Need Help Building Solarian


Advice

Radiant Oath

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

I'm returning to creating that ferran solarian whose backstory I was ironing out in this thread and now I'm trying to figure out a build for her.

Like I said in the previous thread, I'm planning to use this character in Horizons of the Vast so I have her ready to go if someone does a recruitment thread for that, but I'm struggling to decide what her build should look like as it progresses. I have the basics.

Species: Ferran
Class: Solarian
Theme: Death-Touched

But I'm not entirely sure where to go from there because a lot of the guides for Solarians are a couple of years old, and don't take into account the new Solarian stuff from books like Galaxy Exploration Manual and Tech Revolution.

I feel that, given she'll already have boosts to CON from her species and theme, a tanky build is the way to go, but I worry if I lean too heavily into that, she's not going to be smart enough to contribute to non-combat-related scenarios and colony building, as while Solarians get a lot of class skills the actual number of skill RANKS they have to spread among them is small. The most common route is to play into Solarians' high CHA and act as the party face, but even with the Ferran boost to INT I won't be able to cover ALL the essential face skills (Bluff, Culture, Diplomacy, Intimidate and Sense Motive) while at the same time putting ranks in the all-important Perception. And even if I do act as the face, that means I'm not smart enough to understand WHAT I'm talking about, especially in regards to things like Mysticism and Physics that a solarian SHOULD know, or things like urban planning, economics and bureaucratic management that's essential to a colony.

So...yeah, I'm at a loss as to how to make this character effective without having her be incredibly lopsided towards one aspect of the game or another. Where should I start?


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Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Some starting advice:

Stellar Manifestation:

Ferran: Ability Modifiers +2 Con, +2 Int, -2 Dex

Given the Dex penalty, you probably will not be going Solar Armor or Solar Flare as your manifestation. A focus on Strength and Melee over Dex. Thrown weapons will be your friend as well.

Solar Weapon or Solar Shield are likely the best options. Solar shield works just fine with any armor which is why I include it as an option. Consider it as a way to make up for a lower Dex.

Skills:
Your options for sidereal skills that are not class skills are:
Graviton Skills: Bluff (Cha), Disguise (Cha)
Photon Skills: Culture (Int), Medicine (Int), Survival (Wis)

You will probably want to pick two of these for Skill Adept so that they at least have a chance of getting an insight bonus. Solarians have the worst insight bonus in the game.

You will want some sort of Starship combat skills. The most natural choice would be Captain with either Intimidate or Diplomacy built up. At higher levels you might be able to swap into the Chief Mate role or if you are good at Mysticism you could do Magic Officer. Chief Mate doesn’t do anything on their own, but at 6th level a good one can really help the Engineer or Gunner. Captain provides an ability to debuff enemies if you have a good Intimidate skill.

So I would say two of your skills that you put max ranks in should be either diplomacy or intimidate plus Athletics. The athletics is because I am assuming a Strength based build. If Dex is higher, go Acrobatics.

Personally, I would skip Perception skill. Other classes will be much better at it and you don’t have a lot of skill ranks. Depend on the other members of the group to point things out to you.

As you noted, you aren’t going to be the person who has the technical know how. Concentrate on the things you can be good at which probably means Strength and Charisma skills.

Stellar Revelations:

I am going to skip the CRB and Com revelations because you are likely a Strength build and that is well trod territory for Solarians.

Revelations from GEM and TR that are likely to be of interest for Horizons of the Vast are:

Lightspeed Tread: Movement speed is always useful, and this is a boost to the whole group’s movement speed when doing all that exploration mentioned in the blurbs for the first two books of this adventure path.

You may want to consider Piloting skill to take full advantage of this revelation, but others are likely to be much better at it.

Weapon Orbit Use your melee weapon to basically make ranged attacks, Charisma to damage instead of Strength. This will allow you to more easily switch between melee and ranged attacks. It basically opens up a free hand if you use a 1H weapon, or allows some interesting options for throwing a 2H weapon. Since the weapon returns at the end of your round, you would still threaten areas around you.

Heavy Landing: I don’t think this will work at low levels, but once you get a jet pack you might be able to make this useful. It would provide an unconventional attack, but you would need to build for it.

I don’t see any of these as must have revelations. I do think that given the AP you will be playing in the Lightspeed Tread will be a very nice group buff during exploration.

Attributes:

Given your concept, Strength and Con are likely to be high priorities. Since you will likely have a couple skills based on it, you will want a Charisma bonus. I think you probably want Strength your highest attribute.

