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


Advice

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7 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

Since everyone is going to start madly creating characters, I thought a discussion of recommended equipment would be a great topic.

I realize this will change based on character class. If nothing else, the Mechanic doesn't need an engineering or hacking kit. You also don't need the simplest comm unit. All of these are provided by your Custom Rig.

The weapons and armor chosen are also obviously going to make a big difference.

Here are the things I was looking at buying for a Technomancer that would be using Computers, Engineering, Life Science, Mysticism and Physical Science skills.

Semi-auto pistol, 260
Rounds, small arms, 40
Second Skin armor, 250
Personal Comm, 7
Engineering Kit, 20
Hacking Kit, 20
Professional Kit, 20
Backpack, Industrial, 25
Clothes, Professional, 5
Clothes, Travel, 10
Hygiene Kit, 3

Total so far: 660 credits.

If the first adventure required leaving a civilized area, I would have to buy food and some sort of survival gear.

I was trying to figure out if there were some sort of computer that was cheap enough and useful. Still don't quite grok those rules.

So, what are others planning for their starting kit and what might I be missing?


1 person marked this as a favorite.

50ft of titanium alloy cable line 25 credits
A source of light unless you have darkvision
Serum of Healing mark 1 50 credits

And I agree the computers section is overly complex.

Also note that a Clear Spindle Aeon stone costs 245 gold and negates the need to eat or drink.


1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Every 1st level character should have, at minimum, a melee weapon and a ranged weapon. The survival knife (95 cr, analog & operative) and the tactical semi-auto pistol (260 cr, analog) are good standard options, although you could pick up a needler pistol (105 cr, analog & injection) if you were strapped for cash and fairly melee-focused.

The computer rules are decently complex, but most characters shouldn't need a computer. A personal comm is treated as a tier-0 computer (analogous to an IRL smartphone), so any basic functions (record video, search the net, send an email, make a call) can be done without building a computer from the ground up.


Pathfinder Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

The knife and healing serum seem reasonable choices. Although I don't want my technomancer in melee, not having a melee weapon would make a bad situation even worse.

I left the cable line off because I couldn't afford the grappler to go with it. Even a gear clamp at 100 credits is a pretty significant chunk of the starting cash. I could afford it, but I'm not sure that is the best thing to buy at that point.

I need to check back through the rules, but I thought there was another piece of gear that could provide light.

Sovereign Court

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

I think the comm unit includes a flashlight.

I went with a pulsecaster pistol for my mechanic.


Yes I would always have some kind of melee weapon and really if you are going to find yourself in danger it is always good to have a nice quality knife. Knives are useful for a lot of things that don't involve stabbing folks.

Probably not a bad idea to stock up a bit on ammo better to have extra rounds and not need them to need them and not have them.


7 people marked this as a favorite.

One thousand lottery tickets!!


1 person marked this as a favorite.

The Medpatch is only 50cr... It can save your life*

(*Disclaimer : Medpatch may or may not actually save your life.)


5 people marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Jimbles the Mediocre wrote:
Every 1st level character should have, at minimum, a melee weapon and a ranged weapon...

I've been crunching through the equipment chapter a bit, and I've come up with a generic minimum loadout. Every character will want to spend additional credits to modify it, but it's a starting point:

  • Ranged weapon Tactical semi-auto pistol (260 cr.)
  • Melee weapon Survival knife (95 cr.)
  • Grenades Frag grenade I (3) (105 cr.)
  • Ammunition Small arm rounds (30) (40 cr.)
  • Armor Flight suit stationwear (95 cr.)
  • Technological items Titanium alloy cable line (50 ft.) (25 cr.), personal comm unit (7 cr.), medpatch (50 cr.), tool kit (20 cr.)
  • Magic items Serum of healing (2) (100 cr.)
  • Hybrid items Starstone compass (3 cr.)
  • Personal items Consumer backpack (3 cr.), everyday clothing (1 cr.), hygiene kit (3 cr.), mass produced tent (2 cr.)

    That's a total of 809 credits and 3 bulk, giving you a bit left over to upgrade items or buy other things. Obviously, party synergy will make some items unnecessary.


  • 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.

    Liberty's Edge

    On the setting chapter, it is stated that every level 1+ armor comes with a build-in comm unit, so no need to spend credits in another one?

    Dark Archive

    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?


    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).

    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.


    Voss wrote:


    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.

    That would be the main "why" of it.


    Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    Worked for me! :-)

    That and Pathfinder advantage. It sure was nice only paying fifty bucks for the core rulebook.


