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Non-melee Solarion: The Slipperiest of shooters


Advice


Reading about how Solarions have to mix between Str and Dex so I wanted to make a Solarion focuse on Dex. Here's what I came up with. It's basically meant to be more support and control, but annoying as heck. The human part is mostly for RP. I tried to stick loosely to the wealth by level. (First full build so if I messed something up let me know)

Level 10 Solarion
Human, Mercenary

Str 11
Dex 24 (+4 aug)
Con 12
Int 12
Wis 14
Cha 20 (+2 Aug)

Stam: 80
HP: 70
Resolve: 10
Move Speed: 60ft (Speed susp, Fleet)

Saves:
Fort 8 (+2 Greater Fortitude) 10
Ref 10 (+2 in graviton mode) 12
Will 9 (+2 Mk 2 ring?) 11

EAC: 33 (15 Armor, 6 Dex, 2 Solar Armor)
KAC: 33 (15 armor, 6 Dex, 2 Solar Armor)
ER: 10

Augmentations:
Mk2: Dex
Mk1: Cha
Standard Speed Suspension

Feats:
Human: Longarm Proficiency
Lvl 1: Weapon Specialization (Longarm)
Lvl 3: Fleet
Lvl 5: Mobility
Lvl 7: Deadly Aim
Lvl 9: Great Fortitude

Stellar revelations:
Lvl 1: Black hole, supernova
Lvl 2: Dark matter (G)
Lvl 4: Gravity Boost (G)
Lvl 6: Blazing orbit (P)
Lvl 8: Reflection (G)
Lvl 10: Soul Furnace (P)

Zenith:
Starquake
Solar Acceleration

Important Equipment:
Hardlight series, Squad (Lvl 12)
Tactical Baton, Knockdown Fusion
Combat Rifle (level 10)

Strategy:
First three rounds:
Photon Attune
Run around the place with 60ft of Solar Orbit. Really make a mess of the place.
With big ACs, Mobility, and Concealment AoOs aren't too worrisome
Deal damage as see fit with Combat rifle
Solar Acceleration: Haste the whole party for a minute (10 rounds)
Rest of fight:
Start Graviton Attuning
Gravity boost, Dark Matter, Blazing orbit
Attempt to draw fire. (Total Defense (Reflect), and Blazing orbit
Fully Graviton attuned: STARQUAKE
60 feet of 2d8 guaranteed damage and DC20 knockdown
No AoO (Can get out of any in your face melee)
Try to draw fire run around their back line etc.
Starquake for move, and total defense to reflect ranged back

Would work best with a mobile and kiting team, where the opponents would have to walk through blazing orbit to get to them then try to consistently knock people down with starquake. A spellcaster with slow would be a good combo. Baton is for back up and mostly for the knockdown effect.

Thoughts for a non-strength based Solarion?


You realize it will take six round of combat before you will reach full graviton attunement?

Round 1: Photon attune; Round 2: Unattune; Round 3-5: Graviton attune points 1-3; Round 6: Fully Graviton attuned, can use Starquake.

If a combat is lasting six rounds, something has probably gone terribly wrong, unless it's a special multi-stage fight.

Because you have two or more graviton revelations than photon revelations right out of the gate, it takes you longer to attune, and it takes a full round to unattune if you don't use a Zenith Revelation to drop your attunement stacks.

Also, instead of Starquake, wouldn't Wormhole make more sense for your build, as it gives you and your party massive battlefield mobility? Wormhole is also one of the few Zenith Revelation whose effect lasts more than one round.


You can't get weapon specialization until character level 3.


Ventnor wrote:
You can't get weapon specialization until character level 3.

Thanks! I'll fix that.

Space McMan wrote:

You realize it will take six round of combat before you will reach full graviton attunement?

Round 1: Photon attune; Round 2: Unattune; Round 3-5: Graviton attune points 1-3; Round 6: Fully Graviton attuned, can use Starquake.

If a combat is lasting six rounds, something has probably gone terribly wrong, unless it's a special multi-stage fight.

Because you have two or more graviton revelations than photon revelations right out of the gate, it takes you longer to attune, and it takes a full round to unattune if you don't use a Zenith Revelation to drop your attunement stacks.

