(SFS build) Old Kung-Fu Solarian


Advice

Scarab Sages

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So some people familiar with Starfinder Society may know that there are a couple of boons you can apply to get half-orc with a 12 point buy. Since I really like Solarians but they are super MAD, I figured this would be a perfect opportunity to build a Solarian with a bit of extra oomph to overcome how MAD they are.

So, the idea is to make an old Kung-Fu guy whose solar weapon is an aura that augments his punches and kicks, (I’ll still keep a hand free so mechanically my solar weapon is a gauntlet around my hand)

I want my guy to be competent. I want him to feel like he’s a guy in a bad King Fu movie, with wire-fu and everything. II don’t need to be doing as much damage as possible, that being said, I’d like some critiques on my build.

Str:16, Dex: 12, Con: 12 Int:10, wis:11, Chr:14
Theme Priest
Skills: some Acrobatics, some athletics, diplomacy, Mystisism, Cultre
Feat: Heavy armor prof. (Flavored as ‘Reinforced robes’ like the Jedi wear in the clone wars cartoon)
Level 2) Stellar Rush
Level 3) Feat: Toughness, Sidereal influence: Diplomacy and Mysticism
Level 4) Gravity Boost
Level 5) Bonuses to Str, dex, Con, Chr, Feat: ???
Level 6) Reflection
Level 7) Feat: ???
Level 8) Glow of Life
Level 9) Feat:???, zenith: Ray of light or photon acceleration

Scarab Sages

Level 5 feat: Enhanced Resistance
Level 7 feat: Minor psychic power?
Level 9 feat: Mystic strikes?


VampByDay wrote:

Feat: Heavy armor prof. (Flavored as ‘Reinforced robes’ like the Jedi wear in the clone wars cartoon)

Level 5 feat: Enhanced Resistance
Level 7 feat: Minor psychic power?
Level 9 feat: Mystic strikes?

I truly despise how the Solarian was built because everyone feels the need to get heavy armor. Totally ruins how I see a Solarian. It totally could've been fixed with giving them the ability to use Cha as a dodge bonus. Or even Graviton giving you a plus to AC instead of reflex. But I am just complaining.

Heavy Armor: Are those ropes made out of metal? hahaha. I kid.

I am not seeing the usefulness of Minor psychic power. I feel Step Up is a must. Casters and Ranged users wont be able to escape.

Scarab Sages

Farlanghn wrote:
VampByDay wrote:

Feat: Heavy armor prof. (Flavored as ‘Reinforced robes’ like the Jedi wear in the clone wars cartoon)

Level 5 feat: Enhanced Resistance
Level 7 feat: Minor psychic power?
Level 9 feat: Mystic strikes?

I truly despise how the Solarian was built because everyone feels the need to get heavy armor. Totally ruins how I see a Solarian. It totally could've been fixed with giving them the ability to use Cha as a dodge bonus. Or even Graviton giving you a plus to AC instead of reflex. But I am just complaining.

Heavy Armor: Are those ropes made out of metal? hahaha. I kid.

I am not seeing the usefulness of Minor psychic power. I feel Step Up is a must. Casters and Ranged users wont be able to escape.

yeah, originally I wanted minor psychic power to get detect magic so I can identify magic items, but now I see that I can't get it, so step up and coordinated shot look much more appealing.

Scarab Sages

Hello? Any assistance?

Liberty's Edge

In the short term, you'd be better off with less Con and more Cha (at 3rd level, +2 Con gives you +3 Stm and +1 Fort Saves, +2 Cha gives you a Resolve, which is 21 points of Stm once a day...or saves your life), long term (ie: at 10th level plus) this becomes less true.

Your Saves are a tad low, so you might consider skipping out on Minor Psychic Power (thematically cool as it is) for Spellbane (which actually also fits the 'monk' theme pretty well, IMO...your meditative exercises allow you to resist supernatural powers more effectively).

