Space Goblin Operative & move speed


Advice


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I'm building a space goblin operative (ghost) focused on being able to quickly move about the battlefield and want to know if there's a way to improve beyond what is outlined below. I won't need feats in the mobility chain as uncanny mobility satisfies the need to negate reaction attacks. I've only listed feats and exploits which directly add to my speed, but I am taking the sure-footed exploit at O8 to be able to always move full speed, even across rough terrain or when moving stealthily. I'll also be dipping into soldier to take advantage of blitz features.

In addition to the things listed below there are augmentations like the cardiac accelerator and speed suspension that can further improve speed, but I'll wait to see how this character plays out before purchasing such a thing. I am also ignoring things like jump jets or jet packs as they don't really mesh with my idea for this character (they're too noisy for starters; this PC is all about moving quickly and quietly).

O1 35' base
S1 45' rapid response
O2 55' fleet
O3 65' quick movement
O4 65'
O5 65'
O6 75' improved quick movement
O7 75'
O8 75'
O9 95' quick movement, improved quick movement
O10 95' add climb/swim 55' from versatile movement
O11 95'
O12 95'
O13 95'
O14 95'
O15 105' quick movement
O16 105'
O17 105'
O18 105'
O19 105'

Other than spending money on equipment or augmentations, is there anything that I missed?


I'm making a Goblin Technomancer w/ a minor emphasis on speed so I'm all about this life. Dipping Soldier 1 for Blitz +10 speed but then realized I shoulda just gone operative, but at this point I'm already committed to being a Technomancer (via his Universal Theory of Shiny Things)

Versatile Movement is far more feat/resource efficient, but technically inferior to Swimming and Climbing Master, if one has the feats to spare. This is because AFAIK Climbing and Swimming Master don't have the line about Quick Movement not affecting the climb/swim speed.

Jet Dash could be useful and is a 'must' for the build IMO, thematically. Run speeds are admittedly less important on most-grid based combat so it's not a priority though if you're optimizing. I am having my gobbo start weaponless and armorless then trying to thefthobo the first antagonist he spots. No one will be able to outrun him. :3

6 levels in Operative can cost you quite a bit but can be traded in for Solarian to have the option of running up surfaces instead of double-move which I think(?) is the hard limit for climbing. I wouldn't do this trade but it's just a thought for a variant on the theme.

All in all, Starfinder allows for some pretty cool "speed-freak" builds. Jet Dash Blitz Goblin Operative w/ speed enhancements I think moves 135(?) land speed, or 810 feet every 6 seconds run speed, which I believe translates to roughly 90 miles per hour. At 0-90mph in 6 seconds, I recommend calling your character Dominic 'Flashbits' Spacerretto


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Abombom wrote:
Versatile Movement is far more feat/resource efficient, but technically inferior to Swimming and Climbing Master, if one has the feats to spare. This is because AFAIK Climbing and Swimming Master don't have the line about Quick Movement not affecting the climb/swim speed.

I'm contemplating not getting versatile movement and instead aiming for the climbing suckers augmentation. The idea of sneaking across a ceiling upside really plays well into my character concept. I'm naming this goblin Fishy, a la Sam Fisher from Splinter Cell.


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Fumarole wrote:
I won't need feats in the mobility chain as uncanny mobility satisfies the need to negate reaction attacks.

On second thought I've decided to drop Uncanny Mobility and instead pick up Mobility so I can grab Spring Attack at 5th level. Ultimately I'll be able to move fifty feet, stab a foe and then move back to my original position. Here are the feats:

Operative 19/Soldier 1 Feats:
O1 Weapon Focus (basic melee)
O1 Skill Focus (stealth) - ghost operative
O1 Skill Focus (acrobatics) - ghost operative
S1 -
O2 Fleet
O2 Mobility - combat trick
O3 Weapon Specialization
O4 Spring Attack
O5 -
O6 Improved Initiative
O7 -
O8 Multi-Weapon Fighting
O9 -
O10 Spellbane
O11 -
O12 Deadly Aim
O13 -
O14 Great Fortitude
O15 -
O16 Enhanced Resistance
O17 -
O18 Improved Great Fortitude

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