We are coming in at Lv 7. Some weapons deal only nonlethal damage, while others can be set to deal nonlethal damage when desired. Complete bed rest for 24 hours restores 2 points for each affected ability score. If you are wearing armor with which you are not proficient, you take a –4 penalty to your Armor Class. When you take damage, you lose Stamina Points first, then you subtract any leftover damage from your Hit Points. If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage (see page 252), you can spend 1 RP at the beginning of your turn to regain 1 HP. Effects that do something other than deal damage affect objects only if their descriptions specifically say so (this is common only with spells) or if they note “(object)” in the description of the effect’s saving throw. See Ability Damage, Ability Drain, and Negative Levels for more information. Dexterity: Armor Class, attack rolls that rely on Dexterity (usually ranged), weapon damage rolls that rely on Dexterity (such as operative weapons), initiative checks, and Reflex saves. Reductions to your ability score modifier from ability damage affect skill checks and ability checks that use that ability score, as well as on the DCs of spells and other abilities based on that score. See Reach and Threatened Squares on page 255 for more details. Tier 1: You gain an innate ranged attack that does one type of damage you select (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic). That die roll cannot then benefit from an ability that would allow a reroll. Likewise, if a creature specifically targeted by one of your effects succeeds at its saving throw, you can generally tell that the creature has succeeded. You can’t spend Resolve Points to stabilize and to stay in the fight in the same round. After a full night’s rest (8 hours of sleep or more), you regain your Stamina Points automatically. If you take damage to your key ability score, you also lose 1 RP for every 2 damage you have taken to that ability score. When you hit with a melee or thrown ranged weapon, add your Strength modifier to your damage roll’s result. Here are some Starfinder weapon damage tables based largely off of the ones posted by Owen KC Stephens on his blog. Some lesser effect occurs, as defined in the effect’s description. You can’t use intense focus more than once per round, nor can you use it against an enemy with total cover. As part of the action you use to attack, damage from the weapon you are using ignores hardness equal to your soldier level. When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. 3. A Small or Medium creature trying to use a weapon built for a creature that is Tiny or Large suffers a –4 penalty to attack rolls. Items with an item level of 0 do not receive saving throws when unattended. If the result of the check is at least 10 but less than 20, you don’t regain any Hit Points, but you remain stable and you must attempt another Constitution check 1 hour later. While photon attuned, you gain a +1 bonus to damage rolls, which raises by 1 every 6 levels. When combat begins, all combatants roll initiative. Apply your Wisdom modifier to your Will saving throws. My tactics will utilize my longarm like a jab, switch to something with more knock-down power as the battle drags on. You must be 2nd level or higher to choose these mechanic tricks. No matter how many Hit Points you lose, you aren’t hindered in any way until your Hit Points drop to 0. In addition, you reduce your current and total Hit Points and Stamina Points by 5 for each negative level you have. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9, but they’re summarized here, followed by the rules for weapons and dozens of weapon choices. These are mainly great for new players first getting into the system. The Zaku’s heat hawk should be a one arm weapon that does 10d8 damage for 37.5 MP. You learn your first mechanic trick at 2nd level and an additional trick every 2 levels thereafter. If the Medicine check is successful, you gain a +2 bonus to your Constitution check, and if your Constitution check result is less than 10, you treat it as if the result were a 10. Your Armor Class (AC) represents how hard it is for opponents to land a solid damaging blow on you. In both cases, the two abilities negate one other, resulting in a single die roll being made. In addition, you have Stamina Points (SP) that work like Hit Points but replenish more easily, and you have Resolve Points (RP), which you can use to keep yourself from walking through death’s door. Temporary ability damage heals at the rate of 1 point per night of rest (8 hours) for each affected ability score. This might make you lose skill ranks along with Resolve Points, Stamina Points and other bonuses gained from having a high ability score. You might also have other abilities, feats, or items that further modify your saving throws. Permanent negative levels can be removed through spells such as