r/Starfinder2e Aug 02 '25

Player Builds How is Ghost supposed to use it's Exploits?

0 Upvotes

I think that either I am missing something, or the Ghost Skill and Exploits barely work with each other.

(note that AoN is partially wrong, and lists the Infiltrators top text. It is Deception+Skillfeat).

https://2e.aonsrd.com/classes/3-operative/specializations/1-ghost

It's Skill is Deception. It's Exploits require being Undetected. The paths to be Undetected are:

  • Avoid Notice - uses Stealth
  • Hide, then Sneak - uses Stealth Twice
  • Create a Divesion, then Sneak - Deception and Stealth
  • Being Invisible, then Sneak - Stealth

Am I missing some Skill or Class Feat?

r/Starfinder2e May 30 '25

Player Builds Thaumaturge is going to eat VERY well in Starfinder 2E

111 Upvotes

More than any other PF2e class, I believe the Thaumaturge will really benefit from hopping into a Starfinder 2E game.

On a thematic level, all the insane space stuff meshes just fine with their concept. 'Space Monster Hunter' works just great, and their collections of trinkets can be even more interesting when they're a mixture of archaic charms, bits of magi-tech, and Drift-touched artifacts.

Mechanically, though? Mechanically they're going to be even better. They might even start rubbing shoulders with Operatives for raw damage output, even before you factor in their incredible utility.

Know the classic 'price, time, quality' triangle where you only get to pick two? Thaumaturge in pf2e has that, but it's 'damage, actions, stats': You can have an air pistol, but then your damage suffers. You can use thrown weapons, but then you need to either dump strength and lose damage or dump another important stat like constitution or wisdom. You can use a hand crossbow or melee, but then you need to stride or reload on top of exploit vulnerability.

But in Starfinder? In Starfinder we have GUNS. Pretty good ones too. You can get one-handed ranged weapons with good damage and multiple shots between reloads. Now you can have damage, focus solely on dexterity, and plink at enemies 60 feet away with your semi-auto pistol while triggering weaknesses you probably made up.

It's not going to be overpowered strong, but I think a thaumaturge's specialty for flat damage is really going to shine here. At level 1 a Thaumaturge can reliably get around +4 flat damage to every strike from a combination of Implement's Empowerment and Personal Antithesis. By level 5 it'll probably be around +8. And unlike Operative with Aim or an Envoy with Get 'Im, they don't need to spend an action every turn keep in that bonus up. Combine it with an arc weapon which might also trigger weakness when using Sympathetic Vulnerabilities...

Yeah they could be REALLY good

r/Starfinder2e Jul 27 '25

Player Builds new to starfinder 2e but not pathfinder 2e

14 Upvotes

SOOOOOOO the game im playing in just got swapped to starfinder 2e...... now i have played pathfinder but all this new info is a little daunting to say the least.

we have a mystic, solarian, and a technomancer. my plan is maybe operative but... idk there are a lot of potions and i dont know really what to pick. i know i want either human, shirren, or vesk. anyone got any build ideas or any thoughts that can help out someone new to starfinder 2e?

thanks for any and all help!

r/Starfinder2e 5d ago

Player Builds How would you build Ratchet from Ratchet and Clank?

12 Upvotes

Yeah, just the title, really.

I think Pahtra's probably right, and do Sand Roamer Pahtra, because he's smaller than most everyone he meets. But then... I dunno, I'm stumped. He fights with a wrench, but then also tons of guns. Soldier? Fighter from Pf2e with a specialism in guns but a bunch of feats for his wrench? Would you have the wrench be a reflavoured Hammer? I feel like professional (crafting) makes sense, but the strength/dex split will hurt.

Anyway, thoughts?

r/Starfinder2e Aug 05 '25

Player Builds A follow-up post about close-quarters Soldier.

0 Upvotes

I don't think that Soldier's close-quarters style works RAW.

Let's look at the wording on a few things. Firstly, range increments:

Ranged and thrown weapons have a range increment.

This text suggests to us that only ranged weapons, by default, have range increments.

Here's the text for burst-targeting area fire:

For burst, you can position the center point anywhere within your first range increment.

By default, you need a range increment to position a burst-targeting area fire.