Also, instead of Starquake, wouldn't Wormhole make more sense for your build, as it gives you and your party massive battlefield mobility? Wormhole is also one of the few Zenith Revelation whose effect lasts more than one round.

I haven't played a game of Starfinder yet, but I've heard combat is supposed to last longer. Not sure how much longer though!

I have 3 Graviton, and 2 Photon revelations.

I like the Starquake because of its combo with move speed, the knockdown, and the guaranteed damage. And just more fun I guess.

It would take 3 rounds for the Zenith Solar Acceleration, Unattune, then 3 rounds for Starquake. The haste would be reserved for long fights, but otherwise would go straight to Graviton.


Knocking people prone gives them +4 AC vs ranged


gustavo iglesias wrote:
Knocking people prone gives them +4 AC vs ranged

Correct. However standing up prevents them from full attacking, and if slowed all they can do is stand up, or attack. Would probably need a someone with melee to hit them while they're down to take advantage.

Since its a movement action though I can just do another run by with Starquake while they're down.

But it would put other people in my party at a disadvantage to hitting them. Might be dependent on party comp.


Not that it's not situational, but I agree with your instincts, if being Prone was so advantageous then why weren't they already Prone?


Quote:
If a combat is lasting six rounds, something has probably gone terribly wrong, unless it's a special multi-stage fight.

If you have the standard party of 4, then six rounds is not very long in my experience. Combats take longer than in pathfinder.


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Melkiador wrote:
Quote:
If a combat is lasting six rounds, something has probably gone terribly wrong, unless it's a special multi-stage fight.
If you have the standard party of 4, then six rounds is not very long in my experience. Combats take longer than in pathfinder.

Average is 6-8

Even low levels show this.

At level 1 If a foe has 15 HP shooting them with a median weapon (1d6) will do 3.5 damage per shot. Meaning 5 hits, on average, with only a 50-60% chance to hit this would take around 10 attacks.

Liberty's Edge

Starfinder combat takes longer in rounds, I'm pretty sure it's no longer in actual time to play (at least, once you hit the mid levels).

Liberty's Edge

5th round he gets fully attuned... When he reaches graviton 3rd attunement point he is fully attuned...
or have i've been reading the rules wrongly?
=S


Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Alassë Edasseril wrote:

5th round he gets fully attuned... When he reaches graviton 3rd attunement point he is fully attuned...

or have i've been reading the rules wrongly?
=S

If your revelations are unbalanced (i.e. you have 2+ more graviton than photon revelations, or 2+ more photon than graviton revelations), you need 4 points to become fully attuned. It looks like the revelations are balanced in the above build with exceptions of levels 4 and 5 (where it's skewed towards graviton). With the above strategy, you attain full graviton attunement at round 6.

Round 1: Photon 1
Round 2: Photon 2
Round 3: Photon 3, use Solar Acceleration zenith (thus becoming unattuned)
Round 4: Graviton 1
Round 5: Graviton 2
Round 6: Graviton 3


skizzerz wrote:
Alassë Edasseril wrote:

5th round he gets fully attuned... When he reaches graviton 3rd attunement point he is fully attuned...

or have i've been reading the rules wrongly?
=S

If your revelations are unbalanced (i.e. you have 2+ more graviton than photon revelations, or 2+ more photon than graviton revelations), you need 4 points to become fully attuned. It looks like the revelations are balanced in the above build with exceptions of levels 4 and 5 (where it's skewed towards graviton). With the above strategy, you attain full graviton attunement at round 6.

Round 1: Photon 1
Round 2: Photon 2
Round 3: Photon 3, use Solar Acceleration zenith (thus becoming unattuned)
Round 4: Graviton 1
Round 5: Graviton 2
Round 6: Graviton 3

Reading through the rules I can't find anything that says zenith revelations make you unattuned. Only Black Hole and Supernova automatically make you unattuned.


Hijiggy wrote:
Reading through the rules I can't find anything that says zenith revelations make you unattuned. Only Black Hole and Supernova automatically make you unattuned.

Page 103, under Zenith Revelations, 2nd paragraph:

"Zenith revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith revelation, your stellar mode immediately becomes unattuned."


HWalsh wrote:
Hijiggy wrote:
Reading through the rules I can't find anything that says zenith revelations make you unattuned. Only Black Hole and Supernova automatically make you unattuned.

