Take the pain out of starting gear!


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Wayfinders

Thank you all for the efforts you have put into this. It is appreciated!

Scarab Sages

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Huh, I should probably link the Google Doc.

Wayfinders

Just used this, thank you again!

Scarab Sages

Corsair17 wrote:
Just used this, thank you again!

You are welcome!


Is there a list floating around somewhere on 'suggested' gear for levels 5 & 10?

Not interested in weapons & armor, interested in the biotech stuff (personal aug, cybernetics), magic stuff (weapon fusions, spell gems, etc), & misc stuff you carry around in your pack (Starfinder backpack! Med stuff).

Scarab Sages

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Matt2VK wrote:

Is there a list floating around somewhere on 'suggested' gear for levels 5 & 10?

Not interested in weapons & armor, interested in the biotech stuff (personal aug, cybernetics), magic stuff (weapon fusions, spell gems, etc), & misc stuff you carry around in your pack (Starfinder backpack! Med stuff).

Unlike Pathfinder 1, The list of stuff you 'need' seems to be a lot smaller for high level play. For fifth level, I would suggest the following:

-Ability Boost: +2 to one ability score, can pick it up as early as level 2
-Relevant armor: A lot of people skimp on armor because the though it 'I'll get hit anyway,' but armor also goes to preventing grapples and other combat maneuvers, so as long as your armor is within a few levels of your level, it can usually stop that stuff. And since your AC vs. combat maneuvers is KAC+8 (most of the time) even a low AC character in decent armor should have a chance of not being grappled.
-A means of flight: A Jetpack armor upgrade is best here, but there are other options (like a spellgem of Flight 3). Even if you aren't a melee combat character, there are several scenarios where you have to maneuver in three dimensional space.
-Kits: These seem to be more and more required as the skill DCs skyrocket in the later games. Make yourself familiar with all the different toolkits (Medkits, basic toolkits, Armory Toolkits, Xinthi Holdings, and Engineering Specialty). There are kits that give you +4 to perception checks if you are actively searching outside of combat, +2 to one application of Engineering (such as Starship actions) +4 computers or Engineering to crack locks, +4 mysticism to identify items, etc.
-A couple serum's of healing, just enough to prevent someone from bleeding to death.
-A fusion on your weapon: Any fusion on a weapon will make it magical, and there are a few things out there with DR/magic. Also, incorporeal creatures still require magic to be hurt at all if you are using kinetic attacks. Certain fusions can also shore up the weaknesses of some weapons. hail pistols deal cold and piercing, but a cold fusion changes that to just dealing cold damage, so it changes to targeting EAC.

-Other than that, it highly depends on your build. Melee characters can benefit from a speed suspension which increases their land speed (especially characters that get slowed down in heavy armor), and Darkvision capacitors are nice if you don't already have darkvision.

-Another good idea are antitoxins and the new antibiotics. Even level 1 version gives you a +4 bonus to those saves. If coupled with someone using the medicine skill on you, that's a +8 bonus to the save!


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The "armor doesn't matter" idea really is a fallacy arising from Pathfinder. Armor that "only" keeps you from getting hit half the time is still cutting your damage in half, its just that Pathfinder allowed too many broken builds where you never got hit at all. Plus, unlike Pathfinder, in Starfinder pretty much everyone has a ranged attack, so those squishy spellcasters *can't* simply prevent themselves from being attacked in the first place via positioning.

Vaguely related, but speed suspension or other movement boosters are valuable for a lot more than just melee characters. Extra movement means the difference between "able to get to cover and attack" versus "has to do a full move to get to cover". Or "gets to a flanking position of the enemy in one turn" versus "takes two turns or more".


VampByDay wrote:
hail pistols deal cold and piercing, but a cold fusion changes that to just dealing cold damage, so it changes to targeting EAC.

The last part of this is wrong. The frost fusion itself notes that it can never make a KAC weapon hit EAC. All the energy shifting abilities have that language.

Scarab Sages

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Xenocrat wrote:
VampByDay wrote:
hail pistols deal cold and piercing, but a cold fusion changes that to just dealing cold damage, so it changes to targeting EAC.
The last part of this is wrong. The frost fusion itself notes that it can never make a KAC weapon hit EAC. All the energy shifting abilities have that language.

Ah, my bad. Still, there are a lot of good fusions out there. Certain enemies have fire and electricity resist, which makes plasma weapons suck, but turning a plasma weapon into a pure fire or electricity weapon via a fusion reduces the problem. Also, ghost killer allows full damage to incorporeal, and my favorite (called) is basically a must if you use thrown weapons. Soulfire is basically a must on solarians, etc.

Sovereign Court

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Pathfinder Rulebook Subscriber

While advice to adding a fusion to make a weapon deal one type of damage seems sound, it sadly cannot be done. I think all of the energy fusions have a line about not being able to be added to a weapon that already does that same type of damage.

Scarab Sages

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Oh wow, I updated this a WHILE ago for Witchwarpers, Vanguagds, and biohackers but never mentioned it here. Anyway, guide is updated.

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