Help: Space Cop Build


Advice


Hello!
I'm building my second character ever for Starfinder, and I could use some help. The character is going to start at 1st level. Ability Scores will probably be rolled, but the exact numbers are not important right now.

I'd like my character to behave (ideally) as a policeman would do. When confronted, he should be able in diplomatic skills in order to de-escalate the situation if possible. If talking isn't an option, his objective will be disarming / incapacitating the target. Lethal force should be a last resort for life-threatening situations only.

I just bought "Pact Worlds", and I found the archetype "Steward Officer", described as:

Quote:
The Stewards are as much diplomats are they are police, though violence is always a last resort for them.

That's perfect, but it makes choosing a class a bit harder. It replaces abilities at 2nd, 4th, and 9th levels.

Operative and Soldier were the two classes I was thinking about, but losing the exploits or the feats makes a big difference.
The Operative (Detective probably) would give me an advantage in social encounters, and a lot of skills. The Soldier would give me better proficiencies, making combat a bit "safer" (allowing me to waste more turns trying to disarm or pin down someone instead of straight killing him).
What would you do?

Next comes the Theme. I HAVE NO CLUE.
Bounty Hunter or Corporate Agent seem good for social, Ace Pilot or Cyberborn would fit almost any concept, and a bunch of others could work as well.
There isn't really a theme that enhances how my concept feels like, so any suggestion on the topic would be appreciated.

And then we get to Races. Having access to all manuals, I counted a total of 41 possible races. Here's what I got so far:
- Strix: fly is good, dark-vision too.
- SROs: our Mechanic could have built me, dark-vision.
- Borais: undead is cool, good AS (Ability Scores), Old Talents seem nice.
- Astrazoans: great to get in and out of places, between compression and change form. Decent AS
- Skittermander: good grappler, LOTS of hands for tools and weapons, good AS
- Humans: boring, but that feat is always amazing to have.
- Dragonkin: good AS, "Partner Bond" is cool for the cop-buddy, flight and dark-vision

I might have overlooked some races, but those are the main ones that seem to give useful stuff. There are a few that I like lore-wise, but I'm not making the same mistake twice by taking "useless" features just for the sake of lore.

As you can see I'm really undecided and I could use your help. Any thoughts?


Do you have a back ground for the potential charater? Are you looking fir a beat cop or something more? I like a solarian for a green lantern feel with dips into envoy for leadership and skills but that is just me. Theme and race are really going to depend on your flavor of law enforcement. Let me know what you want to go for :)


I don't have a real background yet, the idea came to me only yesterday. Beat cop would be good to begin with. Since we are low level, I don't want him to be already a "super hero special strongest guy who ever lived in the entire galaxy" kind of character... He will be a regular cop, who ended up with the party by chance while travelling from his home planet to his new job.

From what the GM told me about the campaign, that's how we are gonna meet: party members don't know each others, they'll group up to deal with a major issue on the spaceship they are travelling on, which will lead to the first adventure.

So the idea is just a regular young guy, with little field experience and great respect for the rules, who believes he can solve anything if he applies what he learnt in the academy.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Operative (Detective) is a good basis for a police investigator, the archetype does add nice flavor.

Themes to consider:
* Spacefarer — sort of a space Marshall, bringing law and justice to the vast
* Priest of Abadar or Iemodae — It is their divine duty to bring order to the lawless areas
* Bounty Hunter — different sort of space marshal, skilled tracker
* Outlaw — Dirty cop, or reformed criminal

Human or any race that doesn’t penalize Dex or Wis should work fine. Operative is one of the easiest classes to build.


While a Solider would be more offensively powerful, I think an Operative is going to do better in the skill department, especially since your interested in Talk no Jutsu (aka Diplomacy).


I like the idea of Spacefarer theme. Priest feels more like a paladin than a cop to me. Outlaw is cool for the dirty cop concept, but this isn't the case.

I see the Operative is popular, and as Claxon pointed out diplomacy should be my main focus.

So this is what we got so far:
- Class Operative
- Race probably Human
- Theme Spacefarer
- Archetype: Steward Officer

Now it comes down to feats. Having 0 BAB doesn't let me take improved combat manoeuvres yet, so what should I go with?

