Operative Optimization


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Hello everyone, I'm planning on playing an operative in our first campaign and like to get the most out of characters I play. I plan to max Dex and keep Int and Str competitive to be able to melee and fulfill the skill monkey role.

I'd like to know what people think about this build and if I should change anything. I'm open to all improvement suggestions.

Race: Android (Darkvision, Dex/Int, doesn't breathe, easier bluff, upgrade slot, and dump Cha). Biggest competition would be Ysoki for the cheek pouch swift action, stand up swift action, +5 tumble, and +2 to Engineering, Stealth, and Survival. Open to thoughts on these races or if there is another one I'm not considering.

Theme: Ace Pilot. None of the themes seem amazing for optimization. Bounty Hunter and Outlaw also have interesting options. Open to suggestions here.

Stats: Str 13, Dex 18, Con 10, Int 14, Wis 10, Cha 8. Max dex for hit chance on all weapons, int for skill points, str for melee damage and grenade hit chance.

Specialization: Ghost. Skills Acrobatics and Stealth. +4 Stealth for trick attack (RAW). Cloaking field at level 5. This seems objectively the best but again open to opinions.

Skills: Acrobatics and Stealth from specialization. Other 10 ranks in: Athletics, Bluff, Computers, Engineering, Medicine, Perception, Piloting, Sense Motive, Sleight of Hand, Surival. I considered switching Medicine for Mysitism to be able to deal with magical devices but I'd only have a mod of 2 which doesn't seem great. Could go priest theme to get Mysticism as a class skill...

Feat: Weapon Focus (Small Arms). I think ranged will be ideal at first. Later can pick up Versatile Focus to buff operative weapons and sniper rifles.

Gear: Second Skin, Tactical Semi-Auto Pistol (30 ft, 1d6), Tactical Baton. The small arm could also be the Azimuth Laser Pistol for the much better range of 80 but 1d4 damage dice. Curious what others think between these two starting weapons. Other gear like engineering toolkit, other toolkits, healing serum, etc.

Liberty's Edge

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Seems pretty optimized to me.

Honestly, with Dex 18, almosty any Operative build is close to optimized for combat. And, RAW, Ghost is indeed the best Specialization by quite a bit.

Going Priest for Mysticism isn't a bad idea at all, in addition to allowing disarming mystical traps, it's now one of the only two knowledge skills in the game for creature identification (okay, and an occasional Engineering roll for robots), which is (as always) actually super important and good for multiple people to have ranks in.

Feat-wise, Great Fortitude is an excellent choice to shore up your +0 Fort Save, though less necessary on Android than most other races. I'd probably still pick it over Weapon Focus, given that with Trick Attack your accuracy is already quite good.


Optimizing operative. Appropriate race, Max dex, bunch of skills, good specialization.
Yeah, there isn't a lot to say about most of it, the optimized operative (unfortunately) rather writes itself.

Though with trick attack, I'd take the laser to be honest. That huge range difference actually matters, and you'll likely do more damage with trick attack (2d4) rather than chance the double -4s.

Only quibble is weapon focus. It matters 5% of the time- if the dice roll is low enough to matter, it won't help. There has to be a feat that does more for you than that.


Interesting I thought weapon focus was almost a given but I agree with the trick attack flat footed bonus the accuracy should be pretty high. Looking at the other level one optins I agree with Deadmanwalking Great Fortitude could be very useful. The other one that jumps out is fleet for a permant extra 10 feet of movement. Any other level one feats worth considering?

Liberty's Edge

Nothing better than Great Fortitude, IMO.


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Don't know how high level you're expecting to hit, but I noticed an easily missed change in the rules that made me think about abilities.

At level 5, 10, 15 and 20 you get an ability increase. And if your score is at or above 17, it's a +1, just like Pathfinder.
But if your score is 16 or lower, that increase is +2.
(Page 26 of the core rules).

Putting your Dex at 16 at creation will get you more points, at the cost of being a little weaker until level 5 and not hitting that Dex 20 ability score at level 10.

Something to consider if you want to spread your abilities a bit (and it really helps MAD characters).


If you're okay with a little less strength, a Damaya Lashunta could be a good optimized pick as well. No Dexterity bonus, but Intelligence and Charisma are good for a whole load of different skills, their Student Racial trait lets you boost two different skills of your choice in a way that stacks with everything else, and telepathy is a great tool for communicating with your teammates without speaking. Ambush coordination sounds like a good benefit for an operative to have.

Liberty's Edge

A 16 leaves you weaker at 1-4, stronger at 5-9, then weaker from 10-14, stronger from 15 to 19, weaker at 20. But in terms of being 'stronger' it gives some bonuses to secondary stats...which those vary in usefulness from class to class quite a bit.

A starting 16 in your attack stat is definitely a solid call on a MAD class like Solarian, but Operative is probably the most SAD class in Starfinder (it uses Dex for almost literally everything). Having Dex less than the maximum you can take is just a bad idea unless you expect more than half the game to be between levels 5 and 9 or something like that.


