| HWalsh |
So - I have a solarian build I am messing with (I posted it in another thread) but I am trying to streamline it. There are a couple reasons:
1. I didn't know the Starfinder rules as well as I do now, meaning that I made some assumptions that aren't true.
2. I am bored, hurting, and can't sleep, so I need something to do.
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K. Lashunta, Ace Pilot, Solarian (non-Blitz soldier)
1st level:
Solarian 1
Str 16
Dex 13
Con 10
Int 10
Wis 08
Cha 16
HP: 11
SP: 7
RP: 3
BAB: +1
Solar Weapon: 1d6+3 (1d6+4 when in Photon mode)
Feat:
1st - Heavy Armor Proficiency
Skill (totals)
Acrobatics +5
Diplomacy* +9
Perception +3
Pilot* +8
Note: Skill Adept: Perception & Culture
* = Indicates it is my "Student" skills from Lashunta
Saves:
Fort +2
Reflex +1
Will +1
Armor:
Lashunta Ringwear I - +2 EAC / +4 KAC
Adjusted AC(s):
EAC 13, KAC 15
Stellar Mode:
Stellar Revelation(s):
Black Hole (G)
Supernova (P)
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Basic build, no real change, I don't think I can tweak this any more for what I want to do with it.
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(I'll be doing this in 5 level increments)
5th level:
Solarian 5
Str 20
Dex 15
Con 10
Int 10
Wis 10
Cha 18
HP: 39
SP: 35
RP: 4
BAB: +5
Solar Weapon: 1d6+1d4+10 (1d6+1d4+11 when in Photon mode)
Feat:
1st - Heavy Armor Proficiency
3rd - Enhanced Resistance: Fire
5th - Nimble Moves
Skill (totals)
Acrobatics +6
Athletics +9
Bluff +9
Culture +4
Diplomacy* +14
Perception +8
Pilot* +13
* = Indicates it is my "Student" skills from Lashunta
Note: Skill Adept: Perception & Culture
Sidreal Influence: Bluff and Diplomacy
Weapon Specialization
Saves:
Fort +4
Reflex +3
Will +4
Armor:
Lashunta Ringwear II - +8 EAC / +10 KAC
Adjusted AC(s):
EAC 20, KAC 22 Fire Resistance: +5
Stellar Mode:
Stellar Revelation(s):
1st - Black Hole (G)
1st - Supernova (P)
2nd - Stellar Rush (P)
4th - Dark Matter (G)
Enhancements:
W-Boson Crystal (Least)
Jetpack
Strength Enhancement +2
Not sure if Dark Matter is worth it, as I will want to full attack whenever possible. However I can use it while still Photon Attuned to add DR to myself when using Stellar Rush. Can't use it for Full Attacking though.
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level 10
Solarian 10
Str 23
Dex 17
Con 12
Int 10
Wis 10
Cha 21
HP: 74
SP: 80
RP: 5
BAB: +10
Solar Weapon: 4d6+16 (4d6+18 when in Photon mode)
Solar Weapon: Deadly Aim 4d6+21 (4d6+23 when in Photon Mode)
Solar Weapon: Deadly Aim + Plasma Sheath 4d6+28f
Feat:
1st - Heavy Armor Proficiency
3rd - Enhanced Resistance: Fire
5th - Nimble Moves
7th - Deadly Aim
9th - Step Up
Skill (totals)
Acrobatics +8
Athletics +11
Bluff +12
Culture +5
Diplomacy* +20
Perception +13
Pilot* +19
* = Indicates it is my "Student" skills from Lashunta
Note: Skill Adept: Perception & Culture
Sidreal Influence: Bluff and Diplomacy
Weapon Specialization
Flashing Strikes
Saves:
Fort +8
Reflex +9
Will +7
Armor:
Defiance series, Specialist - +15 EAC / +18 KAC (dex Max 2 :( )
Adjusted AC(s):
EAC 28 (w/Phase Shield), KAC 30 Fire Resistance: +10
Stellar Mode:
Stellar Revelation(s):
1st - Black Hole (G)
1st - Supernova (P)
2nd - Stellar Rush (P)
4th - Dark Matter (G)
6th - Plasma Sheath (P)
8th - Reflection (G)
10th - Soul Furnace (P)
Zenith Revelation(s):
9th - Solar Acceleration (P)
Enhancements:
W - Boson Crystal (Minor) +1d6 Damage, Severe Wound
White Force Field
Phase Shield
Force Pack
Ability Upgrade: +4 Strength
Ability Upgrade: +2 Charisma
Ring of Resistance Mk. 3
At this point, I really think that this is the highest I'll realistically see play. I see the character as a very fast mover around the battlefield. If it has to move, it likely charges. It has decent AC, it can charge as a standard action, if the combat goes long enough to activate its revelation it has haste and hastes the party.
