Help me with my build


Advice


So I have this concept, tell me what you guys think, and what I can do with it.

Race: Space Goblin
Level 1 Blitz soldier
Level 2-20: Solarian with phrenic adept achetype
Theme: Priest

Starting stats:
16/14/10/10/13/10

Stat increases to strength, wisdom, intelligence, and sometimes charisma, sometimes constitution

Feats:
1) Fleet
3) Undecided
5)connection inkling
7-19) Undecided

Liberty's Edge

I have no idea what you're trying to do. That makes giving advice quite difficult.

I will say that it's almost universally a bad idea to take Phrenic Adept on a Solarian. Revelations are better than anything Phrenic Adept grants.


Well, I'm trying to make Yoda... I understand it won't be the best build in the world, but it just seems so fun...


I should also note that I realize that a perfect representation of Yoda is not achievable currently.

Liberty's Edge

Phrenic Adept is completely unnecessary for that, so I'd ditch the Phrenic Adept.

Personally, I'd actually just make Yoda as a Mystic rather than a Solarian. You can make a Mystic with high Str and a Plasma Sword quite readily.

But if you are going Solarian, the basic class setup seems reasonable.


Based ENTIRELY on flavor but could be fun to play:

(Whichever order you feel like, probably mystic first)
4 levels mystic, Overlord
16 levels Solarion, Armor

4 levels of mystic get you to 2nd level spells which include specifically FORCE Blast.

Overlord for Jedi mind tricks

Plasma Sword and Pulse Gauntlet in offhand for unlikely chance of knockdown effect.

Important Feats:

Improved Critical (Gotta get those Severe wounds and Knockdown)
Deflect projectiles
Reflect projectiles eventually
Lightning Reflexes
Fleet?

Liberty's Edge

Hypnotic Glow from Solarian is already Jedi Mind trick and most other Force powers are covered by the Graviton telekinesis stuff.

There's no need to combine the two Classes, though either works.


Deadmanwalking wrote:

Hypnotic Glow from Solarian is already Jedi Mind trick and most other Force powers are covered by the Graviton telekinesis stuff.

There's no need to combine the two Classes, though either works.

Mystic gives more options towards force powers, plus I think Wisdom as a core ability plays more towards Yoda. And can't replicate FORCE blast. It literally has force in the name. This definitely is not an efficient build though.

Grand Lodge

Here are the things I would try for Yoda:
Operative (Daredevil) with Phrenic Adept.
- Yoda did most of his fighting with acrobatics and using Acrobatics for your operative trick is very flavorful.
- Yoda was mostly dex and as much as operative weapons are pretty terrible, once you get shock batons, they do remind me more of lightsabers than any other weapon.
- you won't be able to reflect projectiles, just deflect them unfortunately.
- Pick up the "Mystic Connection" feat and the "Psychic powers" feats and you should be a pretty convincing Yoda

Sounds fun, and reminds me of when I made Obi-Wan as a Swashbuckler/Magi in Pathfinder.


IMHO, it really depends on your group's play style, GM's adventure style and other PC's. If he/she/it is balanced with the other PC's then go for it. If not then something may have to be done.
If the PC is for SFS then I think you might be able to tell if the PC is balanced with others and or contributing to the group after a few games.
On the fun aspect, for me fun PC's often trump power build only PC's (depending on the game and the outline of the game).
MDC


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Just remember, your fun is not more important than the group's fun. If your character is an unfocused mess trying to imitate an idea that doesn't exist in the game, that's going to play out one of two ways.

The first is that the character you built is just functional enough that the group doesn't feel like it's carrying dead weight, the DM doesn't feel like he has to balance around your special needs, and everyone is amused by your outside-the-box design. This is all good, and optimization be damned.

The second is that, in pursuit of a character not easily built with the current classes, you create a character that does everything poorly and fulfills no role in the group. Your fellow players will be frustrated because they're doing all the work and you're still getting a cut of the rewards. You DM will be frustrated because he can't balance for the number of players present without constantly risking a TPK. The only person having fun with your unique character is you. That's not good, and you will only have yourself to blame when you're asked to roll a new character or leave the table.

So just keep that in mind when you're trying to make a weird character. It's not just you who has to play with the results.


Space McMan wrote:

Just remember, your fun is not more important than the group's fun. If your character is an unfocused mess trying to imitate an idea that doesn't exist in the game, that's going to play out one of two ways.

The first is that the character you built is just functional enough that the group doesn't feel like it's carrying dead weight, the DM doesn't feel like he has to balance around your special needs, and everyone is amused by your outside-the-box design. This is all good, and optimization be damned.

The second is that, in pursuit of a character not easily built with the current classes, you create a character that does everything poorly and fulfills no role in the group. Your fellow players will be frustrated because they're doing all the work and you're still getting a cut of the rewards. You DM will be frustrated because he can't balance for the number of players present without constantly risking a TPK. The only person having fun with your unique character is you. That's not good, and you will only have yourself to blame when you're asked to roll a new character or leave the table.

So just keep that in mind when you're trying to make a weird character. It's not just you who has to play with the results.

I agree, this works both ways.

If you have a couple or one player who super optimizes then it is just as much an issue as one or two non-optimizes.
MDC

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