Mystic Longarms


Advice

Shadow Lodge

So, I keep seeing advice that Mystics should pick up Longarm proficiency and specialization, but I don't see that they have any feats to do so until late game. So far, my feats seem to be pretty mapped out from the get-go:

1st Spell Penetration: +2 vs SR (don't need it yet, but no space later)
3rd Spell Focus: +1 DC
5th Combat Casting: +2 AC& Saves vs AoO
7th Enhanced Resistance: DR= bab
9th Greater Spell Penetration: +2 vs SR
11th Penetrating Spell: +5 spell damage (effectively)
13th ??

Ok, not everyone will be picking up Enhanced Resistance, so I suppose there's a slot there. But that still doesn't get Weapon Spec before level 13.

I'm using a Star Shaman connection. I'm all for the idea of picking up a longarm, but don't see what I should drop in favor of it.


Drop combat casting and resistance. Humans get an extra feat.

Shadow Lodge

I can see dropping the combat casting: +2 AC isn't exactly the big help that the +4 concentration check mod it was in pathfinder.

Keeping Enhanced Resistance for story reasons. And not a human (GM gave me custom race)

I guess I can pass on the Greater Spell Penetration, but I'm always wary of SR, especially now that there's more Drow running around.

Dark Archive

Id drop combat casting, penetration, and greater penetration.


Penetrating Spell is at best near useless for a single-class Mystic; there are few if any spells on the Mystic list that interact with Energy Resistance or Damage Reduction, save perhaps for the Telekinetic Projectile cantrip. At a glance, their spells deal either untyped damage as with Mind Thrust and related spells, or Force damage for two and possibly more of them.

Spell Penetration may be valuable depending on the campaign and the opposition, but it's hardly a guaranteed pick, nevermind at level 1 just so you have it for later. Greater is no different. Combat Casting may be useful, but my gut feeling is that you're better served spending your feat elsewhere and managing your battlefield position more effectively. Enhanced Resistance is certainly powerful, but not so overwhelmingly so that you absolutely must have it at the earliest opportunity if you need something else.

Combat Casting is your only choice that I would consider borderline mandatory, and very careful spell selection may obviate the need even for that. You certainly wouldn't be Mind Thrusting everyone, but it may be doable.

Your approach may be appropriate for some campaigns and ideas, but the Mystic is hardly locked into it.

Shadow Lodge

Hithesius wrote:
Penetrating Spell is at best near useless for a single-class Mystic; there are few if any spells on the Mystic list that interact with Energy Resistance or Damage Reduction, save perhaps for the Telekinetic Projectile cantrip. At a glance, their spells deal either untyped damage as with Mind Thrust and related spells, or Force damage for two and possibly more of them.

That's a great point I hadn't considered. Psychokinetic Strangulation is bludgeoning, but nothing else I was considering actually does physical or elemental damage.

The Exchange

It's also worth considering that what you keep seeing as advice or "mandatory" picks are for that particular person's build and play style. And for anyone else they're just ideas, particularly as versatile as SF is. Judging purely from your feat choices it looks like you're focusing heavily on casting, and you'll know your GM and if they'll let your party rest enough that you can play that way. I wouldn't get longarms unless you see yourself regularly shooting in combat, and have a high enough Dex to regularly hit. If you're not happy with your odds of hitting, or your damage with a pistol but you're only shooting a few times a combat the use harrying fire, +2 to hit is +10% damage to your teams heavy hitter. Your team mate will thank you for the hit, or when you use covering fire to help save the envoy's last few HP while they hury to you.

As for the feats you've listed, penetrating spell has limited use as others have noted, personally I'd take mobility instead of combat casting, move and eat the AoO with a higher bonus, then get your spell off from outside reach. I've never been big on spell penetration, but then the GMs in my group almost never hit us with a meaningful SR, and that by accident. It sounds like yours likes to make use of it. Spell focus is the only one I consider mandatory, though on a purely support build I could see skipping it.

My thoughts at least.

Acquisitives

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

its hard to stop thinking in pathfinder terms, but Starfinder rules are different.

if you want a gun, go get a longarm.

remember, in Starfinder we are all LASER SPACE WIZARDS.


Or a sniper. For most 3/4 BAB characters a laser sniper is actually a better choice, though it does limit your weapon choices for the time being.

Grand Lodge

Don't forget the Great Fortitude feat is also a good contender.


For a second there I thought someone wrote "Mystic Linnorms"....


Cathulhu wrote:
Drop combat casting and resistance. Humans get an extra feat.

You can also take one level of soldier & get some nifty bonuses from fighting style & such in addition to Basic & adv melee weapons, small arms, long arms, Heavy Weapons Sniper weapons, & grenades too.

Sovereign Court

Pathfinder Lost Omens, Rulebook Subscriber
Thomas Seitz wrote:
For a second there I thought someone wrote "Mystic Linnorms"....

Don't give them any ideas

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