Fastest Solarian alive (with bonus Spiderman moves)


Advice


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So I've been considering a build for Starfinder Society Play.

Its a Human Priest Theme Solarian with stat line: 14 Str/14 Dex/10 Con/10 Int/11 Wis/14 Cha.

1st level feat: Weapon Focus: Adv Melee
Human Feat: Fleet
3rd level feat: Jet Dash
5th level feat: Climbing Master

2nd level Revelation: Stellar Rush
4th level Revelation: Gravity Boost
6th level Revelation: Blazing Orbit

Augmentations: Climbing Suckers (not sure if this is needed or not given the other ability choices, but its cheap at 1,200 credits and can be climbing like a champ at level 3).

So at 6th level, you have a Solarian with a base land speed of 40 feet in light armor. He also has a base climb speed of 40 feet. While climbing he is allowed to run. Jet Dash lets you run up to a speed 6 times your speed. The climbing rules on page 259 indicate a creature with a climb speed can choose to roll their climb check at -5 to move double their climb speed, without reference to what action is generating that movement. This last part is the most dubious part of the argument I think, but I'd love to get an official ruling. Although if it doesn't work, there is no point to running while climbing, as you should just double move for the same distance.

Depending on the reading of the rules, I believe this means at 6th level, you can have a Solarian capable of running while climbing at 480 feet in a round. Potentially in any direction as long as there is something there to climb. Their climb check is likely enough to climb on almost any surface. Take 10 + 6 ranks + 4 Str + 3 Class Skill + 4 Gravity Boost (attuned) + 8 Climb speed - 5 double speed = 30. Assuming there is no hazardous condition, that is the highest difficulty climb check listed.

Even without running, you are looking at an 80' blazing orbit or standard move action. If you can use the double speed climb on a charge, you're looking at a 240' threat range.

If you buy a minimal speed suspension, it bumps numbers up to 600' in a run and 100' using blazing orbit. Which is faster than every vehicle in the Equipment section other than the Police Cruiser.

At level 9th level, you've got a Solar Acceleration speed of 140' per move, or 840' run speed. Which is significantly faster than anything in the equipment section.

Also decent jumps, with a minimum 40' horizontal/10' high jump from standing still, or up to 80' horizontal/20' high jump with a 10' running (climbing?) start.

Once all players and enemies have flight, this still has a use, as it is significantly faster than any flight equipment or flight spell. It also doesn't use any resources (spell slots or charges).

It might be a bit silly (although it has a Stormlight Archive Windrunner vibe to it), although it really is only 2 feats I might not otherwise take.

The other more boring build I'm considering from this starting chassis would be Step Up at 3rd, Enhanced Resistance at 5th, and Step up and Strike at 7th. Probably using Stellar Rush (2), Gravity Boost (4), and Crush (6). Step Up and Strike + Crush + Stellar Rush is a nice combo against casters and ranged strikers.

Opinions and rules discussions welcome.

Liberty's Edge

You could do something similar with an operative, except also swimming.

For example, daredevil operative with improved quick movement and fleet has a land speed of 70 and a climb/swim speed of 40.

If you read the rules more carefully though, you'll see that moving twice as fast only applies to using a move action to move double your speed, or 4 times in a round. With the feat, you can move 6 times speed (40) in a round, but you can't combine them to get times 12.

If you have a climb speed, you can use move
actions to climb slopes, walls, and other steep
inclines, and you don’t need to attempt an Athletics
check to climb except in hazardous circumstances
(see the Athletics skill starting on page 136). You
are not flat-footed (see page 276) while climbing. You
receive a +8 bonus to all Athletics checks to climb and can
always take 10 while climbing, even if distracted or threatened.
You can move your full climb speed when you use the move
action while climbing, but you cannot run. You can move double
your climb speed with a successful Athletics check to climb, but
you take a –5 penalty to the check. Creatures without a climb
speed use the Athletics skill to climb.


blashimov wrote:

You could do something similar with an operative, except also swimming.

For example, daredevil operative with improved quick movement and fleet has a land speed of 70 and a climb/swim speed of 40.

If you read the rules more carefully though, you'll see that moving twice as fast only applies to using a move action to move double your speed, or 4 times in a round. With the feat, you can move 6 times speed (40) in a round, but you can't combine them to get times 12.

If you have a climb speed, you can use move
actions to climb slopes, walls, and other steep
inclines, and you don’t need to attempt an Athletics
check to climb except in hazardous circumstances
(see the Athletics skill starting on page 136). You
are not flat-footed (see page 276) while climbing. You
receive a +8 bonus to all Athletics checks to climb and can
always take 10 while climbing, even if distracted or threatened.
You can move your full climb speed when you use the move
action while climbing, but you cannot run. You can move double
your climb speed with a successful Athletics check to climb, but
you take a –5 penalty to the check. Creatures without a climb
speed use the Athletics skill to climb.

So effectively, running while climbing is a disadvantage without the Jet Dash feat. As double speed climbing with a move action is strictly superior to running (no flat footed, no need to be in a straight line). I'm wondering why climb gets this advantage versus other movement modes (walking, flying, swimming).

Which kinda makes me sad as the run component of Gravity Boost then is only useful when combined with Jet Dash. Otherwise at the level you get it, you'd never use it (as you auto-succeed virtually on all climb checks). I feel that the section could be a bit clearer, but I can definitely see the interpretation where "You can move double your climb speed with a successful Athletics check to climb, but you take a -5 penalty to the check", is meant to refer only to the prior sentence's move action.

