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Share your famous build and look at others. You might learn a few tricks !

I will try to keep this build updated with links :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

SKILL MONKEY BUILD
Darrow, exiled leader of the Pod Babies biker gang on Akiton - CG male personality android operative 6 (spacefarer theme, daredevil operative specialization)

MARTIAL ARTIST BUILD
Setsuna Blaine, murdered Verces contender for shock boxing champion of the Pact Worlds - CN male human cyborg mechanic 9 (icon theme, exocortex artificial intelligence)


Ravingdork wrote:


MARTIAL ARTIST BUILD

I tried to do something very similar to your Mr. Blaine (Mechanic martial artist), only first level though. I kept getting tripped up by the fact that Combat Tracking is at least partially a waste (I'm not wearing heavy armor or using a longarm) and the fact that there's no easy way to make an unarmed strike non-archaic (outside of battle gloves, which won't let me use increased damage from the Feat). Hoping there are more options out soon.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Totally agree. New options, or some errata that changes how it works for the better.


Android Mercenary Exocortex Mechanic
11 str 10 con 18 dex 16 int 10 wis 8 cha
+str +con +dex +int

feats
1: Iron will
3: Weapon focus: Long arms
5: Improved iron will
7: Weapon specialization: Heavy Weapons

Mods
Skill focus Athletics
7: Heavy weapon proficiency

tricks
2: Overcharge
4: Overclocking
6: Visual Data Processor
8: Improved Overcharge

skills: computers, engineering, perception, athletics, physical sciences, others

use a longarm for full attacks, and overcharge with explode or blast heavy weapons for great AoE damage. Mechanics don't have to many class skills


Jcheresca, the Shirren outlaw operative (thief) I've been playing so far! (We're up to 3rd level.)

Str 13, Dex 16, Con 12, Int 10, Wis 12, Cha 10

Operative Exploit: Nightvision

Feats: Improved Initiative, Quick Draw

Skills (all w/ full ranks): Acrobatics, Athletics, Bluff, Computers, Culture, Diplomacy, Perception, Sense Motive, Sleight of Hand, Stealth

Equipment: Began with a stationwear flight suit and static arc pistol, because we were told we'd need to knock some folks out nonlethally. Have since added a tactical shirren-eye rifle to my arsenal.


Vesk Blitz Soldier

After studying the book I made my take on a straight forward, tough, mobile, and versatile Vesk Melee Soldier. Feat switching is embraced whole heartedly, both to make up for weaker base feats and to take advantage of the Blitz Fighting Style's level 13 ability (which eventually makes several feats redundant).

I am a big fan of having movement options, which I think is evident in the build:

https://www.dropbox.com/sh/bzsim1fajn7xmny/AABVuJqFdPMFmU7wXLyqPT95a?dl=0


Human Soldier, Sharpshooter. Xenoseeker. Phrenic Adept. Two starting feats are Skill Synergy (Diplomacy and Culture) and Minor Psychic Ability (Psychokinetic Hand).

Skills: Acrobatics, Culture, Diplomacy, Intimidate, Life Sciences, Survival.

May trade out Intimidate for Piloting, depending on if the party needs a Captain or a Pilot.

Plan on grabbing each of the Psychic feats.

Opening Weapon/Armor: Azimuth Lazer Rifle, Station wear.

11, 16, 10, 12, 10, 14.


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

Stinna Highforge, Dwarf Scholar (Physical Science/geology) Mechanic (Combat Drone) 7:
16 Str, 15 Dex, 14 Con, 18 Int, 12 Wis, 8 Cha

Mechanic Tricks: Energy Shield, Overcharge, and Repair Drone
Skills: Athletics 4, Computer 7, Culture 6, Diplomacy 4, Intimidate 5, Engineering 7, Medicine 2, Perception 7, Physical Science 7, Profession (Miner) 2, Stealth 5
Feats: Heavy Armor Proficiency, Longarms Proficiency, Versatile Specialization*, Powered Armor Proficiency
Drone Options: Initial Mods- 1 Melee Weapon Arm (Tactical Dueling Sword with the Durable and Ominous fusions; 715 cr), 1 Weapon Mount (Static Arc Pistol with Blasting fusion; 1110 cr), Weapon Proficiency (Basic Melee); Skill Unit- Engineering; Mods- Camera, Climbing Claws, Tool Arm (Engineering Tools; 20 cr), Weapon Proficiency (Small Arms); Feats- Lunge, Opening Volley, Weapon Specialization (Small Arms)
Gear: Thunderstrike Pulse Gauntlet (475 cr), Fangblade with Called fusion (5,550 cr), Static Arc Pistol (750 cr), D-Suit I (2,980 cr), Battle Harness (3,450 cr; mounted Flame Rifle with Spellthrower (supercharge weapon) fusion, 850 cr; Automated Loader with High Capacity Petrol Tank, 1,030 cr), Standard Datajack (625 cr), Retinal Reflectors (1,350 cr), Personal Upgrade (+2 Dex**; 1,400 cr), efficient bandolier (2,000 cr), 645 cr for Batteries and other items