    I ordered mine (preordered) so I got mine a few days ago.

    Never tried subscribing.


    Pathfinder Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
    Paladinosaur wrote:
    On the setting chapter, it is stated that every level 1+ armor comes with a build-in comm unit, so no need to spend credits in another one?

    Found it!

    Starfinder CRB, pg. 430 wrote:
    Small enough to be carried in a pocket, they [personal comm units] also come automatically integrated into all armor of 1st level or higher.

    Well, seems like there isn't much reason to buy the Mk I comm unit.

    Suit only lasts for 24 hours, so might still be worth it for some to get the comm unit that lasts for 80 hours. Still, it doesn't have to be part of the initial 1000 credits of equipment.

    Good catch!

    Shadow Lodge

    2 people marked this as a favorite.
    Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    So is everyone going to be a space bum, or is there another reason no one includes basic housing expenses with their initial purchases?


    1 person marked this as a favorite.
    Pathfinder Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

    That is Cosmic Bum in Space!

    Dataphiles

    TiwazBlackhand 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?

    Some of us who ordered physical copies of the books have received them already. And no, I don't have a subscription. I just ordered the Core Rulebook, so I don't get a PDF either.

    My copy arrived last Wednesday


    2 people marked this as a favorite.
    bookrat wrote:
    So is everyone going to be a space bum, or is there another reason no one includes basic housing expenses with their initial purchases?

    Everyone's just going to sleep in their ship; it'll be like everyone is the space equivalent of those camping trailers you see parked at WalMart

    Dataphiles

    TempusAvatar wrote:
    Everyone's just going to sleep in their ship; it'll be like everyone is the space equivalent of those camping trailers you see parked at WalMart

    Or like all the live-aboard sailors at the Yacht Club.


    Space Tammy has her ways.


    2 people marked this as a favorite.
    Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    I've been reading through my copy this weekend and have some thoughts:

    Just about everyone should probably have a Cestus Battleglove or Survival Knife as a melee weapon at 1st level. A Club is also available if money is really tight.

    The Azimuth Laser Pistol, Tactical Semi-Automatic Pistol, or Needler Pistol will probably be the ranged weapon for most characters. Those with proficiency in long arms might go with a Hunting Rifle, Utility Scattergun, or possibly a Tactical Acid Dart Rifle, Tactical Crossbolter, or Pulsecaster Rifle.

    An appropriate level 1 (or possibly even level 2) weapon fusion might make a nice addition.

    Batteries, rounds, or darts (depending on the weapon selected) will almost definitely be useful.

    Second Skin looks like it will be the most common type of starting armor for level 1 characters. Some characters might consider Kasatha Microcord I (or Golemforged Plating I, Lashunta Ringwear I, or Hidden Soldier Armor if they have proficiency in heavy armor).

    Depending on the character (engineers and pilots are probably more appropriate than others), the Radiation Buffer upgrade might be useful.

    The Vocal Modulator may be useful to envoys or operatives.

    A Tier 1 computer with the Miniaturization and Self-Charging upgrades is pretty cheap at 60 credits.

    Liberty's Edge

    is there even a real need for pcs to have a computer?


    Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    Paladinosaur wrote:
    is there even a real need for pcs to have a computer?

    A Personal Comm Unit doesn't help much when there is no local infosphere (i.e., when exploring many alien worlds or traveling between them) to connect to for a data search; a computer can access a downloaded data set. A Personal Comm Unit also can't have any modules or upgrades (such as Complex Control plus Range I, Secure Data, Spell Chip, etc.).


    Wait. Computers can be self-charging, but flashlights and comms require batteries, that you have to pay to recharge? What the actual Nine Hells?

    The Exchange

    Starfinder Charter Superscriber
    Dragonchess Player wrote:
    Paladinosaur wrote:
    is there even a real need for pcs to have a computer?
    A Personal Comm Unit doesn't help much when there is no local infosphere (i.e., when exploring many alien worlds or traveling between them) to connect to for a data search; a computer can access a downloaded data set. A Personal Comm Unit also can't have any modules or upgrades (such as Complex Control plus Range I, Secure Data, Spell Chip, etc.).

    A personal comm unit can be turned into a computer, its not clear if the persona comm unit that comes free in armor can be though.


    Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    Shaudius wrote:
    Dragonchess Player wrote:
    Paladinosaur wrote:
    is there even a real need for pcs to have a computer?
    A Personal Comm Unit doesn't help much when there is no local infosphere (i.e., when exploring many alien worlds or traveling between them) to connect to for a data search; a computer can access a downloaded data set. A Personal Comm Unit also can't have any modules or upgrades (such as Complex Control plus Range I, Secure Data, Spell Chip, etc.).
    A personal comm unit can be turned into a computer, its not clear if the persona comm unit that comes free in armor can be though.