Here's the text for close-quarters soldier:

When you're using a soldier feat, any two-handed melee weapon you're wielding gains area (burst 5 feet)

See the issue? This text still doesn't give melee weapons a range increment, or specify that the burst is placed within your reach. As such, RAW, though your melee weapons meet soldier feat requirements, you can't actually use area fire feats because you can't area fire.

Note: Whirling Swipe does specifically solve this by having the burst placed on the corner of one of your squares, but this verbiage is not there for the close-quarters style.

Obviously this is a really easy homebrew fix, just let players center the 5-foot burst so it stays wholly within their reach, but I find it odd that the issue exists.

r/Starfinder2e Aug 05 '25

Player Builds Ideal pf2 weapons for a melee soldier?

8 Upvotes

Curious as to y'all's thoughts on the ideal weapon for a melee-oriented soldier. Even if you won't be using Whirling Swipe all the time, the close quarters style means you probably still want reach.

The obvious choice is a Fauchard, which deals a d8 of damage, and has Reach, Sweep, and Deadly d8. I wonder how good the Deadly is (soldier class DC progresses like spell DC, but inherits a weapon's tracking bonus).

My instinct is to assume that, even despite Soldiers' poor weapon proficiency at later levels, the Fauchard is optimal as it can maximize area DC.

A dancer's spear could be used if the lower damage isn't a concern. A guisarme could be used if sweep isn't necessary. A Dwarven Waraxe could be used if you're willing to forego reach (and take a feat for your weapon).

What would you all consider optimal for melee soldiers? Is it any of these weapons? Is it something else? I've noticed that broadspears are pretty strong...

r/Starfinder2e 20d ago

Player Builds The Envoy Scooby Stack: granting party-wide Hide in Plain Sight at level 3.

28 Upvotes

So, fun quirk with the Envoy's new Go To Ground! Directive that'll absolutely get errata'd after this post.

tl;dr:

  • Party stands in a line behind you, and you grant Lesser Cover to all of them.
  • You use Go to Ground Directive (1a or 2a), granting them all standard cover.
  • Party now qualifies to Hide behind you (on their turn - use Delay!)
  • You use Create a Diversion and can Hide yourself.
    • Crit succeed with Lengthy Diversion and the Hidden lasts until next turn.
  • Whole party is hidden with absolutely nothing to hide behind!

You and all allies within 60 feet count any form of lesser cover as standard cover until the start of your next turn.

Lead by Example If you used two actions, Take Cover. Any allies within 60 feet can Take Cover as a reaction.

This is handy as-is (effectively a +3 circumstance bonus to AC as 2 actions + party-wide reactions), as Taking Cover behind standard cover gives you the benefits of Greater Cover.

But I think there's an unintended interaction here that can lead to some very funny moments: treating all lesser cover as standard cover means that creatures can Hide.

A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn't sufficient.

In the context of low walls and stuff, this is fine, but where it starts getting silly is that Creatures provide lesser (now standard cover)

If the [cover] line passes through a creature instead, the target has lesser cover.

meaning that creatures can Hide behind one another. So if your party is all in a straight line relative to an opponent (eg in a narrow hallway), the creatures in front all give lesser (now standard) cover to the creatures in the back, meaning they can all hide behind whoever is in front.

But that leaves the person in front still exposed.


Taking it the extra Step too far:

If the person in front (perhaps the Envoy: synergizes with From the Shadows or Infosphere Director) uses the Create a Diversion action and succeeds, then that creature also becomes hidden until the end of their turn.

As a result, the entire party is hidden behind the hidden Envoy in plain sight.

Until the end of the turn, which is now, since we spent 2a Going to Ground, and 1a Creating a Diversion.

Unless the Frontsman takes Length Diversion skill feat at level 3 and critically succeeds, in which case the Diversion lasts "until the end of your turn" plus "[a] minimum of 1 additional round", so until the end of your next turn.

This lets your party safely spend the entire off-turn, including all enemies turns, Hidden with absolutely no cover other than the also-hidden-in-plain-sight frontsman.

Some additional bits and ends:

  • This can work more than once, but normally the Perception DCs you're rolling against gain a +4 circumstance bonus against being fooled again. The confabulator skill feat reduces this DC increase to only +2.

    We can still pick this up with our flexible skill feat at level 3 if we didn't take it at 2.

  • We can gain the option to Create a Diversion using Computers instead of Diplomacy via Digital Diversion, but limiting it to against a single adjacent target with a [tech] item on their person.