restoration. Various abilities, devices, and spells can restore Hit Points or increase the recovery rate of your natural healing. Base Weapons Source Core Rulebook pg. A saving throw against an effect has a Difficulty Class (DC) determined by the effect. The three kinds of saving throws are Fortitude, Reflex, and Will. When a spell, an item, or another effect notes that it allows a saving throw, it typically includes the following terminology to describe the result of a successful saving throw. Certain effects, such as force fields, give you temporary Hit Points. If you multiply damage more than once, each multiplier applies to the original, unmultiplied damage. Suppose Navasi has a maximum of 22 HP, but she currently has 5 HP and 0 SP. Combat follows this sequence: 1. They typically reach maturity at age 25, and most can live up to 100 to 140 years without magical or technol… If you take damage from a single attack that reduces you to 0 HP and there is damage remaining, you die instantly if the remaining damage is equal to or greater than your maximum Hit Points. If the result of the check is 9 or lower, you die. Remain stable, attempt new check in 1 hour. This means you’re no longer dying, but you remain unconscious and at 0 HP. For a full breakdown of all actions characters can If your Hit Points reach 0, you are dying. There are several ways to stabilize a dying creature, including first aid, healing, and spending Resolve Points. Making my own copies allows me to add average damage, table formatting, zebra stripes for easier readability and so on. Most classes grant proficiency with light armor, and more melee- oriented classes, such as soldiers, grant proficiency with heavy armor. Photon Mode is a similar set-up using solar power. Powered armor imposes more significant drawbacks on wearers who aren’t proficient with it than other types of armor. Since this damage is greater than her maximum Hit Points, Navasi dies. If penalties reduce a damage result to less than 1, a hit still deals 1 nonlethal damage (see Nonlethal Damage). to punish foes for moving through that area if they attempt to close to melee range). There are also abilities that allow you to make two rolls for a specific die roll and take the better of the two results. Negative levels are temporary, unless the effect that bestows them specifies they are permanent. Any damage in excess of these temporary HP reduces your Stamina Points (and then your actual Hit Points) as normal. You can’t regain more Hit Points than your maximum Hit Point total. Your Kinetic Armor Class (KAC) represents the defenses you have against attacks that primarily deal damage as a result of a physical impact. Otherwise, your attack bonus for a ranged attack equals your base attack bonus + your Dexterity modifier. In general, you can fire a ranged weapon at any enemy you can see on the battle map, though this becomes harder the farther away an enemy is. Apply your Constitution modifier to your Fortitude saving throws. When you hit with a melee or thrown ranged weapon, add your Strength modifier to your damage roll’s result. Whenever you take damage, it first reduces your Stamina Points (SP). Some abilities allow you to reroll a failed die roll—usually an attack roll, a saving throw, or a skill check. This is the result of a LOT of work, which I have been doing literally for a couple of years. You are also treated as 1 level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level you have. After the surprise round (if any), all combatants are ready to begin the first normal round of combat. If you take ability drain in the middle of a battle, the GM might have you treat it as damage until after the fight so recalculating your statistics doesn’t slow the game. If you take damage from a single attack equal to or greater than your maximum Hit Points while you have 0 current HP, you die. Most suits of armor provide separate armor bonuses to EAC and KAC. Wea… Healing. When your Hit Point total is 0, if you are not stable and you have no Resolve Points remaining but would lose Resolve Points for any reason, you’re dead. I need help updating the site!If you can help, please send me a message. If you’re attacking with a thrown weapon, your ranged attack bonus equals your base attack bonus (determined by your class and level; see Chapter 4) + your Strength modifier. I have reviewed material and love the idea of being a Summoner, bring out a bunch of meat shields or ranger attackers … Normally only spells note whether they are harmless. If you take damage to your Hit Points equal to or greater than the Hit Points you have remaining, you are reduced to 0 HP, and you’re knocked unconscious and dying (see below). Unless otherwise specified, these types of healing restore only Hit Points, not Stamina Points. Some abilities allow you to force a foe to roll twice and take the worse of the two results. 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