
Ravingdork |
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I'm looking for someone to critique my work on my first Starfinder character, a former biker gang member and daredevil who has been reformed into a space explorer. Did I get all the math right? Did I accidentally break any rules along the way? Have I fallen into a newb trap or two?
Darrow, former member of the Pod Babies biker gang - CG male personality android operative 6 (spacefarer theme, daredevil operative specialization)
I'm also trying to get it to match the official Starfinder stat blocks as closely as possible as well. Any advice in that regard would be most appreciated as well.

Matsu Kurisu |

Great background and solid concept.
Question, what stat build method and level?
It appears that you are level 6, so one set of stat increases which is a total of 13+8=21 points above base. You have 23 points (note: the -2 cha is not included in the points calc i.e. each race gives a TOTAL of +2 stats)
Otherwise looks a great character that should be fun to play and hold his own at any table

Ravingdork |

He's 6th-level.
I used the standard point buy, as outlined in the book.
Start with base 10s in all scores
STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10
Add race mods (+2 DEX/INT, -2 CHA)
STR 10, DEX 12, CON 10, INT 12, WIS 10, CHA 8
Add theme mod (+1 CON)
STR 10, DEX 12, CON 11, INT 12, WIS 10, CHA 8
Assign 10 pts (+4 STR/DEX, +1 CON/INT)
STR 14, DEX 16, CON 12, INT 13, WIS 10, CHA 8
Add 5th-level bonuses (+2 STR/DEX/CON/WIS)
STR 16, DEX 18, CON 14, INT 13, WIS 12, CHA 8

Descrud |

First of all, Operatives Edge plus Eager dabbler from Spacefarer is awesome. You're getting +6 to all skills without ranks at level 6. That's gold.
The only issue I have with Darrow is his feat selections. Fleet is a little redundant with Quick movement. I get that you're going for ultra mobile but it seems a little over kill. I think deadly aim would get you more mileage.

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Looks solid.
There is some discussion about whether the class granted Weapon Specializations count towards the three combat feats needed to take Adaptive Fighting (my personal opinion is that they count).
My only personal gripe is with his equipment selection, he's spend more than half of his 15.000 wealth on a single item (the shirren-eye rifle). Though considering the amount of choice you have in sniper weapons it's something that could be revisited in the future :)
If you drop down to the tactical version, you save up 8545, which you could use to upgrade his armour from the carbon skin to an Ysoki Refractor suit (4120 cr, slightly over the recommended 25% spend on armor) giving you EAC and KAC 21. You also lose the -1 armorcheck penalty and gain an extra armor mod slot and you still have 5645 cr to play with.
Since you have that much extra cash, you might as well upgrade the jump jets to an actual jetpack and a backup generator so you can recharge your jetpack and weapon charges while you are not fighting/resting. You still have 1445 credits left for some consumables. All for the cost of 1d10 damage and 250ft snipe range increment.
You could even switch to an Estex Suit III (leaving you 65 cr.) instead of the ysoki, for 4 upgrade slots instead of 2 and 1 additional KAC, but you'd have the -1 armor check penalty still.

Matsu Kurisu |

He's 6th-level.
I used the standard point buy, as outlined in the book.
Start with base 10s in all scores
STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10Add race mods (+2 DEX/INT, -2 CHA)
STR 10, DEX 12, CON 10, INT 12, WIS 10, CHA 8Add theme mod (+1 CON)
STR 10, DEX 12, CON 11, INT 12, WIS 10, CHA 8Assign 10 pts (+4 STR/DEX, +1 CON/INT)
STR 14, DEX 16, CON 12, INT 13, WIS 10, CHA 8Add 5th-level bonuses (+2 STR/DEX/CON/WIS)
STR 16, DEX 18, CON 14, INT 13, WIS 12, CHA 8
Ahh,that looks right. My back of napkin calc was off