Page 103, under Zenith Revelations, 2nd paragraph:

"Zenith revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith revelation, your stellar mode immediately becomes unattuned."

Yup, yup, yup. Didn't see it in the other paragraphs I was reading about it. Thanks!


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Quandary wrote:
Not that it's not situational, but I agree with your instincts, if being Prone was so advantageous then why weren't they already Prone?

I fact, going prone is pretty smart vs other ranged characters, like a ranged solarian.

It's not only that it gives -4 to your party members. It gives -4 to you, too. While there are circunstances where this trade off is valid, it is something you have to consider. In a vacuum, prone is a good condition to inflict, but this is not PF. There are no archers here, and melee isn't as dominant. People will shoot you with their plasma rifle from prone just fine. I get the hunch that the OP made his mind about this power with a PF mindset, that's why I made the coment.
Starquake would be better in PF than it is in SF. That doesn't mean it is worthless im SF, there ARE melee threats in SF too (monsters, for example), but it is something to keep in mind


With this build, your revelations will also be unbalanced at levels 8-9 (three grav to one photon), and 9 is when you get your first Zenith Revelations. That's 8 rounds to go fully photon and graviton in one combat.

Additionally, I'm not convinced blazing orbit is worth taking, ever. You cannot pass through an enemy's space while using it, so it relies on an enemy stupid enough to walk through a wall of fire to do damage. Considering how prevalent and easy to use ranged weapons are in this system, the number of melee-only enemies unintelligent enough to voluntarily run through fire is going to be low. Plus, you can't even create that much battlefield control with it, because every time you use it, the fires from your previous use disappear.

Edit: And if you have a melee solarian or soldier in your group, they will hate you for covering their charge lanes in fire that damages them too.


Space McMan wrote:

With this build, your revelations will also be unbalanced at levels 8-9 (three grav to one photon), and 9 is when you get your first Zenith Revelations. That's 8 rounds to go fully photon and graviton in one combat.

Additionally, I'm not convinced blazing orbit is worth taking, ever. You cannot pass through an enemy's space while using it, so it relies on an enemy stupid enough to walk through a wall of fire to do damage. Considering how prevalent and easy to use ranged weapons are in this system, the number of melee-only enemies unintelligent enough to voluntarily run through fire is going to be low. Plus, you can't even create that much battlefield control with it, because every time you use it, the fires from your previous use disappear.

Edit: And if you have a melee solarian or soldier in your group, they will hate you for covering their charge lanes in fire that damages them too.

Bingo!

Blazing Orbit does too little damage, only hurts foes (that don't run through it) if you're Photon Attuned and will do nothing but annoy the party melee masters.


HWalsh wrote:


Bingo!

Blazing Orbit does too little damage, only hurts foes (that don't run through it) if you're Photon Attuned and will do nothing but annoy the party melee masters.

How does it hurt foes who don't run through it when you're photon attunded? In the SRD is says if you're photon attunded, enemies dumb enough to walk through it just gain the burning condition (1d6 fire).


HWalsh wrote:
Space McMan wrote:

With this build, your revelations will also be unbalanced at levels 8-9 (three grav to one photon), and 9 is when you get your first Zenith Revelations. That's 8 rounds to go fully photon and graviton in one combat.

Additionally, I'm not convinced blazing orbit is worth taking, ever. You cannot pass through an enemy's space while using it, so it relies on an enemy stupid enough to walk through a wall of fire to do damage. Considering how prevalent and easy to use ranged weapons are in this system, the number of melee-only enemies unintelligent enough to voluntarily run through fire is going to be low. Plus, you can't even create that much battlefield control with it, because every time you use it, the fires from your previous use disappear.

Edit: And if you have a melee solarian or soldier in your group, they will hate you for covering their charge lanes in fire that damages them too.

Bingo!

Blazing Orbit does too little damage, only hurts foes (that don't run through it) if you're Photon Attuned and will do nothing but annoy the party melee masters.

It actually has some usefulness combined with black hole.

