2/12/2024 0 Comments Seer robotics agv teardownSpells, class abilities, a serum, and an alternate resolve rule are a few.ģ. There's also many, many ways to get extra (usually restricted) move actions. This makes lots of builds stronger, especially those with reroll abilities to use on a failed or low attack/save/skill roll. With the Mk3 and the alternate rule, you can do it up to 4 times per day. The alternate resolve point use rules and a new magitech augmentation, Hypernerves (spinal colum, level 3-15), let you take 2 reactions in one round. Action Economy Explosion: First, reactions. For a precog it's up to two sixth level spells and one 4th level (and lose your standard action next round), the witchwarper can cast two 6th level spells and one sixth level use of Infinite Worlds, and the poor technomancer can cast two 6th level spells and one 2nd level spell at a ruinous cost in resolve points.Ģ. All three of the mentioned spellcasters can already cast two things in one round, so now you can squeeze in a third. What you need is a Hyper Graft (gives an extra move action with no restrictions once per day) and the newly introduced Timeskip Crystal, which lets you downgrade an action - for example a standard action into a move action. Triple Ripple Spellcasters: The enhanced witchwarper (if you count Infinite Worlds as a spell), chronomancy anchor precog, and (uuugh) technomancer with quicken spells can all now cast three standard action spells in one round. Here are some things I've noticed or seen mentioned, please include your own.ġ. Starfinder Enhanced introduced a lot of new options that alone or in synergy with others in this book or others enable some cool or powerful options. There's a weird Precog build that uses Midair Detonation and a high paradox attack roll to ensure failed saves against a really nasty grenade. Or maybe I'd wait until the AC 25 check is more automatic, because missing that wastes the grenade. If I was a Bombard Soldier with more than two arms I'd burn a bonus feat on the otherwise useless Multi-Weapon Feat prereq to get this when it's available at level 10. If their EAC is lower treat them as if they'd failed their save, otherwise treat them as if they'd passed. Full round action, throw and hit grid intersection, fire and hit AC 25, then compare your hit result to the EAC of everyone in the grenade area. Midair Detonation: Shoot a grenade in the air to make it detonate early, depriving enemies of a save. Improved Antigrenadier: Shoot a drawn grenade as reaction, do any damage it detonates with the -2 save penalty to the guy drawing it. Note there are some dirty trick action enhancers, the 2nd level bonus spell that Delusion mystics get (can't remember or look up the name) and of course Cheat Time if your GM is nice about it. Normally you'll want to Dirty Trick then move away, and in tight spots the radius reduction might even be helpful. It explodes at the end of your turn, target takes -2 penalty to save, and radius is halved. Gag Gift: Use a dirty trick combat manuever to plant a grenade. DC penalties are death to grenades, and cases where I'd need to the turn are.rare. If they aren't just holding one to be ready you'll need to either ready an action for the draw/throw move, or get the Improved version of this feat.Ĭurveball: Put a 90' turn into a thrown grenade path, it takes a -2 penalty to DC. I'll categorize them in related groups below.Īntigrenadier: As standard action, sunder with melee or ranged a held grenade, do any damage through its hardness and it detonates at -2 save for the creature holding it. There's a lot of good feats in this book.
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