Ravingdork |
1 person marked this as a favorite. |

First of all, Operatives Edge plus Eager dabbler from Spacefarer is awesome. You're getting +6 to all skills without ranks at level 6. That's gold.
It really is! It's chiefly why I made this particular character. Most everything else about the concept came after.
The only issue I have with Darrow is his feat selections. Fleet is a little redundant with Quick movement. I get that you're going for ultra mobile but it seems a little over kill. I think deadly aim would get you more mileage.
You think +2 damage for -2 to hit is better than +10 feet of movement on a mobility build? Think I'm going to disagree with you there.
Deadly Aim is a great feat to be sure, but I think it would be best taken at later levels, when the penalty to bonus exchange rate is more favorable.
Looks solid.
Thanks. I put a lot of work into it. Took me a whole day to get the rules right and to build a whole new character sheet template from sratch.
There is some discussion about whether the class granted Weapon Specializations count towards the three combat feats needed to take Adaptive Fighting (my personal opinion is that they count).
I don't understand why it would be in doubt. The Weapon Specialization class ability CLEARLY states that you get the actual feats, not just the effects of said feats.
My only personal gripe is with his equipment selection, he's spend more than half of his 15.000 wealth on a single item (the shirren-eye rifle). Though considering the amount of choice you have in sniper weapons it's something that could be revisited in the future :)
Yeah, that's a concern for me too. The rules in regards to those percentage spending allowances don't seem nearly as permissible as in Pathfinder. I do feel like I'm breaking a "hard rule" by having it, but as you said, there isn't really a good option at this level when it comes to sniper rifles.
If you drop down to the tactical version, you save up 8545, which you could use to upgrade his armour from the carbon skin to an Ysoki Refractor suit (4120 cr, slightly over the recommended 25% spend on armor) giving you EAC and KAC 21. You also lose the -1 armorcheck penalty and gain an extra armor mod slot and you still have 5645 cr to play with.
Since you have that much extra cash, you might as well upgrade the jump jets to an actual jetpack and a backup generator so you can recharge your jetpack and weapon charges while you are not fighting/resting. You still have 1445 credits left for some consumables. All for the cost of 1d10 damage and 250ft snipe range increment.
You could even switch to an Estex Suit III (leaving you 65 cr.) instead of the ysoki, for 4 upgrade slots instead of 2 and 1 additional KAC, but you'd have the -1 armor check penalty still.
If I trade back the advanced sniper rifle for the tactical sniper rifle to avoid breaking the rules, I won't want to get something that breaks the rules anyways.
Ahh,that looks right. My back of napkin calc was off
I still appreciate you putting in the effort.
Is it me or is this going to be one of the hardest ability score generation methods to reverse engineer? I'm beginning to think it would be easier to start from the beginning and go forward to see if I can match the current stats, than it would to be to go backwards like you could with Pathfinder's point buy.

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Well, I went for the Ysoki Refractor suit because it's a level 6 item, figured that it would be okay to break the 25% because it's an item on your own level :).
The Kasatha Microcord II is within the 25% advice, as a level 5 item. Compared to the Carbonite skin you get +3 EAC and +4 KAC. It only has a single upgrade slot, so no backup generator for cheap recharging batteries for your jet pack :).
You're still in a tough pickle in terms of weaponry though. Between 3 and 6 there's a huge gap in operative weapons and small arms.
You could opt for having a zero pistol, frostbite class for 3060 credits as extra weapon.

Ravingdork |

Descrud wrote:+4. Eager Dabbler adds +2 and only to skills that can be used untrained and Operative's Edge is only +2 at level 6.First of all, Operatives Edge plus Eager dabbler from Spacefarer is awesome. You're getting +6 to all skills without ranks at level 6. That's gold.
The other +2 comes from Jack of All Trades, which doubles your Operative's Edge bonus on untrained skills.

Bigguyinblack |

I stand corrected.
Even without boosting Int you are getting 11 skills a level, So you can already train in just about anything you want. 1 rank in a trained skill is +4 without the theme or the Jack of All Trades. And int skills are pretty important. Do you think the +7 total including your +1 int mod will be enough?

Ravingdork |

Just put his gear into an Excel spreasheet. Seems I undercut myself by a fair margin.
I stand corrected.
Even without boosting Int you are getting 11 skills a level, So you can already train in just about anything you want. 1 rank in a trained skill is +4 without the theme or the Jack of All Trades. And int skills are pretty important. Do you think the +7 total including your +1 int mod will be enough?
Er, I'm not sure I understand the question. Also, don't forget the +2 bonus that operatives get to ALL skills.
Nothing to add to the discussion, just wanted ask if there will be all sorts of Starfinder characters in Ravingdork's Character Gallery in the future? Looking forward to checking it out if so.
I will NOT be posting Starfinder characters in my Crazy Character Emporium thread. However, if it takes off in my group and I end up making several more Starfinder characters, I will be creating a similar thread here on the Starfinder forums.
If you want a sneak peak at some of the Starfinder characters I might make in the meantime, just keep an eye on the new Starfinder Characters folder within the OneDrive Character Gallery.

