New Player – please help finish Mystic / multiclass for Organized Play


Advice


Hello all,

I’m very new to Starfinder and looking for advice for finishing my 701 character, please. :) (apologies for very long post)

I tried Starfinder at a convention (as Keskodai). Although I was hoping for more scifi and less fantasy, I liked it enough to try making my own character for SFS afterwards. I can only play SFS online and at conventions. I don’t know if I’ll play only a little and then get bored, or if I’ll keep playing for years, so I’m not yet ready to buy books.

I’ve done most of the work (with GM help) building Ts*eki, a Shirren Mystic Healer, using only SPS-legal CRB stuff on aonsrd.com. What I have so far is here: https://paizo.com/people/TsEki. I only have a few things left to choose for Ts*eki: age, homeworld, 2 language slots, 1 level 1 spell slot, and some more items.

The thing is, my character concept is very hard to do with the current classes, and now I've found out Biohackers are closer. But they come out in November, and I’d rather play some more before deciding whether to buy books. Also, the playtest Biohacker mostly lacks healing abilities and has none at level 1 (I know the published version will differ in unknown ways).
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This is my concept: Ts*eki is inspired by Dr. Franklin from Babylon 5, and my own interest in biology and ecology. Ze’s a scientific/technological doctor, biomedical researcher, and xenobiologist. Ze is fascinated by the variety of life in the solar system, and dreams of exploring Near Space and the Vast. Ze wants to learn about all the life out there: if it’s friendly, let’s make friends and learn how to give them the best modern medicine and health that science and magic can supply. If it’s unfriendly, let’s create antidotes for all the poisons, toxins, and diseases it carries. If it’s ethical to harvest it, what new medical compounds and other useful things can we make out of it? (And does it taste good?) Ze loves learning about ecosystems, how they fit together, and how sapients of all kinds fit into them. Ze believes in a mystic connection or life-force between all living things, including bio-augmentations, and uses zir psionics to reach that life-force. However, ze’s more doctor than ecologist, and more scientist than mystic.

I refluffed Ts*eki’s magical healing as a combination of single-use biological nanobots and psionic psychohealing. Ze has a (fluff) biotech implant in zir hand which synthesizes a X number of bionanites per day, which can be used for “instant” healing but die after 24 hours.

Roles: I hope to play Ts*eki as support and healing, mid-range (~30 ft), closing to melee as rarely as possible. In spaceships I hope to be able to play at least a competent Science Officer, and even better if I have a 2nd role I can fall back on.
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So should I multiclass Mystic and Biohacker? I have a loose plan to:

1. Finish Ts*eki as a Mystic Healer 1
2. Play 1-2 SFS scenarios online
3. Decide whether I’ll buy the new Character Operation Manual
4. Assuming I will, rebuild Ts*eki to make sure ze will combine well with Biohacker
5. Level up to 2nd, and take Biohacker (intuitive) 1

So I have some requests for advice:
1. Is my build decent/good so far? Have I made any illegal mistakes? I’m more interested in concept than optimizing, but I don’t want Ts*eki to die or be useless.
2. Using just the core book, can Ts*eki be from Nchak or Osoro and speak Nchaki or Arkanen or Barathu? Are there Shirren communities on either of those moons? Or will I be able to rebuild to have that homeworld and language combo when the COM comes out?
3. Can I earn my 3rd XP, rebuild my character at level 1, and then apply the 3rd XP and level up? If I can I want to get a 3rd game of experience before deciding how much I want to invest in/play Starfinder.
4. How much would I lose by multiclassing? Is it worth it, or too much of a detriment? Or is it too soon to know before Biohackers are published? I’m OK with leveling up slowly, but not with being significantly underpowered for whatever tier(s) I play in.
5. Assuming my level 1 is Mystic, which class should be primary and which should be the dip? How many levels should I dip into? If I don’t decide until level 3, will it matter at all for how I build now?
6. Anything I should change now to prepare for multiclassing with Biohacker? What’s a suitable injection weapon? I know nobody knows the final class details, but I’d like to prepare now as much as I can.
7. Is profession a waste of time? I’ve read that it never earns much money. Should I move a skill rank to some other skill, and use downtime to craft healing serums instead? (can I remove the skill rank and still have a profession?)
8. Can I please get advice on what spell and items to add to finish the character?

