How do you spend your 1000 credits for a starting character?


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

Two more concepts:

Shirren Scholar Mechanic (Exocortex):
Cestus Battleglove (100 cr), Pulsecaster Pistol (250 cr), 1 Smoke Grenade (40 cr), 2 Batteries (120 cr), Second Skin (250 cr), Custom Rig Upgrades (comm unit upgraded to Tier 1 Computer with Control Module, Range I, Self Charging I, and Alarm; 84 cr), Basic Medkit (100 cr), Consumer Backpack (3 cr), Environmental (Radiation) Clothing (10 cr), Everyday Clothing (1 cr), Formal Clothing (5 cr), Hygiene Kit (3 cr), Credstick with 34 cr

Ysoki Spacefarer Operative (Explorer) Starfinder Forerunner:
Survival Knife (95 cr), Tactical Semi-Automatic Pistol (260 cr), 30 Small Arm Rounds (40 cr), Second Skin (250 cr), Respiration Compounder (250 cr), Personal Comm Unit (7 cr), Medpatch (50 cr), Navigator's Tool Kit (20 cr), Consumer Backpack (3 cr), Everyday Clothing (1 cr), Travel Clothing (10 cr), Hygiene Kit (3 cr), Credstick with 11 cr

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Human Ace Pilot Armor Storm Soldier:
Reaction Cannon, light (250 cr), Heavy weapon rounds (90 cr), Second Skin (250 cr), Flashlight (1 cr) Personal Comm unit (7 cr) Serum of Healing, mk I (50 cr), Serum of Healing, mk I (50 cr), Starstone Compass (3 cr) Hygiene Kit (3 cr) Clothing (Everyday) (1 cr), Clothing (Everyday) (1 cr), Clothing (Professional) (5 cr), Backpack (Industrial) (25 cr) Field Ration (Week) (1 cr), R2E (1 cr), R2E (1 cr), R2E (1 cr), Toolkit (Engineering) (20 cr), Toolkit (Profession) (20 cr). Credstick with 220 cr.


Bigguyinblack wrote:


A source of light unless you have darkvision

Don't think its been brought up, but Infrared Sensors only cost 200 cr., and half of all "starting armor" has at least one upgrade slot.

If you're really struggling to find a useful way to spend all 1000 cr. like the OP is, dropping some of it on a hands-free "light source" that won't scream out "I'm here, space-spiders, come eat me!" could potentially pay dividends.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
Mister Fluffykins wrote:
If you're really struggling to find a useful way to spend all 1000 cr. like the OP is, dropping some of it on a hands-free "light source" that won't scream out "I'm here, space-spiders, come eat me!" could potentially pay dividends.

I wasn't having trouble spending it all. I was looking to see what I might have missed. It is easy to spend remaining money -- just buy more ammo!


Dotting for later


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

Vesk Priest Solarion (Solar Weapon):
Flame Pistol (470 cr), Hidden Soldier Armor* (465 cr), Personal Comm Unit (7 cr), Medpatch (50 cr), Common Backpack (3 cr), Everyday Clothing (1 cr), Hygiene Kit (3 cr), Credstick with 1 cr

*- 16 Str and Heavy Armor Proficiency

Lashunta (Damaya) Xenoseeker Envoy:
Survival Knife (95 cr), Azimuth Laser Pistol (350 cr), 1 Frag Grenade (35 cr), 1 Smoke Grenade (40 cr), 1 Battery (60 cr), Second Skin (250 cr), Tier I Computer (with Artificial Personality, Miniaturization I, and Self-Charging I; 65 cr), Personal Comm Unit (7 cr), Medpatch (50 cr), Consumer Backpack (3 cr), Everyday Clothing (1 cr), Formal Clothing (5 cr), Hygiene Kit (3 cr), Credstick with 36 cr