Damaya Lashunta is an interesting option. If you go priest and put one of your student skill boosts in mysticism you could have a 7 mysticism at level 1. Your skill array could be 10/18/8/14/11/12. Dumping Con is the obvious downside and personally I'd rather have 12 Str than Cha. You do get the nice telepathy, daze (for low levels), and 1 bulk telekenesis at will.


I was thinking of playing almost the exact same thing but not the Yoski part.
I was also thinking of a max 16 dex and spreading the other points around a bit to take advantage of the whole +2 vs +1 stat gain line at 17.
I do agree that a +1 can be a big difference at lower levels but I think that overall the rest of the stuff makes up for it even though I am often a poor dice roller and need the +1, (if I do not spread the points around I generally get pounded in the area I dumped a stat or a skill or ability)

But I would be remiss if I did not point out that different tables play a lot differently and +1 at one table or with 1 GM may be huge vs other tables.
MDC


I would consider Mobility for your first feat. As an operative you may well find you are moving, a lot. Trick attack bakes in an option for moving and opportunity attacks remain a thing.


Putting aside the fact that an Operative will be good at acrobatics there is a level 2 exploit called uncanny mobility that pretty much lets you ignore op attacks unless multiple enemies are threatening you.

Expect the +4 to stealth from the ghost to be removed at some point.


Just for fun I decided to look at all the specializations. Assuming Ghost gets nerfed. At level 20 with 22 Str, 28 Dex, 12 Con, 22 Int, 18 Wis, 8 Cha (android with Dex augment mk3, Str augment mk2, Int augment mk1).

It looks like for the most likely trick attack you'd want to stick with Daredevil/Ghost/Thief/Hacker or Explorer over lvl 11. Hacker edges out the rest at lower levels assuming 18 dex / 14 int but is the only spec that can be turned off if you are stripped of all computer gear and can't access a computer.

This is all kind of moot though because you only need a 30 to always beat the check on a 20 CR creature (taking 10) so I guess just go with whichever abilities you like the best.

Daredevil
Acrobatics and Athletics (38)
Versatile movement (climb and swim = movement)
Auto bluff when balancing, climbing, flying, or swimming.

Detective
Culture and Sense Motive* (31 (-2 due to android racial)+4)
Glimpse the Truth (1 rp for 1rd of true seeing 60ft)
1x per day Divination

Explorer
Culture and Survival* (37+4)
Ever Vigilant (perception when sleeping, always act in surprise round)
+4 culture and survival, +2 init outside of pact worlds

Ghost
Acrobatics and Stealth (38)
Cloaking Field
1x per day phase through 5 feet of solid material

Hacker
Computers* and Engineering (35+4)
Elusive Hacker (50% countermeasures don't trigger)
Take control of devices/systems

Spy
Bluff* and Disguise (28+4)
Master of disguise (super disguise self)
Fool Detection

Thief
Perception and Sleight of Hand (38)
Holographic distraction
Contingency Plan

Shadow Lodge

I assumed you picked android because you like the theme, or the spacewalk option both of which are perfectly good reasons to go that direction.

Drop strength to 11 and raise Int to 16 because your skills really are the point of the class.

If you want a purely optimized character you want halfling for the stealth skill perks.

The laser pistol's range is indeed better, and the silent fighting style, as well as easier ammo recovery.

The theoretical loss of 1 point of average damage is laregely menaingless when compared to the damage from trick attack for both the laser and your knife.

I like Themeless for operative because it allows you to have just about every skill in the game as a class skill because they start with most anyways.


Start 10str 16dex 12con 16int 12wis 10cha

You need wis for saves or/and you have to invest feats. The melee str damage is a miniscule bonus. Starting at 18 or 14 and increasing every time waste resources. All characters are mad because of saving throws. You don't want to dump cha because you will be good at cha skills too. You have nearly every skill in the game.


"Auto bluff when balancing, climbing, flying, or swimming."
Minor note but but the target also has to be doing one of those. So no flying above ground enemies and auto-bluffing.

Silver Crusade

Bigguyinblack wrote:

Expect the +4 to stealth from the ghost to be removed at some point.

Not sure why everybody expects this (yeah, I know the +4 wasn't there at some point in the rules development. That just means that they consciously chose to add it). All the specialties get pretty much a maxed out skill as their startle skill, I don't see why stealth is so much better. The skills match pretty well to the theme of the specialty so I'd expect pretty much everybody to have their skill maxed out, including a +2 racial bonus if they want it enough.

The ghost is very good at what he does, but so are the rest. That is the POINT of taking an operative.


pauljathome wrote:
Bigguyinblack wrote:

Expect the +4 to stealth from the ghost to be removed at some point.

