dred363 |
Fresh build and my first time as a player in Starfinder. Just looking for some feedback on my operative build for the Against the Aeon Throne campaign I'm joining. I'm joining at the start of the second book, Escape from the Prison moon. Any and all feedback is welcome! Hope everyone is staying safe and healthy.
DT-363
Gosclaw outlaw operative (stewards infiltrator) 3
CG Medium humanoid (gosclaw)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense SP 21 HP 22 RP 5
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EAC 17; KAC 17
Fort +2; Ref +7; Will +3
Defensive Abilities evasion; Resist fire 5
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Offense
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Speed 40 ft., burrow 10 ft.
Melee tactical switchblade +6 (1d4+1 S; conceal, analog, operative)
Ranged tactical semi-auto pistol +7 (1d6+1 P; analog)
Offensive Abilities trick attack +1d8
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Statistics
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Str 10 (+0); Dex 18 (+4); Con 13 (+1); Int 12 (+1); Wis 10 (+0); Cha 10 (+0)
Skills Acrobatics +13, Bluff +8, Computers +11 (3 ranks), Diplomacy +8, Engineering +9 (3 ranks), Perception +8, Piloting +12 (3 ranks), Sense Motive +8, Sleight Of Hand +13, Stealth +13 (+14 when using trick attack), Survival +8; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Mobility, Skill Focus (Acrobatics), Skill Focus (Stealth), Weapon Focus (small arms)
Languages Azlanti, Common, Endiffian, Gosclaw
Other Abilities burrow, diplomatic training[PW], flexible, ghost specialization
Other Gear clearweave I[AR], tactical semi-auto pistol with 9 small arm rounds, tactical switchblade[AR], basic medkit, binders, datapad[AR], disguise kit, flashlight, industrial backpack, personal comm unit, small arm rounds (60), voice distorter[COM], credstick (742 credits)
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Special Abilities
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Flexible A gosclaw can move through an area as small as one-half his space without squeezing or one-quarter his space when squeezing.
BigNorseWolf |
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Overall Int is a little low. May want to drop con a bit (its not AS important as it was in pathfinder) Even with operative skill ranks more ranks are good and you may need some int skills (not sure what the rest of the party is)
This is going to be a little brutal, but its really more a problem with the steward infiltrator archetype than your character.
First off, you do not, i repeat, do not need the steward infiltrator archetype to be an infiltrator for the stewards. Thats a campaign decision thats entirely orthoginal to your class selection. If you want to be investigating the redacted for the stewards then you are.
The question is if the mechanics of the archetype help your character achieve that flavor and... well..
DIPLOMATIC TRAINING
Culture and Diplomacy as class skills: This is worth slightly less than a feat. However you don't have a charisma bonus to capitalize on diplomacy being a class skill. Speaking extra languages isnt much of a help when most creatures fall into the catagory of 1) speak common or 2) You're so far out in the boonies you don't share a language.
Infiltrator training: Alternatively, instead of learning a language this way, you can gain +2 insight bonus to one skill this archetype normally grants as a class skill.:This gives you extra languages. The other option is useless to operatives because you already have an insight bonus to all skills.
Thats.. aHEFTY cost because there are some really, really good level 2 and 4 operative exploits.
Improved feint is all kinds of useless for you. You don't have the action economy to do it, and you make people flat footed with your trick attack anyway.
Likewise with demoralize, and you don't have the charisma to reliably hit the DC.
Disguise expertise: Buy a hat of disguise instead. Extra armor slot is a level 2 operative exploit.
TLDR: Ditch the archetype. It doesn't do a thing for operatives.
dred363 |
Ya know, I was really hesitant to take that Archetype and I'm glad you confirmed that. I made some changes to it.
DT-363
Gosclaw outlaw operative 3
CG Medium humanoid (gosclaw)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense SP 18 HP 22 RP 5
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EAC 17; KAC 17
Fort +1; Ref +7; Will +3
Defensive Abilities evasion; Resist fire 5
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Offense
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Speed 40 ft., burrow 10 ft.
Melee tactical switchblade +6 (1d4+1 S; conceal, analog, operative)
Ranged tactical semi-auto pistol +7 (1d6+1 P; analog) or
tactical semi-auto pistol +7 (1d6+1 P; analog)
Offensive Abilities trick attack +1d8
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Statistics
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Str 10 (+0); Dex 18 (+4); Con 11 (+0); Int 14 (+2); Wis 10 (+0); Cha 10 (+0)
Skills Acrobatics +13, Bluff +8, Computers +12 (3 ranks), Culture +8, Diplomacy +5, Engineering +10 (3 ranks), Medicine +9, Perception +8, Piloting +12 (3 ranks), Sense Motive +8, Sleight Of Hand +13, Stealth +13 (+14 when using trick attack), Survival +8; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Mobility, Multi-weapon Fighting, Skill Focus (Acrobatics), Skill Focus (Stealth), Weapon Focus (small arms)
Languages Azlanti, Common, Gosclaw, Vilderaro, Ysoki
Other Abilities burrow, flexible, ghost specialization
Other Gear clearweave I[AR], tactical semi-auto pistol with 9 small arm rounds, tactical semi-auto pistol with 9 small arm rounds, tactical switchblade[AR], basic medkit, binders, datapad[AR], field rations (1 week), field rations (1 week), flashlight, industrial backpack, personal comm unit, small arm rounds (60), voice distorter[COM], credstick (500 credits)
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Special Abilities
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Flexible A gosclaw can move through an area as small as one-half his space without squeezing or one-quarter his space when squeezing.
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BigNorseWolf |
I don't see a specialization. What you could do is take the spy specialization, but use stealth (and your uber dex bonus) to make trick attacks, then at level 7 pick up skill focus stealth so you can take 10 on the trick attack. Now you're an infiltrator
edit: multi weapon fighting won't help you till level 8 when you get tripple attack. Until then you have one effective combat mode, and it's full round trick attack till the cows come home.
BigNorseWolf |
I could also take Holographic Clone instead of Combat Trick then I don't need to choose an extra Combat Feat.
Holoclone is an amazing defensive measure, its better than armor in a lot of cases. Just remember its a sometimes ability: in a normal fight you want to trick attack as early and often as possible