However, does the section:

"If you have a climb speed, you can use move
actions to climb slopes, walls, and other steep
inclines, and you don’t need to attempt an Athletics
check to climb except in hazardous circumstances
(see the Athletics skill starting on page 136)."

then mean you can't use climb with any other action which involves movement such as a Trick Attack, Charge or Blazing Orbit? It explicitly calls out only move actions. Or does it mean anytime the phrase, move your speed is used? Can you double your climb speed when using the Trick Attack action for example?

Liberty's Edge

I think a reasonable interpretation is you can climb in conjunction with anything else that says you move, especially say daredevil and trick attack for the operative.

The double speed thing I think is mostly a weird interaction, where climbing was quite slow and you could take a -5 penalty to climb fast. It gets really weird when you have a climb speed say about your land speed, and then you double *that*. Unintended interaction AFAICT.


So I've come to the realization Jet Dash's 6 times movement only applies to land speed, not other movement modes. Which has left me rather sad for Gravity Boost, as the bit allowing you to run is really not useful in actual play, but mostly as a flavor thing, since you are better off taking 10 on a double speed climb in virtually all cases. I suppose it is useful as an Athletics skill booster and a half strength feather fall, but the rest seems better duplicated in permanent form via the level 3 augmentation climbing suckers.

That has left me considering the more boring build outlined above, although I'd still love to get an official FAQ on double speed climbing combined with other actions (such as Charge and Run).

Also, a question I now have is can you use the Run action with the Jet Pack and Force Pack armor upgrades? Presumably yes, since I haven't found any rules which forbid it. Which makes them even more useful in terms of speed.

So anyways, with those thoughts in mind I've been putting together a Solar Armor build. Going unbalanced for levels 4 and 5 to grab Stellar Rush and Plasma Sheath early, then coming back into balance at level 6 with Crush. Crush should be good with step up and strike at 7.

1st level:

1st Level Solarian Priest Theme

Str 14
Dex 14
Con 10
Int 10
Wis 11
Cha 14

Defense:
SP/HP/RP: 7/11/3
EAC 14; KAC 16
Fort: +2; Ref +2; Will +2

Offense:
Speed: 40 ft.
Tactical Pike +4, 1d8+2, reach (+1 in Photon Mode)

Equipment:
Tactical Pike
Kasatha Microcord I

Solar Revelations:
1: Black Hole, Supernova

Feats:
Human: Fleet
1st: Weapon Focus: Adv Melee

Skills:
Athletics +5
Diplomacy +6
Intimidate +6
Mysticism +5
Sense Motive +4

5th level:

5th Level Solarian Priest Theme

Str 18 (16+2)
Dex 16
Con 10
Int 12
Wis 11
Cha 16

Defense:
SP/HP/RP: 35/39/5
EAC 20; KAC 22
Fort: +4; Ref +4; Will +4
Fire or Cold Resistance: 5
DR 2/-

Offense:
Speed: 40 ft, Fly 30 ft.
Tactical Pike +10, 1d8+9, reach (+1 in Photon Mode)
Tactical Pike +10, 1d8+12f, reach (Plasma sheath and Photon Mode)
Azimuth Laser Pistol +9, 1d4+2f (+1 in Photon Mode)

Equipment:
Tactical Pike
Azimuth Laser Pistol
Kasatha Microcord II
Strength Upgrade MK I
Jet Pack

Solar Revelations: DC 15
1: Black Hole, Supernova
2: Stellar Rush
4: Plasma Sheath

Sidereal Influence: Diplomacy, Sense Motive
Feats:
Human: Fleet
1st: Weapon Focus: Adv Melee
3rd: Step Up
5th: Enhanced Resistance: Physical

Skills:
Athletics +11
Culture +9
Diplomacy +11 +1d6
Intimidate +11
Mysticism +9
Sense Motive +8 + 1d6

10th level:

10th Level Solarian Priest Theme

Str 22 (18+4)
Dex 20 (18+2)
Con 10
Int 14
Wis 11
Cha 18

Defense:
SP/HP/RP: 70/74/9
EAC 30; KAC 32
Fort: +7; Ref +8; Will +7
Fire or Cold Resistance: 10
DR 6/-

Offense:
Speed: 40 ft., Fly 60', Climb 20'
Tactical Pike +17, 2d8+15, reach (+2 in Photon Mode)
Tactical Pike +17, 2d8+22f, reach (Plasma Sheath and Photon Mode)
Azimuth Laser Pistol +9 1d4+2f (+2 in Photon Mode)

Equipment:
Called Fusion Advanced Pike
Azimuth Laser Pistol
Kasatha Microcord IV
Strength Upgrade MK II
Dexterity Upgrade MK I
Forcepack
Climbing Suckers
Dermal Plating, MK I

Solar Revelations: DC 19
1: Black Hole, Supernova
2: Stellar Rush
4: Plasma Sheath
6: Crush
8: Defy Gravity
10: Soul Furnace

Zenith Revelations:
9: Solar Acceleration, Wormholes

Sidereal Influence: Diplomacy, Sense Motive
Feats:
Human: Fleet
1st: Weapon Focus: Adv Melee
3rd: Step Up
5th: Enhanced Resistance: Physical
7th: Step Up and Strike
9th: Nimble Moves

Skills:
Athletics +17
Bluff +17
Culture +15
Diplomacy +17 +1d6
Intimidate +17
Mysticism +14
Sense Motive +13 + 1d6

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