*- maybe pick up Heavy Weapon Proficiency at 9th to use a NIL Grenade Launcher
**- probably purchase a +4 Int upgrade at 8th or 9th; there seems to be little reason for using a Personal Upgrade to raise an ability score from 16 to 18 at 3rd-4th level and then only raising it from 18 to 19 at 5th level


Android Scholar Mechanic w/ Exocortex - LVL 5 (Aballon/Yaraesa)

11 STR, 20 DEX, 14 CON, 18 INT, 12 WIS, 8 CHA

Skills: Athletics/Computers/Engineering/Life Sciences/Perception/Physical Science/Piloting/Stealth

Feats:
-Weapon Spec: Longarms (Exocortex)
-Skill Focus: Perception (Exocortex)
-Deadly Aim
-Improved Feint
-Technomancer Dabbler (Transfer Charge, Mending, Supercharge Weapon)

Mechanic Tricks:
-Overcharge
-Distracting Hack

Weapon: Azimuth Laser Rifle, Glamered (as mechanic tools), Gear Clamp
Armor: Basic Lashunta Tempweave, Targeting Computer, Jump Jets(Android)
Augmentations: Standard Datajack(w/ Custom Rig), Personal Upgrade MK 1 DEX +2
Gear: 2x Smoke Grenade, 2x Battery, MK 1 Ring of Resistance, MK1 Healing Serum, 105 Credits
*Equipment Selected Using 9k recommended for 5th lvl, using 25% weapon/armor rule

The idea is to be an Android who seeks knowledge above all else, but recognizes the galaxy is a dangerous place. He has become exceedingly good at killing things knowing he must to obtain the knowledge he seeks.

He should be a pretty decent shot with Exocortex buffing his BAB with a Targeting Computer and Improved Feint/Distracting Hack to aid him. His damage should be good with deadly aim, weapon spec, overcharge, and supercharge.

He'll siphon energy for ammo off of dead enemies with Transfer Charge and hack things during combat with the Exocortex to give him an edge. He can also throw smoke grenades and ignore the concealment they give his enemies with the Targeting Computer. And last and maybe least, once per day he can repair 1d4 hitpoints with Mending.


Kaus-Cus - Unlicensed Xeno-Archeologist (treasure hunter?)
Ysoki - Xenoseeker - Operative(Explorer) Level:1

Str:10 Dex:16 Con:11 Int:14 Wis:12 Cha:10

(Operatives get a huge number of skills!!! They say 8+int, but it really is 10+int)

Acrobatics+8, Athletics+5, Computers+7, Culture+7*, Engineering+9, Life Science+8, Perception+6, Profession(Xenoarcheologist)+7, Sense Motive+6, Slight of Hand+8, Stealth+10, Survival+10*
*gained with the Explorer Specialization

Feats and Proficiencies: Light Armor, Basic Melee Weapons, Small Arms, Sniper Weapons, Toughness (To be able to withstand extreme weather conditions)

Equipment: Second Skin light armor, Survival knife, Pulsecaster Pistol, Toolkits(Engineering, Hacking, XenoArcheology), Engineering clothing, Xenoarceology clothing, backpack.

A cute Indiana Jones, with fewer morals on what happens to the treasure.

RPG Superstar Season 9 Top 32

Kandoon "Scramble Boom". Ysoki Soldier, Bombard Style. Holds 10 grenades in cheek pouches programmed to a detonator.

And I just realized I missed the mercenary theme bonus for Athletics and Str on this sheet.


My Scout character. Still only first level. Only played one session so far but he's been awesome!
Plan to use him as my first StarFinder Society character.

NAME: Skavin "Shade".
RACE: Ysoki
THEME: Merc
CLASS: Operator, Ghost

STR: 11 (+0)           FRT: +0
DEX: 18 (+4)           REF: +6
CON: 10 (+0)           WIL: +3
INT: 12 (+1)          
WIS: 12 (+1)
CHR: 10 (+0)

HP: 8
ST: 7
EAC: 15
KAC: 16
MOVE: 30ft

   SKILLS: (9)
(Ghost Skills: Acrobatics, Stealth)
Acrobatics: +11
Athletics: +6
Computers: +6
Culture: +6
Engineering: +8
Medicine: +6
Perception: +6
Piloting: +9
Profession, Mercenary: +6
Stealth: +13
Survival: +8

   LANGUAGES:
Common
Ysoki
Vesk
Kasatha

   CLASS/RACE FEATURE:
*Trick Attack: Stealth skill +4
*Darkvision
*Moxie

   FEATS:
Toughness

  WEAPONS:
*Baton, tactical
*Laser Pistol, Azimuth
+1 battery pack

  ARMOR: AC: 15/16.
*Second Skin

   GEAR
*Backpack
*Cable Line, Titanium:(50ft)
*Personal Comm
*Hygiene Kit
*Tool Kit: Engineering
*Starstone Compass


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

Morvius (don't call him Star Lord), Human Mercenary Mystic (Star Shaman) 7:
15 Str, 16 Dex, 12 Con, 10 Int, 18 Wis, 12 Ch