Not sure why everybody expects this (yeah, I know the +4 wasn't there at some point in the rules development. That just means that they consciously chose to add it). All the specialties get pretty much a maxed out skill as their startle skill, I don't see why stealth is so much better. The skills match pretty well to the theme of the specialty so I'd expect pretty much everybody to have their skill maxed out, including a +2 racial bonus if they want it enough.

The ghost is very good at what he does, but so are the rest. That is the POINT of taking an operative.

The Ghost is the only one who gets +4 to a dex skill. It's the sole exception to the pattern that non-dex skills get the bonus, the others don't.


Bigguyinblack wrote:

"Auto bluff when balancing, climbing, flying, or swimming."

Minor note but but the target also has to be doing one of those. So no flying above ground enemies and auto-bluffing.

Yeah my mistake I shorthanded the bonus. Both you and your foe need to be doing one of those.

Halfling is an interesting option and one I hadn't considered. I'm going to breakdown the possible races to try to determine which is best. I think the top three contenders are:

Ysoki
+2 Dex, +2 Int, -2 Str, 2HP, Small, Darkvision
+2 Racial bonus to Engineering, Stealth, and Survival checks.
Cheek Pouches (1.9 bulk, move item as swift action), Stand from prone swift, off-kilter bonuses (no penalty to aim, not flat-footed), +5 acrobatics when tumbling against medium or larger creatures.

Halfling
+2 Dex, +2 Cha, –2 Str, 2HP, Small, Normal Vision
+2 Racial bonus to Acrobatics, Athletics, Perception, and Stealth. +1 Racial bonus to all saves which increases to +3 against fear effects.
Reduce penalty for moving in Stealth by 5 and for Sniping by 10.

Android
+2 Dex, +2 Int, -2 Cha, 4HP, Medium, Darkvision, Low-light Vision
+2 Racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. Doesn't breathe. Counts as humanoid and construct for effects (whichever is worse).
–2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Light Armor Upgrade Slot

I think it's really close between Ysoki and Halfling with Android slightly behind and then the rest.


A possible consideration in your choice. There is a chain of exploits related to vision. At 2nd level Nightvision grants both low-light vision and darkvision. Enhanced Senses gives you blindsense 60 feet if you have low-light vision and darkvision. And that can become blindsight 60ft at 14th level. So android would let you skip the first step in that chain effectively granting you an extra exploit.
Wide Spectrum Ocular Implants or Retinal Reflectors would give the Ysoki the needed low-light vision. The Halfling would need advanced Darkvision Capacitors to skip that first exploit.


Xenocrat wrote:
pauljathome wrote:
Bigguyinblack wrote:

Expect the +4 to stealth from the ghost to be removed at some point.

Not sure why everybody expects this (yeah, I know the +4 wasn't there at some point in the rules development. That just means that they consciously chose to add it). All the specialties get pretty much a maxed out skill as their startle skill, I don't see why stealth is so much better. The skills match pretty well to the theme of the specialty so I'd expect pretty much everybody to have their skill maxed out, including a +2 racial bonus if they want it enough.

The ghost is very good at what he does, but so are the rest. That is the POINT of taking an operative.

The Ghost is the only one who gets +4 to a dex skill. It's the sole exception to the pattern that non-dex skills get the bonus, the others don't.

Also I believe the developer has chimed in on this; the ghost isn't supposed to get the +4. Expect it to be errata'd (and in this case it really is proper errata, rather than the more common bait-and-switch changes).

The wisdom of that is up in the air, though; you're just not going to be so pinpoint focused on one stat that your dex will end up 8 points clear of your next highest stat, especially if you build towards your specialty, so the dex-based specialisations are going to end up worse at their trick attack than the others. I'm not convinced that's a good design decision, but then, the same goes for a lot of the starfinder design decisions.


Throne wrote:
Xenocrat wrote:
pauljathome wrote:
Bigguyinblack wrote:

Expect the +4 to stealth from the ghost to be removed at some point.

Not sure why everybody expects this (yeah, I know the +4 wasn't there at some point in the rules development. That just means that they consciously chose to add it). All the specialties get pretty much a maxed out skill as their startle skill, I don't see why stealth is so much better. The skills match pretty well to the theme of the specialty so I'd expect pretty much everybody to have their skill maxed out, including a +2 racial bonus if they want it enough.

The ghost is very good at what he does, but so are the rest. That is the POINT of taking an operative.

The Ghost is the only one who gets +4 to a dex skill. It's the sole exception to the pattern that non-dex skills get the bonus, the others don't.

Also I believe the developer has chimed in on this; the ghost isn't supposed to get the +4. Expect it to be errata'd (and in this case it really is proper errata, rather than the more common bait-and-switch changes).

The wisdom of that is up in the air, though; you're just not going to be so pinpoint focused on one stat that your dex will end up 8 points clear of your next highest stat, especially if you build towards your specialty, so the dex-based specialisations are going to end up worse at their trick attack than the others. I'm not convinced that's a good design decision, but then, the same goes for a lot of the starfinder design decisions.

