Zero Prime Posted April 15, 2021 Share Posted April 15, 2021 By friendly fire you mean targets get cover bonuses, or are we talking crit fails? Quote Link to comment Share on other sites More sharing options...
Dilvish the Deliverer Posted April 15, 2021 Share Posted April 15, 2021 I've got 4 HP left. That bite hurt. Quote Link to comment Share on other sites More sharing options...
haldir Posted April 16, 2021 Author Share Posted April 16, 2021 1 hour ago, Zero Prime said: By friendly fire you mean targets get cover bonuses, or are we talking crit fails? Whatever rules apply for having a person near the target or if there are spells that affect areas & such. Ex in 5e would be thunderwave, affects all targets besides the one you want in certain area. I'm not sure weapons might have burst effects, 1 Quote Link to comment Share on other sites More sharing options...
Zero Prime Posted April 16, 2021 Share Posted April 16, 2021 Ahhh, when I get more money I'll look at grenades. All single target right now, so that's not an issue. 2 Quote Link to comment Share on other sites More sharing options...
ferret Posted April 16, 2021 Share Posted April 16, 2021 3 hours ago, Dilvish the Deliverer said: I've got 4 HP left. That bite hurt. Ouch! When his turn comes, I will send Gustav up to try and whack the dredger with his tactical baton. Even if that doesn't do damage, it will hopefully get the Bug's attention. Quote Link to comment Share on other sites More sharing options...
haldir Posted April 16, 2021 Author Share Posted April 16, 2021 Wow, I see Wide World of Sports epic fail skier guy in my rolls. Swarm have pack abilities whenever they are with other Swarm (hence, Swarm) but yah 2 FRICKKIN 1s!! That totally nullifies my first roll of a natural 20.. Either way, I'm giving the party a gift for that one, even thou the staggered condition only happens on crit rolls. Remember that one applies to the green Dredger. 1 Quote Link to comment Share on other sites More sharing options...
Dilvish the Deliverer Posted April 16, 2021 Share Posted April 16, 2021 1 hour ago, ferret said: Seeing Ra'aster suffer a massive hit, Gustav moves to H10 and swings his tactical baton at the pink dredger hoping to distract it from making a second lunge at Ra'aster. "HEY, you brainless flea, look at me!" Trick attack roll 8+10+4=22 Attack roll 12+3=15 Damage = 3 Extra damage from trick attack = 4 (OOC Not a great attack roll, but maybe good enough with the Dredger flat footed.) Still a better roll than me. As far as damage, well I guess I'm supposed to be the tank in this party, so mission accomplished. 1 Quote Link to comment Share on other sites More sharing options...
ferret Posted April 17, 2021 Share Posted April 17, 2021 Good to see it is possible to move after a trick attack. I was reading the description of trick attack as allowing movement only before making the attack. This gives Gustav more flexibility that may come in handy. Quote Link to comment Share on other sites More sharing options...
Zero Prime Posted April 17, 2021 Share Posted April 17, 2021 On double checking it us only before the attack, not after. Vith stays at C7, no AoO. @ferret This is my 1st Operative, so I'm as prone to mistakes as you. Feel free to double check my input, doubt assume I'm right. I get alot if my knowledge from podcasts, not actual play. I was thinking if Spring Attack perhaps? 🤔 1 Quote Link to comment Share on other sites More sharing options...
haldir Posted April 18, 2021 Author Share Posted April 18, 2021 One of the reasons why I wanted to run this game before sitting down to run games at RCon. Even thou, I'm only gonna run the Skittermander games, ever little bit of help is good enough for me. I'll allow the trick attack, move for now, but we'll correctly do it next time it comes up. 1 Quote Link to comment Share on other sites More sharing options...
ferret Posted April 19, 2021 Share Posted April 19, 2021 (edited) @haldirit looks to me like Vith failed the check for the trick attack so the dredger would not become flat footed? Also, i think at operative level 1, if the trick attack check is successful the target is flat footed only for that attack. At level 4, an operative gets Debilitating Trick can make the target flat footed or off target for the whole round. Edited April 19, 2021 by ferret Quote Link to comment Share on other sites More sharing options...
Zero Prime Posted April 19, 2021 Share Posted April 19, 2021 Ferret beat me to it! The flat footed condition (if successful, I wasn't) only applies to the following attack check. It's only at 4th level with debilitating trick that the *actual* condition is applied. Quote Link to comment Share on other sites More sharing options...
haldir Posted April 19, 2021 Author Share Posted April 19, 2021 9 hours ago, ferret said: @haldirit looks to me like Vith failed the check for the trick attack so the dredger would not become flat footed? Also, i think at operative level 1, if the trick attack check is successful the target is flat footed only for that attack. At level 4, an operative gets Debilitating Trick can make the target flat footed or off target for the whole round. 7 hours ago, Zero Prime said: Ferret beat me to it! The flat footed condition (if successful, I wasn't) only applies to the following attack check. It's only at 4th level with debilitating trick that the *actual* condition is applied. Thank you for pointing that out. I was very tired from work yesterday (affected me all day long, close to a 10 hr shift due to our third guy (new guy) not showing up again due to his wife had labor pains. She is close to her birth date but yah seems like we are gonna have to put up with this till she actually has the thing. Then the guy is taking 2 weeks off of paternal pay (state law, if that's the case where is my 4 weeks cause I have 2 of my own!!) + the guy hasn't even been there a month!!! sigh. Anyways, I didn't even see that Zero's post even said it was a failure, but it made me really look into the skill more & I know how it works better. 1 Quote Link to comment Share on other sites More sharing options...
Dilvish the Deliverer Posted April 20, 2021 Share Posted April 20, 2021 CRIT!!! Now I just have to go look up the damage rules for a crit. I rolled 2d4 and added my ability mod twice, but that might just be a homebrew rule from my other Starfinder game. Oh and I for got my bonus from my photon attunement (I think it still works with thrown weapons). So, 20 is auto-hit. If the total roll would still hit then roll dice twice adding all modifiers each time. So 1d4 +3 (strength) +1 (stellar mode damage bonus). I rolled a 1 and 4 for my 2d4 so 1+3+1 and 4+3+1 is 13 points of sonic damage and the singing disc has the confuse critical effect. Confuse Source Starfinder Armory pg. 31 The target must succeed at a Will saving throw or gain the confused condition for 1 round. I'm not sure what the DC of the Will save is supposed to be. I would guess it is based upon either the level of the weapon, or my character level, but I haven't seen anything on how to calculate it. And 3rd edit: DC is 10+ 1/2 weapon level +ability mod used in attack. So 10+1+1=12 1 Quote Link to comment Share on other sites More sharing options...
haldir Posted April 21, 2021 Author Share Posted April 21, 2021 Ok the attack killed the dredger but I'm still going to look this one up, as I want to get more familiar with class abilites & weapon crits. The Dredgers used natural weapons so I just rolled regular crit damage. Quote Link to comment Share on other sites More sharing options...
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