Contemplative Themeless (+1 Int; Culture) Technomancer Phrenic Adept:
Tactical Baton (90 cr), Azimuth Laser Pistol (350 cr), 1 Battery (60 cr), Second Skin (250 cr), Tier I Computer (with Spell Chip (magic missile), Miniaturization I, and Self-Charging I; 214 cr), Personal Comm Unit (7 cr), Hacking Tool Kit (20 cr), Consumer Backpack (3 cr), Everyday Clothing (1 cr), Hygiene Kit (3 cr), Credstick with 2 cr

Dwarf Scholar Mechanic (Combat Drone):
Survival Knife (drone; 95 cr), Battleaxe* (same statistics as Longsword; 375 cr), Needler Pistol (drone; 105 cr), Needler Pistol (105 cr), 25 Darts (20 cr), Golemforged Plating I** (250 cr), Custom Rig (includes Personal Comm Unit), Engineering Tool Kit (drone; 20 cr), Consumer Backpack (3 cr), Everyday Clothing (1 cr), Hygiene Kit (3 cr), Credstick with 16 cr

*- Tradition!
**- 14 Str and Heavy Armor Proficiency


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

Correction to the shirren mechanic:

Dragonchess Player wrote:
Custom Rig Upgrades (comm unit upgraded to Tier 1 Computer with Control Module, Range I, Self Charging I, and Alarm; 84 cr)

Looking more closely at the rules for computers, that should be:

Custom Rig Upgrades (comm unit upgrated to Tier 1 Computer with Control Module (Tier 2 Computer), Range I, Self-Charging I, and Alarm; 105 cr).

Remaining credstick balance should be 13 cr.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Damaya Lashunta Icon Technomancer:
Baton, tactical (90 cr), Laser Pistor, Azimuth (350 cr) + Battery (60 cr) for 40 charges, Second Skin (250 cr) Computer (tier 1) (50 cr)+ Range I (100 ft) (5 cr)+ Secure data (avg, Castrovellian geological data) (10 cr)+ Miniaturization (5 cr)+ Hardened (25 cr)+ Self-Charging (5 cr), Toolkit (Engineering) (20 cr), Toolkit (Hacking) (20 cr) Toolkit (Profession) (20 cr) Clothing (Everyday) (1 cr), Clothing (Professional) (5 cr), Flashlight (1 cr), Serum of Healing Mk 1 (50 cr), Starstone Compass (3 cr), Hygiene Kit (3 cr), Field Ration (1 week worth) (1 cr), Industrial Backpack (25 cr), credstick with 1 cr


Well my most important piece of equipment is a tactical semi-automatic pistol with an ominous weapon fusion (total: 380 cr). Because that's just super cool.


Level 1 Ysoki Operative Spacefarer (Profession: Corporate Analyst)

He spends his time travelling between planets, moons, asteroids etc looking for opportunities for commercial exploitation to sell to the highest bidder.

Starting equipment:

95cr: Survival knife (+4, 1d4-1s, analog, operative, BL)
260cr: Trailblazer Tactical semi auto pistol (+4, 1d6P, 30', 9 rounds, usage 1, BL)
80cr: 60 pistol rounds (B2L)
250cr: Second Skin armour (EAC +1. KAC +2, Max dex +5, Upgrades 1, BL)
7cr: Personal comm unit (Capacity 80, Usage 1/hour, BL)
50cr: Medpatch
120cr: Toolkits (disguise, engineering, hacking, navigation, trapsmith, profession, B6L)
3cr: Starstone compass (BL)
10cr: Travel clothes (BL)
25cr: Industrial Pack (B1, treat str as 2 higher for bulk)
3cr: Hygiene Kit (B1)

97 credits left over


Hmmm bought a smoke grenade to use as a shield against lasers as well as cover escape if things went to Hel.


