Red Griffyn
|
Hi Guys,
I wanted to theory craft a ranged/controller Solarian and don't have a lot of experience with the starfinder system math. I have a few questions and then a general feat/revelation outline below.
Questions
1. I was wondering how effective the DCs on this build would be (assuming a Starting 16 in DEX/CHA) in campaign and/or SFS. In particular if they are not high enough, should I focus more on passive graviton defense revelations over things like Crush/Flare and just drop the 'controller' aspect for a purely ranged character with good mobility/defense?.
2. I've tried to balance photon vs. graviton revelations to remain 'balanced' but is there merit in just going fully into either graviton or photon and remaining unbalanced. Specifically does the one round extra to become fully attuned become worse if I have 3 or more revelations of one type or will it always be 4 rounds. As well, if something last says it lasts for 1 round or until x mode end does that 1 round mean at the start of my next turn, top of the round, end of my next turn? Specifically will any round 1 activation while in a unbalanced build last or not last if I happen to hit the specified mode (e.g., graviton mode) at the beginning of round 2 because I wasn't attuned until 2 points were accumulated?
3. If I drop the 'controller' portion of the build and focused on ranged damage, is there more merit to a 1 level soldier dip (blitz or sharpshooter)? As I see it a +4 Initiative/+10 movement speed/2 Feats of Proficiency/2 feats of saves seems like a good idea. Would it be better to pick sharpshooter or do the weapon accessories make some of the cover bonuses not an issue?
4. If I have mobility/shot on the run, does this mesh with things like defy gravity/blazing orbit or do I need to take separate move actions outside of the feat to trigger those revelations?
5. Is there merit in picking up gravity boost/defying gravity or are these revelations generally easily obtainable with jet backs or the like?
6. Are the saves on a ranged solarian comparable to other PCs because of the Fast Fort/Will with dex patching up the slow ref save. Would you suggest earlier save improving feats?
7. What is an optimal race? I think WF/WP Longarms is required so humans stand out as fairly high in the food chain thanks to the bonus feat (skilled will also help). But if I do a L1 Soldier dip, they aren't really as necessary. But this puts my stat array at basically 16 dex/16 cha with a useless theme point. The build doesn't really need STR, so would it be better to grab a +DEX, +CHA, or +DEX/+CHA race? Top choices are:
- Halfing (has some nice bonuses to various skills as well as a +1 to all saves)
- Seprevoi (a l1 hybridized weapon fusion gets me WF to make up for the lost feat)
- Ryphorian (would mean a 16 DEX/14 CHA starting, but gets a +2 con/+2 wis)
- Feychild Gnome (delays WF longarm though)
- Ysoki (delays WF longarm though)
8. Out of Combat I plan on being a face so I will probably use sidereal for Bluff/Diplomacy (L3), Disguise/Intimidate (L11), Sense Motive/Culture (L11). Does that seem like reasonable choices?
9. I was thinking tempered pilgrim makes for a good theme because I get 2x the languages. With only 5 skill points (as a human) that covers Acrobatics, Bluff, Diplomacy, Perception, and Culture. Does it make sense to bump INT over WIS/CON at L5 so I can have a floating point to put into Intimidate or Disguise? Is there some magic Item I am overlooking that is essentially a babblefish translator that means I can avoid spending points in Culture for languages?
Actual Build
Race: Human
Theme: Tempered Pilgrim
Stats:
For: S-D-Co-I-W-Ch
L01: 11-16-10-10-10-16
L05: 11-18-12-10-12-18
L10: 11-19-14-10-14-19
L15: 11-20-16-10-16-20
L20: 13-20-18-12-18-20
Personal Enhancements go to: DEX>CHA>CON=WIS=INT
Feats:
01 - Long Arm Proficiency
1R - WF: Longarms
03 - Versatile Specialization
05 - Enhanced Resistance (Kinetic)
07 - Mobility
09 - Shot on the Run
11 - Improved Initiative
13 - Penetrating Attack
15 - Great Fortitude
17 - Iron Will
19 - Extra Resolve
Revelations1:
02 - Constructive Interference
04 - Flare
06 - Crush
08 - Blazing Orbit
09 - Wormholes/Solar Acceleration
10 - Soul Furnace
12 - Defying Gravity (or stealth wrap?)