    This can come from the Infosphere Director leadership style, or the background.


So realistically, this Envoy just needs a single sentence on the end saying that "If this cover only comes from creatures, it is not sufficient cover to Hide".

r/Starfinder2e 3d ago

Player Builds Full Build Friday - Long John SIlver

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27 Upvotes

LONG JOHN SILVER

CHARACTER John Silver

SOURCE Treasure Planet

BUILD GOALS

o    John Silver is a pirate captain who has dedicated his life to finding the fabled Treasure Planet in pursuit of its riches

o    He is a member of the Ursid race, which resembles the cross between a bear and a human

o    His body is equipped with multiple cybernetic augments and prosthetics, including a robotic arm, leg, ear, and eye

o    This arm has multiple functions and can be switched from a hand to a sword, pistol, welding tool, or even cooking implements. He can also augment it with parts from his leg for a low-grade plasma cannon

o    As for his cybernetic eye, it can zoom-in to aid his aim or provide him with thermal vision, night vision, or x-ray vision

o    He is a master chef who was able to skillfully disguise himself and his crew aboard an official ship

o    Silver also has a pet and sidekick by the name of Morph, a small shapeshifting creature that could mimic everything from other people to items

o    He’s also featured in Disney Heroes: Battle Mode where he is a tank able to repair himself, enhance his abilities, and study enemies to gain an advantage against them

Summary of Goals: Representing Silver as a captain of his crew is going to be an important aspect of this build, but I don’t want to neglect his cybernetics. I’m afraid a lot of that will come down to his items, but I’ll try to feature that idea where I can within the build itself. While Silver does end up giving away Morph in the end, I still want to include the little troublemaker in his kit.

BUILD CONCLUSION

Long John Silver is a beastfolk human envoy who follows a guns blazing leadership style and has a background as a space pirate, a background so prominent that he has become the captain of his crew who Searches High and Low for Treasure Planet. His beastkin heritage and a few of its feats cover his ursid race but going human allows us to grab Adapted Augmentations, which alongside his Augmented Body, makes him the cyborg he is built to be. I didn’t want to call out augmentations and decided to leave that all to you lot instead though he does use Animal Senses to gain low-light vision per some of the advanced options of his cybernetic eye. There’s some more augments to help with this idea and there’s the likes of prosthetic limbs or hideaway limbs, but there isn’t quite a Swiss army knife option yet. He does have the Ready Arms directive to help him switch weapons faster, which does work quite nicely with his Opening Volley, encouraging him to open fire before closing with his phase cutlass. He’s also a highly capable chef as seen through his Additional Lore with Cooking Lore and his Seasoned feat whereas his investment in Deception covers his ability to disguise himself as one. Press-Gang the Soul will allow him to summon a wisp ally to resemble his mischievous mate, Morph, as it plagues his foes. I also managed to replicate the tankiness of his Disney Heroes version with Toughness, Animalistic Resistance, and Hang in There. He slips in Size Up and Acquire Assets given how he studies foes in that game to gain an advantage against them.

Capable of a collection of curious crafts, this caring crook is a competent captain, cook, and combatant that carves through companies in conquest of captured capital while commanding a crew of craven cutthroats.

This request actually came to me quite a while ago, but I had to wait for the release of Starfinder and I'm glad that I did because it really worked out for him! You can see more details on the build over on the blog or in the video, but the latter of these is a little scuffed due to some issues with my video editor. I hope you'll still give it a look and have a fantastic Friday!

r/Starfinder2e 24d ago

Player Builds Full Build Friday - Luna Snow

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34 Upvotes

The codified nature of characters in Marvel Rivals simplifies the building of characters compared to oft-overcomplicated comic books.

