What would be a good "combat" class for this group? Details inside.


Advice

Scarab Sages

I've decided to create a group of characters and run them through the dead suns AP to get a better handle on how the various mechanics and abilities work in starfinder. Two of the characters will be mystic and technomancer as I like magic and I really need to see how these play to decide which I'd prefer. The third character will be a mechanic to look into the more science side of the game. That leaves one character which I'd like to be a combat focused class so probably soldier, solarian or operative. Give the AP and classes already involved what would people recommend for the 4th character please?


I have no experience with Dead Suns in particular, but all 3 of your class choices are solid in combat. The Solarian shines in melee, i haven't seen a solar flare one in play yet, and the soldier is all around good and able to use any looted weapon. The operative is the squishiest option here, but has great mobility and usually lands the trick attack.


Soldier. A tank/switch hitter build will make it easier for Dead Suns. There will be multiple opponents you be facing or just one tough opponent.

Solarions are pretty weak in the beginning, but are awesome at higher levels with cool options.

Scarab Sages

So scratch operative as its hard to play in a combat heavy role if I understand right the other two are . . .

Solarion: Wizard levelling starting off weak but getting powerful later and mainly melee focus.
Soldier: All around fighter with steady progression.


Senko wrote:
Solarion: Wizard levelling starting off weak but getting powerful later and mainly melee focus.

This is completely wrong, specially if we are talking about melee.

If you take a +2 Str/Cha race, you can easily begin with a Str 18 and Cha 16 character. Get a Shard apocalypse crystal, Soulfire fusion, take the Weapon focus (advanced melee) feat, and right from the gate you have a solar weapon with a +6 bonus to hit, dealing 1d6+9 damage.

The solarian is a beast.

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On the overall topic, this group seems to be skill-weak, with the technomancer and mechanic overlapping on that area. I'd switch the mechanic for an operative, and take a soldier for the last position to keep things simple.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
The Ragi wrote:
On the overall topic, this group seems to be skill-weak, with the technomancer and mechanic overlapping on that area. I'd switch the mechanic for an operative, and take a soldier for the last position to keep things simple.

The operative is slightly overtuned on skills, but because of that can make a good resource for a group that is trying to figure out the Starfinder classes. However, you may want to watch out that the operative doesn't outshine other PCs that are trying to specialize in specific skills. Android with Ace Pilot theme and the Gadgeteer specialization can allow the rest of the group to experiment a bit without worrying as much about needing to make the "right" choices on skills or acquiring equipment ahead of time. If the mystic is going with the Star Shaman connection, then the mystic should take the Ace Pilot theme and the operative can take a theme like Battle Medic, Quartermaster, Tinker, or Xenoarchaeologist (and take skill ranks in Culture instead of Piloting). Start with 18 Dex, 13 Int, and the Medical Expert feat (plus ranks in Acrobatics, Computers, Intimidate, Life Science, Medicine, Perception, Physical Science, Piloting, and Stealth; also get free ranks in Engineering and Sleight of Hand from gadgeteer specialization); take Amplified Glitch or Nanite integration at 3rd; increase Int to 15 and take either Sky Jockey or Technomantic Dabbler at 5th. Life Science and Physical Science do not need to be increased after 1st level if other PCs can cover the skills. Intimidate is needed for Amplified Glitch, but may be switched for another skill if the PC will not take that feat.

Scarab Sages

This is just for my own benefit no other players to worry about outshining. I'll be running all four in order to get a better handle on the rules as both a player and GM.

The reason I was looking at mechanic is that it has a lot of class features that'd interact and work with the tech side of things while the mystic and technomancer deal with magic where my interest normally lies. Drone or exocrotex, building technological items, maintaining a starship etc.

I was thinking last night about a theme for the solarion and soldier, I could adapt what I had in mind for the soldier to a detective operative fairly easily. However the issue is that'd leave me without a heavy focus on tech character to play with looking at the class features. Then again I could be wrong its why I'm doing this afterall.

I'll take another look at the classes tonight.

I was thinking Xeno-archeologist for the technomancer and akashic for the mystic.


The technomancer is quite technology oriented, including his spells. Never seen anyone craft items outside of an oddball setting (stranded in a planet with no space shopping, for an example), and there's no maintenance of starships outside of engineering checks in relation to combat.

With two spell casting classes and a fighter class, you're really looking for a skill class to round up - either operative or envoy, with the operative being better at damage dealing.

Scarab Sages

To be honest I'm interested in the mechanics drone options and the skill classes dont really grab me especially since the technomancer gets 8 skill points a level but I'll take another look after work.

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