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The Senate / Re: Droid repair
« on: August 01, 2020, 04:51:56 am »
"SAM"?
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Couldn't find any.STR increases are best for a melee character (who isn't DEX based melee... that's a different topic) as they can boost melee attacks and damage output (perhaps at a higher rate with two-handed weapons). Increases here also boost carrying capacity which I'll admit many ignore. STR is also a prereq ability for a few things although that could be said about most scores. I guess for your droid boost FORT is also a plus here.I'd love to play in a game where they have said that they don't count carrying capacity. The first thing I would get is a plasma bridge!
Did you check those droid armours with a bonus to Fortitude Defence?
That's just it. No CON, so no ability modifier. So I start with a 13 Fort (10 + 1[level] +2(class)) Pretty bad for a combatant. And it'll take a while until I can afford a Shield Generator.But droids use their STR-bonus for Fortitude Defence!Quote from: Its described on page 188 of the core rules.Droids do not have a Constitution score, so they don't get bonus hit points for having a high Constitution, and they apply their Strength modifier to their Fortitude Defense.Oh dang, completely missed that. Thank you!
That's just it. No CON, so no ability modifier. So I start with a 13 Fort (10 + 1[level] +2(class)) Pretty bad for a combatant. And it'll take a while until I can afford a Shield Generator.I might also say not to overthink the value of a high FORT Defense especially as a droid. Yes, there are some places where the higher Fort matters as FORT is directly targeted but some of those things which target FORT don't apply to Droids. If you get a Shield Generator in some ways the SR is like a FORT boost when it comes to your Damage Threshold; SR reduces the damage taken which means less damage to compare to the character's DT to see if it moves down the CT.My thinking was, because I don't get an ability modifier to add to FORT, that I should try to increase it however possible, for Damage Threshold reasons.
I get that. An extra point or two from a high CON is helpful but my thinking is that if you get a Shield Generator that can reduce damage taken which means less damage to check against DT. It's not perfect as SR generally runs out but that's my thinking.
I might also say not to overthink the value of a high FORT Defense especially as a droid. Yes, there are some places where the higher Fort matters as FORT is directly targeted but some of those things which target FORT don't apply to Droids. If you get a Shield Generator in some ways the SR is like a FORT boost when it comes to your Damage Threshold; SR reduces the damage taken which means less damage to compare to the character's DT to see if it moves down the CT.My thinking was, because I don't get an ability modifier to add to FORT, that I should try to increase it however possible, for Damage Threshold reasons.
You couldn't take Gunslinger until 8th-level at the earliest as you need to have 7 levels BEFORE you can qualify to take the first; with what you have it should be easy enough to just switch your entry for 7th and 8th-level.I haven't been able to find any droid built-in armor that increases FORT. He can wear armor, but that would necessitate taking the Juggernaut talent to be able to move normally. The Unstoppable Force feat would increase FORT against force attacks, so there's that.
When it comes to droid armors effectively getting Juggernaut for "free" can be very nice when it allows you those heavier droid armors which give more with IAD. I believe there is some droid armor out there that has a bonus to FORT but it may not be cheap.
Depending on what armor you can get I'd suggest starting with Harm's Way and the get Armored Defense/IAD at 3rd & 8th. With good armor the you may not get the REF advantage of IAD quite as early but when you do get it it's as big as it would be otherwise expect now you've been using another talent for several more levels where AD/IAD would just be taking up space.I used the chassis creation option, so he's starting with +2 built-in armor.
I'd caution against Draw Fire. No where do you get Persuasion on your list of class skills making it a bit less effective that way. Then if your opponent can figure out how to give you cover or simply target someone far enough away Draw Fire may not be that useful.I didn't notice that Persuasion wasn't a class skill. Weird that there would be a talent based on a skill the class can't use.
I might also say a party of 12 character is huge.Tell me about it. But we've been playing together, Saga Edition and Pathfinder, for a few years and it seems to work out okay. I'm just glad I'm not gamemastering!
With a number of melee characters in the group Precise Shot may be a must although you also want them to learn how NOT to provide Cover against your attacks. Although I'm not sure where it could go I know that when my Elite Trooper has Precise Shot I often look at getting Quickdraw so I meet the requirement for Gunslinger which has a +4 class to REF.I thought you always got the -5 firing into melee, no matter what the positioning of the combatants?
Some paranoid/smart droids make backups of themself and install in identical droid bodies. If those are connected to a central computer or something similar, they can be automatically activated if the active droid don't check in every 100 hours or whatever you choose. I think IG88 is supposed to have done something like that. However, making backups are not risk free...The prospect of losing 1d6 Intelligence makes me want to avoid this path at all costs.
Actually there is, but only if you have a Military Engineer with the talent Repairs on the Fly around, or even better with the talent Droid Expert as well.Repair self and Combat Repairs give nearly the same thing, Standard Action vs. Full Round Action. I just prefer to start on the Independent Droid path.
Okay. The bad part about playing a droid, I think, is the healing part. No repair while resting, no Second Wind, no getting rid of conditions by resting. I'll just have to try to get maximum armor as soon as possible and hope for the best. Thanks for the help!....The first is Second Wind which can be used after dropping to 78 hp or lower and will restore 39 hitpoints. I'll note this character can do it TWICE in an encounter and when taking Second Wind also moves +1 Step up the CT. My hp calculations are done using fixed hp/HD as seen in the Dawn of Defiance primer so others may vary.
Okay, a couple questions: What is the (SW 78/+39) after the HP 156? What are the asterisks and the (sw)after some of the talents and feats? Where is your extra point in melee and ranged attack coming from?(BAB+ability+?)
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I'll typically use asterisks when writing out a build to indicate things in the character where other options might be used. PBS could be Flurry and still qualify for ET. The other feats/talents marked that way are places I say options for the character while leaving most of the rest of the goals intact. The "sw" after some of the feats/talents are to remind me that they take Swift Actions to use.
The Attack bonuses are BAB (+12) plus ability (+4/+2) and the phantom +1 is from Weapon Focus (Simple) as I had an amphistaff behind those numbers before but didn't include it in the paste; forgot to take that bonus out
I guess I'll also note this uses my house rule allowing WP(Pistol & Rifle) to end up switched away to Martial Arts I. In theory a droid could reprogram on of those feats to that.
The character is pretty tough with good defense scores, lots of hitpoints, Damage Resistance, multiple second winds, and several ways to quickly move back up the CT if pushed down. It can protect allies using Harm's Way to force attacks from one target onto him instead while Bodyguard's Sacrifice will allow him to take (some to all) damage that a nearby ally would be taking which may be useful if someone circumvents Harm's Way. Cleanse Mind is just one possible choice from the Jedi class where this one can help allies resist the effects of certain attacks which may be huge as I've recently had reinforced.
Now while he is pretty tough all of that durability doesn't mean a thing if enemies don't have a good reason to target him so he needs a little offensive potential and this is where alternatives could come in. This is also why Harm's Way and Bodyguard's Sacrifice are important to making sure he can do the job of protecting allies.
The original version of this character had a lot of second wind options but went down to CT damage while he still had 40+ hit points! A spectacular First Aid result had healed a big batch of early damage but that put him above the level needed for Second Wind and did nothing for his place on the CT.