One possibility would be a Skill Synergy, to get maybe physical and life science (knowledges are good for a detective). Improv initiative is another option, making it easier for me to go first means more chances of ending the fight before it starts... Any other tip?


I don't want to rain on your parade, but a non-full BAB character is going to have a hard time specializing in combat maneuvers.

I mean, a full BAB character is also going to have a hard time, just a little bit less.

You're looking at hitting KAC +8, so even with the feat, you're going to have a low chance of connecting with a maneuver.


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That's what the Taclash and Merciful weapons are for. You may not succeed at maneuvers, but you will be able to subdue enemies without lasting harm.


My current character is an Operative Outlaw (Ghost). He was originally a police detective on Absolam Station (so forensics/investigation is his profession skill) and he later was recruited and trained by the Stewards to be a deep-cover agent (so the Outlaw theme). After years undercover posing as an criminal he has all sorts of underworld contacts, but has been drawn out of cover to go do "other things" (like fight monsters and space pirates and steal all their stuff and pilot a starship for a group of assorted adventurer types...). His teammates have no idea he works for the Stewards, all they know is the first time they met him was on a prison transport ship (he was in one of the cells as part of his cover).

Basically, his persona is a lot like Decker from Blade Runner. A film noir style detective rather than your typical local uniformed deputy.

I share that as an example: you don't need to use a cop-like theme or archetype to make a space cop character. Honestly, any class could do it, though Operative, Envoy, Soldier and Technomancer are more likely to lend themselves to it.

Be really careful of archetypes - make sure you understand the tradeoffs. I would map out what the character will look like without one all the way to whatever level you expect to make it to, then overlay what changes the archetype will make. Then, see which one you like better. It seems to me most of the archetypes are aimed less at battlefield utility and more at roleplaying/out of combat play. Which means unless you're very careful, you'll feel very underwhelmed with any given archetype until you hit higher levels (13 or so) unless your group happens to spend more type on the story/rp rather than doing combats.


You get more feats in Starfinder then you do in Pathfinder. If I were you I would go soldier and just get skill focus for diplomacy.


Personally I would go for improved initiative.

Are you sure about human? Did you check out the netflix movie bright? With so many options human seems to easy, but I never have played a human in any rpg :)


Pantshandshake wrote:
I don't want to rain on your parade, but a non-full BAB character is going to have a hard time specializing in combat maneuvers.

I know, but since the plan is to negotiate first, restrain if that doesn't work, Operative gives me more tools to do so. It's not just diplomacy, it's sense motive, bluff, even knowledges can come in handy.

Claxon wrote:
That's what the Taclash and Merciful weapons are for. You may not succeed at maneuvers, but you will be able to subdue enemies without lasting harm.

I'll make sure to check them, when I got the credits for it.

Kvetchus wrote:
Be really careful of archetypes - make sure you understand the tradeoffs. I would map out what the character will look like without one all the way to whatever level you expect to make it to, then overlay what changes the archetype will make. Then, see which one you like better. It seems to me most of the archetypes are aimed less at battlefield utility and more at roleplaying/out of combat play. Which means unless you're very careful, you'll feel very underwhelmed with any given archetype until you hit higher levels (13 or so) unless your group happens to spend more type on the story/rp rather than doing combats.

Your backgrounds seems very well thought! I know archetypes are not the best for combat, but I don't know which level we are gonna get to (new master, we could last months or days depending on how we like each others). The only thing I know is that he will tailor the campaign to our characters (I asked what kind of adventures he plans on doing, he said not to worry, to show him what characters we make and he will make it from there), so I assume that if I have a less-combat oriented character, it won't be a "kill-kill-kill" campaign.

JetSetRadio wrote:
You get more feats in Starfinder then you do in Pathfinder. If I were you I would go soldier and just get skill focus for diplomacy.

If I keep the archetype, I wouldn't get the combat feats from the soldier anyway. The Operative doesn't just give me Diplomacy, it gives plenty of social tools to handle various situations.

Garrett Larghi wrote:
Are you sure about human?