14 - Gravity Shield
16 - Glow of Life
17 - Time Dilation/Miniature Star
18 - Ultimate Graviton
20 - Ultimate Photon
Alternatively, if it was just pure graviton (which I think makes more sense as a ranged solarian than sitting in Photon mode):
Revelations2:
2 - Constructive Interference
4 - Gravity Boost
6 - Crush
8 - Defying Gravity
9 - Wormholes/Solar Acceleration
10 - Dark Matter
12 - Reflection
14 - Gravity Shield
16 - Ultimate Graviton
17 - Time Dilation/Miniature Star
18 - Solar Fortification
20 - ?
Alternatively, with no control focus but balanced:
Revelations3:
2 - Constructive Interference
4 - Stellar Equilibrium
6 - Defying Gravity
8 - Blazing Orbit
9 - Wormholes/Solar Acceleration
10 - Soul Furnace
12 - Dark Matter
14 - Gravity Shield
16 - Glow of Life
17 - Time Dilation/Miniature Star
18 - Ultimate Graviton
20 - Ultimate Photon
| breithauptclan |
2. I've tried to balance photon vs. graviton revelations to remain 'balanced' but is there merit in just going fully into either graviton or photon and remaining unbalanced. Specifically does the one round extra to become fully attuned become worse if I have 3 or more revelations of one type or will it always be 4 rounds. As well, if something last says it lasts for 1 round or until x mode end does that 1 round mean at the start of my next turn, top of the round, end of my next turn? Specifically will any round 1 activation while in a unbalanced build last or not last if I happen to hit the specified mode (e.g., graviton mode) at the beginning of round 2 because I wasn't attuned until 2 points were accumulated?
I sort of see the difference between balanced vs unbalanced solarians as similar to the generalist vs school specialist wizards. Both can be good.
If you are balanced, then you can get fully attuned and use zenith revelations a round earlier. You can also switch up which attunement and abilities you use based on the fight at hand.
If you are unbalanced or pure of one type, then it takes longer to get to the zenith revelations (at least until you are earning two points of attunement per round). However, you are going to have a lot more options of powers available for your one attunement mode. If you are not going for zenith revelations, then going unbalanced may be a better option.
From what I have read, it doesn't matter how unbalanced you are, it will always be 4 attunement points to be fully attuned. Also, you do still become attuned at 1 attunement point as normal. So on your first round of combat you can use revelations with their normal attuned duration.
If an effect lasts one round, I think it stops just before the beginning of the start of your turn on the next round - or where your turn would have originally been if your initiative order happens to change for some reason. I might be wrong on the rule, but it should be a standard interpretation for anything that lasts one round - not just solarian abilities.
Having a revelation last one round is usually for when using the revelation outside of combat. That isn't going to be affected by balanced or unbalanced. I suppose you could use a photon revelation while in graviton mode (or the other way around) in combat and have the effect last for one round that way too.
| Hiruma Kai |
1. I was wondering how effective the DCs on this build would be (assuming a Starting 16 in DEX/CHA) in campaign and/or SFS. In particular if they are not high enough, should I focus more on passive graviton defense revelations over things like Crush/Flare and just drop the 'controller' aspect for a purely ranged character with good mobility/defense?.
Your saves will generally be as good as the highest tier spells a Technomancer or Mystic can cast with a 16 Int or 16 Wis starting (assuming you put your highest level personal upgrade into charisma and keep increasing it each level), give or take 1 point. At level 10, assuming 23 Cha or 23 Int, your save DC is 10 + 5 + 6 = 21. A technomancer casting their highest level spell (4th) gets 10 + 4 + 6 + 1 = 21. They can get that save DC 4 times a day, maybe 5 depending on hacks. If you use only your second best enhancement on Charisma, then you'll probably be about 2 points behind a fully maximized 18 Int Technomancer with their best spells.
2. I've tried to balance photon vs. graviton revelations to remain 'balanced' but is there merit in just going fully into either graviton or photon and remaining unbalanced. Specifically does the one round extra to become fully attuned become worse if I have 3 or more revelations of one type or will it always be 4 rounds. As well, if something last says it lasts for 1 round or until x mode end does that 1 round mean at the start of my next turn, top of the round, end of my next turn? Specifically will any round 1 activation while in a unbalanced build last or not last if I happen to hit the specified mode (e.g., graviton mode) at the beginning of round 2 because I wasn't attuned until 2 points were accumulated?