Also pursuant to the 'monk' theme, Iron Will might serve you better than Toughness (though, if combining this with the Spellbane idea, you likely want that at 3rd and would take Iron Will at 7th). This is a little less true if ditching Con for Cha...but even then I'd probably do it.

Scarab Sages

Deadmanwalking wrote:

In the short term, you'd be better off with less Con and more Cha (at 3rd level, +2 Con gives you +3 Stm and +1 Fort Saves, +2 Cha gives you a Resolve, which is 21 points of Stm once a day...or saves your life), long term (ie: at 10th level plus) this becomes less true.

Your Saves are a tad low, so you might consider skipping out on Minor Psychic Power (thematically cool as it is) for Spellbane (which actually also fits the 'monk' theme pretty well, IMO...your meditative exercises allow you to resist supernatural powers more effectively).

Also pursuant to the 'monk' theme, Iron Will might serve you better than Toughness (though, if combining this with the Spellbane idea, you likely want that at 3rd and would take Iron Will at 7th). This is a little less true if ditching Con for Cha...but even then I'd probably do it.

Thanks for the ideas. Yeah, I’m ditching minor psychic power and mystic strikes, it doesn’t do what I wanted it to do. Spellbane is a great idea until I hit 12 when I actually cast spells from my priest theme, but that probably won’t come up in SFS play.

The problem with adding CHR is that enemies hit a lot, and every point of hp/stamina count. And the extra charisma/resolve only help if you make it to the end of the fight for a short rest. Maybe I should tak extra resolve somewhere? Just a thought.

Scarab Sages

Farlanghn wrote:

Heavy Armor: Are those ropes made out of metal? hahaha. I kid.

I was thinking something like this.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I was sort of expecting to find a Solar Armor build with IUS. Then grab Plasma Sheath to have fists of fire!

You are going to have problems hitting with Reflection given the relatively low Dex and the -4 to hit. Thematically appropriate but I fear you may have all the accuracy of a top graduate from Stormtrooper Academy. :)

Scarab Sages

BretI wrote:

I was sort of expecting to find a Solar Armor build with IUS. Then grab Plasma Sheath to have fists of fire!

You are going to have problems hitting with Reflection given the relatively low Dex and the -4 to hit. Thematically appropriate but I fear you may have all the accuracy of a top graduate from Stormtrooper Academy. :)

Well, remember, most enemies have low K/E ACs. Plus, by the time I get it I'll have at least a 14 Dex, possibly 16 based on how I distribute my +2/4/6 stat boosts (for example, I could put my +4 into str, and a +2 into Dex . . . theoretically)

But yeah, good point. The other option is to get Defy gravity which lets me fly for short bursts, but is less thematic.

Scarab Sages

So, the new build with slight modification is looking like:

Str:16, Dex: 12, Con: 12 Int:10, wis:11, Chr:14
Theme Priest
Skills: some Acrobatics, some athletics, diplomacy, Mystisism, Cultre
Feat: Heavy armor prof. (Flavored as ‘Reinforced robes’ like the Jedi wear in the clone wars cartoon)
Level 2) Stellar Rush
Level 3) Feat: Toughness, Sidereal influence: Diplomacy and Mysticism (Buy stat boosting crystal-+2 Str)
Level 4) Gravity Boost (Buy W-Boson crystal, least? With Ghost killer infusion?)
Level 5) Bonuses to Str, dex, Con, Chr, Feat: Enhanced Resistance
Level 6) Defy Gravity, (Upgrade Str crystal to +4, Buy +2 Con or Charisma Crystal) Weapon: 2d6
Level 7) Feat: Step Up
Level 8) Glow of Life
Level 9) Feat: Step up and Strike, Zenith: (Photon: Photon Acceleration, Gravaton: Starquake) Weapon: 3d6
Level 10) Soul Furnace, Bonuses to Str, Dex, Con, Chr.

Other things I am looking into: a speed suspension to deal with the lowered speed in heavy armor, (Oh, I had to replace my agin' knees back in aught three!) and eventually picking up some Called starknives as a ranged option.

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