Does something like point blank shot exist in Starfinder?


General Discussion


It seems like it should, since most classes use ranged weapons.


The random bonus for shooting in close range? No.

There is the slippery shooter feat to give you AC against attacks of opportunity, which is kinda the same theme of better shooting in close.


Most classes using ranged weapons is exactly why it shouldn't exist. Feats are for unusual or specialized builds and abilities.


I meant something that makes you don't provoke AOO when shooting in melee range.

The Exchange

Yqatuba wrote:
I meant something that makes you don't provoke AOO when shooting in melee range.

The Guarded fusion.


Cool. Also, is it assumed most characters will have both a ranged and melee weapon?


You definitely need a ranged option, although that can be a thrown melee weapon with a called or returning fusion to get it back.

Having a melee option is very wise for when you get trapped and will take attacks of opportunity if you shoot or flee. You can't always guarded step away. A bayonet mount to attach a melee weapon to your ranged weapon is usually good enough as backup to avoid having to drop one weapon and draw another.

That said, it's not rare for people not to buy both at chargen and wait to get a melee during play or as a later purchase. If you're a natural weapons race or build via other means you can also forgo the melee weapon for a while.


No, there's not really an equivalent to point blank shot. It's not needed IMO since the default assumption is that ranged weapon users will represent the majority of combatants. Even spell casters are still going to use ranged weapons (no one really has enough top level spells to make ignoring weapons altogether an option IMO).

As far as not provoking when threatened...I don't think there is anything generically available to everyone as a feat, but there might be class/path specific options that avoid them. Again, generally speaking I don't think they should exist since the majority of combatants are ranged and melee already has a bit of a disadvantage of needing to close it and typically being the target of attack because they do so. If the melee person can't at least inconvenience you once he's in your face he's really got to ask himself why he's bothering.

Regarding whether or not characters have both ranged and melee weapons...I will answer slightly differently than the question and say I think you as a player should assume most enemies will have ranged and melee attacks.

As a player, it's wise to have a backup option to whatever you main weapon attack pattern is. It could be the throwing/return fusions on a melee weapon. It could be a basic melee weapon or bayonet. For a ranged focused character I think I only bought a melee weapon when making the character and just picked up upgrades along the way. For melee focused characters I add throwing & returning to my weapon.


You can also get imrpoved feint. If the guy is flat footed against your attack, he can't AOO you


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To be honest, I think the worst case scenario is that I've just decided to move and take the AoO for moving as recourse for letting myself get into a bad situation and hope they miss the attack. But at least then I've hopefully gotten myself out of range and don't have to worry about any special abilities to make multiple Attacks of Opportunity or anything like that. Even Step Up is defeated because you took a regular move action and not a guarded step. Unlike PF1 where taking a 5ft step was free, taking a guarded step is still a move action so there's not much savings (except avoiding an AoO for moving that you'll potentially still provoke when firing).


There's Uncanny Shooter, a 6th level operative exploit that makes small arms not provoke.


When you start looking at specific class options there are things that exist, but I think the OP was looking for things generically available to everybody.


Yqatuba wrote:
Cool. Also, is it assumed most characters will have both a ranged and melee weapon?

It’s a good idea. My first campaign had my vesk mechanic use Prehensile Tail to grab a hatchet when she needed to not shoot. Current one, my halfling soldier went with Improved Unarmed Strike. Our vanguard appreciates when I try to line up for flanks …

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