Enforcer

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Daedalaman wrote:
Then you start charging your supernova and play keep away for a couple turns.

Please explain how you play keep away after you spent your turn positioning yourself so the early set up even works. You just Burned your turn on

A) A Move Action: So you can proc the ideal Black Whole set up
B) A Standard Action: To use Black Hole.

Now the two goons you just moved moves, either both engage in melee, one plays cover fire while the other shoots, or both just move and shoot.

Any way you put it, you burned your turn to do effectively nothing to two units and now you're three turns away before you can even use the Supernova (which you likely won't use now that neither of the intended targets are in good positions to nuke.)

Not to mention this doesn't factor in to if you have another Melee team member or that you give the enemies two opportunities to save against your two abilities (again, assuming you actually get them in the proper position to even get it off).

At the end of the day, the two starting Revelations are super situational and require a moderate Cha mod if you want them to actually do anything of value.

That wouldn't be a bad thing if Solarian had more boons from Cha.

1st lv, you get Two bonus Skills (Skill Adept), two revelations with very situational abilities that require three turns to charge, the Stellar Mode (Which is either +1 attack and Dam or +1 Reflex depending), and a choice between a Solar Weapon or Armor (and you're likely going to go weapon considering a fair amount of the better revelations require a melee weapon, and the weapon is "not bad" to "Really Good" in terms of damage once you get crystals and get to the right levels). That's not a lot to work with.


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IonutRO wrote:

I find some of the criticisms in this thread frankly laughable and I feel like I must address them.

Quote:
But you didn't build a Solarian.

The solarian was advertised as a melee specialized class, it being a front line heavy hitter IS how you're expected to build it most of the time, this is evident by it being able to create a melee weapon and having features either to do with mobility or abilities centered on itself.

Quote:
But you tried to ignore the solarian's class features.

The OP has already expressed that their level 1 zenith powers never got a chance to be used as enemies never actually clustered around her, so saying they were ignored is a moot point there.

As for solar blade and solar armor, the OP was clearly trying to build the best melee solarian possible, and neither of these abilities lend themselves to that.

Solar Weapons are only better than knives at 1st level, making the use a normal weapon the way to go if you want to maximize damage. Solar armor is only better than heavy armor if you have high enough DEX to benefit from the high max dex cap of the light armor. As with any low dex character, it's not unreasonable to want to wear heavy armor, and as with a front line melee fighter, it's not unreasonable to want to maximize AC.

Quote:
But you wouldn't dump X on Y.

A solarian is not a monk, or a bard, the benefits it gets from Charisma are only important because it can't get them from another ability score, the solarian is first and foremost meant to be a melee specialized combat class (it has full BAB and no longarm proficiency) and should therefore be optimized as such.

A monk without a high wisdom is not just deprived of ki points and ki power DCs, it's also deprived of most of its defenses and mobility. A monk without Wis needs to wear armor, and a monk with armor can't flurry or move fast, neutering the class greatly.

A solarian doesn't have these problems, its Cha isn't integral to the class virtually at all as its ability to do its...

Every. PLEASE take another look at this post. I was about to go into it myself, but i don't need to when someone else already expressed how I feel.

The Solarian has a fair amount of problems, and the biggest is it's MADness without a real benefit from it.


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Aratrok wrote:
Catharsis wrote:

Don't be silly; of course you can still do your AoE in that case. Otherwise, what would be the point of having the rule in the first place? I suppose it just means you can't stop an enemy from completing the triggering action.

I suppose it means that if your AoE kills them, they drop in the new square rather than the old one...

You're right that plain tripping someone is now less valuable. I guess some weapons and/or feats will allow you to trip as a rider effect on hitting someone.

What makes you so sure? And what about other scenarios where a post-action attack of opportunity would automatically fail? A few examples:

  • A caster puts a wall of force inbetween them and an attacker, gaining total cover.
  • Someone teleports out of their square to an arbitrarily distant location (let's say the opposite side of a planet).
  • A creature moves into a space where they have total cover.
  • The provoking action incapacitates the character doing the threatening.

I mean, correct me if I'm wrong here, but it feels like the melee zone of control is taking a huge hit here. It's not hard to move in and out of AOO zones in pathfinder and some basic stuff can teach you all you need to know about that. If this is the case, it's easier then it's ever been ducking swings. Things Aratrok listed would all keep the defender safe and the attacker denied a rightful AOO. There's already things in pathfinder that can duck a full attack if you use it wisely so why wouldn't these actions duck the AOO in question?

Also, personal thing, it doesn't feel like much of an Attack or Opportunity it the opportunity is easily lost.