Ysoki Outlaw Envoy

Second Skin (Lt armor) - +1EAC, +2KAC, +5 Max Dex, 1 Upgrade slot - 250CR
Tactical Semi-auto Pistol - 1d6P, 30ft, 9 Rounds - 260CR
Small Arms Rounds - 30 rounds - 40 CR
Frag Grenade x2 - 70CR
Hardened Self-charging Tier 1 Computer - 80CR
Serum of Healing - 1d8 - 100CR
Titanium cable line - 10ft - 5CR
Industrial Backpack - 25CR
Toolkit Engineering - 20CR
Toolkit Hacking - 20CR
Toolkit Trapsmithing - 20CR
------------------------------------------
Total -------------------------- 890CR


Would have had more credits, but I spent $400 on prosthetic limbs, so that I could be augmented for story reasons. :/


Prepping [redacted], here are 3 characters' equipment loadouts at 1st level:

Kasatha Mystic (Priest theme), dedicated healer:

Equipment - consumer backpack, hygiene kit, travel clothing, 11 R2Es, 1 personal comm unit, 1 flashlight (2 bulk plus 3 L bulk [3.3 bulk if carried], 35 cr) - total 4.3 bulk carried/worn equipment
1 suit of second skin armor (250 cr, L bulk, 0 ACP, +1 EAC, +2 KAC)
1 survival knife (95 cr, L bulk, WQ: analog, operative) Melee +1 (1d4+1 S)
1 tactical semi-automatic pistol (260 cr, L bulk; WQ: analog) Ranged +2 (1d6 P; 30’ range incr; shots: 9 small arm rounds)
1 basic medkit (100 cr, 1 bulk)
2 mk 1 frag grenades (70 cr, L bulk (2))
1 set of trapsmith’s tools (20 cr, L bulk)
2 mk 1 serums of healing (100 cr, L bulk (2), cures 1d8 hp ea.)
45 small arm rounds (60 cr, L bulk (2)) - 5 9-shot magazines
2 consumer backpacks each holding 2 weeks’ field rations (10 cr, 3 bulk each = 6 bulk to carry both - these are not meant to be carried long-term) = carrying 11 bulk

Damaya Lashunta Technomancer (Scholar theme):

Equipment - consumer backpack, hygiene kit, travel clothing, 11 R2Es, 1 personal comm unit, 1 flashlight (2 bulk plus 3 L bulk [3.3 bulk if carried], 35 cr) - total of 4.8 bulk carried/worn equipment
1 suit of second skin armor (250 cr, L bulk, 0 ACP, +1 EAC, +2 KAC)
1 survival knife (95 cr, L bulk, WQ: analog, operative) Melee +0 (1d4 S)
1 tactical semi-automatic pistol (260 cr, L bulk; WQ: analog) Ranged +2 (1d6 P; 30’ range incr; shots: 9 small arm rounds)
1 basic medkit (100 cr, 1 bulk)
2 mk 1 frag grenades (70 cr, L bulk (2))
1 hacking toolkit, 1 engineer’s toolkit, 1 set of trapsmith’s tools (60 cr, L bulk (3))
1 mk 1 serum of healing (50 cr, 1d8 hp cured, L bulk)
45 small arm rounds (60 cr, L bulk (2)) - 5 9-shot magazines
1 fire extinguisher (15 cr, L bulk) and 3 recharges (5 cr, L bulk (3))

Ysoki Mechanic (Outlaw theme), exocortex - wanna-be Rocket Raccoon:

Equipment - consumer backpack, hygiene kit, travel clothing, 11 R2Es, 1 personal comm unit, 1 flashlight (2 bulk plus 3 L bulk [3.3 bulk if carried], 35 cr) - total of 5 bulk in carried/worn equipment
1 suit of second skin armor (250 cr, L bulk, 0 ACP, +1 EAC, +2 KAC)
1 utility scattergun (235 cr, 1 bulk, WQ: analog, blast) Ranged +1 blast (1d4 P, 15’ cone, shots: 4 shells)
1 hunting rifle (240 cr, 1 bulk, WQ: analog) Ranged +3 (1d8 P, 90’ range incr; shots: 6 longarm rounds)
1 set of trapsmith’s tools (20 cr; L bulk)
25 scattergun shells (55 cr, L bulk), bandolier #1
25 longarm rounds (75 cr, L bulk), bandolier #2
2 mk 1 frag grenades (70 cr, L bulk (2))
4-person mass-produced tent (4 cr, 2 bulk) in a consumer backpack (5 cr, 1 bulk), meant to be deployed and house the PCs and the mystic’s backpack of field rations = carrying 8 bulk

