SFS Dwarf Scholar Shaman build, input appreciated


Advice

Scarab Sages

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So due to a recent scenario, I have access to a 12 (13 with theme) point buy Dwarf in Starfinder Society. Looking around, I kind of had an idea for a character, and I'm wondering how to set about doing it.

For those who haven't played Live Exploration Extreme yet, let's just say that I have an idea for a character who has a spiritual connection to space, and wants to study it. She's not so much a technomancer, as she doesn't care as much about technology, just being a scientist and studying space.

Spoiler for Live Exploration Extreme!:
So in that scenario, you find a bunch of Dwarves duped into believing they are on the ancient Dwarven Quest for the sky. My idea for a character is that when she finds out about space, she is moved to study it, and finds a connection with it. Essentially continuing her quest for the sky by studying stellar phenomenon.

Now, I'm not looking to make my PC broken or anything, just 'solvent.' (a.k.a. able to do her job.) I'm looking for input:

Female Dwarven Star Shaman Mystic
Str: 14, Dex:10, Con:12, Int:15, Wis:16, Chr:8
Theme: Scholar (Astronomy)
Feat: Level 1 Skill Synergy (Physical Science, Computers)
Skills: Computers, Mysticism, Physical Science, Piloting, Perception, Diplomacy, Culture, Profession-Astrophysicist

Weapon of choice: Called Starknife? Maybe a Longsword eventually?

Level 2-
Level 3-Feat-Heavy Armor Prof. (Racial-advanced melee weapon spc)
Level 4
Level 5 +2 Strength, Con, Int, Wis, Feat Weapon focus-Advanced Melee
Level 6 (level 6 scholar ability)
Level 7 Enhanced Resistance?
Level 8
Level 9 ????

Downsides: With 10 Dex, even in heavy armor I'm going to have a crap AC, and my ability to pilot or shoot starship weapons will be terrible. And I likely won't be as good at sensors as a technomancer or Engineer.

Upsides: Will be able to do a decent amount of damage in melee, and in close ranged combat (thanks to my starknife) I'll still be a threat.

Thoughts?


It's functional, or solvent as you say. In a larger party, it should work fine, with your spells being there for nova situations.
In a smaller party...you won't carry your weight.

Starship role as a backup in computers is horrible. Generally, the Science Officer will switch to Engineering after scans are done (even if as a backup, since repairing shields > balancing shields). And you may as well not take Piloting with a 10 Dex. You're no good to the party as a pilot or a gunner (unless your party needs some major overhauling!).

That 10 Dex, and the AC that does with it, is a much larger issue than you're painting. And no, you will not be doing a decent amount of damage in melee. You will do modest damage until you're knocked out, which is a bad position for a healer.

There are two ways to go with this: melee/thrown or skills. If you're playing with a regular group, it should be easy to get an answer based on what bases they have covered. With SFS, you likely should go melee.

Melee Dwarf (still fancies the stars, just not up to figuring them out)
Str 16 Dex 12 Con 12 Int 10 Wis 16 Cha 8
Or even:
Str 18 Dex 12 Con 12 Int 10 Wis 14 Cha 8
Feat: Hvy. Armor Prof.,
You can survive until your Resolve is up by throwing and getting the best armor you can. You'd still be poor at Starship battles though.

Skill Dwarf
Str 13 Dex 10 Con 12 Int 16 Wis 16 Cha 8
Feat: Skill Synergy (Physical Science, Engineering)
Engineering is far more valuable in Starship battles than Computers (and more dwarfy!), though if your party lacks a Computer guy (doubtful), you might want to keep it for hacking. Medicine would be a good add w/ your Int. You may want to pick up Life Science later for IDing.
You'd be poor in normal combats, but your skills are more useful and with your spells you can turn the tide fast in a harder battle. Think about Spell Gems & Spell Focus.

Enjoy.

Scarab Sages

What if I sub out skill synergy with (physical science) with Engineering, then replace one of the skills with Engineering? That gets me Engineering, and keeps the character concept intact.


That will give you a Starship role (even a mediocre Engineer can help patch shields) so that your PC's only flaw is AC. The PC is stretched thin, so arguably he has no strengths either, other than you're a caster (which is something). Everybody loves a healer, though I have had a friend play a Mystic made to heal who barely had to and in my own AP party, we've barely used Healing Serum with the Envoy's Stamina boosts.

That said, since your PC loves sciences & exploration, you might want to consider Technomancer. Then you could strengthen your skills so you do have a lead role (18 Int + class bonuses), and your combat role should improve with class abilities by buffing tech weapons. You'd still want to throw due to h.p./AC. (Hopefully you don't think your Mystic can safely enter melee!)


I got the same boon-but isn't it only a 10 PT but like normal?

Scarab Sages

TheGoofyGE3K wrote:
I got the same boon-but isn't it only a 10 PT but like normal?

Check the second part of that boon, the part where you get to add +2 to a score of 14 or less. It has been clarified that if you both GM and Play, then you can apply both boons to one character to make a 12 pt buy dwarf.

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