It's almost like the designers are trying to encourage players to build towards something other than pure combat. Oh, the horror!


You say that. But Operatives can easily be combat kings while also being great and most out of combat skills. An Android Hacker Operative with 18 Dex 16 Int will be one of the party's top damage dealers, Probably the best at pilot, gunner, science officer, mechanic, and if you take the scholar theme and Alien Archive exploit they will probably ID monsters better then any other party member as well.


Deadmanwalking did some theory crafting and it looks like Operative would be number 3 behind Solarian and Soldier (in melee). Not sure how ranged would stack up other than all damage would be lower due to no Str bonus to attacks.

http://paizo.com/threads/rzs2ujg4?Operative-overtuned#15


Bigguyinblack wrote:
You say that. But Operatives can easily be combat kings while also being great and most out of combat skills. An Android Hacker Operative with 18 Dex 16 Int will be one of the party's top damage dealers, Probably the best at pilot, gunner, science officer, mechanic, and if you take the scholar theme and Alien Archive exploit they will probably ID monsters better then any other party member as well.

Sure, hacker operatives are great. But improved hacking isn't usually as good for defense as the ghost's cloaking field in non-ship combat.

Liberty's Edge

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Throne wrote:
Also I believe the developer has chimed in on this; the ghost isn't supposed to get the +4. Expect it to be errata'd (and in this case it really is proper errata, rather than the more common bait-and-switch changes).

It was actually Mark Seifter that said it, and he has no official role in Starfinder at this point, so it's as little less official than this.

He did do the original Class Design though, so it's still pretty likely.

Throne wrote:
The wisdom of that is up in the air, though; you're just not going to be so pinpoint focused on one stat that your dex will end up 8 points clear of your next highest stat, especially if you build towards your specialty, so the dex-based specialisations are going to end up worse at their trick attack than the others. I'm not convinced that's a good design decision, but then, the same goes for a lot of the starfinder design decisions.

Eh. Assuming Dex 18 to start with and all the improvements you can wind up with a 28. Your second highest stat will be 24 at most. That's a +2 comparatively on Trick Attack, but it's a fairly superfluous +2, and requires not taking your +4 upgrade in, say, Str for extra damage or Con for extra survivability. It's not that big a deal, IMO.

Patryn- wrote:

Deadmanwalking did some theory crafting and it looks like Operative would be number 3 behind Solarian and Soldier (in melee). Not sure how ranged would stack up other than all damage would be lower due to no Str bonus to attacks.

http://paizo.com/threads/rzs2ujg4?Operative-overtuned#15

This isn't completely true. My theorycrafting left off the bonuses various Classes other than Operative, Soldier, and Solarian get (Exocortex, Get Em, Spells, etc.)

The damage isn't gonna go much higher than is listed there except with an Unwieldy weapon or spells that require setup...but to-hit can go up quite a lot (+4 or so for an Exocortex Mechanic).


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Assuming 28 Dex (18 start, boosted every 5 levels, mk3 enhancer) and using the highest average damage weapons in the core rulebook.

Operative:
Gyrojet pistol, elite 715,800
+26 to hit, 4 attacks at +22 (or +23 if you can afford two of these pistols and multi-weapon fighting)
5d12+10 = 42.5 average = 170 damage if all 4 hit
OR
5d12+10+10d8 = 87.5 trick attack (plus debilitions)

Soldier:
Seeker rifle, paragon 809,200
+30 to hit, 3 attacks at +25
12d8+20+6+2d6 = 87 average = 261 damage if all 3 hit
(Bullet Barrage +6 damage, Sharpshoot Focus Fire +1 to hit, Sharpshoot Focused Damage +2d6)

Solarian:
Seeker rifle, paragon 809,200
+30 to hit, 3 attacks at +24
12d8+20+4 = 77 average = 231 if all 3 hit
(Photon Mode +4 damage)

Ultimate DPR ranking would be Solarian (melee avg 315 / ranged avg 231), Soldier (melee avg 297 / ranged avg 261), Operative (ranged avg 170 / melee avg 168) (or trick attack for 87.5 ranged / 87 melee)

I'm really curious if I messed up any math or missed any bonuses. In any case it looks like Operative gets out damaged by the two full base attack bonus classes due to the worse weapons and half level specialization bonus to damage. If they had full weapon specialization damage they would average 210 which is still below the other two. Wonder if that will ever be revisited. If these numbers are right we can safely dump STR on the Operative which will increase either Con for Fort save or Cha for skills.

RPG Superstar Season 9 Top 16

Bigguyinblack wrote:

A possible consideration in your choice. There is a chain of exploits related to vision. At 2nd level Nightvision grants both low-light vision and darkvision. Enhanced Senses gives you blindsense 60 feet if you have low-light vision and darkvision. And that can become blindsight 60ft at 14th level. So android would let you skip the first step in that chain effectively granting you an extra exploit.

