1st level build: Soldier or Solarian


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yeah that magic item limit is odd
kinda restrains what you can use in a build


MagicA wrote:

yeah that magic item limit is odd

kinda restrains what you can use in a build

Note that it only applies to worn items. Ioun Stones, the Ability Score boosters, and held items aren't counted against that limit.


JetSetRadio wrote:
HWalsh wrote:
captain yesterday wrote:
Your solar weapon still counts as bludgeon, piercing, or slashing damage, unless you have plasma sheath or something up.
Or certain Solarian Crystals. We are still waiting on word about Weapon Fusions too which could modify them.

I posted this on the other thread about fusions:

Solarian Crystals are "essentially" fusions for your Solarian weapon. You can't fusion a fusion.

I read this in a very strict manner.
"A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic." That's why it doesn't mention it anywhere in the book.

To play the devil's advocate here, Solarion weapon crystals are listed in the Weapons section of the Equipment chapter, not the Fusions section. They even get their own weapon table. So it's entirely possible that they're supposed to count as weapons themselves (albeit with a few unusual rules detailing how they can be used) and thus can have weapon fusions applied to them that then affect a manifested Solar Weapon.


well you could say that they infuse the crystal with the properties
and if youre using an infusion seal, say that you attack the crystal to it


Rysky the Dark Solarion wrote:
Xenocrat wrote:
There are still Gloves of Holding. It's the obvious second slotless item for a lot of characters after the saving throw ring.

Just to point out that neither of those items are slotless, gloves take up the hand spot, and a ring takes up one of the rings slots.

Also in a big change from Pathfinder, when it comes to wearable magic items you can only wear 2 altogether.

Right, I meant the opposite, those are the obvious slotted items to wear for a lot of characters. The ring to survive, the gloves to always be armed.


@Xenocraft
Well as a Solarian, you're always armed


Unless you are smashing the crystal against someone's head like a rock it's not a weapon. The damage is only a thing when it's inside a solar weapon. I understand the reason why you would want to add a fusion to it but you aren't adding a fusion to it but I am not seeing it. I am happy with the Solarian damage because doing the math it is the highest Melee damage in the game.


JetSetRadio wrote:
HWalsh wrote:
captain yesterday wrote:
Your solar weapon still counts as bludgeon, piercing, or slashing damage, unless you have plasma sheath or something up.
Or certain Solarian Crystals. We are still waiting on word about Weapon Fusions too which could modify them.

I posted this on the other thread about fusions:

Solarian Crystals are "essentially" fusions for your Solarian weapon. You can't fusion a fusion.

I read this in a very strict manner.
"A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic." That's why it doesn't mention it anywhere in the book.

Actually weapon crystals are listed in the book... Under weapons.


JetSetRadio wrote:
Unless you are smashing the crystal against someone's head like a rock it's not a weapon. The damage is only a thing when it's inside a solar weapon. I understand the reason why you would want to add a fusion to it but you aren't adding a fusion to it but I am not seeing it. I am happy with the Solarian damage because doing the math it is the highest Melee damage in the game.

But if Solarion crystals were a weapon fusions, shouldn't they have been listed in the Weapon Fusion section of the chapter and not be listed as weapons in and of themselves?


JetSetRadio wrote:
Unless you are smashing the crystal against someone's head like a rock it's not a weapon. The damage is only a thing when it's inside a solar weapon. I understand the reason why you would want to add a fusion to it but you aren't adding a fusion to it but I am not seeing it. I am happy with the Solarian damage because doing the math it is the highest Melee damage in the game.

That is a perfectly valid interpretation, but as of right now, technically that is a house rule.

1. Nowhere does it refer to Solarian Weapon Crystals as Fusions, nor does it say that they cannot accept fusions.

2. They are specifically listed under the heading "Weapon Descriptions."

3. They are in the "Weapons" Chart.

4. While they do, indeed, work in some ways like Weapon Fusions, they aren't weapon fusions.

-----

Right now Solarian Weapon Crystals are, by the rules, weapons. Thus, yes, they can accept Weapon Fusions.

You are assuming that they aren't weapons, but the only thing we have to go on is the fact that they are listed under weapons, are in the heading under weapons, and are actually referred to by the book as weapons.


Oh, debate is settled:

Solarian Weapon Crystals are listed as a weapon type on page 170.

So, yeah, you could attach a fusion to the Crystal.


I imagine that the crystal kinda melds into the weapon when its used so the crystal isnt solid at that point


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

In the description for Solar weapons it only lists Solarion weapon crystals as being able to increase solar weapon damage.

Also, under the Solar Weapon crystal description it says "solar weapon crystals are used by solarions to enhance their solar weapons"

Whether or not you can add fusions I guess would be a judgement call (and certainly one id not fault someone to judge either way).


This does actually explain something...

Under Sunbolt it specifically states that if you have a solarian weapon crystal that changes the type of damage a Solar Weapon does, you can have your Sunbolt deal that kind of damage.

Here is the thing...

No Solarian crystals do that.

Solarian crystals CAN'T do that specifically on page 170. As they state the extra damage will be of a special type but Solarian Crystals do not change the weapon damage type.

There is only one way to do that.

You have to apply a fusion to a weapon.

Thus, apply a fusion to the crystal, install it into the weapon and bobs your uncle you are good to go.


captain yesterday wrote:
In the description for Solar weapons it only lists Solarion weapon crystals as being able to increase solar weapon damage.

In the description of Solarian Weapon Crystals though the Crystals are listed as weapons.


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

I guess only a FAQ will decide it. :-)

I don't care either way.


So where would I need to go to post an FAQ about solarian weapon crystals and infusions?


Here.


@bookrat
thanks man

So, speaking of infusions, which ones would be most useful to a Solarian?

Sovereign Court

Is there a place for Improved Unarmed Combat on a Melee Solarian?

I figure if Bare Fist is Bludgeon. Solar Weapon can be Piercing or Slashing. Having an additional type of damage could be helpful.

Plus...

Improved Unarmed Strike(Combat)

You have trained to make your unarmed attacks lethal and strike with kicks, head-butts and similar attacks.

Benefit: Your unarmed attack damage increases to 1d6 at 4th level, 2d6 at 8th level, 3d6 at 12th level, 5d6 at 15th level, and 7d6 at 20th level. You threaten squares within your natural reach with your unarmed strikes even when you do not have a hand free for an unarmed strike. If you are immobilized, entangled, or unable to use both legs (or whatever
appendages you have in place of legs, where appropriate), you lose the ability to make unarmed strikes without your hands. When making an unarmed strike without your hands, you can't use such attacks for combat maneuvers or similar abilities-only to deal damage.

Normal: You don't threaten any squares with unarmed attacks,
and you must have a hand free to make an unarmed attack.

There may be times when you can't use the Solar weapon or use of it may not be optimal.

Thoughts?


eh probably not usegul for a solarian using solar weapons seeing as unarmed strikes cant be modified like solar weapons or advanced melee weapons


I'd say, only if you're a Vesk Solarion. The unarmed strike damage will never be as great as Solar Weapon damage, but at least the Vesk's unarmed specialization won't be as far behind.

In most cases, though, it's probably better to use your Solar Weapon.


Would any of the elemental fusions be good for a solar weapon? that way your plasma sheath isnt entirely gimped by fire immunities/resistances?


Bump for info


Rysky the Dark Solarion wrote:
Xenocrat wrote:
There are still Gloves of Holding. It's the obvious second slotless item for a lot of characters after the saving throw ring.

Just to point out that neither of those items are slotless, gloves take up the hand spot, and a ring takes up one of the rings slots.

Also in a big change from Pathfinder, when it comes to wearable magic items you can only wear 2 altogether.

Where in the book does it list this limitation, if I may ask? (Page number?)

Thanks!


Ecliptic12 wrote:
Rysky the Dark Solarion wrote:
Xenocrat wrote:
There are still Gloves of Holding. It's the obvious second slotless item for a lot of characters after the saving throw ring.

Just to point out that neither of those items are slotless, gloves take up the hand spot, and a ring takes up one of the rings slots.

Also in a big change from Pathfinder, when it comes to wearable magic items you can only wear 2 altogether.

Where in the book does it list this limitation, if I may ask? (Page number?)

Thanks!

Np, p. 222, first section.


Does anyone else think that magic item limitation is kinda extreme?


MagicA wrote:
Does anyone else think that magic item limitation is kinda extreme?

Not really. It's only a limit on worn magic/hybrid items. You still have tech items, augments, et cetera. The rule simply de-emphasizes magic items specifically in favor of tech. There is still plenty of performance enhancing loot spread across multiple categories.


MagicA wrote:
Does anyone else think that magic item limitation is kinda extreme?

I did at first, but lots of magic items are held or st least not worn, and even more are specialized items you don't need to wear all the time. I believe only the ring of sustenance requires attunement and limits swapping as needed.

Plus lots of good stuff like haste and spell turning are now done by armor mods.


Stat boosters are now their own thing as well.


So no thoughts on those elemental infusions for solar weapons?


MagicA wrote:
So no thoughts on those elemental infusions for solar weapons?

Providing you can, and rules wise right now you can, I'd add Shock, then Thundering by level 10.

Here is why:

Half of the damage becomes Electricity, then you have Pierce, Blunt, Slash (assume here Slash) Slash/Shock

Then add Thundering and you get Sonic/Shock

Two of the least used resistances in Starfinder.


oooh
that's a good combo


Plus, if you get Plasma Sheath, you can have your Solar Blade deal fire/electricity damage and now its doing plasma damage according to the weapon charts.


Wait, is plasma damage reduced by fire resistance?

Liberty's Edge

MagicA wrote:
Wait, is plasma damage reduced by fire resistance?

The fire part is.

Of course, DR does nothing to it.


How common is fire resistance/immunity in starfinder?

Liberty's Edge

MagicA wrote:
How common is fire resistance/immunity in starfinder?

Lacking anything resembling a real Bestiary we have no real idea. Nothing in First Contact has any, but that means little.


fair point

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

One of the monsters in the Incident at Absalom Station bestiary has resist fire 5.


So Solarians wouldn't benefit from jump jets or jetpacks at all would they?


So if im resistant to fire and electrcity do I apply that resistance to plasma damage once for each resistance?

Liberty's Edge

Vidmaster7 wrote:
So if im resistant to fire and electrcity do I apply that resistance to plasma damage once for each resistance?

Yes. Or, more accurately, you apply your resistances separately to the two halves of the whole damage.

So, if you take 30 plasma damage that's 15 each Electricity and Fire. So if you have Fire Resistance 5 and Electricity Resistance 20, you take 10 points of Fire damage.


Hmm seems like plasma weapons are a weaker weapon choice if one prepares for them. I guess we will have to see how many monsters have resistance to fir and electricity if their demons and devils I feel like plasma is not gonna get you anywhere.


Vidmaster7 wrote:
Hmm seems like plasma weapons are a weaker weapon choice if one prepares for them. I guess we will have to see how many monsters have resistance to fir and electricity if their demons and devils I feel like plasma is not gonna get you anywhere.

Plasma would be good if you don't know if the thing has Fire or Electricty resistance/immunity, this way you'll know that at least some damage is getting through.

Unless you go up against a Succubus, which is immune to both. Then you're screwed (in probably more ways than one).


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giggity.


In Iron Gods, I homeruled plasma to being both fire and electricity at same time, so the target had to use the worst of both resistances (like in 4e).

That made Plasma the better option, which I find to be just right, as they sre a more advanced and expensive weapon than lasers, and use more ammo.

It was extra important in Iron Gods, as a lot of enemies have Hardness in that AP, and doubling Hardness made Plasma strictly inferior


Ah man that means plasma could potentially not be that useful, damn and my wish of having an at will loghtsaber is dashed


Unless a creature is immune to both Fire and Electricity, Plasma will be useful :3


Rysky the Dark Solarion wrote:
Vidmaster7 wrote:
Hmm seems like plasma weapons are a weaker weapon choice if one prepares for them. I guess we will have to see how many monsters have resistance to fir and electricity if their demons and devils I feel like plasma is not gonna get you anywhere.

Plasma would be good if you don't know if the thing has Fire or Electricty resistance/immunity, this way you'll know that at least some damage is getting through.

Unless you go up against a Succubus, which is immune to both. Then you're screwed (in probably more ways than one).

Honestly, that doesn't make sense to me.

A succubus immersed into a star's corona should die. Lots of things should.

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