Coming Back to Starfinder Soon!


Advice


As the Title explains, and need help filling out these builds I've been looking at 3, Idea the 1st: just watched The Mandalorian was thinking Human Soldier not sure on the fighting style( could go sharpshooter, and the rests are maybe's, Ambusher, Battlemaster, Hunter), I don't know what weapons I'd be fighting with beside a Flame Pistol mazecore with a grappler. I'd take the feats: Grappler Pull, and Sky Jockey, I've now clue what other feats because I havent figured out how I want him to fight.

Idea the 2nd is straight froward a Mystic (not sure the race) Crusader connection
worshiper of Iomedae(get advanced melee weapons for free) and was thinking of doing the Star Knight Archetype (which gives heavy armor)probably either the default or Knights of Golarion be a Paladin of old concept mostly melee fighting with the Longsword, Standard, then a Longsword, Sintered and so forth, beyond that I've no clue do i want to use more then small arms for ranged what spells should i get for being a melee mystic, should i get Shield Proficiency.

Idea the 3rd is actually 2 builds a Mechanic using the alternate class feature the Experimental Prototype: Armor or Weapon. I've no clue the race I'd go for armor they get powered armor prof for free and can make there own powered armor for free so you can do Ironman or War Machine, was thinking of taking the Archetype Powered Armor Jockey. And If i went the weapon route Rocket Raccoon pops into my head or if you have seen Independence Day: Resurgence (2016) Brent Spiners's character Dr.Dr. Brakish Okun with his Okun Laser.

We usually don't have to worry about dumb stats my GM allows us to roll several times for a set we like that he approves (so no rolling tell you get 18's across the board), and my DM gives us a free feat at 1st level we call them heroic feats was a homebrew rule we've used way back when we did 2nd edition D&D.
So any help on filling out one or all of my builds would be awesome or even suggestions on builds different from the 3 above. :-) Thanks for reading this wall of text.


Pathfinder Starfinder Roleplaying Game Subscriber

What does rolling have to do with anything? Stats aren't rolled in Starfinder.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Metaphysician wrote:
What does rolling have to do with anything? Stats aren't rolled in Starfinder.

It's not the default, but rolling stats is absolutely an option groups can choose to go with.


Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Actually filling out builds there is a lot harder without knowing more about what you want them to do.

For number 1, a lot of things depend on how you want them to fight, and what you want to be able to do besides fight. I will say that you would want to at least take Improved Combat Maneuver: Reposition, if you want to be able to use grappler pull effectively. If you want to be able to do some more effectime skill use, remember that a soldier can easily afford to take skill focus. If your game is going to go into higher levels, you may also want to consider Spec Ops Training options, which allow you to use a gear boost to gain a full-scale insight bonus to a skill, similar to what most classes get in their specialty.

For the mystic, I would say that a significant part of whether the Star Knight archetype is worthwhile hinges on whether you'll have the Charisma to make challenge work effectively. You may consider using an epiphany to gain the 1st power from the healer connection, as a way to replicate Lay on Hands.


This Isnt for the builds i was thinking about in my 1st post I was wondering which class would make the better Heavy weapons user Soldier or the Mechanic with the Experimental Weapon Prototype alternate class feature? At a quick glance Soldiers bombard fighting style seems to be more for grenade's?, And the Mechanic's Overcharge trick says it adds a extra d6 to the damage at the cost of doing 3x the charge from the battery but with the experimental weapon prototype can hold extra ammo/battery packs. I'm sure there's other abilities I'm missing for both those classes. I'd just like a point in a direction to a class build even if its not Soldier or Mechanic it would be helpful. And also I might be posting about other concept builds because I'm not sure how close my group is to going back to Starfinder, right now were still playing D&D 5e the ghost of the saltmarsh adventure with some of the tales of yawning portal sprinkled in there, so it could be the 1st of February or weeks from then I'm just coming up with possible idea's as they come to me so thank you to those who take time posting here.


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adam morin wrote:
This Isnt for the builds i was thinking about in my 1st post I was wondering which class would make the better Heavy weapons user Soldier or the Mechanic with the Experimental Weapon Prototype alternate class feature? At a quick glance Soldiers bombard fighting style seems to be more for grenade's?, And the Mechanic's Overcharge trick says it adds a extra d6 to the damage at the cost of doing 3x the charge from the battery but with the experimental weapon prototype can hold extra ammo/battery packs. I'm sure there's other abilities I'm missing for both those classes. I'd just like a point in a direction to a class build even if its not Soldier or Mechanic it would be helpful. And also I might be posting about other concept builds because I'm not sure how close my group is to going back to Starfinder, right now were still playing D&D 5e the ghost of the saltmarsh adventure with some of the tales of yawning portal sprinkled in there, so it could be the 1st of February or weeks from then I'm just coming up with possible idea's as they come to me so thank you to those who take time posting here.

Bombard soldier, to me, seems built around explode weapons and/or other unwieldy weapons not just grenades. Bombard style's abilities also imply a stat array making a switch hitter, or using power armor. Mechanic's overcharge also works with unwieldy weapons more so than more rapid fire weapons. A shooty technomancer can be built to do similar things with the right magic hacks.

For the type of hang back and lay down a crap ton of heavy weapons fire type, I don't think there's much better than a soldier with the sharpshoot style and a gunner harness.


So it turns out we will be playing starfinder either today if we finish our 5e d&d adventure were on or next weekend. I know were doing Against the Aeon throne from what my GM has told me my back posts on possible builds are probably out for now, I was thinking of doing one of the Steward Archetypes, the group consist of a space goblin mechanic(who's gonna build his drone around being ridden by him and i think hes going to be a grenade thrower ), A Solarian with the race Kayal I think he was talking about doing Solar Flare, then i heard solar shield, now I think he maybe at Solar Blade he melee, so dont know if Kayal is still gonna be his pic, The 3rd player calls his character a gunslinger so maybe ranged i know he went operative oh and hes a pilot. Now for me i'm thinking maybe taking the Stalwart archetype because the 2nd book the Stewards deputize the group my thought why not go one step further and take one of the Archetypes which there are 3 of was thinking maybe Stewards Officer, Stewards Infiltrator, Stewards Stalwart, I've no clue what class I would do I'd like to stay away from Mechanic, Solarian, and Operative, I know there's several ways to make builds for those classes and i would be stepping on anyones toes but I'd like to not tho. Any help or suggestions be very well Helpful :-)

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