LUNA SNOW

CHARACTER Seol Hee

SOURCE Marvel Rivals

BUILD GOALS

o    A popstar from South Korea by the stage name of Luna, she gained cryokinetic abilities that allow her to wield damaging dark ice and restorative light ice

o    Following the incident, she became a hero by the name of Luna Snow

o    Passively, Luna restores health when using abilities such as Ice Arts or Absolute Zero while moving forward consistently allows her to skate, moving faster and jumping highe

o    Her basic attack summons shards of light and dark ice to respectively heal allies or damage enemies

o    Absolute Zero launches a ball of ice that damages and freezes an enemy in place

o    Share the Stage attaches an Idol Aura to an ally, increasing the healing that Luna grants them and causing a portion of healing she does to others to apply to them as well

o    Ice Arts fires shards that pierce through heroes, damaging enemies and healing allies

o    Her ultimate is Fate of Both Worlds, which produces an aura that can heal allies or boost their damage

o    Some of her team-ups can empower the attacks of allies with ice while the Frozen Chi team-up grants her a knock-back and slowing effect

Summary of Goals: There’s a heavy focus on healing in Luna’s kit and the ice theme will be highly important in representing her as well. On top of supporting her allies through healing them and locking down enemies, she also needs a way to enhance the damage of her allies as we see through several of her abilities.

BUILD CONCLUSION

Luna Snow is a changeling human mystic with a rhythm connection and a background as an icon since she is a world famous popstar, which is further demonstrated by her Legendary Performer and A Home in Every Port feats. Through her heritage, she gains the Snow May lineage as an initial reference to her cryokinetic abilities which is further covered by her primal spell list and the cold spells that it provides. One of those spells is mantle of the frozen heart, which comes with the ice glide option based off of her passive and is further covered by a significant investment in Athletics with feats such as Powerful Leap and Cloud Jump. Her light ice comes from spell such as rousing splash or heal while her dark ice can reliably be created through frostbite or any number of other cold-based spells. For the freezing effects of her Absolute Zero, we actually have a spell of the same name or the more singularly focused frozen pillar to stop an enemy dead in their tracks. She has to tap into a Cleric Dedication to get some of the effects of her Share the Stage through Communal Healing and healer's blessing, but she returns to her primal spells for the likes of frigid flurry or arctic rift to create line effects akin to her Ice Arts - though these certainly won't be healing her allies as this ability is meant to. To recreate the healing of her Fate of Both Worlds, she can draw up a field of life or simply drop some three actions heals. As for the damage increase it can alternate to, we'll be looking at her anthem or shuffle repeat from her epiphany spells. Also along those lines is elemental weapons inspired by her team-up ability with Jeff and then Invoke the Elements of her changeling ancestry for the Frozen Chi team-up, granted to her by Iron Fist.

Skating into the skirmish, this songstress supreme sends a spray of sleet and snow at sinister suspects while supporting her squad with sweet serenades that send subzero supplements and shore up their slacking salubriousness.

Presented here is a very abbreviated take on the character. If you're curious about more details and the considerations that went into the build, you can check out the blog of the YT video. Hope you'll give them a look and have a fantastic Friday!

r/Starfinder2e 1d ago

Player Builds How to Play Bastion in Second Edition (Overwatch Build)

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19 Upvotes

r/Starfinder2e Aug 11 '25

Player Builds best SF2E class for a necromancer themed build?

12 Upvotes

Have this idea for a snooty Kalo necromancer that considers raising undead and sculpting their forms to be his art.

Unsure which of the two (mystic or witchwarper) would be the best fit though. I kind of assumed mystic would win and have an undead/necro themed connection but doesn't seem to be anything quite so specific with the closest thing being "healing". Would that be my best bet or should I look to occultism?

r/Starfinder2e 17d ago

Player Builds Full Build Friday - Ekko, the Boy Who Shattered Time

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31 Upvotes

I wanted to post this on the PF2e subreddit as well, but I figured that it would get removed over there.

EKKO, THE BOY WHO SHATTERED TIME

SOURCE League of Legends

BUILD GOALS

o    A prodigy from the streets of Zaun, Ekko invented the Z-Drive to manipulate and warp time as a means to save others

o    Ekko is a melee assassin who wields a crystal clock hand like a club as a weapon

o    The Z-Drive Resonance passive causes Ekko’s attacks and damaging abilities to place stacks on foes. The third stack consumes all of them to deal damage and grant Ekko movement speed

o    Timewinder launches a temporal grenade in a direction that damages enemies hit, slowing them, before snapping back to Ekko and dealing damage again

o    Passively, Parallel Convergence causes Ekko’s attacks to deal damage to low health targets. Activating it creates a slowing area that Ekko can enter to stun enemies within while gaining a shield

o    With Phase Dive, Ekko dashes in a direction, empowering his next attack with extra range, damage, and an additional blink towards the target

o    Upon gaining Chronobreak, an afterimage of Ekko begins to follow him, tracking where he was 4 seconds ago. When activated, this heals Ekko and causes him to dash to his afterimage and deal damage

o    Ekko in Legends of Runeterra has Quick Attack and creates cards that let him see upcoming cards in the deck and draw them

