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Splinter Cell: Sam Fisher In Space


Advice


Simple question
How would you guys make sam fisher, from the splinter cell series in Starfinder?

Im thinking operative of course, specialzing in stealth and athletics specializing in longarms


Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

Human Ghost Operative, high Dex, decent Int, Str, and Con. I don't remember Sam using longarms (and they have no way to be used with trick attack or disabling attack) but he did use pistols and knives, which are great for Operatives. Feats I would go for are improved initiative, and weapon focus with either basic melee (for knives) or small arms.


why can't you use longarms with trick attack?


MagicA wrote:

why can't you use longarms with trick attack?

Rules say so


You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Not all longarms have those properties though


MagicA wrote:

You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Not all longarms have those properties though

....It literally says it Trick attack can only be used with small arms or melee weapons with the operative subtype.


Ok yeah nvmd I found it, my bad

So going off of that, what weapons and gear would best be used for this build? I've only played a soldier and a Solarian in Starfinder as of yet, and not really sure how to make an effective operative

Liberty's Edge

Gear choices are actually deeply simple for an Operative. Use the highest level Operative weapon and Small Arm you can afford, those are the ideal weapons for them.

Light Armor of your level or so is also necessary and effective.

Stat-wise, max Dex at all times and other stats are sorta up to you (though raising Dex helps melee damage).


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

As a goblin of course.


What about feats?
Besides weapon focus I cant think of much that would be entirely useful

Liberty's Edge

MagicA wrote:

What about feats?

Besides weapon focus I cant think of much that would be entirely useful

Great Fortitude is a great choice. So is Iron Will actually, with fewer Save Enhancers, those that remain increase in value. Speaking of which, Spellbane is also great.

Skill Synergy is solid if you want some class skills you don't have.

Combat-wise, Mobility, Sidestep, and Spring Attack are all very useful for melee (and Shot On The Run for ranged), as is Nimble Moves.


Looking at the Operative, while it can do decent damage, it seems like it can be a good debuffer

Thoughts?


MagicA wrote:

What about feats?

Besides weapon focus I cant think of much that would be entirely useful

Shore up your weaknesses. Great Fortitude (improved as well). Improved unarmed Strike, versatile focus, shoot on the run, enhanced resistance. These feats fit Sam. Improved maneuver might also be suitable.

The operative exploits also grant som very good abilities, such as NIGHTVISION,ENHANCED SENSES, UNCANNY SHOOTER,SURE-FOOTED. All these fit Sam Fisher.

Also I am of the believe that you don't need more than Int 20. At that point you gain 16 skillpoints every lvl (as a human) and can max out all your skills.

Liberty's Edge

MagicA wrote:

Looking at the Operative, while it can do decent damage, it seems like it can be a good debuffer

Thoughts?

It's a pretty solid debuff class, yeah.

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