Right now I’m considering Remove Condition (Lesser) and Share Language for my final spell. How does Wildwise Implant compare to Share Language?
For items I have 943 credits left, and there are a lot of things I’m considering buying that I may need: Wildwise Implant, a better weapon, Freebooter Armor, smoke or shock grenade, Hideaway Leg, Datajack Implant, Tier 1 upgrade to the comm unit in my armor (can I do that? is it a bad idea since I’ll replace armor eventually?), Gear Clamp, Healing Serums, Simple Lock, Grappling Hook, more clothes, Messkit, Bedroll, or a Blanket.


You can freely rebuild your character until the first time you play with it as a 2nd level character. So you can play with Ts*eki until they have 3 xp and then wait until you get the Character Operations Manual to see what the release version of biohacker is like. Then you can decide the mechanical details of your character.

Thematicaly a psychic doctor is a nice concept. You can decide the fluff details of the mystic connection pretty freely as long as it doesn't affect the game mechanics.


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One thing I would warn you about is that, due to the Stamina system, healing is not as useful as it is in other games, such as Pathfinder. It's not useless, for certain, and a well-timed heal can make all the difference, but you need to make sure that your character does more than just heal, as healing pretty much never happens until late in a combat, or even post-combat.

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4. How much would I lose by multiclassing? Is it worth it, or too much of a detriment? Or is it too soon to know before Biohackers are published? I’m OK with leveling up slowly, but not with being significantly underpowered for whatever tier(s) I play in.

The main thing is that you don't get Weapon Specialization until you're 3rd level in a single class. By multiclassing right away, you're making yourself less effective in a fight... unless you have some other plan than shooting a gun.

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5. Assuming my level 1 is Mystic, which class should be primary and which should be the dip? How many levels should I dip into? If I don’t decide until level 3, will it matter at all for how I build now?

Impossible to say, really. It depends on what the primary schtick you want to do with the character is. If you want to be mostly spells, dip into Biohacker for the injection weapon bonuses. If you want to be a science monkey as primary, go with a Mystic dip for some clutch healing spells (great for stopping bleeding) and Mysticism as a class skill.

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7. Is profession a waste of time? I’ve read that it never earns much money. Should I move a skill rank to some other skill, and use downtime to craft healing serums instead? (can I remove the skill rank and still have a profession?)

Absolutely not a waste. I can't tell you how many times I've ended a shopping session with less credits than I earned with my profession check.

Crafting healing serums is basically the same as buying them, as there is no money discount on crafting in Starfinder. It isn't worth losing your downtime cash.


Thanks, both of you. :)

I'm seeing a lot of advice about not being a pure-healer. My question is, what options are there for a Mystic/Biohacker to do besides healing? Biohackers use guns to buff and debuff, so I want to be good with an injection gun of some kind. However I'm also seeing advice that PCs should specialize, so I get the impression I should pick like one other Thing besides healing.

In Dreaming the Future, I don't think I ever attacked with the Pulsecaster Pistol. I was Mind Thrusting and telekinetically throwing things, even in the boss fight. Should I replace Psychokinetic Hand with Daze, and take Command or Confusion (Lesser) for my final lv. 1 spell? Or is Remove Condition (Lesser) a better choice to buff my allies? (I had thought Psychokinetic Hand would be useful to sneakily move things without people noticing I did it, but that's an out-of-combat trick. How useful is the spell at low levels?)

Are there injection guns available at 1st level that do damage? (And is there any way to not do damage when shooting to buff my allies?) Or, are there injectable poisons I can buy at 1st level to shoot enemies, that will be significant in a fight?

In what ways do I need to change my build to make it good at shooting, or buffing, and to make it good as a science officer? Science officers use Computers, right?

Also, I've seen arguments about whether Medicine is even a useable skill at all before level 5. Is it a waste at level 1?


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Xenobiologist wrote:

Thanks, both of you. :)

I'm seeing a lot of advice about not being a pure-healer. My question is, what options are there for a Mystic/Biohacker to do besides healing? Biohackers use guns to buff and debuff, so I want to be good with an injection gun of some kind. However I'm also seeing advice that PCs should specialize, so I get the impression I should pick like one other Thing besides healing.

