Sunday, September 8, 2019

Character Concept: Starfinder - The Dual Pistoler

So a common thing I see come up in the Starfinder circles I frequent is a complaint about the lack of small arm support or the viability of a small arms focused character. Personally I think it a bit too much focus on Damage output within the community and can perfectly be done without Paizo adding anything new in. So to sort of make my case I have done a little test bed building of a concept and will present it below; Here be the Dual Pistoler!

Dual Pistols Lvl 1
Halfling outlaw solarian 1
CG Small humanoid (halfling)
Init +4; Perception +2
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Defense                        SP 7 HP 9 RP 3
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EAC 15; KAC 16
Fort +3; Ref +5; Will +3; +3 vs. fear effects
Defensive Abilities solar manifestation (solar armor)
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Offense
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Speed 30 ft.
Ranged azimuth laser pistol +6 (1d4 F; burn 1d4) or
   pulsecaster pistol +6 (1d4 E nonlethal)
Offensive Abilities black hole, supernova
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Statistics
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Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 10 (+0); Wis 11 (+0); Cha 14 (+2)
Skills Acrobatics +10, Athletics +6, Sleight Of Hand +8, Stealth +10; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Weapon Focus (small arms)
Languages Common, Halfling, Ysoki
Other Abilities halfling luck, sneaky, stellar mode
Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), pulsecaster pistol with 1 battery (20 charges), credstick (150 credits)

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I went a bit min/max with this because the goal is Full Attack with Small Arms which you still might dare to do here with Weapon Focus and Small Arms against EAC. The Solarian's Photon Attunement will help squeeze out a bit more damage as the Armor helps keep you Safe as you fight close enough to keep enemies in your first range increment and so you can rush in to use Supernova to hopefully end fights or damage a group.

What's next? How about Level 3!

Dual Pistol lvl 3
Halfling outlaw solarian 3
CG Small humanoid (halfling)
Init +4; Perception +6
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Defense                        SP 21 HP 23 RP 3
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EAC 17; KAC 17
Fort +4; Ref +6; Will +4; +3 vs. fear effects
Defensive Abilities solar manifestation (solar armor)
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Offense
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Speed 30 ft.
Melee thunderstrike pulse gauntlet +3 (1d6+3 B & So; knockdown)
Ranged explorer handcoil +8 (1d6+1 E; arc 1d6) or
   azimuth laser pistol +8 (1d4+1 F; burn 1d4)
Offensive Abilities black hole, supernova
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Statistics
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Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 10 (+0); Wis 11 (+0); Cha 14 (+2)
Skills Acrobatics +11, Athletics +7, Culture +4, Diplomacy +6, Perception +6, Piloting +9 (2 ranks), Sleight Of Hand +8, Stealth +11; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Multi-weapon Fighting, Weapon Focus (small arms)
Languages Common, Gnome, Halfling, Ysoki
Other Abilities constructive interference, halfling luck, sidereal influence, sneaky, stellar mode
Other Gear clearweave I, azimuth laser pistol with 1 battery (20 charges), explorer handcoil with 1 battery (20 charges), thunderstrike pulse gauntlet with 1 battery (20 charges), credstick (625 credits)

So now we have Multi-Weapon Fighting so Full Attack is now looking like a good option with Weapon Specialization helping with the damage. In case they need some specific protection there Constructive Interference when needed.

 Also built to use Stealth to help get into good positions before start and Acrobatics to help get around the battlefield while avoiding those melee opponents but now we are packing a back up hand to hand weapon ourselves.

For our last step we will take this up to Level 5.
Created on Heroforge.com

Dual Pistol lvl 5
Halfling outlaw solarian 5
CG Small humanoid (halfling)
Init +4; Perception +9
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Defense                        SP 40 HP 37 RP 5
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EAC 18; KAC 18
Fort +6; Ref +6; Will +6; +3 vs. fear effects, +5 vs. poison or disease when attuned or fully attuned
Defensive Abilities solar manifestation (solar armor)
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Offense
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Speed 40 ft.
Melee static shock pad +6 (1d4+6 E; staggered [DC 12])
Ranged explorer handcoil +10 (1d6+2 E; arc 1d6) or
   tactical trilaser +10 (1d6+2 F; burn 1d4)
Offensive Abilities black hole, supernova
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Statistics
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Str 12 (+1); Dex 18 (+4); Con 12 (+1); Int 10 (+0); Wis 13 (+1); Cha 16 (+3)
Skills Acrobatics +12, Athletics +8, Culture +5, Diplomacy +8, Perception +9, Piloting +10 (3 ranks), Sleight Of Hand +9, Stealth +12; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Fleet, Multi-weapon Fighting, Weapon Focus (small arms)
Languages Common, Gnome, Halfling, Shirren, Ysoki
Other Abilities constructive interference, halfling luck, sidereal influence, sneaky, stellar equilibrium, stellar mode
Other Gear basic Lashunta tempweave (upgrade: static shock pad), explorer handcoil with 1 battery (20 charges), tactical trilaser with 1 battery (20 charges), credstick (1,550 credits)

So now we have our first Ability Increase to help round out the character's abilities while other features make them a bit more mobile and the Solarian Armor gets that cold/fire resistance going on now. My intended build focus I think is fully met here; A character for moving about the field to a good spot then laying down Full Attack fire with their small arms. They also can be a light party face while for Starship Combat can be a light captain, a replacement pilot or secondary gunner.

 Of course if you want a more reliable melee back up weapon you could replace Fleet with Quick Draw and take a melee weapon with Operative Quality on it to take advantage of the high Dex. If you do that then consider slapping Recall Fusion on the Small Arm you will drop to draw the melee weapon.

Please feel free to copy this build, take it further into the future or use it for inspiration for your own Starfinder characters then let me know about it!

I hope you found this fun and informative; I plan to do some more in the future along with some more fun theme type builds as well. If you like to support please check out my Patreon and Ko-fi accounts!

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