As noted by breithauptclan, its only takes 4 rounds to become fully attuned irregardless of how unbalanced in terms of powers you are. 1 round means until the start of your character's next turn. You become attuned as soon as you have 1 point, so immediately at the beginning of your first turn. Unbalanced only affects full attunement, not just being attuned. You don't need 2 points to be attuned, just 1.
3. If I drop the 'controller' portion of the build and focused on ranged damage, is there more merit to a 1 level soldier dip (blitz or sharpshooter)? As I see it a +4 Initiative/+10 movement speed/2 Feats of Proficiency/2 feats of saves seems like a good idea. Would it be better to pick sharpshooter or do the weapon accessories make some of the cover bonuses not an issue?
If you want to focus on your weapon based damage over other abilities, a 1 level soldier dip makes sense. Bear in mind, your supernatural abilities will be behind (Both in save DCs and when you get them), but its a perfectly reasonable choice to make.
4. If I have mobility/shot on the run, does this mesh with things like defy gravity/blazing orbit or do I need to take separate move actions outside of the feat to trigger those revelations?
Sadly, Defy Gravity/Blazing orbit explicitly take a move action to use. They don't combine with other actions that might let you move your speed. Amusingly however, if you get a caster level, say from 15 Int and Technomantic dabbler, you can take Agile Casting and combine movement before and after with almost all the Solarian revelations, as they typically take a standard action or less to activate.
A fun one to use is Agile Casting move to get a clear charge lane, activate Stellar Rush (which is a supernatural ability with an activation time of standard), and then move afterwards as well. If already hasted, combine with Solar Acceleration to move, 1st attack of full attack, haste free move, 2nd attack of full attack, move.
5. Is there merit in picking up gravity boost/defying gravity or are these revelations generally easily obtainable with jet backs or the like?
Gravity boost gives you stacking bonuses to athletics, and at very high level, acrobatics, which can sometimes be hard to come by. If you're in light armor, climbing suckers can provide a lot of similar utility at very low cost however. In heavy armor, its harder to get a climbing speed. Defy gravity basically lets you use your fastest speed for your fly speed, but a lot of the utility is in fact provided by Jetpacks and the like. Depends on how much you value the extra maximum speed (or the standard action to turn your jet pack/forcepack on when you need it).
6. Are the saves on a ranged solarian comparable to other PCs because of the Fast Fort/Will with dex patching up the slow ref save. Would you suggest earlier save improving feats?
If you're pumping Dex, Wis, Con, then yes, your saves are going to look like all the non-casters. Grab Fort/Will save feats when everyone else does.
7. What is an optimal race? I think WF/WP Longarms is required so humans stand out as fairly high in the food chain thanks to the bonus feat (skilled will also help). But if I do a L1 Soldier dip, they aren't really as necessary. But this puts my stat array at basically 16 dex/16 cha with a useless theme point.
If you're taking Technomantic Dabbler or Connection Inkling, put the odd point in Int or Wis for requirements. I like human for Solarians, because the extra skill point is not quite +2 Int for no dump stat. If your planning a Mobility + Shot on the Run or Agile Casting, the extra feat helps a lot to get the combination up and running.
Keep in mind, an 8 strength is a 4 bulk limit, 5 with backpack. Even so, a -2 Str/+2 Dex/+2 Cha race like Halfling will still probably be fine. If you grab Stealth Warp at 11th level, and appropriate sidereal choices, you'll have the stealthiest character in the game.
8. Out of Combat I plan on being a face so I will probably use sidereal for Bluff/Diplomacy (L3), Disguise/Intimidate (L11), Sense Motive/Culture (L11). Does that seem like reasonable choices?
I'd probably swap Stealth for Disguise, but depends on the campaign (and also race choice). Your list seems reasonable.
9. I was thinking tempered pilgrim makes for a good theme because I get 2x the languages. With only 5 skill points (as a human) that covers Acrobatics, Bluff, Diplomacy, Perception, and Culture. Does it make sense to bump INT over WIS/CON at L5 so I can have a floating point to put into Intimidate or Disguise? Is there some magic Item I am overlooking that is essentially a babblefish translator that means I can avoid spending points in Culture for languages?
Connection Inkling, 15 Wis, 5th level, grab Share Language as your 1st level spell choice. Be 10th level, have a Technomancer in the party cast tongues on you. Both of those work on races never encountered before. As for magic item, other than mass 3rd level spell amps, not really.
I also like bumping Int to 12 or even 14 even if you do take a universal communication option.