What to make with a Worlanisi?


Advice

Wayfinders Contributor

I bid on the Worlanisi charity boon last GenCon and got a worlanisi, a race that is near and dear to my heart since I first concepted it for Near Space. But now I need to build a character, and am looking for ideas.

It's a +2 Str + 2 Cha race. So I'm considering either a melee envoy (maybe with an archetype?) or a strength-based solarian. But I'm wide open to ideas here. I've built a lot of envoys, but none centered around melee before, and I've never done a solarian, ever.

If I go envoy, what archetypes would you suggest?

If I go solarian, what should I be looking for as I build?

Or do you have other suggestions? I want to play with the Worlanisi's luck feats (Interstellar Species) and other reroll abilities. I'm open to other concepts, classes, archetypes.

Dark Archive

I myself do not have any personal experience with a melee-Envoy or the melee-Solarian, but I've seen them being played on several occasions.

Melee-Envoys that I saw tended to have more self-serving powers, such as Clever Attack and Improved Get'Em (to create buffs/debuffs as they attack). I saw the alternate class feature Combat Expertise only once. At lower levels the extra damage is very welcome, but might be too low for high levels. It can be a lot of fun with Maneuver Expertise and something as False Flanking.

Melee-Solarians that I saw usually go all out on damage (but it might be that my sample is not great). Photon Mode and all the bonuses. They all tended to take either Heavy Armor proficiency or a Soldier dip for it. I might not be the best source for Solarian advice I just realized...

Completely left field option, but a Soldier with the Commander fighting style also gains access to Envoy Improvisations at level 7, and can choose Charisma as their key ability score. Might also be an option.

As for archetypes, I would recommend looking at the Battleflower. At level 2 it gives various options to choose from, including proficiency feats. You could take Special Weapon proficiency and pick up the Shuriken line; Thrown weapons are based on Strength after all.

Another option could be the Battle Leader if you want more support options. Do mind that these take a reaction, and melee characters also want those for attacks of opportunity.

Finally the Star Knight has options that could be to your liking. Armor Proficiency and the Challenge ability are great for a melee character.


I've had a couple players play super speedy melee solarians and they seem pretty fun. Light armor, fleet, speed suspensions. The one build I remember started with a dip in vanguard for the extra speed on the first turn of combat and CON as the resolve stat. They also prioritized CON>CHA>STR, and tended to spam dragon gland or acid glands while charging up the photon blast revelation, and they kept balanced revelations.

They ended up being a speedy tank that dealt AOE left and right, but depended on their high stamina pool to handle bosses more so than damage.


If an envoy the polymorphic adept ACF lets you borrow other racial traits (like the Shirren one) that grant extra rerolls or interact with your inherent reroll abilities to make them better (Jububnan Wanderer's Pluck gives you +2 luck bonus on such rerolls).

Polymorphic forms can also eventually give you large/huge size that can be helpful in melee, and there are probably some melee specific racial abilities you can swap into (like the Ferran momentum for extra damage after moving).

Wayfinders Contributor

The Polymorphic envoy is not Society-legal, so that is off the table. I did check to see if there was a Species graft for them, but I did not see one on Archives of Nethys. However, there is a Species Graft for Eternal Hope from gnomes, and I may grab that later on!

After thinking about it, I think I will try to build a straight melee-solarian with a 16 Strength / 16 Charisma Soulfire Weapon Crystal. I've never built a solarian before, so I think the challenge will be fun. The main issue I am facing (particularly for Society Play) is that the lack of Skill Points will be painful. So I will be definitely investing ACP in a Hireling (so that I can bring three more skills) and checking party composition before bringing my Solarian out to join the group.


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For a melee envoy, a thrown weapon like the singing disk or desnan throwing star (appropriate for the species) is amazingly useful. Reach helps a lot too, since you dont have to move if they guarded step away. In starfinder you can combine the two with the throwing fusion. This lets you use melee strength with some of the versatility and action economy of range.

Envoy action economy starts off as

Move action envoy stuff
Standard action attack
So.. get em! and then take your own advice.

at level 4/6 when your bluff or get em becomes incorporated into the attack

(Standard action attack +envoy thing) + move action

The more often you have to move the less often you can use your action for something else: either to get him WHACK... and get him too! At higher levels you can gettemwhack! and then hurry! an ally into the fight (or out of it...)

Haste will NOT help this, because haste only works on a full attack

doh just saw last post but I already wrote this so too late.

Sovereign Court

I think worlanisis are one of the species being expanded in Interstellar Species (out tomorrow), so there might be more inspiration for you there as well.

Wayfinders Contributor

Yeah, I wrote that section of the book! I am just waiting to see what Worlanisi feats are society-legal!

Sovereign Court

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Hilary Moon Murphy wrote:
Yeah, I wrote that section of the book! I am just waiting to see what Worlanisi feats are society-legal!