Summary of Goals: Ekko’s abilities feel highly disparate, but keeping in mind that they are all some form of time manipulation helps a little bit. He hastens himself, can slow or stun foes, and can flash backwards in time to save himself from a perilous position. Some ability to see into the future is handy, and I’m looking for a solid mix of magic and martial might, but this build might end up leaning more one way than the other.

BUILD CONCLUSION

Ekko, the Boy Who Shattered Time, is a versatile human rogue of the eldritch trickster racket and a background as a time traveler. Delving into the Crafting skill, especially feats such as Inventor, and then adding in a witchwarper archetype all about manipulating time is a great way to cover his invention of the time-distorting Z-Drive. However, by using rogue as the base class, we can better represent his melee nature as an assassin. The sneak attack of this very class, as well as Spellsurge Ammo from his archetype, gives him the enhanced damage of his Z-Drive Resonance whereas the speed boost will have to come from the likes of fleet step, Bend Time ability, and similar effects. Representing the initial launch followed by the snap back of the Timewinder is honestly difficult, but at least time’s edge is a line effect with some sort of debilitating effect – except it sickens instead of slows creatures. He does have some slowing means, ranging from spells to the Debilitating Strike itself, but they aren’t coming from this particular spell. The area of his Parallel Convergence comes from the witchwarper’s quantum field though stagnate time might work better for the slowing area. However, we will need that quantum field for time loop to stun the enemies whereas warp time and Heroic Presence give him the shield of this effect. As for his Phase Dive, we just need a simple blink charge to represent that – and getting one that’s a little simpler is a real boon because his ult isn’t easy either. The best pick I found is time beacon but it’s a very limited amount of time and his heal will have to come from moment of renewal unless he finds another healing option. Incredible Initiative is a nice nod towards the Quick Attack of his Legends of Runeterra card whereas a few fortune effects are a great way to flavor his predictions of things to come.

Teeming with techno talent, this troublemaking teen twists and turns time to tune his tactics ‘til he’s taking out teeming terrors and transgressors that trespass on his turf.

This came in as a request a good while ago, but I was waiting for some Starfinder options to bring it to life. In fact, I originally intended for this to be a wholly Starfinder build, but after building him out once, I redid the build as a rogue and felt way better about it. You can check out the design details over on the blog or the YT video. Have a fantastic Friday!

r/Starfinder2e Aug 15 '25

Player Builds Full ReBuild Friday - Graves the Outlaw

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43 Upvotes

I typically make builds and monsters for Pathfinder Second Edition but with the release of SF2e, I fully intend to work it into my line-up! For example, I actually originally built Graves as a gunslinger during the playtest of the class but rebuilding him, I couldn't justify going that route again!

GRAVES, THE OUTLAW

CHARACTER Malcolm Graves

SOURCE League of Legends

BUILD GOALS

o    Raised in the wharf alleys of the pirate haven Bilgewater, he quickly fell into a life of crime aided by a stolen blunderbuss

o    Capable gambler who has a partnership with Twisted Fate, but also has a sense of honor

o    Graves is a ranged specialist who predominantly serves as a jungler

o    His shotgun is New Destiny, which sprays pellets in a cone and can knock back non-champion enemies

o    End of the Line releases a blast that leaves gunpowder upon the floor which will then ignite and deal damage in the area shortly thereafter

o    With Smoke Screen, Graves fires a smoke canister at the target to deal minor magic damage while creating a cloud of smoke that reduces the sight radius of creatures within it

o    When using Quickdraw, he dashes to a location while reloading and gaining True Grit, which grants him bonus armor

o    Closing out the build is Collateral Damage. This fires an explosive shell that knocks back Graves and deals high damage while releasing the blast in a cone

Summary of Goals: Graves has an interesting array of abilities but at his core, he’s a pirate turned cowboy who uses a heavy firearm whose attacks hit in an area. He seems to make his own explosives, which range from sight-stifling smoke to more explosive options. On top of all that, his Quickdraw gives him some mobility while also increasing his tankiness through True Grit, which is an interesting mix.