Silver Crusade

Vesk Mercenary Armor Storm Soldier

Gear : Ceremonial troop plate : 110 credits
Upgrade 1/3 infrared sensors : darkvision 60 feet : 200 credits

Light Reaction cannon : 250 credits

Extra ammunition : Heavy rounds, 20 cartridges of
6 rounds each : 90 credits
Professional outfit : +1 to profession checks : 5 credits
Hygience Kit : general cleanliness kit : 1 credit

2 mark one serums of healing 100 credits
1 Biotech Gillsheath, underwater breathing 95 credits

Consumer backpack : 5 credits
Engineer toolkit : 20 credits

Total : 871/1000

Armor storm gives me a melee weapon,
I have sight covered with the darkvision upgrade and I can survive underwater or sneak around situations by using water.
And the reaction cannon is a pretty good ranged weapon all things considered.

If he didn't get the mission done he doesn't deserve a place to sleep!


For the low Charisma among us, how about a Tier-2 computer (250 cr), miniaturised twice (+50 cr), with an artificial personality (+25 cr)? 325 cr for a digital assistant with +4 Bluff, Diplomacy, Intimidate, and Sense Motive.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Richter Harding wrote:
Extra ammunition : Heavy rounds, 20 cartridges of 6 rounds each : 90 credits

Small correction, you get 20 rounds for 90 credits, not 20x6 rounds.

Edit: so for the light reaction cannon you would get 4 magazines, 3 of which would hold 6 cartridges and 1 that would hold the remaining 2.

Richter Harding wrote:
Hygience Kit : general cleanliness kit : 1 credit

Another small correction, the hygiene kit kosts 3 credits. It's a level 1 item with a 1 bulk.


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I've actually made a few characters... mostly because I got really excited for Starfinder. Also, these characters are mostly for Society play and things like rations and lodgings tend to be covered (at least for our groups):

Kasatha Solarian Icon:
Freebooter Armour 1 - 750 credits
Cable-Line Titanium Alloy (50') - 25 credits
Medpatch (2) - 100 credits
Serum of Healing mk1 (2) - 100 credits

25 left over, didn't need a weapon because of the Solar Weapon (and do see this character being the type to not use a ranged weapon unless necessary - think Obi-Wan tossing aside the blaster while saying "Uncivilized" in this case.

Vesk Armour Storm Soldier Mercenary:
Hidden Soldier Armour - 465 credits
Azimuth Laser Rifle - 425 credits
Battery - 60 credits

50 left over - didn't pick-up a healing serum or medkit because I like the idea of this character being somewhat arrogant and thinking he'll be strong enough to survive without a serum or bandages.

Ysoki Ghost Operative Outlaw:
Azimuth Laser Pistol - 350 credits
Second Skin - 250 credits
Engineering Kit - 20 credits
Trapsmith's Tools - 20 credits
Hacking Kit - 20 credits
Battery - 60 credits
Healing Serum mk 1 - 50 credits
Basic Medkit - 100 credits

20 left over - brought along most of that because I really picture him as being a bit of a jack-of-all trades for a group. Nothing big or for melee since his mindset is 'If they're closed with me I'm already screwed.'

Vesk Envoy Xenoseeker:
Tactical Semi-Auto Pistol - 250 credits
Tactical Dueling Sword - 475 credits
Troop Ceremonial Plate - 110 credits
Small Arm Rounds - 40 credits
Healing Serum mk 1 (2) - 100 credits

15 left over - I really wanted to capture the idea of this 'refined' military ambassador, since the character is an older vesk and veteran of both the war against the Pact Worlds and the Swarm. So I went with more of this gentlemanly look of a pistol and sword and ornamental armour rather than someone still fully combat-minded.

