, you can make your entropic shots through a pistol. Nothing gets added to the damage. So what is so "epic" about this?
So take level 10. Your Strike is 3d6. Small arms of similar level aren't too far behind. Both the Entropic shot and other Small arms deal half level damage with no other bonus damage. So slightly higher is far from "Epic".
Even as you level up, the damage is less then a long arm, so not seeing some "epic" damage there.
Not sure where power armour factors into this. Sure, you get a high strength but since The E shot is a ranged attack (Dex) and doesn't add Strength to the damage, it has no factor into the math.
Other effects, you can do an 10ft burst? A little longer ranged? Honestly, if those are your desires, then going small arms is not the right choice.

So Solarians get 3d4 damage at level 10, give them a similar level Crystal to the pistol, that becomes 5d4, which is higher damage then 3d6, they also get to add full level to the damage and that is without going into the Plasma sheath. So Solarian is still above damage on the innate pistol.

You want "special" effects? Evolutionist has that. Damage can be fairly good at 2d8 + level (Level and half if KAC) so higher then a Vanguard and at an earlier level, they can generate blasts or lines, which cover a larger area then the vanguards 10ft burst.


Wesrolter wrote:

Is this a satire post?

So, you can make your entropic shots through a pistol. Nothing gets added to the damage. So what is so "epic" about this?
So take level 10. Your Strike is 3d6. Small arms of similar level aren't too far behind. Both the Entropic shot and other Small arms deal half level damage with no other bonus damage. So slightly higher is far from "Epic".
Even as you level up, the damage is less then a long arm, so not seeing some "epic" damage there.
Not sure where power armour factors into this. Sure, you get a high strength but since The E shot is a ranged attack (Dex) and doesn't add Strength to the damage, it has no factor into the math.
Other effects, you can do an 10ft burst? A little longer ranged? Honestly, if those are your desires, then going small arms is not the right choice.

So Solarians get 3d4 damage at level 10, give them a similar level Crystal to the pistol, that becomes 5d4, which is higher damage then 3d6, they also get to add full level to the damage and that is without going into the Plasma sheath. So Solarian is still above damage on the innate pistol.

You want "special" effects? Evolutionist has that. Damage can be fairly good at 2d8 + level (Level and half if KAC) so higher then a Vanguard and at an earlier level, they can generate blasts or lines, which cover a larger area then the vanguards 10ft burst.

Nop, you're not seen the whole picture so i'm gonna be simple

The entropic strike it's a Magical One-handed advanced weapon
And the way that you use the entropic Shot (which is the same with other weapons and shields) is that you REPLACE YOUR ATTACK WITH THE ENTROPIC STRIKE so all are melee weapon attacks
So just think again what changes


You're not presenting an argument that it changes anything in a coherent fashion, which makes me highly inclined to think you're misreading something in the rules rather than everyone else missing something.


Pathfinder Rulebook Subscriber

I really wish when people would post their super secret cool combo ideas they'd spell out explicitly what they're thinking.

Sometimes I have trouble even figuring out what they think the combination is even supposed to do, much less follow their logic to figure out if it works or if there's something being misunderstood.


I really am leaning towards Troll with this.

OK, so your simple seems to mean vague. What exactly is this "Epic ability" you think you have found? Explain it like I am a 5-year-old.


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He's cherrypicking parts of the text. The FULL Entropic Shot Text reads as follows:

You can deliver your entropic strike with any small arm as though you were delivering an entropic strike with a melee weapon. You must treat the entropic strike as being made of the ammunition’s material (if any). Also, you must apply the small arm’s weapon special properties, critical hit effect, and weapon fusions to the entropic strike, so long as the effects could be applied to a small arm that deals acid or bludgeoning damage, and that doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you’re gaining the effect from. You don’t add your Strength or Constitution modifier to your entropic strike’s damage when delivered through a small arm, and your weapon specialization adds only half your level to entropic strikes you deliver with a small arm. If the small arm is used to affect an area (such as with the blast or line weapon special property), the entropic strike delivered with that weapon deals 1 less damage per damage die.
When you gain entropic attunement at 5th level, add the weapon properties first arc (dealing acid damage instead of electricity damage) and guided to those you can add to your entropic strike, and remove the weapon properties feint and force. At 10th level, you don’t increase your entropic strike’s reach. Instead, when channeling your entropic strike through a small arms weapon, increase the weapon’s range increment by 5 feet, plus an additional 5 feet at 13th, 16th, and 19th level. At 16th level, when you gain the ability to channel your entropic strike to deal damage to an area, you can only channel the attack through a small arm you’re wielding; instead of attacking all targets within 20 feet of you, you make a ranged attack against all creatures in a 10-foot-radius burst with a range equal to your small arm’s range increment.
Entropic shot modifies entropic strike, entropic attunement, and weapon specialization.

I bolded the two parts that shoots down his ultra ranged cleave and str build. If you can't apply it to a small arms you can't apply it to an entropic shot. You can't just take the first sentence and then ignore ALL of the text that follows it.

OP's probably not trolling, people cherrypick what they want to believe by reading only part of the text all the time. Had one guy think going prone gave him a +4 to his ranged attacks lmao and I see people trying to stack insight bonuses ALL the time. Always check the player's math.


Blakeg wrote:

He's cherrypicking parts of the text. The FULL Entropic Shot Text reads as follows:

You can deliver your entropic strike with any small arm as though you were delivering an entropic strike with a melee weapon. You must treat the entropic strike as being made of the ammunition’s material (if any). Also, you must apply the small arm’s weapon special properties, critical hit effect, and weapon fusions to the entropic strike, so long as the effects could be applied to a small arm that deals acid or bludgeoning damage, and that doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you’re gaining the effect from. You don’t add your Strength or Constitution modifier to your entropic strike’s damage when delivered through a small arm, and your weapon specialization adds only half your level to entropic strikes you deliver with a small arm. If the small arm is used to affect an area (such as with the blast or line weapon special property), the entropic strike delivered with that weapon deals 1 less damage per damage die.
When you gain entropic attunement at 5th level, add the weapon properties first arc (dealing acid damage instead of electricity damage) and guided to those you can add to your entropic strike, and remove the weapon properties feint and force. At 10th level, you don’t increase your entropic strike’s reach. Instead, when channeling your entropic strike through a small arms weapon, increase the weapon’s range increment by 5 feet, plus an additional 5 feet at 13th, 16th, and 19th level. At 16th level, when you gain the ability to channel your entropic strike to deal damage to an area, you can only channel the attack through a small arm you’re wielding; instead of attacking all targets within 20 feet of you, you make a ranged attack against all creatures in a...

Who's cherrypicking now? But don't worry i can work with what you choose to accentuate:

1) The entropic shot is sujected to the Entropic Strike so leaving away the core ability doesn't let you compare what the feature changes.
The same requirements are listed with the melee weapons and unarmed strikes with shields but it just to apply the small arm’s special properties, critical hit effect, and fusions it's mostly for bypassing DR and cool effects but it doesn't state nothing about how to resolve the attack roll or if is a attack ranged

2) The only rule about how to deliver the entropic strike states: deliver your entropic strike with any small arm as though you were delivering an entropic strike with a melee weapon
And i told you that the way that you deliver the entropic strike through melee weapons and shields is that you REPLACE the attack with your entropic strike.
You could never use the Improved Unarmed Strike, although is very theme like, because all attacks became a One-handed advance melee weapon with the OPERATIVE special property (Which i think is the key here, the only always-property of the entropic strike), so you can choose whether with Strength or Dexterity

3) Why else they would put a line such as "You don't add strength or constitution to the damage"?
Now i get the CON it is the main feature of the entropic strike and delivering with a little more of range (Don't cry boys a small arm if not much range) with less damage is a nice trade off but
A small arm is always a ranged attack, why they would need to exclude the STR mod if it wasn't treated as an advance melee weapon?

If you think is weird, it's a space monk controlling the entropy, of course it is

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