You will probably end up waiting until 5th level to get an Int bonus.

Rather than going for a Dex bonus, seriously consider picking up Heavy Armor proficiency and going for the heavy armor. That is much more tanky anyways, and opens up Power Armor at later levels.

I am not going into numbers because different people have different ideas of what is an acceptable attribute build. Some people would never consider leaving a Dex penalty, but I’ve seen characters that do just fine with one. Myself, I can’t stand not having an Int bonus. I want skills, even on classes that aren’t very good at them. I don’t think I have any characters that do not have an Int bonus by 5th level.

You need to consider what you need in order to be happy with a character. How important is ability out of combat vs in combat?

Feats:

Given that your Dex will be low, I would seriously look at Heavy Armor proficiency with the potential to go into Power Armor at later levels.

Since you are likely to be mostly melee, Coordinated Shot is always a nice feat. A small bonus to ranged attackers.

I hope this helps!

Radiant Oath

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

It is! Thank you!

I'm thinking of going along with something suggested to me on Reddit here.

I like how it leans in to the ferrans' Momentum, fighting always on the move rather than their shield engendering passivity.

EDIT: I just realized I can't have both a spear and a shield because all the spear-weapons are two-handed and the only way you can use them one-handed is if you either have multiple sets of arms or if you put it on a bayonet bracket and then put the gun on a tactical scaffold, which isn't very useful, especially if I'm angling to use Weapon Orbit. <_<


Weapon orbit may still need a few bugs worked out, but looking at the raw it uses dex to hit because it a ranged attack , which may make it worse than a thrown weapon for some solarions.

Grand Lodge

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Archpaladin Zousha wrote:
I'm thinking of going along with something suggested to me on Reddit here.

Just a note regarding the suggested build you linked to from Reddit.

Reddit wrote:

Buy an Apocalypse Crystal shard and add the soulfire fusion. You'd do the following damage:

1d3 (unarmed) + 3 STR +3 CHA +1 Crystal for an average of 8.5 damage per hit. Apocalypse crystals do force damage which targets EAC, which is generally lower than KAC.

Specifically the bolded line. Apocalypse crystals do not do force damage and do not target EAC. "An apocalypse crystal causes the damage dealt by your solarian weapon to function as a force effect." Owen K. C. Stephens confirmed this here. It makes it work vs incorporeal critters and anything else requiring a "force effect."

Radiant Oath

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

Ah, thank you for alerting me to that. Are there better crystals out there if incorporeal beasties aren't as much of a concern. As far as I know, vorthuuls aren't incorporeal...

Wayfinders Contributor

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I don't have anything to add here other than I am looking forward to seeing your solarian creation! I think a solarian will have lots of fun in Horizons of the Vast.


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Pathfinder Starfinder Adventure Path Subscriber
Archpaladin Zousha wrote:
Ah, thank you for alerting me to that. Are there better crystals out there if incorporeal beasties aren't as much of a concern. As far as I know, vorthuuls aren't incorporeal...

Personally I'm a fan of the Tauon Crystals; Having the option to deal nonleathal damage if you need to can come in handy, and the Staggered Crit is powerful when it triggers.

Radiant Oath

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

Apologies in advance for necro-ing my own thread, but with the release of Galactic Magic, new options have emerged that I'm considering for Rokayla; namely, I was thinking of making her a Broken Cycle Solarian with a Graviton focus to reflect her largely self-taught, mostly-scientific approach to the mysteries of black holes. I know Broken Cycle is REALLY REALLY good for Photon-based powers, but would I be losing out on too much if I abandoned those powers to go all Graviton?


There are plenty of good crowd control and defensive powers for graviton now.


It's just the graviton isn't offensive like photon. You can still do things with graviton, just not quite so flashy.


Archpaladin Zousha wrote:
Apologies in advance for necro-ing my own thread, but with the release of Galactic Magic, new options have emerged that I'm considering for Rokayla; namely, I was thinking of making her a Broken Cycle Solarian with a Graviton focus to reflect her largely self-taught, mostly-scientific approach to the mysteries of black holes. I know Broken Cycle is REALLY REALLY good for Photon-based powers, but would I be losing out on too much if I abandoned those powers to go all Graviton?

post "attuned or fully attuned means attuned or fully attuned to a revelations aspect" clarification broken cycle seems like an almost straight up upgrade

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