Ysoki Exocortex Mechanic Bounty Hunter:
Azimuth Laser Rifle - 350 credits
Hidden Soldier Armour - 465 credits
Battery - 60 credits
Healing serum mk 1 - 50 credits

10 credits left over - it was originally a lot lower until I realized his strength score was too low to qualify for heavy weapons (eventually, though!). But was loving the idea of a tiny bounty hunter geared up in heavy armour - the more amusing than menacing at first.

Android Technomancer Mercenary:
Azimuth Laser Rifle - 350 credits
Second Skin - 250 credits
Engineering Kit - 20 credits
Hacking Kit - 20 credits
Charge cloak - 200 credits
Battery - 60 credits
Healing Serum mk 1 (2) - 100 credits

Nothing left over in this case - I picked up the cloak partially because it acts as a battery, but also because I love the look for a technomancer wearing a cloaked hood of crackling energy.

Human Mystic Mercenary:
Ember Flame Doshko - 750 credits
Golemforged Plating 1 - 250 credits

Nothing left over - this character is a healer, and a follower of Sarenrae and I just decided for him to go all in - melee combatant in heavy armour who is there to burn evil with the justice of the Sun.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

I'm noticing a clothing and hygiene optional theme in your characters.

Also, your human mystic can swing his ember doshko 20 times before and then it's turned into an improvised weapon?


Damanta wrote:

I'm noticing a clothing and hygiene optional theme in your characters.

Also, your human mystic can swing his ember doshko 20 times before and then it's turned into an improvised weapon?

Easy rule to miss. That's actually 20 minutes of use, not 20 swings. Powered melee weapons work differently.

It's on pg. 181-182, under 'Powered'.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
LittleMissNaga wrote:
Damanta wrote:

I'm noticing a clothing and hygiene optional theme in your characters.

Also, your human mystic can swing his ember doshko 20 times before and then it's turned into an improvised weapon?

Easy rule to miss. That's actually 20 minutes of use, not 20 swings. Powered melee weapons work differently.

It's on pg. 181-182, under 'Powered'.

Ah, thanks for clarifying. I only looked at the reading weapon table on p. 170, not under the special properties, my bad.

So it's 20 combats, that's plenty of time to get more credits for recharging it then.

Liberty's Edge

Pathfinder Starfinder Adventure Path Subscriber

My Ysoki Soldier

Titanium Alloy Cable (50 ft)
Personal Comm Unit
Tool Kit
Industrial Backpack
Battery
Everyday Clothing x2
Professional Clothing
Mass Produced Tent
Common Meal x5
Mk1 Healing Serum
Azimuth Laser Pistol
Survival Knife
Frag Grenade I


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've noticed several people seem to be going "commando." To them I ask this: Is there a rule saying not to worry about clothing, or is your group willfully ignoring the rules? Is the doctor in for rude surprise when she cuts off your armor to save you?

Still others have multiple sets of clothes. To them I ask: Where are you putting them? Do you lug a suitcase about on your adventures, or do you have some fancy superhero ring with which to store your various costumes perhaps?


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber
Ravingdork wrote:
Still others have multiple sets of clothes. To them I ask: Where are you putting them? Do you lug a suitcase about on your adventures, or do you have some fancy superhero ring with which to store your various costumes perhaps?

Industrial backpack.

Once I can afford it, many of my characters will get a null space container.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Industrial backpack, or in a locker in my base of operations.

I made a level 3 soldier who has an exploration buggy on which she keeps her spare clothing.


As someone that has backpacked on numerous occasions, you can fit a lot in them just with intelligent packing.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
captain yesterday wrote:
As someone that has backpacked on numerous occasions, you can fit a lot in them just with intelligent packing.

Care to give examples?

