| Kiniticyst |
When Starfinder first came out I made a Nuar mechanic that rides around on his drone and melees with his racial natural attacks. We took a break for about 6 months and I'm now coming back to this character, we're currently level 7.
When playing back then, I was worried that Starfinder didn't yet have an equivalent of Pathfinder's Amulet of Mighty Fists, which allows your natural attacks and unarmed strikes to be considered magic for the purposes of overcoming DR.
Now though, a bunch of books have come out since we last played and I'm hoping that someone might know if there is any way to make my natural attacks count as magic now! Or if there are any items that allow me to implement fusions into my attacks or... really anything that makes them not so bland.
I do have the Ring of Fangs, which at this level makes my damage pretty hefty, I'm just concerned that when we do start fighting things with DR (or worse, incorporeals!) that I will be completely useless.
| Claxon |
Thematically, it means using a battle glove instead of unarmed strike. But that means you're definitely not using natural attacks effectively.
As far as I know, natural attacks weren't shown any love to overcome that issue, although generally speaking weapons only overcome DR magic with fusions installed, but that also only applies to weapons that deal kinetic damage rather than energy damage.
| HammerJack |
Nothing has been published between the CRB and now to make unarmed strikes magic.
The COM playtest does include tactical shields that can be used to shield bash as an unarmed strike that can benefit from fusions and materials, but the final book is still some months in the future.
As it is, you would still be best served by carrying a weapon, for problems that can't be solved by biting them.
| Garretmander |
Nothing has been published between the CRB and now to make unarmed strikes magic.
Eh, technomantic dabbler + mystic strike is right there in the CRB.
Benefit: Your melee and ranged attacks count as magic for
the purposes of bypassing damage reduction and other
situations, such as attacking incorporeal creatures.
Two feats or carry a back up weapon. Your choice.
| HammerJack |
That is what I meant by "between the CRB and now." Maybe I should have phrased it differently, to be clear that I meant between CRB and now, non-inclusive of the endpoints, since the question was specifically about new options.
EDIT: For what it's worth, there are also situations like combat where you are unable to close to melee, or are attacked by a swarm, where magical unarmed strikes still wouldn't help, so you'd need a weapon, anyway if you want to be ready for things.
| Kiniticyst |
Thanks for the responses. Unfortunate that nothing has been added for it yet, I had considered trying to keep level appropriate weapons but it appears that the damage will be pretty much the same either way.
At level 7, with 20 Strength my unarmed/natural attack damage is 1d6+19. So if something has DR 5/magic, it'd be 1d6+14 really. If I instead used a level appropriate weapon with a fusion in it, lets say a Carbon Staff, my damage would be 1d8+13.. Which is almost exactly the same damage as if I had just not spent money on a level appropriate weapon and fusion and instead, just bit them.
At level 12 my unarmed/natural attack damage will be 3d6+30 (assuming I've gotten a mkII personal upgrade in strength bringing me to 22 Str). A level appropriate weapon with a fusion, say a Living Staff, would deal 4d6+18 damage. So even if enemies have 10 DR/magic by this point... I'd still be better off just biting them.
| Kiniticyst |
If you're worried about dr magic why not take mystic strikes?
A mechanic isn't a spell-caster so can't take that feat. I'd either have to take a level of mystic or technomancer. Which is a pretty grim idea for a mechanic that is already struggling to keep up their core skills like engineering and computers with the operative and while trying to be a kinetic melee attacker with already low BAB. The drone can barely keep up with enemies as is so a full level behind on it too would render it obsolete.
Or I could sacrifice two feats by taking Technomantic Dabbler and then Mystic Strike.
Was hoping an item would have been added by now to save multiclassing or multiple feats, given that so many races have Natural Attacks.