It's an abstraction is several factors including licenses, black market connections, bribes, permits, aviailibilty, military or law enforcement rank, gang membership and so on.
Basically it's a simplified system to make gameplay easier without going into too much detail. If as a GM, you desire more detail and a more realistic and less abstract system for your arms sellers, you are free to do so.
Step up and strike allows you to defer your attack to allow another reaction. So a caster takes a guarded step to move 5', you use your reaction to use step up and strike to follow him. Step up and strike gives a bonus reaction you can use to either immediately attack or you can wait for another trigger. If the casternthan strikes, you can use the bonus reaction from step up and strike to interrupt the spell.
Or KAC + 2, if you spend a feat and carry an appropriate weapon. And if the enemy is spending a move action to remove the dirty trick or to stand up, then they have effectively staggered themselves to remove the condition. Meaning they can't full attack. They can't cast a full action spell. They can't make a trick attack if they have operative levels.
It's only KAC + 4 with an improved maneuver feat, the same accuracy as the -4 you would be taking on a full attack. You then get a +2 to that with a taclash. Possibly another +2 if they're flat-footed, which if you have an envoy or operative in your party they should be.
It's only difficult if you put no resources into improving it.
In six out of eight Star Wars movies, someone loses a limb with a single lightsaber swing. Most of them survive it without any issues, other than getting some replacement parts.
It's a trope of the genre, and the stamina issue only applies to PCs. NPCs are built using different rules and have no stamina to worry about. PCs are supposed to made of sterner stuff. And you know, Luke seemed to be okay after he took a quick rest on the falcon after he was "disarmed".
Petty Alchemy wrote:
They really aren't. Stamina + HP gives characters more survival than hp alone from pathfinder, making con less necessary. The extra resolve from having a good charisma is more valuable than the extra stamina from a con 12.
If you take heavy armor, the dex is less necessary. Or you can use an operative weapon and lower str while going dex primary.
For a human, 16 str 12 dex 10 con 10 int 10 wis 14 cha would be an array that will be fine in combat and give you decent DCs and resolve points without a soldier dip.
Operative weapons give the option of using dex to attack, but it doesn't force you to. However, a bigger issue with making it an operative weapon is that operative weapons only receive .5 x level to damage for weapon specialization instead of 1 x level. You're lowering the potential damage output by making the weapon an operative weapon.
Rysky the Dark Solarion wrote:
I don't really see how a 48% chance of one hit is better than a 60% chance of one hit.
It a 64% chance of at least one hit. 48% of the time it's one hit, plus 16% of the time it's two hits.
To look at it from the other side, with a single attack ou have a 40% chance of doing no damage. On a full attack you have a 36% chance of no damage.
If you hit 60% of the time on a single attack, you are better off on a for terms of making a full attack, absent any other tactical considerations.
Resolve points will do more for your survival than constitution. Because of the way stamina works you don't need a higher starting Con than 12, although a 10'is perfectly serviceable. The quick rest resolve point use is far more useful than most abilities that consume resolve.!
So a lashunta with +2 str/+2 cha could have a starting array of 16 str 13 dex 10 Con 10 int 8 wis 16 cha. You can shore up the low wisdom with iron will and ability increases at level up.
The class needs to be built to play to its strength, not be built as a second rate soldier.
Andrew Harasty wrote:
Is there anything that the spell Life Bubble offers that normal armor does not?
The ability to survive in space/whatever without armor. If you're without armor for any reason then it lets you survive without it. Maybe you're in the shower when a railgun vents the atmosphere in your section. Maybe you're captured by some pirates and they decide to throw you out an airlock without a helmet. Maybe you're in you armor, but someone sabotaged the environmental protection.
It's a fringe benefit, but it can be the difference between life and death.
Accuracy bonuses are very rare in starfinder, and small arms tend to be cheaper than long arms and operative melee weapons tend to be cheaper than advanced melee weapons.
A dexterity primary solarion using multiweapon fighting with two operative weapons would have the least penalty possible on a full attack, allowing them to use deadly aim to increase damage output.