Every time I've tried it I can barely fit three sets of clothes* in a standard backpack with room for nothing else. Guess I'm a horrible packer by your standards. ^w^

* A set being a pair of jeans, t-shirt, socks, and underwear; no shoes.

RPG Superstar 2015 Top 8

I would presume the backpacks in the game, based on the description, are high volume proper backpacking-type backpacks, with an internal or external frame--(or even a MOLLE style pack)--that hold a good deal of gear and can also have stuff strapped to it.

Not, for example, a daypack/bookbag--i.e., a smaller everyday "backpack" you use to carry books and a laptop, or carry stuff for a day hike.

ETA links for examples. ETA again to add the MOLLE.


Two words.

Pharmaceuticals.


Ravingdork wrote:

I've noticed several people seem to be going "commando." To them I ask this: Is there a rule saying not to worry about clothing, or is your group willfully ignoring the rules? Is the doctor in for rude surprise when she cuts off your armor to save you?

Still others have multiple sets of clothes. To them I ask: Where are you putting them? Do you lug a suitcase about on your adventures, or do you have some fancy superhero ring with which to store your various costumes perhaps?

Willfully ignoring the rules in my group's case. None of us really have fun managing mundane details like that.


Damanta wrote:

I'm noticing a clothing and hygiene optional theme in your characters.

Also, your human mystic can swing his ember doshko 20 times before and then it's turned into an improvised weapon?

As far as hygiene goes - I'm sorta covering it under the scope of lodgings/rations. For the most part Society adventures have taken course over, at most, 2 days of roughing it (using PFS standards). Plus, 1 bulk of toothpaste (I know it's more than just that) seems to be a bit unwieldy to carry around.

As for clothing - I'm going with the idea that undergarments are just sort of included in character creation rather than being something I have to purchase (everyday clothing is different in my mind). For their first adventures I'm going to hold off on those purchases in case I need credits on the fly (who knows, might have to bribe someone). Once I get a bit further along I'm going to expand their inventory - but right now this is just their adventuring kit, effectively.

Also, if I'm ever in an actual home game (where I'm not DMing) my purchases are going to look a lot different. So things like the hygiene kit, backpack, etc. are going to be a part of my baseline purchases where things like the healing serums are going to be secondary purchases.


I have to buy my own underwear, why wouldn't my character.


Voss wrote:
Starbuck_II wrote:

For my Envoy I'm making:

Range: Laser Pistol Azimuth (350 cr))
Melee: Survival knife (95 cr.)
Armor: Second Skin (250 cr)
Personal: Consumer backpack (3 cr.), everyday clothing (1 cr.),
Tech: Tool kit Vidgamer (+4 Skill 20 cr), personal comm unit (7 cr.),
Magic item: Clear Spindle Aeon Stone (no food/water. 245 cr)
Upgrades: Gills (Breath Underwater, 95 cr)

I'm sure I can recharge my weapon so I don't need extra charges. I figured the ability to breath underwater might be useful.

You've got a full environmental suit already. You don't necessarily have time to recharge batteries even between gun battles (let alone during).

Theres like 4 available aeon stones and keep in mind you can only have 2 magic items now thats 2 total magic items im not convinced that spending the slot one either of the 2 items that make it so you dont need tk drink or eat is even worth it

Have to say, I dislike the cheap and readily available Ioun Stones.
The idea that the only limited resources are battery charges just seems absurd.

Tiwaz wrote:
Hi sorry, quick question, did people with a subscription already get their books/pdfs or something? How is it that people have the rules to look through?
Subscribers can access their pdf copies when their book ships. Not sure of the why of it, but it seems to be a way of incentivizing subscriptions.


You can only have two worn magical items. Asides from that limitation, you can have as many magic items as you like. Want a bandolier of 25 mk 1 serums of healing? Go for it. Every weapon has a fusion seal +20? Check, so long as your wallet holds up. Hybridized cybernetics? No problem. ;)

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