At that point it can bring the melee pain by full attacking nearly every round if it can get off the Solar Acceleration.
If Solar Acceleration isn't up, it follows the following:
1. Use Plasma Sheath
2. Use Stellar Rush to charge
3. Either hit the target for up to 4d6+28f or Bull Rush for 6d6+2f (which works if you hit or not, but they can save for 1/2) Most likely I'd go for 4d6+28f.
If Step up goes off you can full attack without Solar Acceleration *and* still turn on Plasma Sheath. Nice. Your AC is pretty nice here too and you can deflect to defend yourself if needed.
-----
Level 15
Solarian 15
Str 26
Dex 20
Con 12
Int 10
Wis 12
Cha 24
HP: 109
SP: 105
RP: 7
BAB: +15
Solar Weapon: 10d6+23 (4d6+26 when in Photon mode)
Solar Weapon: Deadly Aim 10d6+30 (4d6+33 when in Photon Mode)
Solar Weapon: Deadly Aim + Plasma Sheath 10d6+40f
Feat:
1st - Heavy Armor Proficiency
3rd - Enhanced Resistance: Fire
5th - Nimble Moves
7th - Deadly Aim
9th - Step Up
11th - Step Up and Strike
13th - Penetrating Attack
15th - Weapon Focus (Hah, finally) Solar Weapon
Skill (totals)
Acrobatics +10
Athletics +13
Bluff +13
Culture +6
Diplomacy* +25
Perception +18
Pilot* +25
Stealth +9 (lol)
* = Indicates it is my "Student" skills from Lashunta
Note: Skill Adept: Perception & Culture
Sidreal Influence: Bluff, Stealth and Diplomacy, Culture
Weapon Specialization
Flashing Strikes
Solarian's Onslaught
Saves:
Fort +9
Reflex +10
Will +12
Armor:
Lashunta Ringwear V - +20 EAC / +22 KAC (dex Max 4 :( )
(Note: I know Enginewear is better, but its also an extra 30k so...)
Adjusted AC(s):
EAC 35 (w/Phase Shield), 36 KAC Fire Resistance: +15
Stellar Mode:
Stellar Revelation(s):
1st - Black Hole (G)
1st - Supernova (P)
2nd - Stellar Rush (P)
4th - Dark Matter (G)
6th - Plasma Sheath (P)
8th - Reflection (G)
10th - Soul Furnace (P)
12th - Stealth Warp (G)
14th - Gravity Boost (G)
(G's: 5, P's: 4 - This is needed for next level)
Zenith Revelation(s):
9th - Solar Acceleration (P)
Enhancements:
W - Boson Crystal (Standard) +3d6 Damage, Bleed 3d6
Green Force Field
Phase Shield
Force Pack
Ability Upgrade: +6 Strength
Ability Upgrade: +4 Charisma
Ability Upgrade: +2 Dexterity
Ring of Resistance Mk 3 (works for Will at this level)
Oiy vey, and onward to the finale:
-----
Level 20:
Solarian 20
Str 27
Dex 20
Con 14
Int 12
Wis 14
Cha 24
HP: 164
SP: 180
RP: 7
BAB: +20
Solar Weapon: 18d6+28 (18d6+32 when in Photon mode)
Solar Weapon: Deadly Aim 18d6+38 (18d6+42 when in Photon Mode)
Solar Weapon: Deadly Aim + Plasma Sheath 18d6+52f
Feat:
1st - Heavy Armor Proficiency
3rd - Enhanced Resistance: Fire
5th - Nimble Moves
7th - Deadly Aim
9th - Step Up
11th - Step Up and Strike
13th - Penetrating Attack
15th - Weapon Focus (Hah, finally) Solar Weapon
17th - Iron Will
19th - Spellbane
Skill (totals)
Acrobatics +16
Athletics +16
Bluff +14
Culture +14
Diplomacy* +32
Intimidate +11 (also lol)
Mysticism +14
Perception +24
Pilot* +31
Stealth +9
* = Indicates it is my "Student" skills from Lashunta
Note: Skill Adept: Perception & Culture
Sidreal Influence: Bluff, Stealth, Mysticism and Diplomacy, Culture, Intimidate
Weapon Specialization
Flashing Strikes
Solarian's Onslaught
Stellar Paragon
Saves:
Fort +14
Reflex +16
Will +16
Armor:
Vesk Monolith III - +26 EAC / +27 KAC (dex Max 5 :) )
Adjusted AC(s):
EAC 42 (w/Phase Shield), 42 KAC Fire Resistance: +20
Stellar Mode:
Stellar Revelation(s): (DC to resist when applicable 27)
1st - Black Hole (G)
1st - Supernova (P)
2nd - Stellar Rush (P)
4th - Dark Matter (G)
6th - Plasma Sheath (P)
8th - Reflection (G)
10th - Soul Furnace (P)
12th - Stealth Warp (G)
14th - Gravity Boost (G)
16th - Ultimate Photon (P)
18th - Ultimate Graviton (P)
20th - Corona (P)
Zenith Revelation(s):
9th - Solar Acceleration (P)
17th - Ray of Light (P) (We will likely never use this.)
