Operative finetuning


Advice


Good morning everybody,

My group recently started Starfinder after an 11 year Pathfinder campaigne and we are realy enjoying the new setting.

I picked an android operative after 11 years of playing a wildshape druid. I am realy enjoying this class, but have some finetuning issues I hope you guys can help me with.

My character was stolen just after "birth" and reprogrammed as a hitman voor a group of outlaws. After a hit went wrong and my character got hit by an explosing, memory's of his original life started to return. He fled and started a new life for the starfinder society als a gun for hire.

I am planing on ranged play, "can't touch this", "one shot, one kill".

Android Street rat Operative (Ghost)
Str 10, dex 18, con 11, int 14, wis 12, cha 8
acr 11, ath 5, bluff 4, comp 7, cult 7, eng 7, med 7, percep 6, phys si 4, sleigh 9, stealth 12, surv 6

1ste feat Mobility.

And this is my first question. I like very mobile characters, I like to have options (hence the wildshape druid).
I am thinking about going the Shot on the Run route. Combined with Trickshot this feels like a good choice for my character, running from cover to cover. I thought I needed Uncanny mobility at 2nd level, but this and its followup feel like to much of the same thing. My character has a high Acrobatics and Mobility will give a bonus on AC for the AoO's. Do I really need Uncanny Mobility or is it better to take something like Jack of all Trades (we already have a Mechanic in the group with high science skills).

Second question is my ability points. I switched two points in STR to WIS for the extra perception and my focus on ranged. But in hindsight I think about switching it to INT for extra Piloting. Our DM lets us make switches until the end of second level. And he already told us that there would be many space and vehicle battles. With only one other high pilot in our group of 7 I could easily fill that roll. It would go from 5 now to 9.

Thanks in advance.


Ok so I just did some reading and these are my thoughts on your feat choices.
Mobility is needed for your shoot on the run. So no avoiding that.
Uncanny mobility will allow you to ignore the target for AoO. Useful if you want to get out of combat if your target is the guy trying to melee you. If he is a shooter at ranged, not so useful. However its needed for the next.
Improved Uncanny mobility. Your Trick attack movement doesn't trigger AoO, which is more useful then a +4 I think.
Jack of all Trades. It has its uses, being able to use skills untrained and doubling your Edge if you have no ranks in it. I suppose it really depends on how often you think you will use the skills you haven't put ranks in.
As for pilot skill. I would say its a little more useful then the +1 perception


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Well for Piloting i can say with a high rank in Piloting and most likely the highest Dexterity in the group you would be the either the best Pilot or the best Gunner for Space Combat.

Because Gunnery check is calculated like this:

Gunnery Check = 1d20 + the gunner’s BAB or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty.

So a campaign with a focus on Space Combat does need a good pilot and a good gunner! And keep in mind you can switch your roles at the beginning of Space Combat round.

Having seen fellow Operatives and planning to take that exploit too i can assure you that the exploit Uncanny Mobility can be a life saver!

Jack of All Trades is game mechanically very useful if your group as a whole does not cover all the skills especially those trained only skills.
If you play that character a lot in Starfinder Society you might end up with a group not covering all the necessary skills so Jack of all Trades is a nice backup to be at least able to roll at all for that skill with 1 (one) character on a full table! Because all the other players playing a PC have no rank in that trained only skill!

In a private group with friends you can coordinate who takes which skills and there might be no need at all to be able to roll for a trained only skill with the Jack of All Trades exploit.

On the other hand if Jack of All Trades fits the character for who he/she/they is then go for it!
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In the end it's all about being happy to play and develop that character and have a great time.


I just want to say, don't expect to actually one shot one kill things.

Trick attack is good, it keeps operatives relevant in terms of damage. But full attacks from full BAB classes are going to do more damage. You get way more skills and a variety of options in your class to make up for it, and you still somewhere around 80% of the damage of a full BAB class, and you get to move while doing it.