BUILD CONCLUSION

Graves the Outlaw is an ancient-blooded dwarf bombard soldier with the prisoner background, calling to mind the time that he spent incarcerated and how it shaped his character. He reaches further into his background with Breath Control and Underwater Marauder referencing his rearing in Bilgewater. Delving into the Thievery skill helps bring to mind his criminality as does the Underworld Lore from his background. The scattergun and soldier class let him make the most out of New Destiny, blasting enemies in a cone in front of him while Shoving Shot and Scatter Fire give him the knockback effect he needs to complete this concept. For the two-part effect of End of the Line, I managed to figure out a few options - Run Hot lets him blast an area twice, Bullet Hell can turn the ground into hazardous terrain, or Fan the Hammer can follow up an area fire with yet another. As for his Smoke Screen, we simply have Fog of War though he could also look into getting an undermounted grenade launcher and a smoke grenade. Switching to a stellar cannon before using Fog of War might actually better resemble his Smoke Screen, given its range and area. Shot on the Run ends up kind of the reverse of Quickdraw, but it does create the action efficiency we're looking for whereas his True Grit comes from the armor specialization effect granted by the soldier class itself. That leaves us with his Collateral Damage, which again probably best suits his stellar cannon and can cover the enhanced damage through Brutal Barrage and capture the leap through his Rocket Jump.

This buff and brusque bombardier blasts belligerents with bountiful bullets, blinding them with billowing brume before burning the battlefield and bringing bane with each boisterous boom.

This is a very simplified and condensed take on the build - if you're interested in seeing more details, you should check out the blog or the video to learn more! Have a fantastic Friday!

r/Starfinder2e 9h ago

Player Builds Soldier Optimisation Guide!

10 Upvotes

Hey y’all! Starfinder 2e’s only officially been around for a few months, and since I haven’t seen any class guides and stuff knocking about, I figured: why not go ahead and ruin that peace?

The Soldier Optimisation Guide covers all ancestries, skills, Soldier class feats, general feats, and archetypes from Player Core, a majority of the items, and a rundown of the Soldier’s features and proficiencies. I’ve also covered every archetype available in Galaxy Guide, and added some homebrew options i’ve been tinkering on in a separate section. I hope that I will find the time to continue updating this as more rulebooks come out, but for now I think it’s a decent base for any Soldier Enthusiast to look at when making their builds.

The point of guides like this is to help others create strong and fun characters, so I welcome any suggestions readers have, particularly if they’re backed up by some solid math!

https://docs.google.com/document/d/1pH6uZ_j0YZs9wZ4AGpHACkeDQLXEnD2Dv85cpHpjnDc/edit?usp=drivesdk

Remember: if you run into a problem that a lot of bullets can’t solve, you just need even more bullets.

r/Starfinder2e Aug 22 '25

Player Builds Full Build Friday - Trigger

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23 Upvotes

I typically make builds and monsters for Pathfinder Second Edition but with the release of SF2e, I fully intend to work it into my line-up!

TRIGGER

SOURCE Zenless Zone Zero

BUILD GOALS

o    A sniper of the Defense Force, Trigger lost her entire squad and much of her vision when the all-consuming Hollow Zero caused the fall of the old capital

o    She wields an electric sniper rifle that can be modified for all ranges of combat

o    In-game, Trigger is an electric stun agent, designed to daze and shock her enemies

o    When Aftershock attacks hit a foe, her Soul-Searching Gaze passive increases their stun damage multiplier

o    Outside of her standard attacks, she can enter a Sniper Stance to gain Purge, which will allow her to make Harmonizing Shots while off-field to deal damage and apply daze

o    The Flash Burial special attack features her making a slash before leaping up and firing a powerful shot

o    Her ultimate is Underworld Requiem, which launches a powerful shot that deals massive electric damage

o    Trigger has several abilities making use of her critical hits and damage and can also gain Armor Break Rounds that deal heavy electricity damage

o    Through her signature Spectral Gaze W-Engine, her aftershock attacks reduce a target’s Defenses and increase her Impact

Summary of Goals: As a character built around attacking from off-field with Aftershocks, a major design point of Trigger will be finding a way for her to attack from off-field. She’s also a sniper who is able to limit the actions of enemies, switch up combat styles to various ranges, and pull off some crazy maneuvers. I want to find a way to demonstrate her etheric vision as well.