Wide Spectrum Ocular Implants or Retinal Reflectors would give the Ysoki the needed low-light vision. The Halfling would need advanced Darkvision Capacitors to skip that first exploit.

Huh, so you can use augments to meet prereqs like that? What if you swap augments later?


Bigguyinblack wrote:

A possible consideration in your choice. There is a chain of exploits related to vision. At 2nd level Nightvision grants both low-light vision and darkvision. Enhanced Senses gives you blindsense 60 feet if you have low-light vision and darkvision. And that can become blindsight 60ft at 14th level. So android would let you skip the first step in that chain effectively granting you an extra exploit.

Wide Spectrum Ocular Implants or Retinal Reflectors would give the Ysoki the needed low-light vision. The Halfling would need advanced Darkvision Capacitors to skip that first exploit.

I think you need both darkvision and lowlight to skip the exploit. Android grants only DV.


Patryn- wrote:

I'm really curious if I messed up any math or missed any bonuses. In any case it looks like Operative gets out damaged by the two full base attack bonus classes due to the worse weapons and half level specialization bonus to damage. If they had full weapon specialization damage they would average 210 which is still below the other two. Wonder if that will ever be revisited. If these numbers are right we can safely dump STR on the Operative which will increase either Con for Fort save or Cha for skills.

Your math is pretty much correct. Several of us have done it and come to the same conclution.


Erk Ander wrote:
Bigguyinblack wrote:

A possible consideration in your choice. There is a chain of exploits related to vision. At 2nd level Nightvision grants both low-light vision and darkvision. Enhanced Senses gives you blindsense 60 feet if you have low-light vision and darkvision. And that can become blindsight 60ft at 14th level. So android would let you skip the first step in that chain effectively granting you an extra exploit.

Wide Spectrum Ocular Implants or Retinal Reflectors would give the Ysoki the needed low-light vision. The Halfling would need advanced Darkvision Capacitors to skip that first exploit.
I think you need both darkvision and lowlight to skip the exploit. Android grants only DV.

Negative, Androids get both.


Erk Ander wrote:
Your math is pretty much correct. Several of us have done it and come to the same conclution.

Are there other threads or websites where the math is being done? I'd love to take a look!


Throne wrote:
Erk Ander wrote:
Bigguyinblack wrote:

A possible consideration in your choice. There is a chain of exploits related to vision. At 2nd level Nightvision grants both low-light vision and darkvision. Enhanced Senses gives you blindsense 60 feet if you have low-light vision and darkvision. And that can become blindsight 60ft at 14th level. So android would let you skip the first step in that chain effectively granting you an extra exploit.

Wide Spectrum Ocular Implants or Retinal Reflectors would give the Ysoki the needed low-light vision. The Halfling would need advanced Darkvision Capacitors to skip that first exploit.
I think you need both darkvision and lowlight to skip the exploit. Android grants only DV.
Negative, Androids get both.

My bad, you are right. Androids are really optimised for Operators

Silver Crusade

Throne wrote:


Also I believe the developer has chimed in on this; the ghost isn't supposed to get the +4. Expect it to be errata'd (and in this case it really is proper errata, rather than the more common bait-and-switch changes).
The wisdom of that is up in the air, though; you're just not going to be so pinpoint focused on one stat that your dex will end up 8 points clear of your next highest stat, especially if you build towards your specialty, so the dex-based specialisations are going to end up worse at their trick attack than the others. I'm not convinced that's a good design decision, but then, the same goes for a lot of the starfinder design decisions.

The developer pointed out that, at one point in the history of the class, it didn't have the +4. As I said above, this was changed. One guesses deliberately.

I'd expect combat/stealth focused operatives to have very good dex. But I'd expect hacker based operatives to have good dex but very good intelligence. I'd expect daredevils to be very good at acrobatics (another dex skll, by the way, so that argument just went away). Etc.

At most, a stealth based operative may have a +1 or +2 advantage (+1 at start, +2 when you get your first purchased stat boost at which time it really doesn't matter much since EVERYBODY is succeeding on a 1 :-)). The levelling up stat boosts DECREASE the gap (the 14 or 16 that I expect EVERY operative to have in dex increases by 2, the 18 that the ghost MAY have only increases by 1).

Don't get me wrong, the ghost is wonderful. But it is more that Cloaking Field rocks than that its such an advantage to startle with Stealth.

