So currently me and hte rest of my player group jsut hit level 7 and have a chance ot ugprade our ship. We'rea group of 4 with an 18-20 crew (including us). In your guys's experience, what is the best build to have fora ship? We're throwing around this following ship build idea, maxmize mobility and range, also, anyone know where I can find a ship building optimization/benchmarks?
Large Heavy Freighter
For our given level, do we have enough damage and speed output as well as shielding? Or should we shift some things around to improve some stuff?
This is a revelation idea that I had, kinda like a lay on hands for the solarian to use, but im not sure how I should go about
Im definitely making this a photon revelation, but Im not sure what kinda bonus this revelation would get doing so.
Let solarians add their key ability modifier to ac when only in light armor but cap it like they do with dex
coupled with that and being able to use their solar armor at the same time, they will have the AC to be viable in melee but not outshine the soldier in terms of ac (who will often still edge out ahead of them)
in combat it holds up pretty well if you're emphasizing str, using heavy armor, and have a decent charisma
however the solarian will never be as good at its skills as other classes
gimped i would say is maibly attributed to graviton mode and its revelations because they're too situational to use when most of hte photon revelations are more useful for most solarian builds comparitevly
ive made some homebrew to fix those issues if you're interested
@Hwalsh part of this was to help kinda reduce the fear tax on melee solarians while keeping their ac competitive
well for this specific tweak
so theyre still incentived to upgrade dex but their key ability will do more for them and not feel that useless as it does now beyond resolve and revelation dc's
yes my level 10 and 15 numbers are correct except for the int and wis lol seems like they should be upgraded as well my bad
regardless getting back to the meat of this
yet still good for melee despite that
for the standard effective str solarian (using human as a base) the stats are (using the mercenary theme)
level 5 (with a str+2 upgrade)
level 10 (with str +4 and cha +2 upgrades)
level 15 (with str +6 upgrade and cha+4 upgrade)
level 20 (with str +6 cha+4 and dex +2 upgrades)
so using say level 1 as an example
a dex solar armor solarian with the kasatha microcord mk 1 with a +3 dex
now if we allowed the solarian to use their charisma in place of dex for light armor, with a 16 cha without solar armor and using kasatha microcord mk1
yes @jetsetradio but the issue is that the melee solarain benefits more from being more str focused than dex, so to compensate for that they have to take heavy armor, my idea was coming up with a way to offset that ac loss when in light armor and only mediocre dex so they can do their job as a mobile frontliner
So one thing me and a friend of mine are looking at is how we could make a tweak to the solarian. Seeing as how the revelations and class features seem to emphasize mobility and melee we thoguht that the necessity of melee solarians needing heavy armor as a bit, antithetical to the lightly armored mobile combatant it seems to be flavored and base built for. In light of this we've been trying to find a way how either through a base feature or maybe a revelation could make up the difference in AC so that it isnt broken but stays competitive with a soldier in terms of it's ac.
Potentially letting it add its cha mod to ac instead of dex? as in it replaces dex to ac and uses charisma as long as it wears light armor?
how I roleplay my solarian is that they can feel the various energies of stellar phenomena and taht each of them have a primal set of instincts/emotions. As a solarian he must keep himself calm and centered so as not to fall too much into these instincts and lose control of his powers. In addition he has his own pool of cosmic energy to use his powers, but draws from the energy of these phenomena to refill said pool once he's used a zenith revelation (seeing as it automatically knocks you out of attunement). And that as a channeler of the energies of creation and entropy that he must do his best to defend these ideals (in his mind, being a symbol of hope and strength for hte meek against those who would harm others)
So, jsut ahead, spoilers for the Dead Suns continuation AP with Temple of the Twelve
One of the possible encounters is a Solarian who has the following things
Pulse Dart (Su) As a standard action, Panelliar can fire a dart
Solar Spear: 1d8
just a question
1. how come the spear does 1d8 instead of 2d6 as the solar weapon of a level 6 solarian?
2. was the pulse dart meant to be for PC solarians as well and was just not implemented due to time or just meant for NPCs?