Off-hand items for defensive soldier?


Advice


Looking for suggestions to create a defensive melee soldier with the guard fighting style. Besides the phase shield, is there anything that can go in the offhand to boost defenses? Or should he just go with a 2 hander?

Thanks


I think the closest thing is going with one of the two hand weapons with the block property, that's the only thing I see that can help boost your AC.


What reason is there for anyone to use 1 handed melee weapons outside of operative weapons?


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Diversity of action. Different effects in each hand. Possibly ranged side arm and melee in the other. Haven't looked too much but maybe cost savings?

Some maneuvers like grapple need a free hand.

Been talking with a friend about doing a small arm in one hand, taclash in the other with opening volley and improved disarm. Gives a pretty good opener in certain scenarios.

But yes, in general if you're going melee, two-handed is going to be the better option in a lot of cases.


It really depends on how your combat goes.
If you use a firearm in melee range it provokes. So an build idea I use is to move into melee range with someone who has a firearm. I use a small arm and a melee weapon that way when they use their firearm to attack I get an AoO. In the end it is 2 attacks to 1 if they do not have a melee weapon.
The same idea is valid reason to go Improved Unarmed Strike as a feat if you are dealing with spell casters.
MDC

The Exchange

Smoke grenade. Yes grenades are terrible weapons for the price but a level 1 smoke grenade provides concealment, is a fairly cheap item to use after a little while, and you can pick up blindfight easily as a soldier. I think the miss chance will save you from more hits than anything else will. And after you toss or drop it you can use the hand for a shield upgrade or two handed weapon.


Another reason to use the smoke grenade is the cover it provides against laser weapons. Honestly I think this is some really good advice as 40 cr is pretty chump change when recharging a battery is 30 cr.

The Exchange

I wouldn't want to spend that every fight at level 1 or 2, but after that it's not too bad. And making a 20' swath of protection for yourself and your party is nice. And if it's a home game the rest of the party might feel blindfight is a reasonable price to pay to gain that protection too.


Not to mention that if you take Bombard as a secondary fighting style, you can have a free smoke grenade for every fight that you're in.


Blindfight only helps melee members of the party though is the problem though.

In a 4 person party, theres a strong chance that only one person will have any use from Blindfight, otherwise everyone will have difficulty with the smoke grenade.

Unless everyone in party buys X-Ray Visors.


Claxon wrote:

Blindfight only helps melee members of the party though is the problem though.

In a 4 person party, theres a strong chance that only one person will have any use from Blindfight, otherwise everyone will have difficulty with the smoke grenade.

Unless everyone in party buys X-Ray Visors.

Convince everyone else in your party to be a phrenic adept. They can then use their emotion-based blindsense to target the people who are feeling bewildered and annoyed at the cloud of smoke suddenly appearing.


By the time you could take the bombard as a secondary fighting style 40cr isn't very much. I don't think it would be a compelling reason to pick bombard over another style unless it was what you wanted already. Especially since you're grenade isn't ever going to be great.


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

Tactical Knife with the Entangling and Shock (or Flaming or Frost) fusions and take the Deflect Projectiles feat.

Alternately, a LFD Pulse Gauntlet (already B & So; although it requires batteries) with the Entangling and Spellthrower fusions (magic missile, reflecting armor, supercharge weapon, and wisp ally may be useful Spell Gems to load) can also work with the Deflect Projectiles feat against both kinetic and energy ranged attacks.

An even better choice (once you can afford it), is a Sintered Starknife with the Called (or Returning), Shock, and Spellthrower fusions (as a level 8 weapon, can use Spell Gems with 2nd-level spells; mirror image, of course) to use for ranged attacks, as well as for Deflect Projectiles.

Grand Lodge

Every Guard soldier build I've put together has Mk X healing potion in his off-hand...


Never use a one-handed weapon as a melee-focused character (who isn't an Operative, of course) unless that weapon is a Blue Star Plasma Sword (since it's better than the highest level two-handed plasma melee weapon).
As a backup weapon, though? Yeah, I suppose a one-handed weapon could be serviceable for that, considering you could swift action change grip to hold your (obviously two-handed) gun with one hand and move action draw your Dueling Sword or Longsword.


You really shouldn't say "never", because there's at least one really good reason to consider smaller one-handed weapons: Bulk. If your choice is carrying a big two-handed weapon, and having almost no leeway before you are encumbered, versus using a somewhat smaller weapon and having an extra 1-2 bulk of space for extra gear or loot before you get encumbered. . .

( Sure, giant two-handed melee warriors probably have high strength. They also have giant, heavy melee weapons, and wear heavy armor. That eats up their extra carry capacity pretty quickly. )


Offhanding the cheapest taclash on the market is another decent option if you decide to invest in improved maneuvers. Makes pulling them off almost halfway reliable and disarming humanoids of their weaponry will maim their DPR pretty hard.

Granted you're still more than likely better off braining the bad guys with the biggest 2her you can find, but diversity in playstyle keeps things fresh.


Tarik Blackhands wrote:


Granted you're still more than likely better off braining the bad guys with the biggest 2her you can find, but diversity in playstyle keeps things fresh.

Yeah, with the lack of buffing, debuffing, and battlefield control options, Resolve limits, very limited usefulness of HP healing, and the fact that enemies have a very good chance of hitting you (discouraging tank builds, if such a thing is even possible yet), Starfinder kind of seems to encourage DPR Olympics. I think they're trying to focus on battlefield positioning and cover, but I'm not sure how well that will work.


Bloodrealm wrote:


Yeah, with the lack of buffing, debuffing, and battlefield control options, Resolve limits, very limited usefulness of HP healing, and the fact that enemies have a very good chance of hitting you (discouraging tank builds, if such a thing is even possible yet), Starfinder kind of seems to encourage DPR Olympics. I think they're trying to focus on battlefield positioning and cover, but I'm not sure how well that will work.

There is loads of that stuff. I mean the Envoy alone has 2-1/2 pages of ability choices. All but one of those is a buff, debuff or has something to do with positioning. In fact looking over it every single class has multiple ways to do these things. Even with out if the core tactical rules have buffs and debuffs built in (Covering Fire, Feint, Harrying Fire.)

The game encourages you to support each other in so many ways its fantastic. You are encouraged to act like a team, not individuals who happen to be on the same combat map.

I'm wondering if you've played in a game of it yet? Because it seems like you are evaluating each element in a vacuum. Like HP healing, limited in usefulness? Yeah you can full heal your stamina in 10 minutes but that shouldn't be as commonplace as folks are making out. And natural HP recovery takes a long time so when you do (and you will) start taking hits you'll be happy that the Mystic next to you didn't dismiss HP healing as limited and actually invested in it.


Healing HP in combat was already considered pretty limited in its helpfulness (though obviously not useless), and Starfinder has Stamina. Starfinder gives you more Stamina than HP (with no way to increase your maximum HP aside from leveling up) and Stamina is always lost first. A healing-focused Mystic is going to be either moderately bored or very overtaxed.

Don't get me wrong, though: I do appreciate trying to encourage teamwork. I think that's a very good intention and they could expand on it to make this a very teamwork-oriented game if they included more mutual benefits for doing so.


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Bloodrealm wrote:

Healing HP in combat was already considered pretty limited in its helpfulness (though obviously not useless), and Starfinder has Stamina. Starfinder gives you more Stamina than HP (with no way to increase your maximum HP aside from leveling up) and Stamina is always lost first. A healing-focused Mystic is going to be either moderately bored or very overtaxed.

Don't get me wrong, though: I do appreciate trying to encourage teamwork. I think that's a very good intention and they could expand on it to make this a very teamwork-oriented game if they included more mutual benefits for doing so.

If you aren't having to heal HP then I think your GMs need to up the challenge of your games.

Thankfully they've given Mystics other things in their class! I know you dislike that because apparently they removed spellcasters but its a consideration.


Well, I think you've proven your argument invalid since you clearly haven't read what you're trying to counter OR my post in the other thread you're referencing.


Bloodrealm wrote:
Well, I think you've proven your argument invalid since you clearly haven't read what you're trying to counter OR my post in the other thread you're referencing.

If I've made a logical error, point out the error.


I never said that healing was useless nor that you never need to heal. In fact, I actually pointed out that the healer would be very overtaxed if they had to keep healing during combat.
I also never complained that casters get other class features. Ever. And I specifically pointed out in that thread that I was not complaining about not having pure casters in Starfinder. Multiple times.


I have a melee blitz soldier who started with the assault hammer and a returning starknife. I wield both during combat. Hammer for melee, returning starknife for range. Later levels I will stick with Longswords (and it's variations) and returning starknives. I will get better damage with 2 handed melee weapons, but I designed him off of Space Marine assault troopers from Warhammer 40k, so one handed weapons fit the idea better.


Eh, not like Assault Marines don't ever use 2hers (even if the most direct translation in Starfinder is a Fang/Grindblade + Gyrojet pistol)

There's plenty of instances of thunder hammers (probably a Swoop Hammer), relic blades (Devestation Blades I guess), or 2h axes (doshkos). Still, do what you think is cool (And obligatory For the Emperor!)


BLOOD FOR THE BLOOD GOD! MILK FOR THE KHORNE FLAKES


Tarik, those usually are "hero" units. I most likely will use some 2-handed weapons down the road. But heck, my character is only 2nd lvl and doesn't even have jump jets yet. So, plans may change. Lol


Just commenting is all. Starfinder is weird if you try to emulate 40k stuff since you can get a power weapon below level 5 but bolters are basically mid to end game weapons. (Also to be supremely pedantic it's heroes or veteran units. Vanguard Vets can take Relic Blades and Assault Terminators pack the Thammers)

Either way, the weapon ultimately matters little so long as you honor the machine spirit and keep your faith in the Emperor (unlike some unmentionable heretics above)


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I suggest a small person that your opponent likes.

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