Skills: Athletics 2, Diplomacy 7, Intimidate 7, Medicine 2, Mysticism 7, Perception 7, Piloting 7, Profession (Mercenary) 2, Sense Motive 7, Survival 1
Feats: Advanced Melee Weapon Proficiency, Heavy Armor Proficiency, Longarms Proficiency, Versatile Specialization, Antagonize
Spells: haste, irradiate, psychokinetic strangulation (to use the "I find your lack of faith disturbing" line); darkvision, hurl forcedisk, lesser restoration, mind thrust, see invisibility; command, identify, magic missile, mystic cure, reflecting armor, wisp ally; daze, detect magic, psychokinetic hand, stabilize, telekinetic projectile, telepathic message
Gear: Sintered Starknife (with Bleeding, Called, and Holy fusions; 11,110 cr)*, Static Arc Pistol (750 cr), Frostbite-Class Zero Rifle (with Entangling fusion; 2,690 cr), Golemforged Plating III (with Infrared Sensors and Jump Jets; 6,700 cr), Personal Upgrade (+2 Cha; 1,400 cr), 450 cr of Batteries and other gear

*- obviously, this character is not using the "balanced approach" to gear selection on pg. 392

Scarab Sages

Just started my Starfinder Society character
Cero of Maro (A.K.A. "Duke)
TN Male Yskoi Bounty Hunter Operative (Thief) 1
Str: 10, Dex:18, Con:12, Int:12, Wis:11, Chr:10

Fort +1, Ref+6. Will +2

HP 8, SP 7, Resolve: 5

Combat:
Tactical Knife +4 (d4)
Semi-Auto tactical pistol +5 (d6)

Skills:
Acrobatics +9
Athletics +5
Bluff: +5
Culture +6 (-5 to DCs involving bounty hunting or my target)
Engineering +8
Perception +7
Piloting +9
Profession, Bounty Hunter +5 (or +9 with kit)
Slight of Hand +11
Stealth +11
Survival +8 (or +12 to avoid getting lost/follow a map)

Feats: Weapon focus (Small Arms)

Languages: Common, Yskoi, Akitonian, Eoxian, Goblin

Race Stuff: Darkvision 60, Cheek pouches, Moxie, +2 Stealth, Engineering, survival, Trick shot d4 (can use slight of hand), +1 insight to all skills, Free skill focus in perception/slight of hand.

Gear: Tactical knife, Semi Auto Pistol, 84 rounds spare ammunition, Second skin armor, Extra Comm, Extra flashlight, Engineering Kit, Navigation Kit, Trapsmith Kit, hygine kit, 1 week of field rations, Binders x2, Healing serum mk. 1 x2, Titanium cable (20 ft)

backstory:
A surprisingly grizzled and no-nonsense yskoi, 'The Duke' was, at one time, much like the rest of his race; Excitable and more fun-loving.

Cero's upbringing on the dismal world of Akiton didn't sully his nature good nature, and in fact, instilled in him the idea that there was a strict need for more policing in the world. And so, when he was of age, he headed off to Absolom station and joined up as a Steward. There he trained to take down criminals in a number of ways, but his cheerful and playful nature always found a way to creep into his life, like the playful 'gun twirling' he did, emulating the latest (wild west) vids he was obsessed with.

No, what changed him forever is when his Vesk boss created a task force to take down a death's head cult on the station. Duke and his comrades spent a year going undercover, hiding, and planning to take down the cult. However, when they finally sprung their trap, the encounter went sideways and only Duke made it out alive, albeit with the cult greatly diminished thanks to the sacrifices of his friends.

However, when he went back, all he earned was ridicule. Many of the station's occupants declared that they could have done it better, and few even bothered to acknowledge the tragedy of Duke's lost comrades. At that point, Duke Resigned, and became a bounty hunter. But ever since, something inside him broke. He's now sullen and serious, with his iconic gun-twirling the only thing that remains from his happier days. He has since joined the Starfinders part-time in order to help supplement his income, and give him a chance to maybe hunt down some more death's head cultists.


female damaya lashunta solarion icon


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Ace Pilot Korasha Lashunta Solarian (level 1-6)

Level 1

Spoiler:

Base Ability Scores:

Str 12, Dex 11, Con 10, Int 10, Wis 8, Cha 12

After spending points:

-----

Str 16 +3 (4)
Dex 13 +1 (2)
Con 10 +0
Int 10 +0
Wis 08 -1
Cha 16 +3 (4)

-----

BAB: +1

-----

Class Skills:
Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth

Skill Adept: Piloting* Culture
*(Don't forget your +1 from Ace Pilot!)

Theme Knowledge
-----

Skill Selection:

Acrobatics +5 (1)
Pilot +6 (1)
Perception +3 (1)
Diplomacy +7 (1)

-----

Solar Manifestation: Weapon

-----

Stellar Mode

-----

Solar Revelation(s): Super Nova (S), Black Hole (B)

-----
Saves:
Fort +2
Ref +1
Will +1
-----

Feat: Heavy Armor Proficiency

This is our basic Solarian setup. Nothing special about it. Notice that we aren't going Blitz Soldier here. Not that Blitz soldier is bad, but we don't want it for our level 1. Why? Well... How this character functions at a base we don't need it and what we do need is our second set of revelations as soon as possible.