I'm not. I've always thought humans were boring, but with so many races it's hard to choose. And it would make "less" sense to me having a cop that can't really see (as the new plant-race) or that looks like a huge monster when his main focus is trying to convince you to trust he doesn't want to hurt you. I could see the SROs being a good fit for the concept; I assume as robots they like codes of conducts and to follow a specific set of actions.


Bober wrote:
Pantshandshake wrote:
I don't want to rain on your parade, but a non-full BAB character is going to have a hard time specializing in combat maneuvers.

I know, but since the plan is to negotiate first, restrain if that doesn't work, Operative gives me more tools to do so. It's not just diplomacy, it's sense motive, bluff, even knowledges can come in handy.

Oh, I didn't mean to say that being an Operative for this concept was the bad idea part. I meant to say that we've already seen a few threads that basically say "I made a character that specializes in combat maneuvers, and even though I got the feats and such, they're still harder to pull off than I like." This is inevitably followed by either that person stating that this game is bad and they aren't playing anymore, or some whacky house rules that would result in NPCS grappling PCs on a roll of 5.

Short version: My point is, combat maneuvers are much harder in SF than in PF, and I wanted to make sure you were aware of that.


Pantshandshake wrote:
Short version: My point is, combat maneuvers are much harder in SF than in PF, and I wanted to make sure you were aware of that.

Oh yeah I got that, which is also why I thought of the "diplomacy first", instead of a more direct "non-lethal / CMB" build. I'd love a character that can easily disarm the opponent, but I've seen a few builds that work on CMB and they are still pretty hard to pull off, which lead me to find a more peaceful approach.


For special space cops. Have you considered a mystic,an Exocortex mechanic or a technomancer? The mechanic may have some rough archetype losses but he does get some implanted Exocortex bonuses. At later levels you could even flavor your cop with a class dip that makes sense. Mindthrust and magic missile. For a magic "psychic" space androidcop. Solarian str cop could also base his weapon on the mass effect gauntlet. Heck you could go android Cyberborn +1 Int or Corporate Agent +1 Cha str Solarian Steward Officer paragon build. with the aforementioned Mass Effect theme.


Bober wrote:
Pantshandshake wrote:
Short version: My point is, combat maneuvers are much harder in SF than in PF, and I wanted to make sure you were aware of that.
Oh yeah I got that, which is also why I thought of the "diplomacy first", instead of a more direct "non-lethal / CMB" build. I'd love a character that can easily disarm the opponent, but I've seen a few builds that work on CMB and they are still pretty hard to pull off, which lead me to find a more peaceful approach.

Right on. As long as you go in with a basic understanding, you'll probably be pretty happy with your results.


Bober wrote:
I'm not. I've always thought humans were boring, but with so many races it's hard to choose.

I want to say something on this topic, a character is only as boring or interesting as you let them be.

In my experience other races often end up being humans of another flavor, and it's the RP that you make a point to do that makes the character interesting, not the actual race. Now, a specific race might inspire you more easily for how you want to RP a character, but that's more a limitation of our own creativity than a problem specific to a race.

The race doesn't make the character interesting, the player does.


Claxon wrote:
Bober wrote:
I'm not. I've always thought humans were boring, but with so many races it's hard to choose.

I want to say something on this topic, a character is only as boring or interesting as you let them be.

In my experience other races often end up being humans of another flavor, and it's the RP that you make a point to do that makes the character interesting, not the actual race. Now, a specific race might inspire you more easily for how you want to RP a character, but that's more a limitation of our own creativity than a problem specific to a race.

The race doesn't make the character interesting, the player does.

I agree...but with so many options why not pick something else? Why not make it your own. I would love to see a Brethda Cop that is like Blasto the fictional hanar character featured in several films in the Mass Effect universe.


Claxon wrote:
The race doesn't make the character interesting, the player does.

That's true, but humans will always be humans. The lore, the history, and even what they can and can't do has all been seen over and over. Different races open up new options, both mechanically (like the 6 armed skittermander, or the Khizards senses) and lore-wise (think Maraquoi traditionalists or Gray's secret history).

