Solarian Build Progression?


Advice

Second Seekers (Luwazi Elsebo)

We are just starting a Starfnder AP. I am playing a vesk solarian, with the spacefarer theme. My primary role inn the starship crew is gunner; I will also be the backup pilot. What do you think?

Here is my character at level 1::

Race: vesk (+2 STR, +2 CON, -2 INT, 6 HP)
Class: solarian (7 HP, 7+CON stamina)
- Added class skills: Culture, Piloting
- Solar manifestation: bright, weapon
Theme: spacefarer (+1 CON, +1 Physical science)
Ability scores
STR: 16
DEX: 11
CON: 14
INT: 8
WIS: 10
CHA: 14
Skills: Culture, Piloting, Physical science
Feat: Weapon focus (advanced melee)

Level 2:
- Revelation: Dark matter (G)

Level 3:
- Feat: Versatile focus

Level 4:
- Revelation: solar rush (P)

Level 5:
- Feat: Versatile specialization
- Stats: +2 STR, +2 CON, +2 INT, +2 CHA

Level 6:
- Revelation: defy gravity (G)

Level 7:
- Feat: heavy armor profciency

Level 8:
- Revelation: Glow of life (P)

And I haven't thought beyond that.


Starfire Nevedalak wrote:

We are just starting a Starfnder AP. I am playing a vesk solarian, with the spacefarer theme. My primary role inn the starship crew is gunner; I will also be the backup pilot. What do you think?

Skills wise, I'll point out none of your skills play to your attribute strengths. Just be aware you're not going to have very large bonuses to your skills.

At 3rd level, you get to pick a Graviton and Photon skill for Sidereal Influence (out of combat rolling an extra 1d6). I'm guessing one choice will be Culture, but not sure what you should pick for the Graviton skill (since you don't have any ranks in any of the choices).

In regards to feats, I'd suggest taking Heavy Armor Proficiency at 1st, not 7th, especially when starting with 11 Dex. Use the free Solar Weapon, and buy Hidden Soldier armor (EAC/KAC: 14/16) with a ranged weapon, or go all out on armor and get Irdishell (EAC/KAC: 14/17) and no ranged weapon. After one or two sessions you should be able to buy or loot a ranged weapon. If you only start with light armor, your EAC/KAC will be either 12/13 (Second Skin) or maybe 13/14 (Freebooter).

At 3rd level, grab Weapon Focus (Advanced Melee).

Versatile Focus in this build really only gets you +1 to hit with Small Arms. Not really sure if its worth it.

Taking Versatile Specialization literally does nothing with this build - you automatically get Weapon Specialization with all weapons you are proficient with due to your class at 3rd level. Only if you were to take a Weapon Proficiency Feat, like Longarms, would it do anything.

At 5th, if you're aiming to be tanky, I'd take Enhanced Resistance (Fire), so as to mitigate damage from laser and plasma weapons, which combos nicely with Dark Matter.

At 7th there are a number of interesting options. If you really want more Stamina points, grab Toughness (its like +2 Con for stamina points). Alternatively Extra Resolve in case you need more stamina recovery or to power the Glow of Life revelation.

To be honest, I'd probably raise Dex instead of Con at 5th level, unless it doesn't fit your character concept.
Reasons include:
1) You need Dex for piloting and gunnery. Without any other bonuses, those rolls are going to be below average (straight ranks + 3 for class skill).

2) Assuming 50/50 odds of being hit with your 11 Dex, +1 AC from 13 Dex shifts it to 45% hit/55% miss. That is 10% fewer hits, or like 11% more hit points.

You already are getting 9 stamina points and 7 hit points per level (16 total). An extra point of Con is 1 more stamina per level, roughly 6.25% more hit points per level. Dex provides competitive long term protection. You need 14-16 Dex to max AC with the mid-level heavy armors, and 18 to max high level armors.

3) Reflex is your lowest save. Fortitude is a high save with a +2 ability bonus already. Reflex saves will help alot with all those AoE enemy weapons.


^^
I would change starting stats to 16 12 13 8 10 14 and raise DEX at level 5 over CON or INT and pretty much follow what Hiruma says.


Take heavy armor at 1, you can take weapon focus at 3. Also con isn't as good as str or dex so start with 13 instead and 18 str or 12 dex or 16 cha.

same advice as everyone else I guess

Grand Lodge

Your Versatile specialization feat at level 5 does nothing, as you're taking no extra weapon proviciencies.

Liberty's Edge

As others have noted, I'd go with the following Feat Progression:

1: Heavy Armor Proficiency
3: Weapon Focus
5: Versatile Focus (if you want, I'm not sure it's worth it...what are you really using other than Advanced Melee Weapons?)

At some point, if you really want to be a good back-up pilot, Skill Focus (Pilot) seems a good Feat to grab.

I'd also definitely follow the advice to focus more on Dex. Both Gunner and Pilot rely heavily on Dex to perform their basic function.

Liberty's Edge

I'd also toss in higher Dex would allow you to grab Mobility fairly early, and I would expect you to provoke a decent number of AoOs on your way into melee against monsters. Conversely, you will also want to give serious thought to Step Up and Step Up and Strike, so you can pin ranged types for easier full attacks and take advantage of the AoOs they provoke when trying to run away from you. (Remember, any movement, even a 5 ft step, denies you a full attack, and against most CR-relevant enemies you will probably find that a full attack is an increase in DPR.)

Second Seekers (Luwazi Elsebo)

I think I'll keep Weapon Focus for now, and pick up Heavy Armor Proficiency at level 3, when I can afford better armor. I might even drop STR to 14 so I can bump DEX to 14.

So, now my stat block is:
STR: 14
DEX: 14
CON: 13
INT: 8
WIS: 10
CHA: 14

Stamina: 8
Hit points: 13
Resolve: 8
EAC: 14 (1 armor, 2 DEX, 1 race)
KAC: 15 (2 armor, 2 DEX, 1 race)

Second Seekers (Luwazi Elsebo)

Your advice seems to have worked, at least so far. The increased DEX meant I avoided at least one hit, and that one more hit would have killed me, even with higher CON. The increased DEX also helped in ship-to-ship combat.

Thanks, all!

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