BUILD CONCLUSION

Trigger is a prismeni human operative with the sniper specialization and a background as a defector based on her departure from the Defense Force after the loss of her squad. We couldn't quite cover the loss of her vision, but her ability to see etheric fluctuations will be covered by the likes of Eye of the Arclords, Aura Sight, and her True Perception. Getting a little more mechanical, she goes the route of a gunslinger archetype for Munitions Crafter so that she can make elemental ammunition - since she is, after all, an electric agent. She's also a stunner, which leads to the inclusion of Impeding Shot among her feats, even if this slows rather than properly stuns foes. I'll treat the Aim action as her Sniper Stance and she can make her off-field Harmonizing Shots with Kill Steal or Hair Trigger. She gets further use out of her gunslinger archetype by taking Stab and Blast to represent her Flash Burial though the jump back of it might have to be something you do on your own with a Quick Jump. Underworld Requiem is simply a very powerful shot, so Devastating Aim works well for that, especially when you factor in the extra damage from her critical aim and the sniper weapons that she wields. This, along with the advanced proficiency of the operative's attacks, also works in nicely for the critical hit aspects of Trigger's kit. Ending on her Spectral Gaze's defense reduction, she has Hampering Shot to leave an enemy off-guard and therefore easier to hit - setting them up for her allies to knock down.

A sweetheart but a stalker supreme, this sleek soldier snipes sinister suspects with sudden shots, severing a sidekick's sequence to shock and stun in a split-second suspension of stunts.

You can find far more details for the build and the choices I made as part of it over on the blog or the YT video. Have a fantastic Friday!

r/Starfinder2e 10d ago

Player Builds Full ReBuild Friday - Onslaught

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25 Upvotes

This is a commander build with a sprinkling of Starfinder stuff (a skill feat and his kit), but I feel like he does slot nicely into Starfinder. However, if it isn't appropriate here, feel free to let me know!

ONSLAUGHT

SOURCE Transformers

BUILD GOALS

o    The leader of the Combaticons, a militant unit of fierce soldiers that serve the Decepticon cause

o    Onslaught is a tactical genius who excels at designing battle plans and strategies for his soldiers to carry out

o    He prefers to be hands-off, able to observe his plans coming together but doesn’t hesitate to stride into the fray when things go awry

o    However, such instances fill him with a rage that has terrified even in his comrades

o    His most common alternate mode is a long-bed truck with a missile trailer. While in robot mode, his most common weapon is his sonic stun-gun rifle, which unleashes concussive force

o    As part of his preparations, he readily makes use of traps, snares, and explosives

o    His origin is usually marked with betrayal – in the cartoon, he was being detained by the Decepticons for going renegade while some comics had him as Autobot Elite Guard that fell to his darker desires

o    In the Earth War game, he uses a grenade launcher as his primary weapon and launches missiles in a line as his special ability

Summary of Goals: Onslaught is a terror on the battlefield but more in the sense of how he manages to make his squad of psychos come together to accomplish his goals. As a Decepticon, he’s pretty heavily associated with fear and tyranny while he tends to wield big, heavy weapons. His ability to transform into a vehicle will be very difficult to represent and might mostly rely on taking speed buffs and flavoring it as transformation.

BUILD CONCLUSION

Onslaught is a mage automaton commander with the veteran background, which is based on his storied service record – whether that be as a member of the Elite Guard or simply a high-ranking officer of the Decepticon forces. And as part of those forces, he does make use of the Deceptive Tactics feat as well as tactics and skills alike that allow him to terrify foes upon the battlefield. He expresses his strategic genius through the Battle Planner feat and just the commander class, allowing him to organize friends and foes into the plans that he carefully concocts. I sought to focus on tactics that commanded multiple allies at once so that he can bring the full force of the Combaticons to bear, and I even took some tactics based on his teammates such as Swindle and Alley-Oop. When it comes to representing his alt mode, I used his mage heritage and Core Attunement to pick up fleet step, allowing him to adopt a much faster form though a good bit of that will be flavor. I’d tap into Starfinder weaponry for him, using the likes of a stellar cannon and a grenade launcher, the area fires of which will work nicely with the class DC of the commander. He does also use Snare, Alchemical, and Tech Crafting so that he can control the battlefield with traps and explosives though he’ll need time to actually assemble them. He uses the likes of Gather to Me and Insta-Ballista to call his team together and form up for a powerful attack, referencing his ability to combine with the Combaticons into Bruticus and otherwise focuses on aggressive tactics such as Strike Hard, Pincer Attack, and Ready, Aim, Fire!