Sure a human can be a well thought character, with a rich background and everything. But I feel that, at least in the official setting, the "old world races" (especially humans) get lost in the landscape and have little new to offer in RP.

Anyway, that's another topic that would require his own thread. If you wanna start one, I'll be happy to contribute.

Dataphiles

I am currently playing a cop in Starfinder Society.

Nuar Technomancer 3 (Steward Officer); Gronnigan specializes in forensics; my interpretation of the "Maze Mind" Nuar class feature is that they are good at patterns, and what is forensics but identifying patterns?

Technomancers actually don't lose very much from getting the Steward officer archetype. They delay getting their first Magic Hack until 5th level (when they get TWO), they lose one spell known of their highest level (but get it back when they go up another spell level), and lose a Hack at 9th level and delay getting their third Techlore bonus.

He was separated from his parents as a child while they were visiting Aballon and was raised by goblin scavengers. He hated all of the goblins' lawless behavior and one day realized... hey, I'm seven feet tall and no goblin would ever try to stop me if I just left!" He then left Aballon and went to the police academy.

As a reminder of his time among the goblins, he uses the Junksword spell, which works well with his natural Nuar strength. As that will always be the first spell he chooses of a given spell level and lasts 10 minutes per caster level, he will be able to spend his excess highest-level spell slots on the Enhanced Weapon and Countertech hacks once he gets to 5th level.

It isn't the most optimized build, but it has been fun so far.


Bober wrote:
Claxon wrote:
The race doesn't make the character interesting, the player does.

That's true, but humans will always be humans.

Humans are all the most interesting people I know.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Gronnigan Conroy wrote:
Technomancers actually don't lose very much from getting the Steward officer archetype. They delay getting their first Magic Hack until 5th level (when they get TWO), they lose one spell known of their highest level (but get it back when they go up another spell level), and lose a Hack at 9th level and delay getting their third Techlore bonus.

Might want to reread the Alternate Class Features.

Starfinder CRB, pg. 127 wrote:
2nd Level You don’t gain the magic hack class feature at 2nd level. Instead, you gain it at 5th level.

You don't get the Class Feature until 5th level. It isn't saying you get two magical hacks at 5th level, it is saying you lose the feature normally gained at 2nd level and don't get that class feature until 5th.

How much you gain or lose really depends on the character concept, although one less of the top spell level always hurts.

Dataphiles

BretI wrote:
Gronnigan Conroy wrote:
Technomancers actually don't lose very much from getting the Steward officer archetype. They delay getting their first Magic Hack until 5th level (when they get TWO), they lose one spell known of their highest level (but get it back when they go up another spell level), and lose a Hack at 9th level and delay getting their third Techlore bonus.

Might want to reread the Alternate Class Features.

Starfinder CRB, pg. 127 wrote:
2nd Level You don’t gain the magic hack class feature at 2nd level. Instead, you gain it at 5th level.

You don't get the Class Feature until 5th level. It isn't saying you get two magical hacks at 5th level, it is saying you lose the feature normally gained at 2nd level and don't get that class feature until 5th.

How much you gain or lose really depends on the character concept, although one less of the top spell level always hurts.

It doesn't say that you don't get the 2nd level hack, it says that you don't get it until 5th level "instead." That doesn't affect you also gaining a second magic hack at 5th level.

Nowhere else is losing a feature is it worded like that. Literally everywhere else where it's listed that you replace a class feature and don't get it later, it just says, "you don't gain [x feature]."

Later in Technomancer, at 6th level, it says that you don't gain Cache Capacitor at 6th level; it then goes on to say that you get it at 8th level INSTEAD of a magic hack.

Even later in Technomancer, at 9th level, your Techlore doesn't go up to +3; it instead goes up to +3 at 11th level and you don't receive the magic hack normally gained at 11th level. Mind you, this doesn't change the fact that you will increase your Techlore to +4 at 12th level.

Everywhere it says "instead" it means that you still get the thing, just at a different time with perhaps a different cost. No extra cost is listed for 2nd level; you just get two at 5th level. If they'd meant to say that you don't get the 2nd level magic hack, they'd just say, "you don't get the magic hack at 2nd level" like they do for soldiers, solarians, operatives, envoys, and mechanics class features.