Here we are a little sub par. Combat is basic, close to melee, melee, Super Nova when we can. You can Black Hole, but I don't find it worth it.

Level 2:

Spoiler:

Str 16 +3
Dex 13 +1
Con 10 +0
Int 10 +0
Wis 08 -1
Cha 16 +3

-----

BAB: +2

-----

Class Skills:
Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth

Skill Adept: Piloting* Culture
*(Don't forget your +1 from Ace Pilot!)

-----

Skill Selection:

Acrobatics +6 (2)
Pilot +7 (2)
Perception +4 (2)
Diplomacy +8 (2)

Theme Knowledge
-----

Solar Manifestation: Weapon

-----

Stellar Mode

-----
Saves:
Fort +3
Ref +1
Will +2

Solar Revelation(s):
1st: Super Nova (S), Black Hole (B)
2nd: Stellar Rush

-----

Feat: Heavy Armor Proficiency

Really all we added here was Stellar Rush, and that changes the game. Now we get to charge as a Standard Action without penalty and get to add an extra 2d6 damage to targets we bull rush. Very nice. We are still a little sub par though... Trust me... We are almost to functionality.

-----

Level 3:

Spoiler:

Str 16 +3
Dex 13 +1
Con 10 +0
Int 10 +0
Wis 08 -1
Cha 16 +3

-----

BAB: +3

-----

Class Skills:
Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth

Skill Adept: Piloting* Culture
*(Don't forget your +1 from Ace Pilot!)

-----

Skill Selection:

Acrobatics +7 (3)
Pilot +8 (3)
Perception +5 (3)
Diplomacy +9 (3)

Theme Knowledge
-----

Solar Manifestation: Weapon

-----

Stellar Mode

-----

Solar Revelation(s):
1st: Super Nova (S), Black Hole (B)
2nd: Stellar Rush

-----
Saves:
Fort +3
Ref +2
Will +2

-----

1st level Feat: Heavy Armor Proficiency
3rd level Feat: Weapon Focus (Solar Weapon)
-----
Class Abilities:
Sidreal Influence: Mysticism/Diplomacy

Weapon Specialization

We are so close now... We have a good to-hit bonus with melee (or ranged) respectively +7 melee, +4 ranged - At this level meaning you are going to hit the average KAC of 19 (for heavy armor) on a 12 or the average 16 (for light armor) on a 9. You're right in the line where the game expects you to be without using any upgrades etc.

Also don't forget the modifiers from charge!

The big jump is coming up next...

Level 4:

Spoiler:

Str 16 +3
Dex 13 +1
Con 10 +0
Int 10 +0
Wis 08 -1
Cha 16 +3

-----

BAB: +4

-----

Class Skills:
Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth

Skill Adept: Piloting* Culture
*(Don't forget your +1 from Ace Pilot!)

-----

Skill Selection:

Acrobatics +8 (4)
Pilot +9 (4)
Perception +6 (4)
Diplomacy +10 (4)

Theme Knowledge
-----

Solar Manifestation: Weapon

-----

Stellar Mode

-----

Solar Revelation(s):
1st: Super Nova (S), Black Hole (B)
2nd: Stellar Rush (S)
4th: Dark Matter (B)
-----
Saves:
Fort +4
Ref +2
Will +3

-----

1st level Feat: Heavy Armor Proficiency
3rd level Feat: Weapon Focus (Solar Weapon)
-----
Class Abilities:
Sidreal Influence: Mysticism/Diplomacy

Weapon Specialization

And now we have arrived. This is where the build "turns on" as it were. You are going to spend almost all of your time attuned to the black hole. This will give you DR 2. It means you won't be doing the extra charge damage, but we don't care so much about that.

What this DOES let you do is burn your move action to keep Dark Matter going all the time, and move and attack without penalty by using Stellar Rush. You don't need to be attuned to solar to activate it, you just don't get the bonus fire damage, which you don't need at this time.

Note: You're probably in pretty good heavy armor too by this point, meaning you have a decent armor class, and now you have pretty much permanent DR 2/--

Not bad.

If you are wearing Ceremonial Plate Officer armor you're rocking an EAC of 17 and a KAC of 19 - Not bad at all.

Level 5

Spoiler:

Str 18 +4
Dex 13 +1
Con 10 +0
Int 10 +0
Wis 08 -1
Cha 16 +3

-----

BAB: +5

-----

Class Skills:
Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth

Skill Adept: Piloting* Culture
*(Don't forget your +1 from Ace Pilot!)

