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1.
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New Player – please help finish Mystic/multiclass for Organized Play
Thread
(15
posts),
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2.
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Injection weapons list
Thread
(15
posts),
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Comments:
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for Biohacker or Mystic/Biohacker |
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3.
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Role of the Mystic?
Thread
(30
posts),
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4.
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Re: Are there any good multi classing combinations that are NOT dips?
Post,
by
Jimbles the Mediocre
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Comments:
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First off, the biggest hurdle to multiclassing, IMO, is weapon specialization. Unless you take three levels of the same class to begin with, you're gonna be behind the damage curve at third level by a significant margin unless you're sticking with small arms and operative melee weapons. I'm not taking about a 20% bump, either. If you're dealing 1d8 damage with an azimuth laser rifle (popular choice), weapon specialization takes that up to 1d8+3, which is a nearly 70% increase in average damage. |
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5.
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Re: Are there any good multi classing combinations that are NOT dips?
Post,
by
baggageboy
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Comments:
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With any multiclassing you are pretty much required to give up your 3rd level feat to grab specialization in at least 1 weapon type. You fix this later at level 5 with the mnemonic editor once you can qualify for versatile specialization. At that time you take versatile specialization as your 5th level feat and edit your third level feat to something useful. It's not ideal, but it is workable. |
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6.
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Multiclassing - What progresses according to Character levels?
Thread
(4
posts),
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7.
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Starting packages
Thread
(17
posts),
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Comments:
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starting gear suggestions |
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8.
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Mundane Purchases
Thread
(7
posts),
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Comments:
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everyday items |
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9.
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Starfinder Comprehensive Guide to the Guides
Thread
(21
posts),
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10.
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Sort-able, Filter-friendly Equipment List
Thread
(38
posts),
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11.
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Re: Take the pain out of starting gear!
Post,
by
VampByDay
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Comments:
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New SFS guide came out today. You can officially buy single UPBs now, THANK GOD, so my list is legal. |
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12.
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Re: Take the pain out of starting gear!
Post,
by
The Ragi
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Comments:
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all Armor automatically has a Personal Comm Unit |
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13.
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Take the pain out of starting gear!
Thread
(61
posts),
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14.
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Re: New to starfinder/Pathfinder society, little confused
Post,
by
BigNorseWolf
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Comments:
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new player guides, and playing online |
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15.
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What are the benefits to having magical attacks?
Thread
(4
posts),
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Comments:
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to attack Incorporeal creatures and bypass DR/magic |
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16.
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Things you wish you knew/thought of when you started SF?
Thread
(31
posts),
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Comments:
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advice for new players |
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17.
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Re: Strafinder Philosophy
Post,
by
Owen K. C. Stephens
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Comments:
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"Further, no spell of any kind is required to make magic items in Starfinder. If you have ranks in Mysticism equal to the item level of a magic item, and the GM considers it to count as an item that can be created, you can create it. Your race, class, spells known, and even spell casting ability do not matter."
But crafting is useless unless you have no access to stores. |
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18.
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Feat Tree Visualization
Thread
(14
posts),
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19.
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Re: Should there be Prosthetic eyes?
Post,
by
Dracomicron
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20.
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Cybertech worthwhile in SFS?
Thread
(24
posts),
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Comments:
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yes, it's worth it and expected that you'll get some |
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21.
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Re: Mystic, Spells Known
Post,
by
Garretmander
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Comments:
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Spells from Connections are in addition to Spells per Mystic level. |
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22.
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Re: Cybertech worthwhile in SFS?
Post,
by
Dracomicron
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Comments:
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Starfinder assumes that you will be using augmentations; if you're not using a portion of your wealth on cybertech and the like, you aren't playing up to your potential.
You really don't need to upgrade your weapon very often; I was fine with a level 2 pike until I could buy a level 7 yellow star nova lance, for example. Armor does require upgrade every 2 levels or so if you are going to be taking any heat at all, but that still leaves plenty for augments.
Completely aside from the Personal Upgrades (which are practically mandatory), you get augments to shore up weaknesses, free up gear slots, and play to your strengths. It also makes for great roleplay. |
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23.
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Re: Cybertech worthwhile in SFS?
Post,
by
BigNorseWolf
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Comments:
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The trick is you don't want to get the +10 foot speed to legs, and then upgrade to the 20, and then upgrade to the 30, because then you're just burning cash. Pick one, wait for it, and get it.
(No, Second Skil is not enough for combat after level 2, but keep it for social situations where visible armor is inappropriate.) |
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24.
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Re: Cybertech worthwhile in SFS?
Post,
by
Dracomicron
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Comments:
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You can upgrade Personal Upgrades by just paying the difference in cost, but you can't upgrade any other augmentation without paying full price. You can's even sell back your old one, because it is keyed to your genetics.
You can replace an old upgrade by just buying and installing a new one. |
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25.
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Re: Cybertech worthwhile in SFS?
Post,
by
BigNorseWolf
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Comments:
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Biotech is overall worth buying for unique biotech items.
Adaptive Biochains can be worth buying for flavor.
Biotechnicians get discounts on biotech. |
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26.
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Re: Clothing Professional Environmental
Post,
by
Nefreet
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Comments:
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The benefit of an environmental outfit can be added to another type of clothing (including a different environmental outfit) by doubling and adding together the price of both types of clothing. |