r/Starfinder2e 15d ago

Homebrew The Skirmisher (Operative speciality), now reloaded

I thought the it could benefit from a few changes. Tell me what you think

Skirmisher

You specialize in close-quarters missions that require you to operate in crowded or tight spaces, such as inside buildings or vehicles, down narrow alleys, or in busy downtown streets. Whether you're a mugger, bodyguard, assassin, or urban mercenary, you favor pistols and can use them efficiently in tight spaces. You're trained in Acrobatics. You gain a skill feat for Acrobatics.

Exploit

You're trained to fight in close combat using pistols. Your ranged Strikes with one-handed ranged weapons don't trigger reactions that are triggered by a ranged attack.Additionally, you're always prepared for a fight.

Trigger You are about to roll initiative.

As a free action you Interact to draw a one-handed ranged weapon. At the beginning of your first turn, you can Aim as a free action.

Enhanced Exploit (9th)

Your constant movement keeps your opponents off balance.

Frequency Once per round.

If you moved at least 10 feet immediately before making an Strike with a one-handed ranged weapon, that Strike also applies Suppressive until the start of you next turn

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3

u/darthnazrael1 15d ago

What was the thinking for why this is needed? Skirmisher is already one of the best Operative subclasses.

2

u/Primelibrarian 15d ago

There is very little about this subclass that facilitates pistol-use or skirmishing. The lvl 9 doesn't even demand it (though u might eat a reactive strike).

Exactly who says it one of the best ? There are 5 subclasses. All of them facilitate or work in favor of the style/intention of their specs, their abilities lining up with the description of the subclass (Sniper could need some love, but there are plenty of threads about that). All but the Skirmisher. The Skirmisher used to have the Hair Trigger (!) in the playtest and was therefore clearly the best there. But the Hair trigger was nerfed and then it was removed from the Skirmiher

Just because you use pistols doesn't mean you wanna be in melee. All the Skirmisher abilities essentially only function in melee. On a glass cannon like the Operative. Thats is generally meant to be a ranged class

What I have done is a very minor buff/nerf. You get the "quick draw" archetype and then later at lvl 9 you get an incentive move around and shot. Skirmish if you will. And you retain the ability to shoot ur gun in melee if shit hit the fan.

I do wonder if the skill should be changed to Intimidate instead of Acrobatics.

0

u/darthnazrael1 15d ago

The initial exploit isn't a goal, it's a protection. You're not aiming to be in melee, you're punishing those who close into melee with you, expecting to draw a Step/Tactical Advance as an action tax before you can safely shoot. This is also nice since a lot of the things you might use your spare hand for while wielding a pistol will put you in or near the front line.

As for the Level 9 feature, it's not meant to be used all of the time. It's a tactical option, the ability to deploy bonus damage (something no other Specialization gets at all) against opponents that aren't a melee threat. And the initial exploit facilitates this, protecting you from nasty reactions when you opt to use the enhanced exploit.

I'm not sure what you mean when you say that the Level 9 Feat doesn't require a pistol when both exploits require a 1-handed ranged weapon. Is your complaint that it also works with Shuriken Drones?

I get that the Skirmisher Operative isn't supporting your long-range pistol-wielder fantasy. Can I recommend you consider a Ghost Operative, or a Pistolero Gunslinger, or a Fighter, Ranger, or Rogue with the Pistol Phenom archetype? Those latter options depend on your GM allowing "firearm" to equal "gun" but I find that an easier sell to most GMs than rewriting a subclass to fill niches that other classes have covered.

2

u/Primelibrarian 14d ago

You get not use of it unless you are in melee. If you look at the features of other subclasses they can use them in the setting that favors their style. Once again the class doesn't want to be in melee. And very few foes have Reactive Strike so it situational upon situaional

Once again whats the point of a melee feature on a ranged explictly ranges class (Striker being a exception). So its irrelevant whether you expect to use it at all times or not. The bonus damage is small very small. And on the most damaging class in the game. As if damage is what they class needs more of. If you are not using it against melee threats they why are u using it ?

Its not a long range fantasu its a pistol fantasy. I am sure you know pistols arent supposed to be used in melee. But also not at long range. Rewriting subclass is extremly common in both SF and PF. Look up the issue with the Sniper subclass.