-----

Skill Selection:

Acrobatics +9 (5)
Pilot +10 (5)
Perception +7 (5)
Diplomacy +11 (5)

Theme Knowledge
-----

Solar Manifestation: Weapon

-----

Stellar Mode

-----

Solar Revelation(s):
1st: Super Nova (S), Black Hole (B)
2nd: Stellar Rush (S)
4th: Dark Matter (B)
-----
Saves:
Fort +4
Ref +2
Will +3

-----

1st level Feat: Heavy Armor Proficiency
3rd level Feat: Weapon Focus (Solar Weapon)
5th level Feat: Sky Jockey
-----
Class Abilities:
Sidreal Influence: Mysticism/Diplomacy

Weapon Specialization

Oh yeah, now we are talking. Grab yourself a jet pack at this level and prepare to become a rocket knight! Now you have great maneuverability, good movement distance, don't take penalties to charges, and you still have your DR.

level 6:

Spoiler:

Str 18 +4
Dex 13 +1
Con 10 +0
Int 10 +0
Wis 08 -1
Cha 16 +3

-----

BAB: +6

-----

Class Skills:
Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth

Skill Adept: Piloting* Culture
*(Don't forget your +1 from Ace Pilot!)

-----

Skill Selection:

Acrobatics +10 (6)
Pilot +11 (6)
Perception +8 (6)
Diplomacy +12 (6)

Theme Knowledge
Lone Wolf
-----

Solar Manifestation: Weapon (2d6)

-----

Stellar Mode

-----

Solar Revelation(s):
1st: Super Nova (S), Black Hole (B)
2nd: Stellar Rush (S)
4th: Dark Matter (B)
6th: Reflection (B)
-----

Saves:
Fort +5
Ref +3
Will +4

-----

1st level Feat: Heavy Armor Proficiency
3rd level Feat: Weapon Focus (Solar Weapon)
5th level Feat: Sky Jockey
-----
Class Abilities:
Sidreal Influence: Mysticism/Diplomacy

Weapon Specialization

Sweet! Now you can reflect shots like a Jedi Knight! The best part here is that you are not unbalanced 2 Solar Powers, 3 Black Hole powers so you're good to go there. You will still be able to maintain a DR 3/-- almost every single round and you'll be able to deflect/reflect attacks that actually hit you.

Note: This does mean you'll need to fight defensively more often, but hey, you probably have the attack bonus to pull it off so why not?


NAME: (Undecided)
RACE: Andriod
THEME: Themeless, Computors as extra class skill
CLASS: Soldier, Arcane assailant

STR: 11 (+0) FRT: +2
DEX: 18 (+4) REF: +4
CON: 10 (+0) WIL: +2
INT: 16 (+3)
WIS: 10 (+0)
CHR: 8 (-1)

HP: 11
ST: 7
RES: 5
EAC: 15
KAC: 16
MOVE: 30ft

SKILLS: (7)
Acrobatics: +8
Athletics: +4
Computers: +10
Engineering: +7
Medicine: +7
Perception: +1
Piloting: +8

LANGUAGES:
Common
Ysoki
Vesk
Kasatha

CLASS/RACE FEATURE:
*Exceptional Vision
*Constructed
*Flat Effect
*Upgrade Slot

FEATS:
Skill Focus, computers

WEAPONS:
*Baton, tactical cr: 90
*Acid dart rifle, tactical cr: 485
*extra darts 50 cr:40

ARMOR: AC: 15/16.
*Second Skin cr: 250

GEAR
Total Bulk: 2.9
*Backpack cr: 3
*Personal Comm: 7
*Hygiene Kit cr: 3
*Tool Kit: Hacker cr: 20
*Tool Kit: Engineering cr: 20
*Clother, standard cr: 1
*1 weeks rations cr: 1

80 cr remaining


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
HWalsh wrote:
Ace Pilot Korasha Lashunta Solarian (level 1-6)

Personally, I'd go 12 Str, 16 Dex, 11 Con, 12 Int, 8 Wis, 14 Cha with Solar Armor and concentrate on spell-like abilities (Minor Psychic Power (telekinetic projectile or telepathic message, probably; although dancing lights fits in thematically) at 1st, Psychic Power (comprehend languages or mind link) at 5th, and Major Psychic Power (probably status) at 9th) and ranged combat (Longarm Proficiency at 3rd and Weapon Specialization (Longarms) at 7th). You're a better pilot, will probably have better AC (counting both the higher Dex and the Solar Armor bonus), more skill slots, and more Resolve; plus acting as a pseudo-caster (you could also take your first Personal Upgrade as +2 Int, put another +2 into Int at 5th level, and take Technomantic Dabbler as your 5th level feat for supercharge weapon). You'll do less damage in melee combat, but do more damage at longer ranges.


Dragonchess Player wrote:
HWalsh wrote:
Ace Pilot Korasha Lashunta Solarian (level 1-6)
Personally, I'd go 12 Str, 16 Dex, 11 Con, 12 Int, 8 Wis, 14 Cha with Solar Armor and concentrate on spell-like abilities (Minor Psychic Power (telekinetic projectile or telepathic message, probably; although dancing lights fits in thematically) at 1st, Psychic Power (comprehend languages or mind link) at 5th, and Major Psychic Power (probably status) at 9th) and ranged combat (Longarm Proficiency at 3rd and Weapon Specialization (Longarms) at 7th). You're a better pilot, will probably have better AC (counting both the higher Dex and the Solar Armor bonus), more skill slots, and more Resolve; plus acting as a pseudo-caster (you could also take your first Personal Upgrade as +2 Int, put another +2 into Int at 5th level, and take Technomantic Dabbler as your 5th level feat for supercharge weapon). You'll do less damage in melee combat, but do more damage at longer ranges.