Operative melee weapons allow dex to attack without a feat, but there is no dex to damage option. There is even a FAQ that confirms it.
Sabina Fueges wrote:
Melee does more damage and makes ranged attacks and spellcasting dangerous. It's attractive enough even with a penalty on charging.
Yes and blitz soldiers and solarions can charge without the penalty at higher levels. A blitz solder can even make two attacks when charging.
Yeah, but if your technomancer throws out a supercharge weapon, then that becomes 5d6+2. If you've got an envoy handing out buffs, the accuracy is going to make full attacks more worthwhile. If you're in melee, you're going to be hitting for more damage just from weapon die, not counting str bonuses.
Assuming everyone is going to just go pew pew isn't really the best plan.
Supercharge weapon seems like the most useful combat buff/blast spell at first level. Flight looks like a must have for spells known just because it's so versatile depending on what level you cast it as.
The empowered weapon magic hack looks good if you want to self buff, or the harmful spells if you want to blast.
There is room for shapeshifting characters in Sci-Fi. Odo in DS9. Arnold in Total Recall. The Mangalores in The Fifth Element. The T-1000 in Terminator 2. The Thing in The Thing.
However, with the rebalancing that has gone into starfinder, polymorph effects need to be seriously curtailed from pathfinder rules, especially any stat adjustments or multiple natural attacks.
It is valid as it is in the CRB and there is no official FAQ stating otherwise. I'm sure there will be a FAQ released in the coming months that addresses some of the potential errors in the book. Mark's post is a clear indicator that when he was designing the operative that the ghost was not supposed to get the +4 at that point in the development cycle. If the change was an intentional change by the starfinder development team after he finished his work or an error from editing and copy fitting remains to be seen.
If you wish to house rule it not to work, his insights are a perfectly valid reason to do so.
There is a great scene in season one of The Expanse. A young belter kid is on his uncles asteroid hauler when the uncle decides to use his cargo as an improvised mass cannon. He know his ship will be destroyed so he takes the kid, throws his helmet on, and throws him out the airlock. The kid is drifting alone for a few days until someone picks him up from his distress beacon.
This is super-science. Technology has the ability to fix these problems. If you're equipment is damaged or sabotaged, things can go badly. But it's no different than jumping out of a plane with a parachute.
It's a power that would be incredibly powerful in pathfinder, but is really just flavorful in Starfinder. As bigguy pointed out, anyone can spend 95 credits for stationwear and survive 24 hours in vacuum at first level.
The 20 fly speed in space is actually more valuable than the environmental protection.
There are some cool narrative things this will let you do, and it's a great way to fake your death or to ambush someone who assumes that vaccum is a barrier to you.
A 20th level dimensional slice longsword does 14d8, or an average of 63 points of damage with no critical effect
They are functionally identical, with the solarion edging out the longsword because it has critical effects and can't be disarmed or destroyed.
The All-Seeing Orb wrote:
Well, you can use the disguise skill on the mechanics drone...
Aaron Scott 139 wrote:
Hi. Not sure if this has been brought up or not but is their anyway to get more than one attack per round? Thanks.
Everyone can get two attacks per round from level one by full attacking. This gives -4 to hit for each attack. Solarions, Soldiers, and others can get three attacks per round via class abilities. There may be other ways to get three attacks that I have overlooked. There are also ways to slightly reduce the accuracy penalties.
Jimbles the Mediocre wrote:
Most of that requires going into more detail than I'm comfortable with until the street date is here.
Basically, the Phrenic Adept gives up a big chunk of your class to gain some daily slas, limited telepathy, and some abilities that cost resolve. I think it would be good if you're multitasking, because the level 2 ability is pretty good, and if you were just dipping soldier for example, the bonus feat at 2 might be worth it.
The starfinder Forerunner is pretty good overall though. The abilities are useful, have great out of combat utility, and only goes to level 6 so you aren't giving up much to take it.
Rysky the Dark Solarion wrote:
Abilities will be roughly the same. Where there will be divergence is the npc built using pc rules will likely have a higher AC and lower to hit bonus than the one build using the monster rules. This will make combats take longer, and will also take longer to build the character.