Enhancements:
W - Boson Crystal (True) +6d6 Damage, Bleed 6d6
Prismatic Force Field
Spell Reflector Mk. II
Phase Shield
Force Pack
Ability Upgrade: +6 Strength
Ability Upgrade: +4 Charisma
Ability Upgrade: +2 Dexterity
Dermal Plating Mk. 7
Speed Suspension Standard
Ring of Resistance Mk 5 (buffs reflex)
So... Some of this was just thrown on here, as I doubt I will ever hit level 20 in Starfinder... BUT... What I think I have created is a decent melee Solarian.
It has the highest melee damage output possible in Starfinder, it is a great pilot, its skills are not perfect (or optimal) but it has a spattering that are enough to help it in play.
It has the highest possible AC I could give it, as well as the highest (reasonable) to hit I could give it. Meaning it has a total of a +29 to hit with it's Solar Weapon. In order to hit itself (at EAC/KAC 42) it needs to roll a 13, and I literally couldn't get the attack up higher (maybe I could have squeezed 1 more +1 somehow?) giving it a 60% miss chance. If it tried to full attack itself it would jump up to a 75% miss chance. If it tried to full attack and deadly aim itself? 85% miss chance.
That is some pretty darn high defense. How high is it?
Well... If you have a +8 Dex (the highest light armor can use) and +2 from Solar Armor, and are wearing the best Light Armor in the game the Hardlight Series, Specialist (+22/+22) then you are only rocking an EAC 42 KAC 42 and can't use a Phase Shield.
I see absolutely no reason to go Solar Armor as Heavy Armor does the job just as well.
If there is any flaw in this it is the Saves. They feel low.
Fort +13, Ref +11, Will +12 -
vs Spells these are: +15, +13, +14
Now... The only possible saving grace is that my Revelation DCs are almost as high as they could go. Theoretically I could get to a DC 28, which may be the average height of the max DC's in the game (I am not sure) so... If a Spell has a DC 28 I have to roll a between a 13-15 to save against it. That is pretty bad and might have to be somewhere I look to shore up somehow. The Spell reflector will help there.
At maximum level (and somewhat once you get 16th) you are an absolute marvel on the battlefield especially if you ever fully attune and burn Solar Acceleration.
You can haste yourself and your party and this suddenly makes you hyper dangerous. You can now full attack as a standard action (nice) and due to Ultimate Photon your Photon Revelations last longer.
Once that happens, crazy stuff starts occurring.
If you step up and strike someone, well they are in for a world of hurt if you activated corona already then well... They are going to eat an Attack of Opportunity from you (already the highest damage in the game), going to eat some extra damage from Corona, then are going to eat a Full Attack on your next turn. Ouch. Ouch. Double ouch.
Now... How might I improve this? You tell me. That is why I am asking advice.
Edited: Added the missing ability score raises.
Edited: Added a Ring of Resistance (Reflex) Mk 3 at 10, and 5 at 20 - New Saves at 20 are:
Fort +14
Ref +16
Will +16
Meaning that vs Spells it is:
Fort +16
Ref +18
Will +18
This is much nicer than the previous thanks to some of the advice so far. This thanks goes out to Deadmanwalking for the catch and suggestion! Thanks man! At max level this means I could save vs myself with only a 10 or an 8 - That in addition to the Spell Shield should provide decent protection.
Secondary thanks to Deadmanwalking who recommended Iron Will instead of Versatile Specialization. This one is iffy, as with Versatile Specialization the class can still use small arms with a +20 to damage. But Iron Will (or Great Fortitude) would raise the Will or Fort Save even higher. I dunno what I was thinking. Changing that to Iron Will.
Deadmanwalking
|
Part of your low Saves is that at 5th, 10th, and 15th, you have a fourth +2 you didn't distribute. Some of those into Con or Wis and your Saves look a bit better.
Another part is that you can get a magic item to jack up your low Save.
A third is that the Iron Will, Great Fortitude, and Lightning Reflexes Feats exist and could be used to help. Your current Feat choices are reasonable enough, but a few could likely be skipped for some of these if you really wanted (Nimble Moves leaps to mind).
A fourth is that Saves just don't get that high in Starfinder. You can theoretically have a +21, but that's super rare outside Mystics and Operatives. A more typical Save at 20th is in the +16 range if it's a Good Save.
So they're a little low, but given that you can add, say, +4 Wis and +2 Con to that final build, plus potentially other stuff...
Aside from that, looks good, though I'd spring for Hidden Soldier armor at 1st. The +1 AC is very much worth the money.
| HWalsh |
Part of your low Saves is that at 5th, 10th, and 15th, you have a fourth +2 you didn't distribute. Some of those into Con or Wis and your Saves look a bit better.
Another part is that you can get a magic item to jack up your low Save.
A third is that the Iron Will, Great Fortitude, and Lightning Reflexes Feats exist and could be used to help. Your current Feat choices are reasonable enough, but a few could likely be skipped for some of these if you really wanted (Nimble Moves leaps to mind).
A fourth is that Saves just don't get that high in Starfinder. You can theoretically have a +21, but that's super rare outside Mystics and Operatives. A more typical Save at 20th is in the +16 range if it's a Good Save.
So they're a little low, but given that you can add, say, +4 Wis and +2 Con to that final build, plus potentially other stuff...
Aside from that, looks good, though I'd spring for Hidden Soldier armor at 1st. The +1 AC is very much worth the money.
Oh wow, you are right... I only did 3 ability score raises... Well... Crap... Lemme tweak that really fast.
| HWalsh |
Also...why did you take Versatile Specialization at 17th? It does nothing for you. Even Versatile Focus would do very little and not be worth a Feat. Great Fortitude or Iron Will seems a better choice.
Honestly I was thinking, in case it needed to use small arms for anything. It is possible (but I mean it is unlikely) Probably Iron Will would be better...
Edit: Oh god... I am so stupid. Weapon Specialization from the class already applies to small arms. That is what you were saying. For some reason I mentally applied it only to the sword. Yes, that is completely useless.
| HWalsh |
A third is that the Iron Will, Great Fortitude, and Lightning Reflexes Feats exist and could be used to help. Your current Feat choices are reasonable enough, but a few could likely be skipped for some of these if you really wanted (Nimble Moves leaps to mind).
Just a note here:
Nimble Moves stays mostly to allow Stellar Charge over (up to) 20 feet of difficult terrain. This build must be in close range if it wants to do significant damage.Of course, with the Force Pack and all of the charges and such it should be able to stay in melee range pretty easily.
Deadmanwalking
|
Honestly I was thinking, in case it needed to use small arms for anything. It is possible (but I mean it is unlikely) Probably Iron Will would be better...
Edit: Oh god... I am so stupid. Weapon Specialization from the class already applies to small arms. That is what you were saying. For some reason I mentally applied it only to the sword. Yes, that is completely useless.
Yep. That's where I was going with that. Still, new game, you're bound to miss some things. I certainly have.
Just a note here:
Nimble Moves stays mostly to allow Stellar Charge over (up to) 20 feet of difficult terrain. This build must be in close range if it wants to do significant damage.Of course, with the Force Pack and all of the charges and such it should be able to stay in melee range pretty easily.
True enough. It's a matter of priorities, I suppose.
Oh! And I've noticed something else: You can't have Spellbane. No Lashunta can. That hurts a bit. I guess grab Great Fortitude instead?
| HWalsh |
HWalsh wrote:Honestly I was thinking, in case it needed to use small arms for anything. It is possible (but I mean it is unlikely) Probably Iron Will would be better...
Edit: Oh god... I am so stupid. Weapon Specialization from the class already applies to small arms. That is what you were saying. For some reason I mentally applied it only to the sword. Yes, that is completely useless.
Yep. That's where I was going with that. Still, new game, you're bound to miss some things. I certainly have.
HWalsh wrote:Just a note here:
Nimble Moves stays mostly to allow Stellar Charge over (up to) 20 feet of difficult terrain. This build must be in close range if it wants to do significant damage.Of course, with the Force Pack and all of the charges and such it should be able to stay in melee range pretty easily.
True enough. It's a matter of priorities, I suppose.
Oh! And I've noticed something else: You can't have Spellbane. No Lashunta can. That hurts a bit.
Nice catch. That's right. As a Lashunta I have spells. So that would go into something else... Suggestions based on the Iron Will swap out?
| HWalsh |
Great Fortitude. As I edited in too late above.
That leaves you with straight +16s for Saves at 20th. Which isn't great saves, but it's not unbelievably terrible or anything either.
Darn I can't edit it anymore... So yeah... Add that, +16 to all Saves (which ain't bad, not great, but I mean, I think I've taken this Solarian as far as they'll go.)
So what do you think? Solid? Anything else we could do? I don't think it is Optimized, but it's pretty close in some areas.
| HWalsh |
To me one of the most important things isn't to necessarily try to optimize it. Just to make sure it is rock solid, not lacking, and (most importantly) useable in actual play.
Like, there are no things that it has that run into things like, "You would have to go through 5 levels of suck to pull this off." It is important to me that, at pretty much every level, the thing functions and works.
Ya know?
| HWalsh |
Looks workable to me. I'd probably go for Save Feats earlier, but I honestly don't know what I'd replace with them, so...yeah.
Seems like a solid build for wrecking people's faces in melee.
I need to see what SFS rules are. See if I can't do this (I heard they banned Lashunta already?) I relocated to a new city for treatment for my injuries and I know *nobody* in Atlanta. So... I figured hitting the local game shops would, ya know, help me meet some people.
| MR. H |
Skills: Acrobatics, Athletics, Culture, Diplomacy, Stealth
1. Fleet, Skill Adept (Bluff, Culture), Solar Armor, Black Hole, Supernova
2. Gravity Boost
3. Jet Dash, Sidereal Influence(Diplomacy, Stealth), Weapon Specialization
4. Stellar Rush
5. Enhanced Resistance(Kinetic Damage) ||17str 14dex 12con 12int 10wis 16cha||
6. Crush
7. Iron Will, Flashing Strikes
8. Blazing Orbit
9. Blind-Fight, Zenith Revelations(Star Acceleration, Wormholes)
10. Stealth Wrap||18str 14dex 14con 14int 10wis 18cha|| Skill: Bluff
11. Deflect Projectiles, Sidereal Influence(Culture, Bluff)
12. Soul Furnace
13. Weapon Focus (adv melee), Solarian’s Onslaught
14. Gravity Shield
15. Improved Iron Will ||18str 16dex 16con 16int 12wis 18cha|| Skill: Sense Motive
16. Astrologic Sense
17. Great Fortitude, Zenith Revelations(Ray of Light,Time Dilation)
18. Gravity Hold
19. Lightning Reflexes,Sidereal Influence(Intimidate, Sense Motive)
20. Hypnotic Glow, Stellar Paragon ||18str 18dex 18con 18int 14wis 18cha|| Skill: Intimidate
I recommend you spread your stats around more. Solarians need every stat
| HWalsh |
** spoiler omitted **
I recommend you spread your stats around more. Solarians need every stat
I know Solarians can use every stat, they don't *need* them per se. I think that depends what you intend for the character.
In your example, your Stellar Revelations will only have a DC of 1/2 level +2 +10 until 5 (providing you raise charisma at 5) meaning Black Hole and Supernova are most likely to be resisted.
You will have 1 extra skill point per level, but will have 1 less attack bonus on your melee.
At 5th level, you have +5 more SP and +1 more Fort Save, and +1 Skill Point (per level) but looking at your level 20 stat array vs Mine:
Str 18, Dex 16, Con 18, Int 18, Wis 14, Cha 18
Str 27, Dex 20, Con 14, Int 12, Wis 14, Cha 24
I think you're going to run into some problems combat-wise.
You do have 80 more SP, which is about 1 more hit. You do have a considerably higher number of skill points (120 more to be exact).
If you apply your upgrades to the same stats at 20... You end up with:
Str 24, Dex 18, Con 18, Int 18, Wis 14, Cha 20
While it is true, my 27th point of Strength is a needless waste. Which was careless of me. I should have dropped it into Int, Wis, or Con (I will amend that in the rebuild) I'm seeing some dangers on your build.
Your Revelations will have a DC 25 - Meaning, if the previous feedback was correct the average 16 save at level 20 would mean that you would be saved against more than 50% of the time. (They would need to roll an 8 or less to fail the save.)
Your Armor Class is what I would be most concerned with.
Using the same boost I did your final EAC/KAC will be +22/+22 +4/+4 +2 +10 = 38/38
A full spec 26 to attack Full BAB w/ weapon focus will have a +8 +20 +1 to attack, meaning a +29 - They would need only a 9 or better to hit you. That is a danger, since people have claimed seeing the AP that enemies have higher Attack bonuses than player characters. meaning that you will get your extra Stamina chewed through far faster.
Your melee damage will be slightly lower as well. A dimensional slice curved blade will have 12d10+20+4+4 damage (average 94 damage per attack) vs my 18d6+20+8+4+10+10 (average 115) with a lower chance to hit (+25 vs +29)
This is not to say my build is better, or worse, than yours, but I think we are trying two different things. I think yours is more generalist, jack of all trades, and you have traded some of your combat abilities (damage, ability chance to stick, to-hit bonus, and defense) for versatility that, in a full group, may or may not be necessary.
Though, in this case, you are correct that 27th point in strength does no good there and should be relocated.
| HWalsh |
Updating my level 20 build:
Initial Stats:
Str 16
Dex 13
Con 10
Int 10
Wis 08
Cha 16
Level 5 stats:
Str 18(20) * +2
Dex 15 * +2
Con 10
Int 10
Wis 10 * +2
Cha 18 * +2
Enhancement Bonuses: Str +2
Level 10 stats:
Str 19(23) * +1
Dex 17 * +2
Con 12 * +2
Int 10
Wis 10
Cha 19(21) * +1
Enhancement Bonuses: Str +4, Cha +2
Level 15 stats:
Str 20(26) * +1
Dex 18(20) * +1
Con 12
Int 12 * +2
Wis 12 * +2
Cha 19(23)
Enhancement Bonuses: Str +6, Cha +4, Dex +2
Solarian 20
Str 20(26)
Dex 18(20)
Con 14 * +2
Int 14 * +2
Wis 14 * +2
Cha 20(24) * +1
Enhancement Bonuses: Str +6, Cha +4, Dex +2
HP: 164
SP: 180
RP: 7
BAB: +20
Solar Weapon: 18d6+28 (18d6+32 when in Photon mode)
Solar Weapon: Deadly Aim 18d6+38 (18d6+42 when in Photon Mode)
Solar Weapon: Deadly Aim + Plasma Sheath 18d6+52f
Feat:
1st - Heavy Armor Proficiency
3rd - Enhanced Resistance: Fire
5th - Nimble Moves
7th - Deadly Aim
9th - Step Up
11th - Step Up and Strike
13th - Penetrating Attack
15th - Weapon Focus (Hah, finally) Solar Weapon
17th - Iron Will
19th - Spellbane
Skill (totals)
Acrobatics +20
Athletics +20
Bluff +15
Culture +15
Diplomacy* +32
Intimidate +15 (also lol)
Mysticism +20
Perception +24
Pilot* +31
Stealth +9
* = Indicates it is my "Student" skills from Lashunta
Note: Skill Adept: Perception & Culture
Sidreal Influence: Bluff, Stealth, Mysticism and Diplomacy, Culture, Intimidate
Weapon Specialization
Flashing Strikes
Solarian's Onslaught
Stellar Paragon
Saves:
Fort +14
Reflex +16
Will +16
Armor:
Vesk Monolith III - +26 EAC / +27 KAC (dex Max 5 :) )
Adjusted AC(s):
EAC 42 (w/Phase Shield), 42 KAC Fire Resistance: +20
Stellar Mode:
Stellar Revelation(s): (DC to resist when applicable 27)
1st - Black Hole (G)
1st - Supernova (P)
2nd - Stellar Rush (P)
4th - Dark Matter (G)
6th - Plasma Sheath (P)
8th - Reflection (G)
10th - Soul Furnace (P)
12th - Stealth Warp (G)
14th - Gravity Boost (G)
16th - Ultimate Photon (P)
18th - Ultimate Graviton (P)
20th - Corona (P)
Zenith Revelation(s):
9th - Solar Acceleration (P)
17th - Ray of Light (P) (We will likely never use this.)
Enhancements:
W - Boson Crystal (True) +6d6 Damage, Bleed 6d6
Prismatic Force Field
Spell Reflector Mk. II
Phase Shield
Force Pack
Ability Upgrade: +6 Strength
Ability Upgrade: +4 Charisma
Ability Upgrade: +2 Dexterity
Dermal Plating Mk. 7
Speed Suspension Standard
Ring of Resistance Mk 5 (buffs reflex)
These edits are thanks to Mr. H - He pointed out an issue with my stats. The downside is this would keep my resolve and Stellar Revelations 1 lower than the initial build, but overall is more efficient with ability points.
The previous build had 97
This build has 100
This upgrade doesn't do much overall, but it does add 20 more skill points and net loses nothing.
| MR. H |
You've assumed incorrectly on my personal upgrade selections. I would boost str, cha, and dex
1. 14 12 10 12 10 14
3. 16 12 10 12 10 14
5. 18 14 12 12 10 16
7. 20 14 12 12 10 18
10. 22 14 14 14 10 20
14. 24 16 14 14 10 22
15. 24 18 16 16 12 22
20. 24 20 18 18 14 22
I don't normally include such things in builds because they are gear.
| MR. H |
| HWalsh |
You've assumed incorrectly on my personal upgrade selections. I would boost str, cha, and dex
1. 14 12 10 12 10 14
3. 16 12 10 12 10 14
5. 18 14 12 12 10 16
7. 20 14 12 12 10 18
10. 22 14 14 14 10 20
14. 24 16 14 14 10 22
15. 24 18 16 16 12 22
20. 24 20 18 18 14 22I don't normally include such things in builds because they are gear.
I thought you'd boost Strength, Charisma, and Dex I think I got confused by the way you wrote them. (I have also been up all night)
So, just looking at your level 20 stats:
Strength 18 +6 Enhancement for a 24
Dexterity 18 with a +2 Enhancement for a 20
Charisma 18 with a +4 Enhancement for a 22
I based my bonuses off of what you posted:
18str 18dex 18con 18int 14wis 18cha
If you start with:
level 1: 14 12 10 12 10 14
Level 5: 16 14 12 12 10 16 - Removed your +2 Str for Enhancement
Level 10: 18 14 14 14 10 18 - Removed +4 Str and +2 Cha
Level 15: 18 16 16 16 12 18 - Removed +6 Str, +4 Cha, +2 Dex
Level 20: 18 18 18 18 14 18 - Removed +6 Str, +4 Cha, +2 Dex
We can see your raises:
Level 5 Str, Dex, Con, Cha
Level 10 Str, Con, Int, Cha
Level 15 Dex, Con, Int, Wis
Level 20 Dex, Con, Int, Wis
Which is getting maximum effectiveness out of your stat raises.
But the concern is that these stats even boosted to:
When adjusted numbers are put side by side to mine:
24, 20, 18, 18, 14, 22
26, 20, 14, 14, 14, 24
You're getting:
40 more Stamina, 40 more skill points, +2 more Will, +2 more Fortitude
I'm getting:
+1 more Attack, +1 more damage, I'll have 4 more EAC, 4 more KAC, my Revelation DC's will be 1 higher.
Your KAC/EAC will max out at 39/39 (22/22 - +5 Dex, +2 Solar Armor)
Your Attack Bonus will be +28 (+20, +7, +1 Weapon Focus)
Your Damage (in melee) will be avg 93 (12d10 +20, +7)
Will my KAC/EAC be higher? Yes.
EAC +42 = 26 (armor) +1 (phase shield) +5 (dex) +10 (base)
KAC +42 = 27 (armor) +5 (dex) +10 (base)
Why will my damage be higher? You didn't take Plasma Sheath, Solar Weapon, or Deadly Aim so my calculations for my build are:
Will my to-hit be higher? Yes, I have +1 more Strength bonus. So I'll have a +29
My damage code:
18d6 +20 (Weapon Specialization) +4 (Solar Weapon) + 8 (Strength) +10 (Deadly Aim) +10 (Plasma Sheath) so avg 115.
Overall though, I think both builds are good. I think yours is a lot more versatile and mine is a bit more specialized. You'll have way more skills, stamina, and better saves.
I have more to-hit, more damage, more armor, and higher DCs.
Both are pretty rock solid. :)
| citricking |
I agree you stat points are best for level 5-9 and is probably what I would take if I couldn't rebuild. But with rebuilding your character you can be build for each set of levels, 1-4, 5-9, 10-14, 15-9, 20, and make a more effective character that avoids unneeded odd stats.
Your feats:
1st - Heavy Armor Proficiency
3rd - Enhanced Resistance: Fire
5th - Nimble Moves
7th - Deadly Aim
9th - Step Up
11th - Step Up and Strike
13th - Penetrating Attack
15th - Weapon Focus (Hah, finally) Solar Weapon
17th - Iron Will
19th - Spellbane
Most of the time deadly aim really isn't worth it, especially as a melee solarian that already has lots of damage boosts from str and plasma sheath. I recommend taking the step up chain earlier and taking lightning reflexes at a high level, also enhanced resistance can't be taken until level 4.
1st - Heavy Armor Proficiency
3rd - Step Up
5th - Enhanced Resistance: Fire
7th - Nimble Moves
9th - Step Up and Strike
11th - (you really don't like weapon focus?) lightning reflexes
| MR. H |
MR. H wrote:You've assumed incorrectly on my personal upgrade selections. I would boost str, cha, and dex
1. 14 12 10 12 10 14
3. 16 12 10 12 10 14
5. 18 14 12 12 10 16
7. 20 14 12 12 10 18
10. 22 14 14 14 10 20
14. 24 16 14 14 10 22
15. 24 18 16 16 12 22
20. 24 20 18 18 14 22I don't normally include such things in builds because they are gear.
I thought you'd boost Strength, Charisma, and Dex I think I got confused by the way you wrote them. (I have also been up all night)
So, just looking at your level 20 stats:
Strength 18 +6 Enhancement for a 24
Dexterity 18 with a +2 Enhancement for a 20
Charisma 18 with a +4 Enhancement for a 22I based my bonuses off of what you posted:
18str 18dex 18con 18int 14wis 18chaIf you start with:
level 1: 14 12 10 12 10 14
Level 5: 16 14 12 12 10 16 - Removed your +2 Str for Enhancement
Level 10: 18 14 14 14 10 18 - Removed +4 Str and +2 Cha
Level 15: 18 16 16 16 12 18 - Removed +6 Str, +4 Cha, +2 Dex
Level 20: 18 18 18 18 14 18 - Removed +6 Str, +4 Cha, +2 DexWe can see your raises:
Level 5 Str, Dex, Con, Cha
Level 10 Str, Con, Int, Cha
Level 15 Dex, Con, Int, Wis
Level 20 Dex, Con, Int, WisWhich is getting maximum effectiveness out of your stat raises.
But the concern is that these stats even boosted to:
When adjusted numbers are put side by side to mine:
24, 20, 18, 18, 14, 22
26, 20, 14, 14, 14, 24You're getting:
40 more Stamina, 40 more skill points, +2 more Will, +2 more FortitudeI'm getting:
+1 more Attack, +1 more damage, I'll have 4 more EAC, 4 more KAC, my Revelation DC's will be 1 higher.Your KAC/EAC will max out at 39/39 (22/22 - +5 Dex, +2 Solar Armor)
Your Attack Bonus will be +28 (+20, +7, +1 Weapon Focus)
Your Damage (in melee) will be avg 93 (12d10 +20, +7)Will my KAC/EAC be higher? Yes.
EAC +42 = 26 (armor) +1 (phase shield) +5 (dex) +10 (base)
KAC +42 = 27 (armor) +5 (dex) +10 (base)Why will my damage be higher? You didn't take Plasma Sheath, Solar Weapon, or...
1. I put level 20 ac as 38/40 vs 39/42 before shield powers or augments. Something you may want to consider is that I worked in the shield power which can add 1 to 4 ac depending on the situation.
2. Plasma sheath can be used on non solar weapons if you want. Damage wise, solar weapon comes a tad higher over the most levels vs adv melee, but adv melee can target EAC, which can matter.
3. I do think dual focus heavy armor solarians like yours are a valid option. I view generalist as more optimal for Solarians. I see solarians as less big numbers and more general combat utility/disruptors that just so happen to also have big numbers.
| HWalsh |
People are saying that enemies tend to have a lower KAC/EAC than PCs as well. So, if that is the case dropping 2 in Strength (a loss of +1 attack, +1 damage) to gain either +20 Stamina, +20 Skill points or +40 stamina or +40 skill points may be more worth it just for the sake of utility.
I'd err on the side of +40 skill points TBH.