In Dreaming the Future, I don't think I ever attacked with the Pulsecaster Pistol. I was Mind Thrusting and telekinetically throwing things, even in the boss fight. Should I replace Psychokinetic Hand with Daze, and take Command or Confusion (Lesser) for my final lv. 1 spell? Or is Remove Condition (Lesser) a better choice to buff my allies? (I had thought Psychokinetic Hand would be useful to sneakily move things without people noticing I did it, but that's an out-of-combat trick. How useful is the spell at low levels?)

Are there injection guns available at 1st level that do damage? (And is there any way to not do damage when shooting to buff my allies?) Or, are there injectable poisons I can buy at 1st level to shoot enemies, that will be significant in a fight?

In what ways do I need to change my build to make it good at shooting, or buffing, and to make it good as a science officer? Science officers use Computers, right?

Also, I've seen arguments about whether Medicine is even a useable skill at all before level 5. Is it a waste at level 1?

The mind thrusting mystic is pretty good at damage, but has issues with things like contructs and undead who are immune. Straight combat buff spells are pretty rare across the system as a whole. There are quite a few debuffs to go with your mind blasting mystic, slow in particular is amazing. Keep in mind that the mind blaster mystic can be built with any connection, and doesn't need the mindbreaker connection to be good.

Another option is to build your character with a starting 12-14 wisdom, maxing dex and use your feats to grab longarm proficiency, weapon focus and versatile specialization. if you up wisdom at 5, 10, 15 you'll always be able to cast your highest level spells. Learn your cure and condition removal spells, plus a max level summoning spell, start combat by summoning a creature then shoot away with a rifle. If you build this character as a star shaman, they can become one of the best pilots in the game.


Xenobiologist wrote:

Thanks, both of you. :)

I'm seeing a lot of advice about not being a pure-healer. My question is, what options are there for a Mystic/Biohacker to do besides healing?

Some kind of fighty combat is a good option, so a good Dex or Str with perhaps Weapon Focus or Longarms/Advanced Melee Proficiency. I know you are going with Shirren, but one trick I like is to play a Dwarf that gets Advanced Melee Specialization at 3rd character level, no matter what classes you take, so you can fight effectively in melee regardless of what your multiclassing status is. There are a couple of melee injection weapons, especially in the additional materials.

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Biohackers use guns to buff and debuff, so I want to be good with an injection gun of some kind. However I'm also seeing advice that PCs should specialize, so I get the impression I should pick like one other Thing besides healing.

Correct. Some classes (like Operatives) get to be good at lots of stuff, but a narrower focus generally helps your build overall.

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In Dreaming the Future, I don't think I ever attacked with the Pulsecaster Pistol. I was Mind Thrusting and telekinetically throwing things, even in the boss fight.

I'll stop you right there. Dreaming of the Future is a quest chain, and you were probably able to rest and get your spells back between each segment. Now most Society Scenarios don't drain you TOO dry of spells, but it pays to be able to save them for critical moments.

The Telekinetic Projectile cantrip doesn't ever scale or get specialization bonuses, so it is of limited use at 3rd level. The Pulsecaster would also attack EAC instead of KAC, which is generally a +10% swing on your attack rolls.

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Should I replace Psychokinetic Hand with Daze, and take Command or Confusion (Lesser) for my final lv. 1 spell? Or is Remove Condition (Lesser) a better choice to buff my allies? (I had thought Psychokinetic Hand would be useful to sneakily move things without people noticing I did it, but that's an out-of-combat trick. How useful is the spell at low levels?)

Psychokinetic Hand tends to be very common, and if you don't have it, likely someone else will. The utility is based on your creativity and the approval of your GM. I tend to stay away from save-or-suck spells like Confusion or Command, but they can be very powerful in the right circumstance... if you're lucky (bad guys have pretty good saves, usually).

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Are there injection guns available at 1st level that do damage? (And is there any way to not do damage when shooting to buff my allies?) Or, are there injectable poisons I can buy at 1st level to shoot enemies, that will be significant in a fight?

There are needler pistols and rifles you can get at 1st level. There are poisons (and medicinals, check out analgesics; they have no save vs. Flat Footed), but you're going to be wasting a ton of money on that stuff unless you find it in the scenario.

