How to: destiny inspired guardian?


Advice


Ok so,

for those of you that play Destiny... (everyone else may feel a little bit lost)

Is there a way to build something like a warlock (maybe void walker) in Starfinder? in other words good at gun play but able to drop AOE spells when needed with some bad ass grenade like spell abilities?


Technomancer does that. With magic hacks you can attach a touch spell to a grenade or fire a shot that carries an AOE spell.


Xenocrat wrote:
Technomancer does that. With magic hacks you can attach a touch spell to a grenade or fire a shot that carries an AOE spell.

Are they any good with just gun play or are they like a magus which is totally reliant on spell charged melee attacks.


You can covert spell slots (with a hack) into a bonus to hit and damage. It's not a great idea until later levels, but between that and weapon focus you can keep close the full BAB soldier in single shot hit percentage. That boost stacks with the AOE spell hack, but you'll burn slots pretty fast.

Another nice hack let's you create a short lived gun if any type and you gain temporary proficiency with it, so if you need a heavy weapon with particular energy type/special ability or a sniper but you only carry a longarm you can whip up a solution.


Xenocrat wrote:

You can covert spell slots (with a hack) into a bonus to hit and damage. It's not a great idea until later levels, but between that and weapon focus you can keep close the full BAB soldier in single shot hit percentage. That boost stacks with the AOE spell hack, but you'll burn slots pretty fast.

Another nice hack let's you create a short lived gun if any type and you gain temporary proficiency with it, so if you need a heavy weapon with particular energy type/special ability or a sniper but you only carry a longarm you can whip up a solution.

Relying on single hit percentage is not quite what I had in mind, that's more of a "sniper from the back" than a "run-and-gun" front line tactical fighter type.

I can totally see the sniper work with the class...(one shot make it count)but it falls short of what a guardian is like.

but I'm starting to feel that, without the option of multi-classing (why oh why did you take that out of the game), there is just no way to make it work.


There is a two feat chain hat allows you to either shoot or cast on the run, if that's what you want. You'd need three feats to do both, but it let's you duck in and out of cover if they don't ready an action to shoot you while exposed.


Keep in mind that the handguns in Starfinder start out slightly behind rifles in power and then drop off sharply so dont expect anything like the hand canons from Destiny. You'll be between 1/3 and 1/2 the damage per shot and only shooting half as many times unless you are burning resources every round.

Liberty's Edge

Well, a Technomancer who goes Dex 18, Int 16 (on one of the several races that allow that) and grabs Longarm Proficiency and later Specialization, plus eventually Weapon Focus winds up a pretty solid ranged combatant. They're not quite Soldier level without using their spells and are -1 Save DC behind other Technomancers on spells, but they do a pretty good job of mixing gunplay and magic.


Torbyne wrote:
Keep in mind that the handguns in Starfinder start out slightly behind rifles in power and then drop off sharply so dont expect anything like the hand canons from Destiny. You'll be between 1/3 and 1/2 the damage per shot and only shooting half as many times unless you are burning resources every round.

Ya I didn't expect to use a hand-cannon (which is a shame) I was thinking more like an Auto-Rifle or the like (maybe energy to copy a weapon like the ice breaker or hard-light)


Xenocrat wrote:
There is a two feat chain hat allows you to either shoot or cast on the run, if that's what you want. You'd need three feats to do both, but it let's you duck in and out of cover if they don't ready an action to shoot you while exposed.

Ya 6 feats is a long track to get good at one thing... maybe speed three and just suck up the exposed spell casting (which fits the way the warlock plays aways, use nova bomb and you're totally exposed)


Deadmanwalking wrote:
Well, a Technomancer who goes Dex 18, Int 16 (on one of the several races that allow that) and grabs Longarm Proficiency and later Specialization, plus eventually Weapon Focus winds up a pretty solid ranged combatant. They're not quite Soldier level without using their spells and are -1 Save DC behind other Technomancers on spells, but they do a pretty good job of mixing gunplay and magic.

but how bad are all your other stats, sounds very glass cannon :P


Nunspa wrote:
Xenocrat wrote:
There is a two feat chain hat allows you to either shoot or cast on the run, if that's what you want. You'd need three feats to do both, but it let's you duck in and out of cover if they don't ready an action to shoot you while exposed.

Ya 6 feats is a long track to get good at one thing... maybe speed three and just suck up the exposed spell casting (which fits the way the warlock plays aways, use nova bomb and you're totally exposed)

It's just three feats total. Mobility is the prerequisite to the other two. I think the shooting one is Shot on the Run and I think the spell one is Arcane Agility. A high level build could take Eternal Spell hack at 11th level with the Overheat spell and then Spellshot all day, in which case you'd only need Arcane Agility.

Liberty's Edge

Nunspa wrote:
Deadmanwalking wrote:
Well, a Technomancer who goes Dex 18, Int 16 (on one of the several races that allow that) and grabs Longarm Proficiency and later Specialization, plus eventually Weapon Focus winds up a pretty solid ranged combatant. They're not quite Soldier level without using their spells and are -1 Save DC behind other Technomancers on spells, but they do a pretty good job of mixing gunplay and magic.
but how bad are all your other stats, sounds very glass cannon :P

Due to Starfinder point-buy and how it works basically all characters will have at least three stats at 11 or less. It's an expected thing that gets fixed at 5th level. Look how leveling up works in regards to Ability scores, up to +2 to 4 Abilities is very nice.