Pathfinder Roleplaying Game Superscriber

My advice? Play as a human and use this as your avatar. Anything else is simply unacceptable.


Gronnigan Conroy wrote:
BretI wrote:
Gronnigan Conroy wrote:
Technomancers actually don't lose very much from getting the Steward officer archetype. They delay getting their first Magic Hack until 5th level (when they get TWO), they lose one spell known of their highest level (but get it back when they go up another spell level), and lose a Hack at 9th level and delay getting their third Techlore bonus.

Might want to reread the Alternate Class Features.

Starfinder CRB, pg. 127 wrote:
2nd Level You don’t gain the magic hack class feature at 2nd level. Instead, you gain it at 5th level.

You don't get the Class Feature until 5th level. It isn't saying you get two magical hacks at 5th level, it is saying you lose the feature normally gained at 2nd level and don't get that class feature until 5th.

How much you gain or lose really depends on the character concept, although one less of the top spell level always hurts.

It doesn't say that you don't get the 2nd level hack, it says that you don't get it until 5th level "instead." That doesn't affect you also gaining a second magic hack at 5th level.

Nowhere else is losing a feature is it worded like that. Literally everywhere else where it's listed that you replace a class feature and don't get it later, it just says, "you don't gain [x feature]."

Later in Technomancer, at 6th level, it says that you don't gain Cache Capacitor at 6th level; it then goes on to say that you get it at 8th level INSTEAD of a magic hack.

Even later in Technomancer, at 9th level, your Techlore doesn't go up to +3; it instead goes up to +3 at 11th level and you don't receive the magic hack normally gained at 11th level. Mind you, this doesn't change the fact that you will increase your Techlore to +4 at 12th level.

Everywhere it says "instead" it means that you still get the thing, just at a different time with perhaps a different cost. No extra cost is listed for 2nd level; you just get two at 5th level. If they'd meant to say that you don't get...

You're trying to read too much into it.

It replaces the ability you would have gotten at 2nd level, and instead grants it at 5th level.

It's worded poorly, but that's what it does.

Dataphiles

Claxon wrote:

You're trying to read too much into it.

It replaces the ability you would have gotten at 2nd level, and instead grants it at 5th level.

It's worded poorly, but that's what it does.

That's what I actually did say. You get the ability at a later level. At that same level, you also gain another ability that happens to be the same. Otherwise they'd say "you don't gain a magic hack." Period, end of sentence.

I'm not reading too much into it, that's the meaning of the language used. It is not worded poorly if that's what they actually mean. Every other instance of "instead" in that section means what I suggest.

I guess I'll toss it up in rules questions.


No, you get your first at level 5 and you only get 1 at that time.

Sorry, apparently I also poorly worded my previous post.

You're trying to interpret this in an overly literal way that isn't intended.


Yeah... so here's your magic hack text:
Magic Hack 2nd Level

You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.

So, exchange the 2nd with 5th in the second sentence. You don't get two hacks at 5th level. You get one.

Dataphiles

Pantshandshake wrote:

Yeah... so here's your magic hack text:

Magic Hack 2nd Level

You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.

So, exchange the 2nd with 5th in the second sentence. You don't get two hacks at 5th level. You get one.

Okay, but you're not taking into consideration the very similar language in almost all the other classes. Operative Exploits, for example, are nearly identical in the language:

"As you gain experience, you learn special tricks called operative exploits. You leran your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter..."

So why is the alternative class feature for Operatives at 2nd level, "You don't gain an operative exploit" and for Technomancers "You don’t gain the magic hack class feature at 2nd level. Instead, you gain it at 5th level?" Seems like if they meant what you say, they'd just say, "You don't gain a magic hack."

I did throw it up in the Rules for a FAQ check, so you can tell me I'm wrong there instead of mucking up the space cop thread. :P


Hah, so you did. I missed that. My apologies to the thread.


All the classes work the same, you don't get your 2nd level abilities, in exchange for a thing from your archetype, and then you gain that ability at 5th level and only get 1 of that ability at that level.

They all function identically, just not how you thought they did.

Edit: Last I'll derail this thread.

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