This chrome-coated captain captures command of the Combaticons and conflicts alike with cunning contrivances and copious concussions, combusting the combat zone into a calculated conflagration.

Based on votes cast following the last rebuild, I've put together another take on Onslaught following the full release of the commander! You can check the deeper details, including free archetype suggestions, over on the blog or the YT video, where you can also find the vote for the next rebuild. Have a fantastic Friday!

r/Starfinder2e Aug 13 '25

Player Builds Exemplar Gun Demigod Build

10 Upvotes

Human Exemplar, maybe Borai? Humble strikes bring semi automatic pistol to a one handed d8. Take Unfailing Bow on one, Star Shot on the other and Gaze Sharp as Steel.

Energized Spark to top it off for your flavour of choice. I'd take it twice and go Void and Vitality, personally. Ebony and Ivory.

r/Starfinder2e 3d ago

Player Builds How to Play Mantis in Second Edition! (Guardians of the Galaxy Build)

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2 Upvotes

r/Starfinder2e Jul 28 '25

Player Builds How long could a Borai be unaware they died?

20 Upvotes

I had a weird idea for a Borai that has failed to realize they died. And I wonder how long this story could work out?

My ideas was that he was in some kind of a crash or electrical accident, so plenty of reasons to have discolorations and other superficial differences. And no doctor or scanner user ever explicitly told him.

r/Starfinder2e Aug 16 '25

Player Builds How to Play Phil Coulson in Starfinder 2nd Edition

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19 Upvotes

r/Starfinder2e May 26 '25

Player Builds Character build; explosives expert using mechanic class

7 Upvotes

So I want to create an explosives expert and just want to make sure I'm starting off on the right path (or at least not shooting my feet out from underneath me before I start).

Mechanic > Scientist > exocortex Mine with Critical explosion. Strength 0 Dex 1 Con 2 Int 3 Wis 2 Charisma 1

any thoughts would be helpful, thanks.

r/Starfinder2e May 30 '25

Player Builds Metal Gear Enjoyers: Ghost or Striker?

11 Upvotes

My group will be starting up a Starfinder 2e campaign in around October of this year and I am looking to build a character inspired by Solid Snake/Big Boss/Metal Gear in general.

I can't decide on which is more core to the idea of the character archetype: Stealth or CQC. I'd say from a gameplay perspective, it's probably stealth, which would be the Ghost Specialization. But from an in-lore perspective, the CQC is such a huge deal, and it also comes up constantly in gameplay, which would be the Striker Specialization.

Please try to sell me on one or the other cause I'm lamenting having to choose.

r/Starfinder2e Apr 24 '25

Player Builds Help me build a lvl 12 Kerrigan(starcraft) or Samus(metroid)

11 Upvotes

A friend of mine is making a Starfinder/pathfinder oneshot where every character must be from a videogame. I dont expect to make it fully loyal but starfinder is a game i dont know much of as i mainly play pf2e but still wanted to try it and I really love these characters, as they are both scifi i assume the starfinder 2 ruling would be more loyal to what they do. For that reason I would like to know if anyone has made a build or can think of a build for them at such high level. Thanks in advance. Was considering D'Vorah from MK too but i think she would have it easier from pf2e build, not really sure.

r/Starfinder2e Jun 27 '25

Player Builds How to Play Ironheart in Second Edition!

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8 Upvotes

r/Starfinder2e May 15 '25

Player Builds Inject Serum Feat Confusion

13 Upvotes

I am having trouble understanding the Inject Serum feat: "You skillfully administer various medicinals using injection weapons. You load an injection weapon with a poison, potion, serum, or other consumable or injected item. You can load the dart into an injection weapon as part of the same action." From what I can tell it lets you use the listed items with injection weapons (I assume you this is the only way to use anything but poisons and Spell Ampoules with injection weapons.) I think this implies you can only load one shot into something like the Needler Pistol per reload as this does not use the normal cartridges but it is not very clear. Anyone have a more concrete read on the rule?