Edit: I just noticed (from another thread) that the other 2 specialties that base off a Dex skill do NOT give the +4 bonus. That very considerably changed things. At this point, I agree that EITHER
ghost should lose its +4 or the others should gain it. I still think that the former is preferable but it really isn't a huge thing (my ghost operative has a +13 at level 1, after all :-))


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After taking everything into consideration I think I'll make my first operative like this:

Race: Ysoki
Class: Operative (Ghost)
Theme: Themeless (Str and Mysticism)
Stats: Str 9, Dex 18, Con 10, Int 16, Wis 10, Cha 10
Initiative: 5
Health and Resolve: SP 6, HP 8, RP 5
Armor: 15 EAC, 16 KAC
Saves: Fortitude 2, Reflex 6, Will 2
Feats: Great Fortitude
Skills: Acrobatics (11) and Stealth (13) from specialization. Other 11 ranks in: Athletics (4), Bluff (5), Computers (8), Engineering (10), Medicine (8), Mysticism (5), Perception (5), Piloting (9), Sense Motive (5), Sleight of Hand (9), Survival (7).
Gear: Azimuth Laser Pistol, Second Skin, Industrial Backpack, Battery, Personal Comm Unit, Mk1 Healing Serum, Everyday Clothing, Tool Kit (Disguise), Tool Kit (Engineering), Tool Kit (Hacking), Tool Kit (Navigator's), Tool Kit (Trapsmith), Basic Medkit, Titanium Alloy Cable (50 ft), Starstone Compass, Credstick with 29 credits. (2 bulk)


I've made some modifications to my character. Think I'm finally ready for my campaign that starts on Sunday! I decided to go Outlaw instead of Themeless due to another party member going Star Shaman Mystic so he'll cover piloting and mysticism. Also switched my gun and some other minor equipment changes.

Level 1 Stats, Skills, and Equipment:

Race: Ysoki
Class: Operative (Ghost)
Theme: Outlaw
Stats: Str 9, Dex 18, Con 10, Int 16, Wis 10, Cha 10
Initiative: 5
Health and Resolve: SP 6, HP 8, RP 5
Armor: 15 EAC, 16 KAC
Saves: Fortitude 2, Reflex 6, Will 2
Feats: Great Fortitude
Skills: Acrobatics (11) and Stealth (13) from specialization. Other 11 ranks in: Athletics (4), Bluff (5), Computers (8), Culture (8), Engineering (10), Medicine (8), Perception (5), Piloting (9), Sense Motive (5), Sleight of Hand (10), Survival (7).
Gear: Tactical Semi-Auto Pistol, Second Skin, Industrial Backpack, Battery, Mk1 Healing Serum, Everyday Clothing, Tool Kits (Engineering, Hacking, Navigator's, Trapsmith), Basic Medkit, Titanium Alloy Cable (50 ft), Credstick with 169 credits. (2 bulk)

I also started planning out my exploits and feats. Open to suggestions here.

Operative Exploits and Feats Plan:

Unlisted feats would come from Iron Will, Improved Iron Will, Lightning Reflexes, Deadly Aim, Enhanced Resistance, Toughness, Fleet, Improved Initiative, Versatile Focus, Mobility, and Shot on the Run.

1 - Great Fortitude
2 - Uncanny Mobility
3 - Spellbane
4 - Field Treatment / Holographic Clone / Combat Trick
5 - Cloaking Field (Ghost), Sky Jockey
6 - Staggering Shot
7 - Weapon Focus (Small Arms)
8 - Bleeding Shot / Sure Footed
9 - Feat
10 - Stunning Shot
11 - Feat
12 - Glimpse the Truth / Versatile Movement / Deactivating Shot / Improved Evasion
13 - Feat
14 - Knockout Shot
15 - Feat
16 - Multiattack Mastery
17 - Feat
18 - Glimpse the Truth / Versatile Movement / Deactivating Shot / Improved Evasion
19 - Feat
20 - Glimpse the Truth / Versatile Movement / Deactivating Shot / Improved Evasion

Out of curiousity I wanted to see how Trick Attack compared to Full Attack at each Trick Attack breakpoint. In this analysis I used the best available projectile small arm for each breakpoint as they have the highest average damage. All numbers are in average damage per round assuming all shots hit.

I don't have enough statistics knowledge to model the 2-4 shots in a full attack at a -4 to hit vs a trick attack at an effective +2 to hit. Assuming everything hits it is always more damage to full attack at level 1 and 8-20.

Trick Attack vs Full Attack:

01 - TA:6 (1d6+1d4) FA:7 (2d6)
03 - TA:9 (1d6+1d8+1) FA:9 (2d6+2) *Specialization Starts*
05 - TA:22.5 (2d6+3d8+2) FA:16 (4d6+4)
07 - TA:28 (2d6+4d8+3) FA:20 (4d6+6)
08 - TA:29 (2d6+4d8+4) FA:33 (6d6+12) *Triple Attack Starts*
09 - TA:37 (3d6+5d8+4) FA:43.5 (9d6+12)
11 - TA:42.5 (3d6+6d8+5) FA:46.5 (9d6+15)
13 - TA:51.5 (4d6+7d8+6) FA:80 (16d6+24) *Quad Attack Starts*
15 - TA 62.5 (3d12+8d8+7) FA:106 (12d12+28)
17 - TA:74.5 (4d12+9d8+8) FA:136 (16d12+32)
19 - TA:86.5 (5d12+10d8+9) FA:166 (20d12+36)
20 - TA:87.5 (5d12+10d8+10) FA:170 (20d12+40)

In light of the above analysis I'm trying to evaluate Mobility and Shot on the Run versus other feats. With operative's high movement you could move around the battlefield flanking and trick attacking while ending your movement in cover. The problem is you can't get shot on the run until level 7 due to the +4 BAB requirement and you get Triple Shot at level 8 which is when full attacking becomes more appealing.

