Any great new options for melee soldiers?


Advice

51 to 65 of 65 << first < prev | 1 | 2 | next > last >>

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Twinned Threat (Ex)
While wielding at least two one-handed melee weapons, when you successfully attack and deal damage with one of those weapons, you gain a +2 insight bonus to damage with all other one-handed melee weapons you wield until the end of your turn. This bonus increases by 1 for every 4 soldier levels you have. Additionally, if you are wielding two identical one-handed melee weapons and make a full attack using both, increase the DC of those weapons’ critical hit effects by 1 until the end of your turn.

It does not.

Dark Archive

HammerJack wrote:

Twinned Threat (Ex)

While wielding at least two one-handed melee weapons, when you successfully attack and deal damage with one of those weapons, you gain a +2 insight bonus to damage with all other one-handed melee weapons you wield until the end of your turn. This bonus increases by 1 for every 4 soldier levels you have. Additionally, if you are wielding two identical one-handed melee weapons and make a full attack using both, increase the DC of those weapons’ critical hit effects by 1 until the end of your turn.

It does not.

Bummer, it wouldn't be optimal but it would be a neat non-ring of fangs "punching' build


meepothegreat wrote:
HammerJack wrote:

Twinned Threat (Ex)

While wielding at least two one-handed melee weapons, when you successfully attack and deal damage with one of those weapons, you gain a +2 insight bonus to damage with all other one-handed melee weapons you wield until the end of your turn. This bonus increases by 1 for every 4 soldier levels you have. Additionally, if you are wielding two identical one-handed melee weapons and make a full attack using both, increase the DC of those weapons’ critical hit effects by 1 until the end of your turn.

It does not.

Bummer, it wouldn't be optimal but it would be a neat non-ring of fangs "punching' build

There are plenty of advanced one-handed punching weapons. Painclaws, Heat-Amp Gauntlets, Electrovore Gloves, Resonant Gauntlets...

The high-tech two-fisted punching build can exist in many flavors.

Dark Archive

Ventnor wrote:
meepothegreat wrote:
HammerJack wrote:

Twinned Threat (Ex)

While wielding at least two one-handed melee weapons, when you successfully attack and deal damage with one of those weapons, you gain a +2 insight bonus to damage with all other one-handed melee weapons you wield until the end of your turn. This bonus increases by 1 for every 4 soldier levels you have. Additionally, if you are wielding two identical one-handed melee weapons and make a full attack using both, increase the DC of those weapons’ critical hit effects by 1 until the end of your turn.

It does not.

Bummer, it wouldn't be optimal but it would be a neat non-ring of fangs "punching' build

There are plenty of advanced one-handed punching weapons. Painclaws, Heat-Amp Gauntlets, Electrovore Gloves, Resonant Gauntlets...

The high-tech two-fisted punching build can exist in many flavors.

Yeah, I just wish I could use this weapon family. I like the idea of building of the charge with multiple hits. This was also a weapon that struck me as odd to have the operative quality.

https://www.aonsrd.com/WeaponDisplay.aspx?ItemName=Spark&Family=Polarit y%20Gauntlets


To be fair, Operatives are the class that can get the most use out of it since they can get up to 4 attacks, which is something not even soldiers can do.

Dark Archive

Ventnor wrote:
To be fair, Operatives are the class that can get the most use out of it since they can get up to 4 attacks, which is something not even soldiers can do.

I always assumed they benefited more from trick attack. Since I really only get to play SFS it would appear true for me at least.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That depends a lot on level, weapon used, and ease of hitting your target. Quad attack can be better, but definitely not at all times.


HammerJack wrote:
That depends a lot on level, weapon used, and ease of hitting your target. Quad attack can be better, but definitely not at all times.

Circumstances, too. If you are dealing with full concealment or Mirror Images or something, you're better off making as many attacks as possible.


1 person marked this as a favorite.

This is the latest version of my character. Thoughts?

Quote:

Ozymandius

Male dragonkin gladiator soldier 9 Alien Archive 41
N Large dragon
Init +12; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense SP 72 HP 69 RP 10
--------------------
EAC 28; KAC 29
Fort +7; Ref +7; Will +6; +2 vs. effects that cause paralysis, +2 vs. critical hit effects
DR 9/—; Immunities sleep; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft., fly 30 ft. (Ex, average)
Melee returning throwing yellow star nova lance +16 (3d4+18 E & F; critical wound [DC 19]; powered, reach, thrown [20 ft.])
Space 10 ft.; Reach 10 ft. (20 ft. with yellow star nova lance)
Offensive Abilities primary fighting style (blitz), breath weapon (30-ft. cone, 1d6+13 F, Reflex DC 15 half), charge attack, secondary fighting style (hit-and-run), melee striker
--------------------
Statistics
--------------------
Str 22 (+6); Dex 18 (+4); Con 13 (+1); Int 14 (+2); Wis 10 (+0); Cha 10 (+0)
Skills Acrobatics +14, Athletics +16 (+17 to Athletics checks to perform the activity that the clothes are designed for), Computers +14 (9 ranks), Culture +14, Disguise +0 (+1 to Athletics checks to perform the activity that the clothes are designed for), Engineering +17 (9 ranks), Intimidate +1, Medicine +14; (reduce the DC of Culture checks by 5 when recalling information about entertainment combat, fighting styles, and gladiatorial traditions)
Feats Blind-fight, Close Combat, Coordinated Shot, Enhanced Resistance, Improved Initiative, Opening Volley, Powered Armor Proficiency, Skill Focus (engineering), Skill Synergy (computers, culture), Weapon Focus (advanced melee weapons)
Languages Aklo, Ancient Daimalkan, Ancient Kishaleen, Castrovelian, Common, Draconic, Drow, Elven, Eoxian, Infernal, Starsong, Triaxian, Vesk, Vulgar Kishaleen
Other Abilities deflecting smash, draconic immunities, famous fighter, keep fighting (2d6+9 stamina), partner bond
Other Gear pinion skyfire armor (upgrade: mk 1 electrostatic field, mk 1 mobility enhancer, mk 1 thermal capacitor, thrower arms), [i]returning throwing yellow star nova lance with 1 battery (20 charges)[/i], athletic clothing, battery, ceremonial clothing, [i]dented kasa[/i], engineering tool kit, formal clothing, holographic sashimono, personal comm unit, reconfigurable clothing, travel clothing, uniform clothing, video camera scanner, credstick (1,158 creditscredits); Augmentations mk 1 synaptic accelerator (dexterity), mk 2 synaptic accelerator (strength)
--------------------
Special Abilities
--------------------
Partner Bond (Ex) A dragonkin can form a permanent bond with one willing non-dragonkin creature. Once this bond is made, a dragonkin cannot form another partner bond unless its current partner dies. A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.


Claxon wrote:


Melee returning throwing yellow star nova lance +16 (3d4+18 E & F; critical wound [DC 19]; powered, reach, thrown [20 ft.])
Space 10 ft.; Reach 10 ft. (20 ft. with yellow star nova lance)

Your reach with the lance appears to be wrong, I think it should be 15' rather than 20'. Reach weapons in Starfinder only add 5' to your natural reach, rather than doubling it as in Pathfinder.

Core Rulebook pg. 255 wrote:

Creatures that take up more than 1 square of space typically have a natural reach of 10 feet or more. Such a creature usually can make an attack of opportunity against you if you approach

it, because you must enter and move within the range of its reach before you can attack it. You do not provoke this attack of opportunity if you take a guarded step to approach it. When wielding a weapon with the reach special property, such creatures extend their reach by 5 feet.

But maybe I'm missing some gear or ability that furthe extends this.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think the only things that further extend reach past the 5' increase are the Lunge feat, and being a high level vanguard.


I believe the cause is... Herolab? Is that where this came from? It never gets the reach distance right, I think it reads your stuff as "A large character has 10 feet of reach, and a character with a reach weapon has 10 feet of reach, so the total must be 20 feet."


Xenocrat wrote:
Claxon wrote:


Melee returning throwing yellow star nova lance +16 (3d4+18 E & F; critical wound [DC 19]; powered, reach, thrown [20 ft.])
Space 10 ft.; Reach 10 ft. (20 ft. with yellow star nova lance)

Your reach with the lance appears to be wrong, I think it should be 15' rather than 20'. Reach weapons in Starfinder only add 5' to your natural reach, rather than doubling it as in Pathfinder.

Core Rulebook pg. 255 wrote:

Creatures that take up more than 1 square of space typically have a natural reach of 10 feet or more. Such a creature usually can make an attack of opportunity against you if you approach

it, because you must enter and move within the range of its reach before you can attack it. You do not provoke this attack of opportunity if you take a guarded step to approach it. When wielding a weapon with the reach special property, such creatures extend their reach by 5 feet.
But maybe I'm missing some gear or ability that furthe extends this.

I think I've mentioned this more this once in this thread, it's an error on Herolab's side. I know the reach is 15'.

Exo-Guardians

Claxon wrote:

This is the latest version of my character. Thoughts?

Quote:

Ozymandius

Male dragonkin gladiator soldier 9 Alien Archive 41
N Large dragon

I'm digging it!

I've already had plenty of fun with my Called Throwing Holy Opportunistic Yellow Star Plasma Lance, so I can imagine you've had some good times with your version.


It is convenient not to really have to worry about purchasing a secondary weapon. It's not always perfect, since the range is kind of short but it works in a pinch. Also I usually pick up some sort of ranged weapon off someone I kill during each adventure, so I use it then temporarily.*

*See earlier posts about how my group treats leveling up and resetting to WBL at each level up.

51 to 65 of 65 << first < prev | 1 | 2 | next > last >>
Community / Forums / Starfinder / Advice / Any great new options for melee soldiers? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice