A Question About Playstyle


Starfinder Society


So, I have a question. I've been building a Solarian character for Starfinder Society play, and it's recently struck me that they're pretty much useless outside of melee boots on the ground combat. They have a +5 bonus to Diplomacy, and nothing else really going for them. My question is, will this make me a load for the other players outside of combat scenarios? While they're an absolute beast at hand to hand and can shred people to pieces, I'm worried that being at decent at Diplomacy won't be enough outside of combat. Vahni can't pilot, sneak, track, doesn't have any knowledge skills, lie, or be effective at range. They're not even a great face. Should I rework them?

1/5 *

Pathfinder Adventure Path Subscriber

My advice: make the character that you want to play (but be open to picking up a pregen if the table is lacking in skills and it seems like it will be a skills-focused scenario). Or: make 2 characters, a combat Solarian and a more skillful character, and pick between them, as above.

I am not familiar with Solarian builds so I can give only general advice. If you are trying to be more skillful: Your theme can give you another class skill, and there's a feat that can give you two more. You'll be skill-point poor (and MAD so boosting INT will be hard); going Human for the extra feat and skill points can help.

In Starships: Solarians have full BAB, so as long as you didn't dump DEX you'll be a passable gunner. Having Diplomacy also makes you an OK captain.

Grand Lodge

I grabbed skill synergy for my solarion and picked up the other CHA based skills as well. That way you can be an ok captain or with you BAB be an ok gunner in space combat and be an ok face in CC. Also grenades are your friend since the to hit bonus is based on STR.

Silver Crusade 5/5 5/55/5 ****

With only +5 Diplomacy at 1st level, seems like you went with a 12 Charisma. In addition to making you worse at social skills, this also leaves you with only 2 Resolve.

Did you remember you get two additional class skills of your choice at 1st level from Skill Adept? And at 3rd level, Sidereal Influence kicks in with another +1d6 to some key skills (and specifically non-combat at that)?

Regarding ranged combat, if you invested heavily in Strength, pick up a starknife and slap the Called or Returning fusion on as soon as it is feasible. Thrown weapons uses Strength for both attack and damage (not Dexterity to hit as in Pathfinder). That will give you something to toss when you are moving into position.


Thanks for the advice, guys. What I ended up doing was swapping out Fleet for Skill Synergy (Diplomacy and Stealth), and using one of my Skill Adept slots to make Bluff a class skill. As for the low Charisma thing, I'm honestly spread quite thin as an armor solarian, so I opted to go for a +1 in all my relevant stats.

4/5

Here's what I've found -

From your 2 optional class skills, either have one be Computers or Engineering. This will allow you to 'help' fill in the role of either the Science Officer or Engineering officer for Starship combat. As there will probably always be someone better then you for the Captain or Gunner spots, which have a limited number available on a starship.

Your skill for this would only be +4, you still should be helpful around 50% of the time.

2/5 5/5 *****

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I went with a 12 INT on my Solarian, in order to have more skills. At level 1 I had all of the "identify creatures" type skills(which fits the xenoseeker theme I was playing up), plus engineering and I think perception. At level two I'm adding computers, keep pumping engineers and perception and starting to spread the others around. to at least pick up all class skill bonus.

I've been best or second best gunner, and a useful second engineer depending on the other party members. I've gotten useful info on creatures. Solid on aid-another type stuff too. I've felt like a useful member of the team in three vastly different parties.

Gear wise (I went weapon not armor solarian so flex this around to suit)
I grabbed the best armor I could (spent my level 1 feat on heavy) and adventuring gear.
Picked up a laser pistol after the first scenario.
Planning to pick up a powerglove cestus before my nect scenario (4th).

Lets me cover slashing (chosen form of solar weapon), bludgeoning, and energy (fire, range) since you know society loves to make you deal with all kinds of craziness.

Contemplating making the powerglove cold-iron or silver, but haven't been able to figure out if that's always available. In PFS its explicitly called out as available, which makes me think maybe its not included in SFS

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

NielsenE wrote:
Planning to pick up a powerglove...

I love the Power Glove. It's so bad.

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