    It's more expensive that way: Personal Comm Unit (7 cr) "upgraded" to Tier I Computer (+55 cr; 110% of normal base price) with Self Charging (+6 cr; 11% of 55 cr is 6.05 cr, rounded). Granted, it's only 1 cr over buying two separate devices.


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

    I've been playing around with some concepts to get a feel for the system and have come up with a couple PCs' starting gear:

    Android Ace Pilot Technomancer:
    Survival Knife (95 cr), Azimuth Laser Pistol* (350 cr), 2 Batteries (120 cr), Second Skin (250 cr), Tier I Computer with Miniaturization I and Self Charging 1 (60 cr), Personal Comm Unit (7 cr), Medpatch (50 cr), Starstone Compass (3 cr), Consumer Backpack (3 cr), Environmental (Zero-G) Clothing (10 cr), Everyday Clothing (1 cr), Formal Clothing (5 cr), Professional (Vidgamer) Clothing (5 cr), Hygiene Kit (3 cr), Credstick with 38 cr**

    *- because lasers don't have recoil (at least using real-world physics); a good thing for zero-g combat
    **- can purchase either a Hacking Toolkit or a Trapsmith Toolkit, if needed

    Human Mercenary Mystic (Star Shaman):
    Tactical Starknife* with Called Fusion (230 cr), Pulsecaster Pistol (250 cr), Hidden Soldier Armor** (465 cr), Personal Comm Unit (7 cr), Consumer Backpack (3 cr), Everyday Clothing (1 cr), Formal Clothing (5 cr), Professional (Mercenary) Clothing (5 cr), Hygiene Kit (3 cr), 1 week Field Rations (1 cr), Credstick with 30 cr

    *- Advanced Melee Weapon Proficiency
    **- 13 Str, Heavy Armor Proficiency

    Next up, a kasatha bounty hunter soldier (hit-and-run style).


    Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    Voss wrote:
    Wait. Computers can be self-charging, but flashlights and comms require batteries, that you have to pay to recharge? What the actual Nine Hells?

    "Self Charging" just extends the computer's recharge timeframe from every 24 hours (normal) to 1 week (each additional instance adds another week).


    Dragonchess Player wrote:
    Voss wrote:
    Wait. Computers can be self-charging, but flashlights and comms require batteries, that you have to pay to recharge? What the actual Nine Hells?
    "Self Charging" just extends the computer's recharge timeframe from every 24 hours (normal) to 1 week (each additional instance adds another week).

    So less 'self charging' and more 'extended battery.' :(

    On a different subject: Just finished reading through the pre-gens. Tracking charges is going to be a ridiculous pain. Especially for characters like mechanics (burn 3x as many charges) or for items like jetpacks (1 charge per minute or 2 per round to avoid flat foot and off target penalties). As a bonus the drone can't reload itself. The mechanic has to do it for the drone.

    Also- clubs and other archaic weapons. I can't figure out any reason to even pick these up. Unless they do a minimum of 1 damage, Quig does 0 damage with his 'weapon'


    Pathfinder Starfinder Roleplaying Game Subscriber

    Well, 0 damage to a person with modern armor. He could still use it in an emergency if he's grabbed by some strange alien animal that craves his tasty rat flesh and does not wear armor.


    Voss wrote:

    On a different subject: Just finished reading through the pre-gens. Tracking charges is going to be a ridiculous pain. Especially for characters like mechanics (burn 3x as many charges) or for items like jetpacks (1 charge per minute or 2 per round to avoid flat foot and off target penalties). As a bonus the drone can't reload itself. The mechanic has to do it for the drone.

    Also- clubs and other archaic weapons. I can't figure out any reason to even pick these up. Unless they do a minimum of 1 damage, Quig does 0 damage with his 'weapon'

    You do deal minimum damage, but there still isn't a great reason to go with them. I assume they exist for the folks that get stranded and don't have Engineering or enough UPBs?

    What do you mean when you say Mechanics are going to burn 3x as many charges? At most, I could see the drone doubling the number of charges you use.


    1 person marked this as a favorite.
    Starfinder Charter Superscriber

    Page 78 states that a drone is capable of reloading its weapons.

    Page 168 states that weapons that use standard ammo come preloaded, which should save some starting cash.


    Pathfinder Starfinder Roleplaying Game Subscriber

    The triple charge use would be a mechanic using the overcharge trick.