At max level, black hole can pull creatures 30 feet if they are within 40 feet of you.
You could graviton attuned yourself, lay down a straight flaming trail away from the enemy using blazing orbit (move action), and then use black hole to drag an enemy through 6 squares worth of damage (standard action)
At max level, each square has the potential to do a respectable 9d6 damage.. dragged through all 6 squares, the combo has the potential to do 54d6 of damage.

Liberty's Edge

skizzerz wrote:
Alassë Edasseril wrote:

5th round he gets fully attuned... When he reaches graviton 3rd attunement point he is fully attuned...

or have i've been reading the rules wrongly?
=S

If your revelations are unbalanced (i.e. you have 2+ more graviton than photon revelations, or 2+ more photon than graviton revelations), you need 4 points to become fully attuned. It looks like the revelations are balanced in the above build with exceptions of levels 4 and 5 (where it's skewed towards graviton). With the above strategy, you attain full graviton attunement at round 6.

Round 1: Photon 1
Round 2: Photon 2
Round 3: Photon 3, use Solar Acceleration zenith (thus becoming unattuned)
Round 4: Graviton 1
Round 5: Graviton 2
Round 6: Graviton 3

Oh sorry... i hadnt paid enough attention... I thought he got unnatuned in round 2... But its okay... Got it


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Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

A couple of comments.

I wouldn't use the Mercenary theme if you're not going to bump Str. Ace Pilot is probably better for a Dex-focused character. Instead of starting with 11 Str, an 11 Wis would get you to 15 Wis at 10th level; qualifying you to take Connection Inkling (psychokinetic hand* and probably either detect magic or stabilize at will; probably either reflecting armor or wisp ally 1/day for every 3 character levels) at 11th level.

Instead of Mobility at 5th level, take Enhanced Resistance to gain scaling DR equal to BAB that doesn't require an action. Far Shot is probably more useful than Deadly Aim at 7th level. Also take Deflect Projectiles at 9th level; it's more useful than the Reflection revelation because it doesn't require total defense or fighting defensively; either a Tactical knife or an Incapacitator with the Shock fusion will let you deflect both energy and kinetic ranged attacks. As a side note, you can't install Knockdown (level 6 fusion) on a Tactical Baton (level 1 weapon).

For revelations, I'd recommend the following order: Gravity Boost at 2nd, Plasma Sheath at 4th (to gain back the other half of the Weapon Specialization damage bonus with operative weapons), Defy Gravity at 6th, Blazing Orbit at 8th, and Gravity Surge at 10th.

Invest in Falcon Boots (3,000 cr); detailed in the Treasures of Golarion section of Incident at Absalom Station, it basically lets you set a personal "subjective gravity" to stand on walls or ceilings (synergizes well with Gravity Boost and Defy Gravity to gain all sorts of firing angles).

*- basically "lesser Gravity Hold"

Liberty's Edge

Ive heard they are nerfing enhanced resistance!
=( ... To 1/2 BAB...


Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Alassë Edasseril wrote:

Ive heard they are nerfing enhanced resistance!

=( ... To 1/2 BAB...

Which is still better than 1/3 solarian levels (1/2 if attuned/fully attuned) that requires a move action to activate every round.

Liberty's Edge

Dragonchess Player wrote:
Alassë Edasseril wrote:

Ive heard they are nerfing enhanced resistance!

=( ... To 1/2 BAB...
Which is still better than 1/3 solarian levels (1/2 if attuned/fully attuned) that requires a move action to activate every round.

Huh? Dark Matter lasts until you leave Graviton Mode. It's once a round in Photon Mode (and a bad idea in that mode)...but it's very solid in Graviton.


I'm really not a fan of abilities that reduce damage by a flat amount in a game where the damage constantly scales up for large, singular hits.

Liberty's Edge

Melkiador wrote:
I'm really not a fan of abilities that reduce damage by a flat amount in a game where the damage constantly scales up for large, singular hits.

Eh, from 1st through 15th level, damage goes from 1d8+5 max at 1st (9.5 average) to 10d6+33 (68 average). The DR goes from 1 to 7 in the same time period. That's consistently 1/10 the damage of attacks.

Taking only 90% of the damage on all attacks is pretty good, really.

Heck, even a completely maxed out 20th level Solarian only deals around 118 points of damage. DR 10 is only somewhat less than 1/10 of that (and that's with damage going up precipitously).

And most foes do way less than those hypothetical PC maximums.

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