The system is built to make you durable enough to survive with Con 10 pretty well, Str is irrelevant for firearms damage, Chr is only useful for social skills and class abilities for classes other than Technomancer, and Technomancers have a good Will Save progression, making Wis less necessary.

Your Fort Save will suck, but you're hardly alone in that.


I also just noticed I'm kind of shoe horned into small arms with the Technomage.

Small arms and Simple Weapons, unless I want to use up a 2 to feats is a bad way to go.

I'm stuck with "hand-cannons" unless I'm missing something


You need to spend the two feats, it will eventually be worth is. The specialization feat can wait until 5th if you have to. It's not as painful for a human.


Xenocrat wrote:
You need to spend the two feats, it will eventually be worth is. The specialization feat can wait until 5th if you have to. It's not as painful for a human.

Ya but I was looking at Andriod to start with high dex and int.

and I kind of waste a class ability (weapon specialization in all the weapons granted by my class)

So I'm really giving up three feats...

Liberty's Edge

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Nunspa wrote:
Xenocrat wrote:
You need to spend the two feats, it will eventually be worth is. The specialization feat can wait until 5th if you have to. It's not as painful for a human.

Ya but I was looking at Andriod to start with high dex and int.

and I kind of waste a class ability (weapon specialization in all the weapons granted by my class)

So I'm really giving up three feats...

Any Class other than Operative and Soldier (and Exocortex Mechanics) who wishes to excel at ranged combat must spend two Feats minimum. That's just the way it is.

It's not so bad comparatively. I mean, you don't need to whole Precise Shot/Rapid Shot/Deadly Aim set you did in Pathfinder. That's at least 4 Feats you need for good ranged combat right there, and is barely scratching the surface.

Sovereign Court

I'm going for a Melee Warlock er, Solarian...


Have I missed something or can a technomancer cast spells in heavy armor?


Nunspa wrote:

Have I missed something or can a technomancer cast spells in heavy armor?

There are no more verbal or somatic components (or thought or emotion). There are very rarely material components, but you can always cast in any armor, even power armor if you blew the feats.


Xenocrat wrote:
Nunspa wrote:

Have I missed something or can a technomancer cast spells in heavy armor?

There are no more verbal or somatic components (or thought or emotion). There are very rarely material components, but you can always cast in any armor, even power armor if you blew the feats.

Feats? I'm thinking multi-class one level of Soldier...

Liberty's Edge

Nunspa wrote:
Xenocrat wrote:
Nunspa wrote:

Have I missed something or can a technomancer cast spells in heavy armor?

There are no more verbal or somatic components (or thought or emotion). There are very rarely material components, but you can always cast in any armor, even power armor if you blew the feats.
Feats? I'm thinking multi-class one level of Soldier...

I'm always skeptical of doing this on casters, though it's a solid call otherwise. And Powered Armor would still cost Feats, since Soldiers don't get it by default.

Also, remember that you'll still need Versatile Specialization to get Specialization in the Soldier weapons.


True but look at what I get 1 level =

1) Heavy armor proficiency
2) Long Arm Proficiency
3) Sniper Weapon Proficiency
4) Heavy Weapon Proficiency

Take Rapid Respons +4 Init and +10 Movement (cancels out heavy armor movement penalty), Opening Volley, or Snipers Aim

looks like a solid trade...

Liberty's Edge

Soldier is always an excellent dip if dipping, I'm just always skeptical of dipping on spellcasters.


Deadmanwalking wrote:
Soldier is always an excellent dip if dipping, I'm just always skeptical of dipping on spellcasters.

Ya I get that, I did it with my Majus (Bladebound/Kensi) took one level of Samurai(Kensi)for flavor more than anything else... but that reroll on failed Will/Fort saves saved my butt more than once.


I see what you are going for but the character you are trying to make is not the character you would play. I mean I have only played a few sessions so far but it works like other table top games. Try to be good at too many things you aren't going to be good at any. There are a lot of variables that haven't been talked about yet.

Having multiple proficiencies is nice but how many weapons are you going to be carry? The main premise of destiny is you constantly get new weapons like in borderlands. But that's not Starfinder. You get weapon spec/weapon focus to be good at one type of weapon and stick with that.

Example: You pick a Solarian and you dip in soldier to get all those lvl 1 abilites. But when you have a flaming sword and ran around the field with Stellar Rush when would you ever use a gun?

If you pick technomancer and you are putting points into dex and int. To use a heavy weapon or armor you need a high than average str. So you aren't going to have high enough dex/int to be a more powerful mage. People have done the math and light armor and heavy armor give almost the protection but just at different lvls.

Try to dial back on the super soldier just a tad. You might not like how it turns out.


You can literally have your Destiny character use only his Supers like a Titan's Sentinel Shield or Hammer, Warlock's Nova Bomb, Dawnblade, or Arc Beam; or Hunter's Shadowshot, Arcstaff, Golden Gun. It works fine

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