Liberty's Edge

Having looked at the probabilities at 13th level, counting the penalty to hit o full attack, Trick Attack and full attack do the same damage, or very close, and that's not counting the debuff.

Examining attacking AC 35 (the AC of the Goblin Monark) at level 20, A maxed Operative will have an effective +28 to hit with Trick Attack. That averages 65.625 damage or so. Their attack with a full attack is +22, average damage is 76.5 or so.

That's slightly more damage on the full attack, however if, say, a Soldier or Solarian is attacking the same target, the debuff from Flat Footed adds something in the neighborhood of +30 damage to their attack. Even someone who only does half the damage of a Soldier will still add +15 or so, and more than you lost by not full attacking.

And even without allies to take advantage of the debuff, Full Attack's advantage lies almost entirely in 17th level and higher. Assuming equal chances to hit to the above (since we lack CR 15 monsters), at level 15 the damage is around 46.875 for a Trick Attack and 47.7 for a Full Attack, and less than a point of difference even by yourself.

I'd say the mobility stuff is definitely worth it of you want to go that route. It's less so for a ranged character than a melee one, but still quite nice.

Now, a lot of these calculations change if you have an Envoy in the party with Clever Attack. At that point, your full attack damage goes way up and your default debuff is meaningless (since they're already flat footed). In this case, you're almost certainly gonna mostly be Full Attacking, but that's a specific situation.

The Multiattack Mastery Exploit also changes this calculus since it lets you apply your debuff after making a full attack...but the key word there is 'after', so your actual attack damages don't change. This is a valid damage booster if you don't mind not being mobile...but it's hardly the only 14th level Exploit that's goods, and +10 DPR in exchange for all your possible mobility isn't a trade I'd be inclined towards, to be honest. It's definitely worth it to inflict some of the nastier debuffs if you're already Full Attacking due to an Envoy, though.


How does flat footed add 30 damage, I missed that somewhere?
MDC


Also your build need ammo for your semi auto pistol.
MDC


It's an average damage mark, so the bonus to hit means you hit more frequently giving you a higher average damage.

Liberty's Edge

Mark Carlson 255 wrote:

How does flat footed add 30 damage, I missed that somewhere?

MDC

An optimized 20th level Soldier or Solarian does about 300 damage on a full attack if all their attacks hit. Giving them +2 to hit (which is what Flat Footed does) increases their odds of hitting by 10% (say, from 50% to 60%) and thus increases their damage by around 30 (from 150 to 180 if going from 50% to 60%).

This is only true if you have such a character attacking the same foe as you, but that's not super hard to arrange.


Thanks I was thinking that you were saying that some how, since you gave them the flat footed condition you did extra damage.

Also IIRC, flat footed lasts until their turn so IMHO it would be best to position someone on either side of them in the Init order so everyone in your party benefits from their being flat footed. (as if I remember right flat footed penalties do not stack, ie two trick attacks does not mean your AC is reduced by 4)

Thanks a lot.
MDC


Yeah I forgot to change my battery to 30 small arm rounds. Noticed too late and can't edit it!

I found the DPR calc that takes hit chance and crits into account thank you for providing some numbers Deadmanwalking. That does make mobility and shot on the run more appealing knowing that the numbers are fairly close all the way to 20 and applying flat footed gives your other party members more damage.

Also I am playing with an Envoy but even if he is clever attacking I can put the target off-kilter lowering it's DPR or apply any of the other many debilitations as needed.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Deadmanwalking wrote:
Mark Carlson 255 wrote:

How does flat footed add 30 damage, I missed that somewhere?

MDC

An optimized 20th level Soldier or Solarian does about 300 damage on a full attack if all their attacks hit. Giving them +2 to hit (which is what Flat Footed does) increases their odds of hitting by 10% (say, from 50% to 60%) and thus increases their damage by around 30 (from 150 to 180 if going from 50% to 60%).

This is only true if you have such a character attacking the same foe as you, but that's not super hard to arrange.

300!? I'm only getting about half that. How are you optimizing it to be getting that much, exactly?

Liberty's Edge

Ravingdork wrote:
Deadmanwalking wrote:
Mark Carlson 255 wrote:

How does flat footed add 30 damage, I missed that somewhere?

MDC

An optimized 20th level Soldier or Solarian does about 300 damage on a full attack if all their attacks hit. Giving them +2 to hit (which is what Flat Footed does) increases their odds of hitting by 10% (say, from 50% to 60%) and thus increases their damage by around 30 (from 150 to 180 if going from 50% to 60%).

This is only true if you have such a character attacking the same foe as you, but that's not super hard to arrange.