    Dragonchess Player wrote:
    because lasers don't have recoil (at least using real-world physics); a good thing for zero-g combat

    yes they do - photons have momentum, and the higher the energy the more momentum they have - if they're powerful enough to punch through armour they might get recoil. Haven't run the numbers but it's possible (also no idea how much energy would be required to punch through armour)

    Grand Lodge

    Pathfinder Starfinder Society Roleplaying Guild Subscriber

    For Drone Mechanic:

    Tactical Doshko for Drone
    Shock Rifle for Mechanic (have Longarm Prof as 1st level feat, crazy value and thematic at 100cr for a 20-shot weapon that targets EAC)
    The expensive 'Heavier' Light armor (the Lv 2 one that has Armor Check Penalty)
    Flashlight
    Assault Hammer (which I'm not proficient in, but is the closest I could think of for a favored weapon of Brigh)


    dharkus wrote:
    Dragonchess Player wrote:
    because lasers don't have recoil (at least using real-world physics); a good thing for zero-g combat
    yes they do - photons have momentum, and the higher the energy the more momentum they have - if they're powerful enough to punch through armour they might get recoil. Haven't run the numbers but it's possible (also no idea how much energy would be required to punch through armour)

    Sol's sunlight has about three hundred million times more visible light energy than momentum energy.


    HammerJack wrote:
    Well, 0 damage to a person with modern armor. He could still use it in an emergency if he's grabbed by some strange alien animal that craves his tasty rat flesh and does not wear armor.

    Granted, it isn't useless if menudovian gorbsnatchers crop up, and count as 'unarmored' which I'd love to see a technical definition for (do drones count? Is it limited to things without a natural armor bonus?)

    But really, how much more is the basic survival knife that it would be even worth considering, and still carried at level 4?


    Unarmored seems to mean not wearing armor, drones can't wear armor it says, so drones are unarmored.

    Paizo Employee Community & Digital Content Director

    Removed a post. Let's stick to providing the OP with actual advice, thanks!


    Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

    There is some useful advice in the recently uploaded Starfinder Guide. Per the core rules, you are allowed to buy items of up to 3rd level (2 above your own level). However, the SFS guidelines require that you don't buy anything above 2nd level. That is probably good advice, as any 3rd level item you buy is likely to leave you short of cash for other necessities.


    1000 flashlights. Sell the batteries they come with. Now buy whatever I want.

    Grand Lodge

    1 person marked this as a favorite.
    Pathfinder Starfinder Society Roleplaying Guild Subscriber
    Pax Rafkin wrote:
    1000 flashlights. Sell the batteries they come with. Now buy whatever I want.

    When you find the price of that 10 capacity battery in the CRB, let me know!


    Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber
    Peat wrote:
    Pax Rafkin wrote:
    1000 flashlights. Sell the batteries they come with. Now buy whatever I want.
    When you find the price of that 10 capacity battery in the CRB, let me know!

    "Yes! Put Tony Stark in that cave. All that's in there is a suit of powered armor with no battery and 10 dollar-store flashlights. Let him rot in there forever."

    We all know the real money is in the 7-cred personal comm unit with an 80-capacity battery anyway. Those ammo bandeliers are just full of cell phones.


    Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    dharkus wrote:
    Dragonchess Player wrote:
    because lasers don't have recoil (at least using real-world physics); a good thing for zero-g combat
    yes they do - photons have momentum, and the higher the energy the more momentum they have - if they're powerful enough to punch through armour they might get recoil. Haven't run the numbers but it's possible (also no idea how much energy would be required to punch through armour)

    OK, so lasers don't have any significant recoil. /pedant


    1 person marked this as a favorite.
    Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    As mentioned yesterday:

    Kasatha Bounty Hunter Soldier (Hit-and-Run Style):
    2 Survival Knives* (190 cr), 2 Needler Pistols* (210 cr), 25 Darts (20 cr), 1 Smoke Grenade (40 cr), Kasatha Microcord I (460 cr), Personal Comm Unit (7 cr), Medpatch (50 cr), 2 Binders (10 cr), Consumer Backpack (3 cr), Everyday Clothing (1 cr), Professional (Bounty Hunter) Clothing (5 cr), Hygiene Kit (3 cr), Credstick with 1 cr**

    *- Multi-Weapon Fighting (in addition to Opening Volley from the primary style); looking at taking Fusillade and Suppressive Fire later on ("Four-Gun Mojo")
    **- Party like it's 999! Could possibly forgo either the Smoke Grenade or the Medpatch if there's something else desired.

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