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Its not as bad as it sounds, it just means that as an operative you never full attack. Ever. Always trick shot. It more than doubles your damage before accounting for the -4 on full attack, not targeting flat footed, giving up movement....I really don't know why the triple attack class feature exists.
I looked at uncanny pilot, but it's a weird feat because most of the time you don't even attack while piloting a vehicle, and AFAIK most vehicles have a pretty low penalty if they are small enough for the pilot to also be shooting (like a bike or something). I think you are better served by just skill focus pilot or something else? The synergy feat that's +2 to two skills?
I like your adaptive fighting list. Interesting alternative to just taking shot on the run, which was how I was running with my operative, because I wanted it available for more than 1 fight in a day. How often you think you'll be blinded or provoking as a speedy android?
If you want to invest so much in a sniper rifle, I think you would really like the debilitating sniper, so you can use trick shot (minus the damage) with the rifle. The character is 6th level, so you qualify.

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nicholas storm wrote:Looks like your damage values are off. Small arms and operative weapons only get level/2 for weapon specialization.Wow. That really sucks.
Operatives get two things to make up for this:
1. Trick Attack. High +d8 damage is a very solid option to help damage.
2. Extra Attacks. Your build is just too low a level to take advantage of this, but they get a third attack earlier than anyone (and only Solarians and Soldiers even get at all), and then a fourth attack (something nobody else gets at all). And they get them at no more penalty than any other Full Attack (everyone else's Full Attack goes to a -6 penalty when they get a third attack).
So, starting at 8th, they have the options of three weaker attacks or one Trick Attack for high damage.
You're little worse off than Soldiers or Solarians in physical combat...but better than anyone else IMO, and amazing outside it.

Ravingdork |

I looked at uncanny pilot, but it's a weird feat because most of the time you don't even attack while piloting a vehicle, and AFAIK most vehicles have a pretty low penalty if they are small enough for the pilot to also be shooting (like a bike or something). I think you are better served by just skill focus pilot or something else? The synergy feat that's +2 to two skills?
I can't replace Uncanny Pilot with Skill Focus. The latter is a feat, whereas the former is an Operative Exploit.
Since the character is loosely based on Kenaeda from the anime movie, Akira, I really wanted him to have something that made him more badass during vehicle combat.
I like your adaptive fighting list. Interesting alternative to just taking shot on the run, which was how I was running with my operative, because I wanted it available for more than 1 fight in a day. How often you think you'll be blinded or provoking as a speedy android?
I might not have taken it at all, but it was the only way I could get Shot On the Run as a level 6 operative. My most recent feat was level 5, when my base attack bonus was too low for Shot On the Run. So I got Adaptive Fighting instead (for now). Since it lets you switch out a component feat each level, I was able to (sort of) get Shot On the Run at level 6. The other two feats are just icing, meant to handle situational events (such as fighting in fog or sniping form a ridge).
If you want to invest so much in a sniper rifle, I think you would really like the debilitating sniper, so you can use trick shot (minus the damage) with the rifle. The character is 6th level, so you qualify.
I debated for hours on what my last Operative Exploit pick should be. I was seriously conflicted about whether to take Debilitating Sniper, Improved Quick Movement, Sure-Footed, or Uncanny Movement. I will probably end up taking the others with some of my later level exploits.
Why not use a semi-auto pistol advanced (5500 credits)? Then your damage goes to 2-12+3.
I considered it, but decided the money was better spent elsewhere.
Speaking of which, I've decided to take Damanta's advice and downgrade the sniper rifle in favor of other gear. Will update the online copy soon.

Ravingdork |

I forgot that shot on the run without multiclassing is awkward. Makes sense.
Yeah, totally. If ever I get to level him up further, I'll make it a real feat and put something else in it's current pseudo-feat slot. Perhaps I'll do the same with Far Shot as well.
Blind Fight will probably stay where it is though.