Ravingdork |
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Shaudius wrote:From Armory:
Soulfire, Level 1 Weapon Fusion: Only on Solarian Weapon Crystals. Add CHA to DAMAGE in addition to strength.
/thread
But in seriousness, this likely more than makes up for the issue with at the end of the day amounted to about a 1-2 pt negative to one save.
I would have preferred they went with +cha to hit and damage instead of strength which would have straight up solved the MAD issue but this works, I think.
This is absolutely a good thing.
What it does do, is (combined with Flashing Strikes) bring the average Melee weapon Solarian into the same (full attack) range as a Soldier (currently Soldiers tended to be +1 attack ahead) and allows them to pull clearly ahead in damage (by about 5 damage per hit) at levels. This is especially good at low levels where it jumps the typical 16 str, 14 cha, Solarian (with the +1E crystal) to 1d6+3(Str)+1E(Crystal)+1(Photon)+2(Cha) or 1d6+7
Now if only we can get errata that says skill adept gives you max ranks in your chosen skills, much like the operative's specialization, then the solarian might actually be going somewhere.
Torbyne |
HWalsh wrote:Now if only we can get errata that says skill adept gives you max ranks in your chosen skills, much like the operative's specialization, then the solarian might actually be going somewhere.Shaudius wrote:From Armory:
Soulfire, Level 1 Weapon Fusion: Only on Solarian Weapon Crystals. Add CHA to DAMAGE in addition to strength.
/thread
But in seriousness, this likely more than makes up for the issue with at the end of the day amounted to about a 1-2 pt negative to one save.
I would have preferred they went with +cha to hit and damage instead of strength which would have straight up solved the MAD issue but this works, I think.
This is absolutely a good thing.
What it does do, is (combined with Flashing Strikes) bring the average Melee weapon Solarian into the same (full attack) range as a Soldier (currently Soldiers tended to be +1 attack ahead) and allows them to pull clearly ahead in damage (by about 5 damage per hit) at levels. This is especially good at low levels where it jumps the typical 16 str, 14 cha, Solarian (with the +1E crystal) to 1d6+3(Str)+1E(Crystal)+1(Photon)+2(Cha) or 1d6+7
And let their skill booster work in ship combat so they can captain well.