I should have known, haha! Hopefully we'll get day one sanctioning again :-)

Wayfinders Contributor

I have written about Worlanisi in three different books! They're part my brain child and part Joe Pasini's, and so I feel very attached to them.

Wayfinders Contributor

Oh! Oh! All the Worlanisi feats are society-legal! Yay!

Wayfinders

The first thought that came to mind when I saw the Worlanisi was the Blue man group.

Exo-Guardians

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I have a copaxi solarion who just reached 8th level in Society. They've been a lot of fun, but some of the biggest struggles/challenges have included:

* With Cha and Str being so important to the class (esp. a solar weapon build), Dex got a bit shortchanged. Taking Heavy Armor Proficiency at 1st level helped, but they still get hit a lot. Boosting Dex at 5th level and as their second personal upgrade made a HUGE difference. But Voran also has a charge schtick in their build, so I think I need to bite the bullet and take Improved Initiative so they can do that earlier in the fight.

* Skill Adept is difficult to exploit fully due to limited skill points, and the class is unlikely to prioritize Int. Both of Voran's choices were trained-only Int skills (Culture, Life Science) so that they could make checks on stuff that comes up often in Society play. I've only able to afford to keep one at max ranks, though (Culture, to get full use out of the copaxi's natural communicator trait).


In starfinder , you're going to get hit. People think I'm nuts, but my characters tend to just not care about AC and keep a keg of calden cayden brand healing serums on tap, its cheaper.

Not something i'd do with a dedicated tank, but i've had two ysoki thrown weapon muscle operatives who like to get up close and personal get to level 8 with a starting 12 dex and second skin. (you just have to know when to ysoki charge out of the fight once you hit HP)_

Second Seekers (Jadnura)

Pathfinder Starfinder Society Subscriber

Seconding the "just accept that you'll get hit" mantra. I'm not saying to ignore armour or ACs, of course, but rather that damage mitigation is just as important as damage avoidance. By that, I mean, it's probably not the best to always dump your hard-earned credits on constantly upgrading armour. Rather, spend some money on things that grant DR (like dermal plating or deflective reinforcement) or provide miss chances (like Displacement spell amps) or like BNW said, just a big ol' pile of healing serums. (And since spell amps and healing serums are great, as soon as you're able, I suggest investing in an auto-injector. AoN SRD says they're Society legal, but that's a typo; per the AR page, they aren't. They are on a few Chronicle sheets, out there, though!)

Exo-Guardians

Oh, I know they're going to get hit. A big part of Voran's job is to be a living (and occasionally exploding) wall between the squishier PCs and the thing trying to kill them all. Life is a bit less painful now that they have decent Dex, dermal plating, the glow of life revelation, and lots of extra HP from the Year of Scoured Stars boon.

Advocates

I may go with your advice, and start with improved Unarmed strike rather than the heavy armor proficiency feat and just let them hit me for a couple levels. I prefer speed, and heavy armor feels really clunky for this character.


I wouldn't even say that damage avoidance isn't important, its just that the standards and benchmarks have changed. Achieving 90% avoidance via AC is *intentionally* not possible anymore ( and almost certainly shouldn't have ever been possible in Pathfinder 1e, either ). 40% to 60% avoidance via AC is to be expected, and that is still 40-60% less damage than if you just stood there and let everything hit you.


Metaphysician wrote:
I wouldn't even say that damage avoidance isn't important, its just that the standards and benchmarks have changed. Achieving 90% avoidance via AC is *intentionally* not possible anymore ( and almost certainly shouldn't have ever been possible in Pathfinder 1e, either ). 40% to 60% avoidance via AC is to be expected, and that is still 40-60% less damage than if you just stood there and let everything hit you.

What I think makes it unimportant isn't that on level armor wouldn't/doesn't work, but the amount of resources it takes to keep up on level armor. That 60 percent avoidance takes a LOT of investment:dex, on/above level armor, aligning a shield.

If you just make an 8th level character having level 8 9 10 armor is easy. If your primary source of income is looting armor off of people* , you of course grab the best armor you can and put it on. You'd only get 10%, and even then it doesn't even cost you ANY money to keep it, you just sell it later rather than now

But if you get paid in actual credits as most of your income, on or above level armor is a hole into which credits are thrown. Like a boat. You buy level+2 armor, get missed for afew levels, then have to do it again because level -2 armor may as well be footie pajamas.

For most of my characters , damage avoidance comes in the form of foot slats/ a climb speed a jet pack to fly out of the fight or a movement speed... or just forcing critters to move and attack rather than full attack.

*doesn't the fact that you're looting them mean the armor didn't work?

Wayfinders

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BigNorseWolf wrote:
For most of my characters , damage avoidance comes in the form of foot slats/ a climb speed a jet pack to fly out of the fight or a movement speed... or just forcing critters to move and attack rather than full attack.

This just described 90%+ of my daredevil operative's go-to tactics. :) She once outlived a god that way!

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