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Most theorycrafters whom I have read do not like archetypes. Me, my -703 through -706 characters do have archetypes (one Starfinder Forerunner, three Steward Officer). I've toyed with the idea of giving my third soldier Arcanamirium Sage (my second soldier has Skill Focus: Medicine).
Do any of your characters use archetypes?

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Plenty! My -703, -711, and -729 are soldiers (starfinder forerunner), but the -711 has levels in operative for concept. My -712 is an envoy (augmented) and my -731 is a soldier (augmented). My -716 is a soldier (divine champion), my -719 is an envoy (steward officer), my -721 is a soldier (star knight), my -722 is an envoy (star knight), my -726 is a mystic (skyfire centurion), and my -730 is an operative (stewards infiltrator).
I love building for concept, and archetypes helpna lot!

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im building building a operative with a soldier thats archetyping Arcanamirium Sage at level 2. The build is 3 levels of mechanic, 3 levels of soldier and 6 levels of operative. Technodabbler at level 5. My theme is xenoarcheaologist from pact worlds.
I would seriously consider cutting down on the multiclassing. Its really not going to synergize well compared to getting higher level class abilities.

racs333 |
racs333 wrote:im building building a operative with a soldier thats archetyping Arcanamirium Sage at level 2. The build is 3 levels of mechanic, 3 levels of soldier and 6 levels of operative. Technodabbler at level 5. My theme is xenoarcheaologist from pact worlds.I would seriously consider cutting down on the multiclassing. Its really not going to synergize well compared to getting higher level class abilities.
My character is going to be depending on equipment, gadgets and skills for surviving, plus i save 18000 credits for a rebuildable free level 3 stealth drone with manipulator arms/camera rather then wait for level 5 to buy one useless lvl 1 out of armory, I get free grenades in between fights (its a bombard soldier. and focusing on the 7 armor slots that ill end up with (armor optimization) from the operative should give me a few mobility and trick shot options.
I figure with overcharge, then supercharge, a decent longarm/sniper, i can punch a hole in most bad guys without worrying about the higher level abilities. not to mention the option to supercharge my granades (free for the first throw,depending on the mention should loosen up some the bad guys pretty well. To be honest with the current skill build, im doing well with my +4 intelligence for computers and engineer. +13 at first level was very interesting. Explosive Rounds, Flares, Sticky grenades. lots of gadget to assist. Waiting on level 5 so i can get my operative (detective).

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I get free grenades in between fights (its a bombard soldier)
You can create any grenade whose item level is less than or equal to your soldier level
So at level 4 you'll be getting a level 1 grenade. at level 10 you'll be getting a level 3 grenade. The damage and DC will be pretty insignificant.
I figure with overcharge, then supercharge
Which would have you doing +5d6 damage every other round.
To be honest with the current skill build, im doing well with my +4 intelligence for computers and engineer. +13 at first level was very interesting.
But your mechanic and operative skill bonuses won't stack (they're all insight bonuses)

racs333 |
Quote:I get free grenades in between fights (its a bombard soldier)You can create any grenade whose item level is less than or equal to your soldier level
So at level 4 you'll be getting a level 1 grenade. at level 10 you'll be getting a level 3 grenade. The damage and DC will be pretty insignificant.
Quote:I figure with overcharge, then superchargeWhich would have you doing +5d6 damage every other round.
Quote:To be honest with the current skill build, im doing well with my +4 intelligence for computers and engineer. +13 at first level was very interesting.But your mechanic and operative skill bonuses won't stack (they're all insight bonuses)
yes but your assuming I’m taking mechanic for the bypass. Which at level 1 my computer skill is 9 and engineering is 13, so to be honest the bypass skill versus the +4 intelligence average, it’s laughable rolling 30plus at the level 1 areas (plus factor in later datajack and additional bonuses, the bypass becomes largely irrelevant in my build) At level 5, operative level 1, the skills explode and everything gets +1. The sole reason for the mechanic is force multiplier Hense the manipulation arms, allowing me to effectively skill in two places at once, at level 3 put a camera or a tool arm, currently it’s a perception/stealth drone used as a search and as my bag of chickens ahead of the party as a sacrificial target. In my opinion people get so focused on preordained roles the miss certain useful things (such as overtly protecting their drone. Also Soldier level 2 I’m archetype as a Arcane Sage, so effectively I loose all combat feats anyway, it’s a BAB booster and a grenade boon, nothing more. Might take level 4 in soldier, but 4 grenades isn’t that worth it, when you factor in damage and cost. Grenade DC is based on item level anyway not my level, and the DC to increase that is a lvl 15 I think, so in current society is impossible to gain (look up the DC it stat and grenade level, so not sure what the down side your thinking of, and step back a moment, given the cost of a level 3 grenade say, shock, 170 credits is expensive, even holy water grenade, if we know we plan on engaging undead, that’s a versitile thing I can make in the session (10 minute pause no resolve) with no store needed. You missing the utility factor. And yes I carry smoke and frags. Everyone should. At level 5 when operative level 1 and technodabbler comes into play, the whole build comes together. At level 6 my trapfinding sense kicks in. Everything monetary wise goes into Estex armor, upgrades, personal upgrades, and weapons, which I’m currently using a flare rifle dazzler 2d4(with the option to harrying fire which is basically giving my allies +2 to the next hit) and a slung grenade launcher further expanding the grenade usefulness, yes I will be getting the bombard fusion, once I get enough money to upgrade my rifle. I think you would be surprised comparing a level 5 mechanic versus my build. I ended up trying to play a straight mechanic as the prefab. I vowed never would I be as helpless as that role gets shoehorned. My build 1 mechanic w/stealth drone and perception, 2-4 solder bombardier with sage, 5 operative with technodabbler (mend at will for the drone and supercharge), 6, mechanic, 7 operative, 8 mechanic, 9-12 operative. Try it, take mystism and life science at level 1 synergy feat. I’m playing a yoski +4 intelligence and +2 dex attributes, yes -1 strength hense the slung grenade launcher. Mobility at 3 and technodabbler at 5. That’s where I’m at right now in the build. Technically I could go straight operative after 5 but we will see

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My -702 is an envoy Steward Officer. I play him as an officer in the Stewards who is occasionally seconded to the Society for missions in the interest of both. But I recently discovered more info about the Stewards organization at the wiki. Since much of the source material for that article comes from an AP that I'll never play, I was unaware of a lot of the background and most importantly the different divisions within the Stewards. It's really helped my RPing him.

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My -702 is an envoy Steward Officer. I play him as an officer in the Stewards who is occasionally seconded to the Society for missions in the interest of both. But I recently discovered more info about the Stewards organization at the wiki. Since much of the source material for that article comes from an AP that I'll never play, I was unaware of a lot of the background and most importantly the different divisions within the Stewards. It's really helped my RPing him.
I had not known of that! Thank you. :)