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In what ways do I need to change my build to make it good at shooting, or buffing, and to make it good as a science officer? Science officers use Computers, right?

Shooting: Weapon Focus or Longarm Proficiency

Buffing: Be a Biohacker or Envoy, I guess. Envoys can also heal Stamina
Science Officer: Basically put ranks in as many of the following as possible: Engineering, Physical Science, Life Science, Medicine, and Computers. Computers is the most important for ship combat, followed by Engineering so you can switch to repair duties if necessary.

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Also, I've seen arguments about whether Medicine is even a useable skill at all before level 5. Is it a waste at level 1?

It's pretty useless to heal HP before maybe 4th level, but in all other things it's useful. Most scenarios have reasonable DCs on Medicine checks where called for. Remember, though, healing isn't why you take Medicine; healing serums are cheap and plentiful. You take Medicine so you can put "M.D." after your name and rock those Medicine checks written into scenarios.


Now I'm feeling discouraged. :( Envoy, Operative, Mindbreaker, Star Shaman, and magical summoning are outside my of character concept. I'll probably want to focus on Biohacker, not Mystic. And I'm trying to avoid being forced to be a melee fighter (of any class).

What is there in SFS outside combat, that is valuable to do as a PC? What are my options to be actually useful? Or is it a bad idea to try to be decent at anything besides shooting, healing spells, and science officer?

To have a useable level of Computers, I need Skill Synergy, which prevents me from having any combat feat until level 3 at the earliest. Without Computers I can't do anything in a spaceship. Even if I made Ts*eki useless on a ship, I can't give zir 3 combat feats at level 1. And Slow is a level 3 spell that I can't get until Mystic 7, or never if I focus on Biohacker. I can get a combat feat at Biohacker 1, but it has to be Longarm Proficiency. (I get the impression weapon focus/proficiency/specialization is a tax that everyone has to take).

Can I make this concept viable at level 1 without replacing the class?

Dracomicron wrote:
Dreaming of the Future is a quest chain, and you were probably able to rest and get your spells back between each segment. Now most Society Scenarios don't drain you TOO dry of spells, but it pays to be able to save them for critical moments.

So I assume that means I need a gun that isn't nonlethal?

Dracomicron wrote:
The Pulsecaster would also attack EAC instead of KAC, which is generally a +10% swing on your attack rolls.

But shouldn't I get a needle/injector gun instead?

Dracomicron wrote:
I tend to stay away from save-or-suck spells like Confusion or Command, but they can be very powerful in the right circumstance... if you're lucky (bad guys have pretty good saves, usually).

I did notice that enemies virtually always saved. So it looks like that limits me to Mind Thrust, Fear, and maybe Seeking Shot, and makes Daze almost always useless.

Dracomicron wrote:
There are needler pistols and rifles you can get at 1st level. There are poisons (and medicinals, check out analgesics; they have no save vs. Flat Footed), but you're going to be wasting a ton of money on that stuff unless you find it in the scenario.

Are any of the ranged injection weapons good enough to be worth buying? Do any of them (or any poisons or acids) work on Undead or Constructs? Is there a way to use such a weapon without wasting tons of money? (SFS scenarios don't have any item loot.) It looks like I can choose Needler Pistol or Needler Rifle. (I'm thinking I have to limit myself to Small Arms, after reading this:https://paizo.com/threads/rzs2uwto?Are-there-any-good-multi-classing#1 6) The Pistol does as much damage as Keskodai 1's weapon, so hopefully that isn't sucky.

Dracomicron wrote:
Science Officer: Basically put ranks in as many of the following as possible: Engineering, Physical Science, Life Science, Medicine, and Computers. Computers is the most important for ship combat, followed by Engineering so you can switch to repair duties if necessary.

To get those skills, I had to make Int my second stat, and still couldn't get Engineering. So I had to drop Dex. I can't have both decent Dex and decent Int. So that cuts down my shooting ability.

I guess I could switch to Dex 14 and Int 13, and give up a rank in Survival, Profession, or Mysticism. Then I'd also lose 1 from Computers, Culture, Life Sci, Medicine, Physical Sci, and Profession. Would that be better than what I have now?

