Ashur Ankhenatum's page

No posts. Organized Play character for Thunder Badger.



Sovereign Court

I've just finished listening to episode 3 of the Rogue Exposure podcast where the party's Techmancer near single handedly mops the floor with the oppossition. Wielding a 4d6 Jolting Surge that he casts 4 times with a +2 bonus (if target has an electronic device, & who doesn't in Starfinder)...at 1st level & doesn't provoke an AoO. My 1st inclination was Power Gaming must be afoot for a 1st lvl character to inflict such obscene damage (36, 17, 20, 38 points of damage, 2 crits). Meanwhile the rest of the party are pew-pewing away with 1d4 laser pistols. No it wasn't power gaming, it's rules as written. So it must be that the designers intented the Technomancer to inflict absurd amounts of damage...& as stated in the show: Why would the player cast anything else? Seems Overpowered and gives my fair minded GM sense of game balance a headache.

My Operative character can shoot his azimuth laz pistol for 1d4 and IF (big IF, has failed most of the time) he can pull off a DC 20+ Trick attack then he is generously rewarded with an extra 1d4 damage. ...or just play a Technomancer & unload 4d6 damage with a greater chance of hitting and end the fight. We should all re-roll technomancers and everyone should use Jolting Surge. They made this spell too good.

Sovereign Court

Clearly a +4 Bonus to Trick Attack rolls is better than no bonus. The Daredevil & Thief specializations are the only two that don't receive the +4 trick attack bonus. This seems to make them suboptimal build choices, especially considering the other specialization exploits & 11th lvl powers are arguably better. (Particularly Ghost) Is there any reason why a min-max power gamer wouldn't choose Ghost Operative everytime?

That said I'm going with Daredevil anyhow, since it fits my character concept, knowing full well it puts me at a disadvantage & is suboptimal...but I feel it shouldn't be. This should've been adjusted during playtesting.

Quandry: Can anyone explain why Daredevil & Thief should be the only two Operative Specializations without the +4 Trick Attack bonus?

Plz & thank you