300!? I'm only getting about half that. How are you optimizing it to be getting that much, exactly?

Well, that's if all attacks hit, and at 20th level, but the Soldier build is as follows:

Melee: Str 28, Dimensional Slice Curveblade, Melee Striker. That gives 12d10+33 at 20th, which averages 99 damage. Multiplied by three, that's 297.

Ranged: Sharpshoot Fighting Style, Bullet Barrage, and a Reaction Cannon. At 20th, that gives 12d10+2d6+26, which is also an average of 99 damage, multiplied by three makes 297 damage again.

Solarian can't get nearly as high at range, but in melee can just have Str 28, grab Plasma Sheath, and Photon Mode with a Solar Weapon and 6d6 Crystal. That's 18d6+42, which is 105 damage, multiplied by three to 315. Grabbing a Dimensional Slice Curveblade replaces the 18d6 with 12d10 and ups that to 108 per attack and a total of 324, but that's usually not economical.

Most Solarians will have a bit less Str than that, but I'd still expect a 26 or so, which only downgrades damage by one point per hit.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Wow. For some reason I was thinking base weapon damage didn't go over 10 dice.

Liberty's Edge

Ravingdork wrote:
Wow. For some reason I was thinking base weapon damage didn't go over 10 dice.

Well, in fairness, only the Solarian's Solar Weapon, a couple of level 19 and 20 Unwieldy melee weapons, and a few grenades go over 12 dice. Twelve's pretty common at the high levels, though.


Patryn- wrote:

Hello everyone, I'm planning on playing an operative in our first campaign and like to get the most out of characters I play. I plan to max Dex and keep Int and Str competitive to be able to melee and fulfill the skill monkey role.

I'd like to know what people think about this build and if I should change anything. I'm open to all improvement suggestions.

Build:

Race: Android (Darkvision, Dex/Int, doesn't breathe, easier bluff, upgrade slot, and dump Cha). Biggest competition would be Ysoki for the cheek pouch swift action, stand up swift action, +5 tumble, and +2 to Engineering, Stealth, and Survival. Open to thoughts on these races or if there is another one I'm not considering.

Theme: Ace Pilot. None of the themes seem amazing for optimization. Bounty Hunter and Outlaw also have interesting options. Open to suggestions here.

Stats: Str 13, Dex 18, Con 10, Int 14, Wis 10, Cha 8. Max dex for hit chance on all weapons, int for skill points, str for melee damage and grenade hit chance.

Specialization: Ghost. Skills Acrobatics and Stealth. +4 Stealth for trick attack (RAW). Cloaking field at level 5. This seems objectively the best but again open to opinions.

Skills: Acrobatics and Stealth from specialization. Other 10 ranks in: Athletics, Bluff, Computers, Engineering, Medicine, Perception, Piloting, Sense Motive, Sleight of Hand, Surival. I considered switching Medicine for Mysitism to be able to deal with magical devices but I'd only have a mod of 2 which doesn't seem great. Could go priest theme to get Mysticism as a class skill...

Feat: Weapon Focus (Small Arms). I think ranged will be ideal at first. Later can pick up Versatile Focus to buff operative weapons and sniper rifles.

Gear: Second Skin, Tactical Semi-Auto Pistol (30 ft, 1d6), Tactical Baton. The small arm could also be the Azimuth Laser Pistol for the much better range of 80 but 1d4 damage dice. Curious what others think between these two starting weapons....

I think that is pretty optimized, I like the Stats, Specialization of course, skills and Gear but I think that the Ghost Specialization is useful at scouting and skill Monkey.

I'm making the pretty same build, just with different feat and Theme.

If you pick the Spacefarer theme, @6 you will get the Eager Dabbler ability that give to you a +2 UNTYPED Bonus on untrained skills that stack with the operative edge.
If you pick the Jack of All Trades Exploit, you will gain twice your edge in skills with no ranks.

I'm Building Operative 3/Blitz 1/Operative the rest, looking at lvl 8 a +8 on skills with no ranks.

Picking Blitz, and Fleet @lvl 1, Mobility @lvl3 and Shot on the run @lvl5 and Jet Dash @7, you will look to get 70 ft speed and 420 on run, plus invisibility and make your trick attack on ranged while moving.

The most of the operative is scouting, retrieving informations and step away from melee or a lot of damage...

Useful Exploits: Alien Archive (No Ranks and +8 at lvl 8, or +17 Life Science or +14 Mysticism with 8 ranks), Jack of All Trades of course, Uncanny Mobility, Hampering Shot (if someone is trying to follow you) and Sure Footed.

It's pretty the same, but the true skill monkey scout.

Tell me if I made all right!

Thanks for reading it.

Edit: It's up to your GM to approve if Jack of All Trades and Alien Archive doubling your edge stack, if it will stack, you will get another +3 @lvl 8 to identify creatures...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, I did something similar as well with my skill monkey.

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