Dracomicron wrote:
It's pretty useless to heal HP before maybe 4th level, but in all other things it's useful. Most scenarios have reasonable DCs on Medicine checks where called for. Remember, though, healing isn't why you take Medicine; healing serums are cheap and plentiful. You take Medicine so you can put "M.D." after your name and rock those Medicine checks written into scenarios.

What "other things" does Medicine do? Does it work on poison or disease before level 3?


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Starfinder Superscriber
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What is there in SFS outside combat, that is valuable to do as a PC? What are my options to be actually useful? Or is it a bad idea to try to be decent at anything besides shooting, healing spells, and science officer?

SFS scenarios are designed to fit inside of a 4 hour window and appeal to as broad a base of players as possible. In general, you can expect in any given scenario to fight between 1-4 traditional combats (though, these can often be avoided or mitigated with creativity or skill use), 0-3 traps, 1-4 'roleplaying' or 'social' encounters (though, these can often turn into combat if handled poorly), 0-2 Starship combats, 0-1 vehicle chases, and 0-6 'skills challenges' (where something hinges on one or more skill uses but doesn't fall into one of the other categories). There's often a 'moral conundrum' thrown in for good measure, usually at or near the end, which is entirely on the player and not really the character (though, many players react to them how they see their characters as reacting, it's still always a player decision).

Personally, since you can be playing these with any random group of 2-5 other yahoos, I tend to swing more towards generalist characters than specialists. I think it's okay to specialize in one thing, but after that, I try to cast as broad a net as possible to try to contribute to as much of the scenario as possible. This is generally what makes Operatives and Envoys such strong SFS characters, because it's very easy for them to do that.

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To have a useable level of Computers, I need Skill Synergy, which prevents me from having any combat feat until level 3 at the earliest. Without Computers I can't do anything in a spaceship. Even if I made Ts*eki useless on a ship, I can't give zir 3 combat feats at level 1. And Slow is a level 3 spell that I can't get until Mystic 7, or never if I focus on Biohacker. I can get a combat feat at Biohacker 1, but it has to be Longarm Proficiency. (I get the impression weapon focus/proficiency/specialization is a tax that everyone has to take).

You don't have to take skill synergy. You can take a rank in the skill and use it even if it isn't a class skill. You can also switch your theme to one that grants computers as a class skill. Even with it not being a class skill, the DC's on Science Officer actions are overall the lowest of any of the roles, so you can make it work. You can also avoid scenarios with the Starship Tag (a lot of people do) until you get your level of Biohacker and have it as a class skill.

To be clear, you won't get another feat at level 2 if you take Biohacker 1, though. I'm not sure where you got that.

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Can I make this concept viable at level 1 without replacing the class?

I have seen some really 'bad' builds out there at level 1. They all survived. There's only a handful of level 1 scenarios where there's any serious risk of death unless you Leroy Jenkins your way through it. You'll be fine.

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So I assume that means I need a gun that isn't nonlethal?

I tend to start every character with either a pulsecaster rifle or pistol and then switch after a game or two using the rebuild rules to let me just trade out the full credits rather than selling. Yes, you'll eventually want a weapon that does nonlethal, but it doesn't necessarily need to be immediamente.

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Are any of the ranged injection weapons good enough to be worth buying? Do any of them (or any poisons or acids) work on Undead or Constructs? Is there a way to use such a weapon without wasting tons of money? (SFS scenarios don't have any item loot.) It looks like I can choose Needler Pistol or Needler Rifle. (I'm thinking I have to limit myself to Small Arms, after reading this:https://paizo.com/threads/rzs2uwto?Are-there-any-good-multi-classing#1 6) The Pistol does as much damage as Keskodai 1's weapon, so hopefully that isn't sucky.

In order...

With Biohacker yes. With any other class it's dubious if injection weapons are 'worth it.'
Acid works on lots of stuff. I can't think of any poisons that work on undead or constructs, but that'll likely change at some point.
There are ways to save money on the build. The conserving fusion is a way to save money. Using expendables found within a scenario first is another way to save money.
Biohackers get proficiency with any weapon with the injection property, that includes the longarm and sniper ones. Once you get biohacker, you aren't limited to the pistol if you don't want to be. (Assuming they don't change that about biohackers when the book comes out.)

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guess I could switch to Dex 14 and Int 13, and give up a rank in Survival, Profession, or Mysticism. Then I'd also lose 1 from Computers, Culture, Life Sci, Medicine, Physical Sci, and Profession. Would that be better than what I have now?

Of the 3, survival comes up the least often, but it still comes up. I'd definitely drop it before the other two. Or drop computers and avoid any scenarios with the Starship Tag until you can up your Int later. You would lose 1 from those other skills (except Profession, there are Wis based Profession skills, you should probably pick one of those), for now, but unless they change something in the final release, if you go intuitive Biohacker, you'll get your Wis to those skills instead once you get that level.

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What "other things" does Medicine do? Does it work on poison or disease before level 3?

Medicine Skill. In addition, there are a number of scenarios where succeeding on one or more medicine checks will mean the difference between partial and full successes. Yes, it can be used on poisons and disease at level 1, but it only provides bonuses to the saves (always), not an outright cure.


pithica42 wrote:

SFS scenarios are designed to fit inside of a 4 hour window and appeal to as broad a base of players as possible.

...
Personally, since you can be playing these with any random group of 2-5 other yahoos, I tend to swing more towards generalist characters than specialists. I think it's okay to specialize in one thing, but after that, I try to cast as broad a net as possible to try to contribute to as much of the scenario as possible.
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I have seen some really 'bad' builds out there at level 1. They all survived. There's only a handful of level 1 scenarios where there's any serious risk of death unless you Leroy Jenkins your way through it. You'll be fine.

This is very useful to know, thanks!

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You don't have to take skill synergy. You can take a rank in the skill and use it even if it isn't a class skill. You can also switch your theme to one that grants computers as a class skill. Even with it not being a class skill, the DC's on Science Officer actions are overall the lowest of any of the roles, so you can make it work. You can also avoid scenarios with the Starship Tag (a lot of people do) until you get your level of Biohacker and have it as a class skill.

To be clear, you won't get another feat at level 2 if you take Biohacker 1, though.

Yeah, I misunderstood feats, whoops.

I'd rather not avoid starship stuff, it's fun. Also I'm playing whatever scenarios fit in my convention schedule at the time, so I shouldn't be picky...

Now if Computers aren't a class skill, then I'd have 3 instead of 6. I think you're saying that'll still be enough on a ship (I didn't use Keskodai as a sci officer, so I didn't get to try that).

But! when I rebuild, I can make Biohacker my 1st level, trade my Needler Pistol for a Rifle, and trade Skill Synergy for a Longarm combat feat. Then I could make Mystic my 2nd level.
So while at level 1 I wouldn't be the best shot, I'd be a decent shot plus good with Computers.

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I guess I could switch to Dex 14 and Int 13, and give up a rank in Survival, Profession, or Mysticism. Then I'd also lose 1 from Computers, Culture, Life Sci, Medicine, Physical Sci, and Profession. Would that be better than what I have now?
Of the 3, survival comes up the least often, but it still comes up. I'd definitely drop it before the other two. Or drop computers and avoid any scenarios with the Starship Tag until you can up your Int later. You would lose 1 from those other skills (except Profession, there are Wis based Profession skills, you should probably pick one of those), for now, but unless they change something in the final release, if you go intuitive Biohacker, you'll get your Wis to those skills instead once you get that level.

This also seems like something to do in my rebuild, rather than immediately. I could move 1 Computers rank into Perception at that time.

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Does anyone have any advice about the spells and/or items in the OP? I'm considering Remove Condition (lesser), Fear, Seeking Shot, and Share Language. I'm also wondering if Daze is useful in combat in tier 1-X scenarios (I can always replace it with something else when I rebuild). And at lv 2 I think I could probably hide some injections in a hideaway leg so I'd always be "armed" a little bit even if captured and stripped. Or hide a spare battery and a couple wires... and a spare comm.

Lastly - how do I purchase drugs and acids to put in my awesome dart gun(s)? I only see Medicinals in the Archives of Nethys, and acid dart guns as a separate type of gun that don't get the Injection quality for some reason. I could ask the GM to let me break batteries and drip out the acid, but I don't know if they'd let me. It also isn't clear to me if I can put a Healing Serum into a dart and shoot it (not sure I'd want to tho, without a Merciful fusion).


Starfinder Superscriber
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Now if Computers aren't a class skill, then I'd have 3 instead of 6. I think you're saying that'll still be enough on a ship (I didn't use Keskodai as a sci officer, so I didn't get to try that).

If you look at the DCs. For most of the roles on a Starship, the target you're trying to hit is either 10+1.5*Tier or 15+1.5*Tier. Two of the three SO actions (scan and target) start at 5+1.5*Tier. That means you can get away with lower total bonuses and still (potentially) be effective in the role.

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But! when I rebuild, I can make Biohacker my 1st level, trade my Needler Pistol for a Rifle, and trade Skill Synergy for a Longarm combat feat. Then I could make Mystic my 2nd level.

So while at level 1 I wouldn't be the best shot, I'd be a decent shot plus good with Computers.

To be clear, you can rebuild as long as you haven't played the character at level 2 (or higher) yet. You may not be able to hold off between now and whenever COM gets an AR entry.

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Does anyone have any advice about the spells and/or items in the OP? I'm considering Remove Condition (lesser), Fear, Seeking Shot, and Share Language. I'm also wondering if Daze is useful in combat in tier 1-X scenarios (I can always replace it with something else when I rebuild).

There are several scenarios where Share Language or lesser Remove Condition are very helpful. Fear is okay, I think, but I'm not sure. I can't recall what seeking shot does. I've only seen Daze work once (but I can only recall the attempt a handful of times). I certainly wouldn't build anything around it, though.

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Lastly - how do I purchase drugs and acids to put in my awesome dart gun(s)? I only see Medicinals in the Archives of Nethys, and acid dart guns as a separate type of gun that don't get the Injection quality for some reason. I could ask the GM to let me break batteries and drip out the acid, but I don't know if they'd let me. It also isn't clear to me if I can put a Healing Serum into a dart and shoot it (not sure I'd want to tho, without a Merciful fusion).

There's usually a point early in any scenario and another at the end where you can go shopping. The intent is for you to do this in a formal manner, have the GM mark everything you buy on the chronicle sheet (or at least the total spent) and go from there. In practice, I tend to see most people meta that and use a tracking sheet of one kind or another to keep track of purchases rather than keep it all on the chronicles. YMMV.

I don't think you can buy acid darts, and you definitely can't make them unless you can buy them (there's rules for crafting). You can put a healing serum in a normal dart and shoot someone in the butt with it, though. There are injection rifles that don't do any damage and I believe Biohackers can choose not to do damage with injections (which would include these), but it's been a while since I looked at the playtest document.


Seeking Shot: http://aonsrd.com/SpellDisplay.aspx?ItemName=Seeking%20Shot&Family=None
Next time I shoot or stab someone I can perceive, I can ignore cover, concealment, and line-of-sight.


Starfinder Superscriber

Meh. You're giving up an attack now for a slightly better attack later. That's sometimes worth it, but not enough that I'd put one of my 2 or 3 spells known in it. Maybe at higher level when you have 5 or 6 slots and already have 2nd+ level versions of the multi-level spells you want. Then you can afford it.


Xenobiologist wrote:
So I assume that means I need a gun that isn't nonlethal?

One thing I would mention on this: nonlethal is not what you need if you are going to shoot healing into your allies. Nonlethal damage still deducts from HP/stamina as normal. The only difference is if the damage drops them to 0 HP.

So if I slap a Merciful Fusion onto a Tactical Nightarch Needler pistol, I am still going to be doing 1d6 damage to my allies when I shoot them with a healing serum.

What you really need in order to pull off that stunt is the Injection Expert class ability of the Biohacker (which hasn't been released yet), or to use an injection weapon like the Wraith-Sting rifle that does no damage.


Well I think I have my build set at least for level 1, except that last spell. Not sure yet where I'll go from there.

Thanks much everyone!

Last question: is it acceptable or unacceptable to necro this thread when leveling up to get additional advice?

Grand Lodge

Pathfinder Starfinder Maps Subscriber

Go ahead and come back to this thread. We'd love to hear of your progress!

Hmm

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