Well, in my build I forgot to upgrade 4 ability scores, rather than just the 1 I focused on.

The truth is, honestly, that you're not going to have higher defense going armor and high dex, here is why:

Assume, at level 5, you raise Dex to 18 that gives you a +4 to your AC bonuses. At level 5 the highest AC armor you can have (in light armor) is the D-Suit I.

This gives you +5 EAC and +6 KAC

You have +1 from Solar Armor

This gives you a 20 EAC, and a 21 KAC

Technicall I'd have Dex 15 (not 13, I screwed that up) at 5. So I'd have +2 Dex.

The best heavy armor you can reasonably have at level 5 is Lashunta Ringwear II.

+8 +10 base
+2 from Dex (conveniently the max you can have)

Grants you 20 EAC and 22 KAC

So going your route actually grants the same, if not less, KAC. While it will help with shooting, overall it isn't worth it, especially with the Stellar Rush mobility which is exclusive to melee.

Scarab Sages

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Friend of mine JUST came up with a silly idea. A female Icon Lashunta (Damaya) Operative (Detective) who is literally the fashion police. Like, she goes around and demands people change their clothes if it is too gaudy or out of season.

We just imagined the following scene:

Steward: "Ma'am, did . . . did you just shock that man unconcious and steal his shoes?"
PC: "No, it's okay, see, he was wearing TWO different colors of Crocks, CROCKS. Bright neon pink, and Neon green. Which means he bought TWO PAIRS. AND WERE WEARING THEM IN PUBLIC. So you see, totally justified."
Steward: Ma'am, you'll have to come with me . . ."
PC: "Not a jury in the Pact worlds will convict me."

Also at level 1, +14 to profession-fashionista


VampByDay wrote:

Friend of mine JUST came up with a silly idea. A female Icon Lashunta (Damaya) Operative (Detective) who is literally the fashion police. Like, she goes around and demands people change their clothes if it is too gaudy or out of season.

We just imagined the following scene:

Steward: "Ma'am, did . . . did you just shock that man unconcious and steal his shoes?"
PC: "No, it's okay, see, he was wearing TWO different colors of Crocks, CROCKS. Bright neon pink, and Neon green. Which means he bought TWO PAIRS. AND WERE WEARING THEM IN PUBLIC. So you see, totally justified."
Steward: Ma'am, you'll have to come with me . . ."
PC: "Not a jury in the Pact worlds will convict me."

Also at level 1, +14 to profession-fashionista

A Lashunta knowing fashion? That'll be the day.


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Emalliandra, Witch Hunter*, Human Bounty Hunter Soldier (Arcane Assailant) 7:
14 Str, 16 Dex, 14 Con, 16 Int, 10 Wis, 13 Cha

Gear Boosts: Bullet Barrage, Anchoring Arcana
Skills: Computers 4, Culture 4, Diplomacy 4, Engineering 6, Intimidate 7, Mysticism 6, Perception 7, Piloting 6, Profession 4, Stealth 4, Survival 4
Feats: Minor Psychic Power (psychokinetic hand), Skill Synergy (Computers, Mysticism), Weapon Focus (Heavy Weapons), Skill Synergy (Culture, Diplomacy), Versatile Focus, Technomantic Dabbler (detect magic, mending; supercharge weapon), Deadly Aim, Psychic Power (comprehend languages)
Gear: Thunderstrike Pulse Gauntlet (with Spellthrower (probably magic missile) fusion; 835 cr), Static Arc Pistol (with Blasting fusion; 1,110 cr), Tactical X-Gen Gun (marked with Rune of the Eldritch Knight**; with Burst, Dispelling, and Trailblazer fusions; 5,160 cr), Merc NIL Grenade Launcher (with Trailblazer fusion; 400 cr; loaded with 2 Incendiary I, 2 Frag II, and 2 Stickybomb II grenades; +3,500 cr), D-Suit I (with Infrared Sensors; 3,180 cr), Vesk Overplate (with Jump Jets; 4,910 cr), Retinal Reflectors (1,350 cr), Gill Sheath (95 cr), Personal Upgrade (+2 Int; 1,400 cr), Tier 1 Computer (with 2 Average Secure Data modules (Local Criminals, Mark Dossier), Miniaturization I, Self-Charging I, and Firewall; 90 cr), Personal Comm Unit (7 cr), Medpatch (50 cr), 6 Binders (30 cr), Engineering Tool Kit (20 cr), Navigator's Tool Kit (20 cr), Trapsmith's Tool Kit (20 cr), Starstone Compass (3 cr); 820 cr worth of ammunition, batteries, and other items

**- will grant Flaming, Frost, or Shock (from Secret of the Magi) as appropriate for the expected opponents

Since I was also trying out the starship building rules, her personal ship:

Deathwind:
Tier 5 (134 BP)
Frame: Shuttle (6 BP)
Power Core: Arcus Ultra (15 BP), 150 PCU
Trusters: S12 Thrusters (6 BP; draw 60 PCU)
Armor: Mk 5 Armor (14 BP)
Computer: Mk 1 Duonode (2 BP; draw 10 PCU)
Crew Quarters: Luxurious (5 BP)
Defensive Countermeasures: Mk 5 Defenses (8 BP; draw 4 PCU)
Drift Engine: Signal Booster (10 BP; minimum PCU 100)
Expansion Bays: Escape Pods (1 BP; draw 2 PCU), Recreation Suite (HAC/Gym; 1 BP; draw 3 PCU***), Sealed Environment Chamber (Brig; 1 BP; draw 2 PCU)
Security: Biometric Locks (5 BP)
Sensors: Basic Long Range (10 BP)
Shields: Medium Shields 100 (15 BP; draw 30 PCU)
Weapons: Additional Light Weapon (Forward Arc; 3 BP), 2 Light Plasma Torpedo Launchers (Forward Arc; Linked; 12 BP; draw 10 PCU), 2 Additional Light Weapons (one Port Arc, one Starboard Arc; 6 BP), 2 Gyrolasers (one Port Arc, one Starboard Arc; 6 BP; draw 20 PCU), Additional Light Weapon (Aft Arc; 3 BP), Flak Thrower (Aft Arc; 5 BP; draw 10 PCU)

***- will be shut down when starting starship combat to bring PCU draw to 148

*- "Yes, a witch hunter. No, I don't drag witches, silly superstition, to be burned at the stake. I'm trained to seek out and fight magical threats; so... witch hunter."


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Nassauer Elluninel, Half-Elf Outlaw Operative (Hacker) 7:

12 Str, 18 Dex, 12 Con, 16 Int, 10 Wis, 15 Cha

Operative Exploits: Holographic Clone, Combat Trick*, Staggering Shot**
Skills: Acrobatics 5, Athletics 5, Bluff 7, Computers 7, Culture 5, Disguise 7, Diplomacy 7, Engineering 7, Intimidate 4, Mysticism 7, Perception 7, Piloting 4, Sense Motive 5, Sleight of Hand 7, Stealth 7
Feats: Minor Psychic Power (psychokinetic hand), Skill Focus (Computers), Skill Focus (Diplomacy), Skill Focus (Engineering), Improved Combat Maneuver (Disarm), Pull the Pin*, Technomantic Dabbler (detect magic, mending; supercharge weapon), Psychic Power (detect thoughts)
Gear: Survival Knife (with Called fusion; 215 cr), Corona Laser Pistol (with Called, Glamered, and Spellthrower fusions; 4,870 cr), Tactical Shirren-Eye Rifle (with Entangling fusion; 1,115 cr), Estex Suit III (with Infrared Sensors, Jump Jets, and Tactical Computer; 8,950 cr), High-Density Datajack (2,600 cr), Vocal Madulator (125 cr), Personal Upgrade (+2 Int; 1,400 cr), Tier 3 Computer (with Control Module (for a Tier 3 Computer), Miniaturization 3, Range III, Self-Charging 1, Firewall, Lockout, and Wipe; 2,335 cr), Personal Comm Unit (7 cr), Holoskin (500 cr), Disguise Tool Kit (20 cr), Engineering Tool Kit (20 cr), Hacking Tool Kit (20 cr), Trapsmith's Tool Kit (20 cr); 913 cr worth of ammunition, batteries, and other items

**- playing the long game here; Debilitating Sniper at 8th and Stunning Shot at 10th


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Taeon 'Starbolt,' Lashunta (Korasha) Ace Pilot Solarian (Solar Armor) 7:
12 Str, 18 Dex, 13 Con, 12 Int, 10 Wis, 18 Cha

Student: Culture, Piloting
Skill Adept: Culture, Engineering
Stellar Revelations: Black Hole, Supernova, Gravity Boost, Plasma Sheath, Defy Gravity
Sidereal Influence: Stealth, Culture
Skills: Acrobatics 1, Athletics 1, Culture 5, Diplomacy 4, Engineering 1, Mysticism 5, Perception 5, Piloting 7, Sense Motive 5, Stealth 1
Feats: Minor Psychic Power (dancing lights*), Longarm Proficiency, Psychic Power (comprehend languages**), Weapon Specialization (Longarms)
Gear: Survival Knife (with Called fusion; 215 cr), Static Arc Pistol (with Spellthrower fusion; 1,110 cr), Tactical Seeker Rifle (with Bleeding and Trailblazing fusions; 6,870 cr), Ysoki Refractor Suit (with Infrared Sensors and Tactical Computer; 6,570 cr), Retinal Reflectors (1,350 cr), Personal Upgrade (+2 Cha; 1,400 cr), Personal Comm Unit (7 cr), Iridescent Spindle Aeon Stone (740 cr), Falcon Boots (3,000 cr)***, Starstone Compass (3 cr); 1,735 cr of ammunition, batteries, and other gear

*- yes, I know this isn't the best choice (for combat-effectiveness); this was more of a thematic decision

**- to get more utility out of the lashunta Limited Telepathy

***- in conjunction with Gravity Boost and Defy Gravity, has a ton of options for battlefield positioning to use his Seeker Rifle


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It seems I've been calculating the cost of weapon fusions incorrectly: using the fusion level, rather than the weapon level.