While Jack of All Trades might sound good, a Operative with no int modifier has 8 skills they're going to put ranks into. Which means 8 out of the 20 total available skills. But profession isn't really useful. Nor is sleight of hand, unless you just want it for kicks. Survival also hasn't ever come up in any of the games I've played, because you tend to have access to stuff that negates any of that pretty early on.

In my opinion that leaves 17 potentially useful skills. If you manage int 12 at creation, and put one ability score increase into it at level 5 you will have a 14. Giving you 10 skills, more than half of all available skills. You'll actually have a hard time finding skills you care about, IMO. Especially so you don't make all your team mates feel redundant in skills. My recommendation is not to take it, just so the rest of your party can feel like the have something to offer when it comes to skills.


Tigerkralle wrote:

Well for Piloting i can say with a high rank in Piloting and most likely the highest Dexterity in the group you would be the either the best Pilot or the best Gunner for Space Combat.

Because Gunnery check is calculated like this:

Gunnery Check = 1d20 + the gunner’s BAB or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems + bonuses from the captain and science officers + range penalty.

So a campaign with a focus on Space Combat does need a good pilot and a good gunner! And keep in mind you can switch your roles at the beginning of Space Combat round.

Having seen fellow Operatives and planning to take that exploit too i can assure you that the exploit Uncanny Mobility can be a life saver!

Jack of All Trades is game mechanically very useful if your group as a whole does not cover all the skills especially those trained only skills.
If you play that character a lot in Starfinder Society you might end up with a group not covering all the necessary skills so Jack of all Trades is a nice backup to be at least able to roll at all for that skill with 1 (one) character on a full table! Because all the other players playing a PC have no rank in that trained only skill!

In a private group with friends you can coordinate who takes which skills and there might be no need at all to be able to roll for a trained only skill with the Jack of All Trades exploit.

On the other hand if Jack of All Trades fits the character for who he/she/they is then go for it!
-------------------------------------------------
In the end it's all about being happy to play and develop that character and have a great time.

Thanks for the advice.

We have place three games thus far and we have had space and vehicle combat. I changed my bluff skill to Piloting, making it 9 instead of 5. It makes a difference :)

I still have double feelings about Mobility and uncanny Mobility. At level 10 when you get improved Uncanny mobility as Trick, Mobility is useless. I feels double.


Mobility is a feat tax for shot on the run. Shot on the run isn't about avoiding AOOs, its about avoiding attacks by letting you shoot with a clear shot and then getting out of the line of fire or at least behind your meatshield.


Claxon wrote:
Survival also hasn't ever come up in any of the games I've played, because you tend to have access to stuff that negates any of that pretty early on.

I see survival come up a lot in exploration settings. Tracking people/animals, handling animals/convincing them not to eat you, gaining information from footprints in investigations etc.

As a wisdom skill however it's one where your parties mystic (if you have one) is going to outpace you. So you should let them have it.

Silver Crusade

Can someone please explain where do you get the 3+ bonus for the Class bonus?? Where do you find it in the rules or where does it come from/how do you get it??? I was watching it on Youtube but the guy just says "DO IT" without any direction on how to find it.

Thanks

Second Seekers (Luwazi Elsebo)

Pathfinder Starfinder Society Subscriber
badlands122 wrote:
Can someone please explain where do you get the 3+ bonus for the Class bonus??

It's on page 132 of the CRB, or in the online rules here:

Trained Class Skill Bonus: If the skill is a trained class skill for you, you gain a +3 bonus.


badlands122 wrote:

Can someone please explain where do you get the 3+ bonus for the Class bonus?? Where do you find it in the rules or where does it come from/how do you get it??? I was watching it on Youtube but the guy just says "DO IT" without any direction on how to find it.

Thanks

Class skills in which you have at least 1 rank are known as trained class skills; you gain a +3 bonus to skill checks with such skills. If you have more than one class, you gain the class skills from all your classes. The bonus for trained class skills doesn’t increase for skills in the class skill lists of more than one of your classes—it remains +3.

pg 132

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