Best Power Armor User But Class Purity Is Not An Issue For You. Your Build ideas?


General Discussion


Just like the title says. I am looking for suggestions because I do not think I am the best at making class combos. But i have an idea.
I was thinking you could take soldier either 3 levels of Blitz or 5 levels of storm armor. Blitz would get you an improved bonus to initiative and a +10 to land based speed, at third level weapon specialization and a gear boost. While armor storm would get you free power armor. (Guna pause here and look over my notes because paizo already reload deleted the post i was working on while i was reviewing my thoughs for the next part.)


then I was thinking of going eight levels in mechanic drone for the drone meld class ability. But it does not say anything about being able to use the built in weapon. Kinda falls apart at that.

But you could also go exocoretex and get the mechanic trick overclocking which gives a plus two to initiative and reflex saves. You could keep going in mechanic there are some neat mechanic tricks.

I would go with the head implanted exocortex with built in custom rig jack thing myself. Go two levels soldier then one level mechanic that way you have the funds at third level to get the custom exocortex implanted or have the money to trick out my first drone. I also like the idea of if someone wants to steal my power armor they will get stabbed in the brain when they put it on matrix style. Which mechanic route I would go would depend on the call of if I could use my drones built-in weapon or not, and on how I was feeling at the time of making the character.

I have not yet added on to this beyond that point. But i like to explore adding more classes to the build.

Anyways what would you do or change in building the best power-armor user and why?


I would probably go four levels soldier just so i can guarantee I have a feat to pick up the power armor feat at 5th level.


You've got to have some specific power combo you want to make multiclassing worth it in SF, it's certainly not the answer to everything.

To make power armor work - powered armor gives you a set strength. You need some strength to gain proficiency but this is higher. From level 10 up they give you reach. A level 2 upgrade available only to powered armor is the Automated loader. A level 14 upgrade available only to powered armor is the Titan shield. That's all that powered armor gets that heavy armor doesn't. Somehow you need to use those to make it worthwhile.

Some free effective strength lets you be at least part-time melee while spending stat points elsewhere. The automated loader might be useful with a weapon which goes thru ammo fast, a flamethrower or a sniper rifle, or an automatic weapon. A soldier who goes with the bombard fighting style can make the last of those worthwhile perhaps, and it fits with the idea of the automated loader well.

In summary? I'd make the character a bombard soldier, go around packing a machine gun or similar on my powered armor and look for opportunities to catch many enemies in the cone of fire an automatic weapon allows.


First thing you want to do is read all of the power armor section so you aren't building something that doesn't work for your build.

ghostunderasheet wrote:
Blitz would get you an improved bonus to initiative and a +10 to land based speed, at third level weapon specialization and a gear boost.

Now having 10ft out of combat is nice but it's not going to help in power armor because power armor has it's own speed.

"CRB. Page 203" wrote:

Speed:

Rather than using your normal speed, the powered armor has a
maximum land speed of its own. In some cases, powered armor
has additional movement types as well.

If you aren't going to be using melee a lot I would pick another fighting style.

Question: What is your characters backstory? What's the concept? If you define that it might help us to narrow the search down.


As avr and JetSetRadio mention, you need to make sure you're not working against your build. You need some (13) Strength, but don't want so much that the armor isn't a boost (my Armor Storm soldier has 21 Strength and the Battle Harness would be a debuff). Your speed doesn't matter once you get the armor at level 5, because the armor has its own speed and your personal bonuses don't apply.

One thing you may want to do is... actually just wait. The Armory book coming in July is going to have a pile of new power armors. I'm planning a Nuar Technomancer who is looking forward to the spellcaster-oriented power armor suits rumored in the Armory. So maybe inspiration will strike you for a build in the next book.

I actually really like the Bombard Soldier/Mechanic combo. Between the soldier's free grenade and the mechanic's Overload Weapon to use discarded enemy weapons as grenades, you get a lot of boom to go around (though the overall lackluster nature of grenades is still an issue). It is unfortunate that Heavy Fire doesn't stack with Overcharge, though. You have to choose between +damage dice or +Strength damage. I would go Bombard Soldier 3 and then switch to Mechanic if I went that route because Overcharge scales better as you invest more Tricks into it.


I cant wait to see the new equipment book thats coming soon. I really want to see what they have in store for us.
That aside i know str is going to be important for the build and so will int. A base score of 14 in each should be good enough what with the personal enhcements and all. Con maybe one of the stats that would have the lowest stats. But thats what armor is for saving your bacon. Starting out one would wear heavy armor. But once one gets to level five oone should get the best light armor with the most armor upgrade slots available since heavy armor can not be warn in power armor. Thats why I think blitz would be good it would allow you to go first and get to your heavy armor and with the exit pod armor upgrade allows you to enter your power armor as a move action. Scratch that been reading that all wrong. Equipting power armor is a full action. But the sooner you get to your power armor the sooner you can get your game face on.


Be for regular or powered armors, here is something blatanly missing:

Starfinder Core Rulebook, Soldier, Mobile Army, p.113 wrote:

Mobile Army (Ex) 13th Level

D You become a master of all weapons associated with your
armor. You deal 1d6 additional damage with any attack from a
weapon that is part of your armor, including unarmed attacks
using the hammer fist ability and weapons that have been
attached to your armor as an armor upgrade
. The additional
damage is of the same type as the weapon’s normal type.
Also, while wearing heavy or powered armor, you gain a +2
bonus to your KAC against combat maneuvers.

Emphasis mine... I've checked and re-checked the rules, but that upgrade is missing :P I don't think it's the quick-release sheath, because it looks like a simple storage option, not about attaching a weapon. True, ranged weapons can be attached to powered armors, but nothing has been written for melee weapons.

One more thing that would be useful is a free upgrade, or upgrade that takes little to no slot, that increases Strength or even Dexterity.


JiCi wrote:

Be for regular or powered armors, here is something blatanly missing:

Starfinder Core Rulebook, Soldier, Mobile Army, p.113 wrote:

Mobile Army (Ex) 13th Level

D You become a master of all weapons associated with your
armor. You deal 1d6 additional damage with any attack from a
weapon that is part of your armor, including unarmed attacks
using the hammer fist ability and weapons that have been
attached to your armor as an armor upgrade
. The additional
damage is of the same type as the weapon’s normal type.
Also, while wearing heavy or powered armor, you gain a +2
bonus to your KAC against combat maneuvers.

Emphasis mine... I've checked and re-checked the rules, but that upgrade is missing :P I don't think it's the quick-release sheath, because it looks like a simple storage option, not about attaching a weapon. True, ranged weapons can be attached to powered armors, but nothing has been written for melee weapons.

One more thing that would be useful is a free upgrade, or upgrade that takes little to no slot, that increases Strength or even Dexterity.

Yes, I suspect that there was originally a rule for adding weapons to power armor as an upgrade, but they removed it in favor of just giving weapon slots to each power armor. I was bummed, because my Armor Storm soldier would have loved to build weapons into his heavy armor with his 5th level ability, Enhanced Tank.

My guess is that we will see armor upgrades to add strength to power armor, because there should be an option where max strength characters don't take a nerf to wear the best armor. The only trick is how that will interact with Armor Storm soldiers installing it into heavy armor... does the soldier then get the boosted strength, or will it be written so that it specifically only works for power armor (at which point the value of that aspect of Enhanced Tank starts to seem questionable).


I will be curious to revisit this in a couple months once the armory is out which sounds like it should flesh out power armor to be more generally usable and even having a spell caster version for use.

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