Corrections to the characters above:

Stinna Highforge- remove Called fusion from Fangblade (base weapon 5,430 cr), remove Durable fusion from drone's Tactical Dueling Sword (leaving Ominous; 835 cr)

Morvius- remove Bleeding and Holy fusions from Sintered Starknife (leaving Called; 12,110 cr), add Blasting fusion to Static Arc Pistol (1,110 cr), replace Frostbite-Class Zero Rifle with Tactical Acid Dart Rifle (with Entangling fusion; 845 cr); 835 cr for ammunition, batteries, and other gear

Emalliandra- remove Dispelling and Trailblazer fusions from Tactical X-Gen Gun (leaving Burst in conjunction with Rune of the Eldritch Knight/Secret of the Magi; 5,280 cr); 700 cr for ammunition, batteries, and other gear

Nassauer Elluninel- remove Called and Spellthrower fusions from Corona Laser Pistol (leaving Glamered; 5,310 cr); 473 cr for ammunition, batteries, and other gear

Taeon 'Starbolt'- remove Trailblazing fusion from Tactical Seeker Rifle (leaving Bleeding; 7,590 cr); 1,015 cr for ammunition, batteries, and other gear


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

Tchak'skal, Shirren Scholar (Life Science/xenobiology) Mechanic (Exocortex) 7:
13 Str, 16 Dex, 12 Con, 20 Int, 14 Wis, 8 Cha

Mechanic Tricks: Energy Shield, Hack Directory, Overcharge
Exocortex Mods: Enhanced Senses
Expert Rig: Hardened upgrade
Skills: Computer 7, Culture 6, Diplomacy 4, Engineering 4, Life Science 7, Medicine 7*, Perception 7, Physical Science 7, Piloting 1, Sense Motive 6, Survival 7
Feats: Medical Expert, Skill Focus (Medicine)**, Far Shot, Mobility, Shot on the Run
Gear: Survival Knife (with Called fusion; 215 cr), Static Arc Pistol (with Blasting Fusion; 1,110 cr), Needler Rifle (with Trailblazing fusion; 230 cr), 25 Darts (with 12 doses Tier I Analgesic and 12 doses Tier I Sedative; 3,620 cr), D-Suit II*** (with Jump Jets and Targeting Computer; 10150 cr), High Density Datajack (2,600 cr), Respiration Compounder (250 cr), Minimal Speed Suspension (1,900 cr), Wyrmling Dragon Gland (Acid; 755 cr), Personal Upgrade (+2 Int; 1,400 cr), Expert Rig Improvement (Control Module for Tier 3 Computer; 125 cr), Basic Medkit (100 cr); 545 cr for batteries and other gear

*- +18 bonus; with a +2 from Aid Another, that's enough to hit DC 30 by taking 10 (to add Int mod to hp restored by Treat Deadly Wounds)

**- bonus from Exocortex

***- until Advanced Iridishell is affordable


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

Now, for a different sort of mystic (a "steelskin" with Augmented sympathies):

Makoa 'the Reforged,' Half-Orc Scholar (Life Science/bioengineering) Mystic (Akashic) 7:
16 Str, 14 Dex, 12 Con, 15 Int, 16 Wis, 10 Cha

Skills: Computers 7, Culture 4, Diplomacy 5, Engineering 7, Intimidate 7, Life Science 4, Medicine 5*, Mysticism 7, Perception 7, Sense Motive 3
Feats: Skill Synergy (Computers, Engineering), Toughness, Technomantic Dabbler (mending, transfer charge; supercharge weapon), Enhanced Resistance (DR equal to BAB)
Spells Known: daze, detect magic, psychokinetic hand, stabilize, telekinetic projectile, telepathic message; command, identify, lesser remove condition, mind link, mystic cure, wisp ally; augury, force blast, lesser restoration, mind thrust, see invisibility; haste, lesser resistant armor**, tongues
Gear: Carbon Staff (with Ominous fusion; 7,710 cr), Static Arc Pistol (750 cr), Ysoki Refractor Suit (with Jump Jets and Targeting Computer; 7,370 cr), Standard Datajack (625 cr), Retinal Reflectors (1,350 cr), Minimal Speed Suspension (1,900 cr), Wyrmling Dragon Gland (Fire; 755 cr), Venom Spur (625 cr), Personal Upgrade (+2 Str; 1,400 cr), Tier 1 Computer (with 2 Spell Chips of reflecting armor, Miniaturization 1, Self-Charging 1, and Firewall; 378 cr); 137 cr for batteries and other gear

*- enough for a +10 bonus (to hit DC 20 by taking 10)

**- for the resistance to two types of energy

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