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Anonymous /tg/96146614#96168686
7/24/2025, 3:16:24 PM
>>96168671

• The commander and the envoy seem to be reasonably on par with one another at lower levels. The envoy's power budget is slanted a bit more towards skill monkeying than the commander is, and the envoy is worse in parties with valuable reactions (e.g. Reactive Strike). At 7th level and above, the commander is significantly better in any party with two or more melee specialists, because Demoralizing Charge is such a powerful tactic.

• At lower levels, a flying-ancestry fighter Sudden Charging in and threatening Reactive Strikes with a reach weapon is probably the strongest martial PC in all of Star. Melee weapons deal a lot of damage at lower levels, and Reactive Strikes are a menace in a ranged-weapon-heavy setting.

• At lower levels, ranged soldiers are probably a little better than melee soldiers simply because the former can take Weapon Proficiency and squeeze plenty of value from the magnetar rifle: d12 piercing, range increment 60 feet, reload 1, magazine 30 projectiles, expend 1, analog, automatic. The magnetar rifle drops off by 5th due to proficiency problems (e.g. it is not a cultural weapon for Unconventional Weaponry), but fortunately, ranged weapons in general have caught up to melee by this point due to the second damage die. Melee soldiers catch up at 6th once Punitive Strike becomes available, but once Overwatch can be taken at 8th, ranged soldiers solidify their top spot.

• By ~8th or ~9th level, once characters have weapon specialization and energy damage upgrades, ranged operatives and ranged soldiers are probably the strongest martials in all of Path and Star. While not as overwhelming as they were in the playtest, they are still exceptionally capable combatants who can deal plenty of damage at range, and have fantastic reactions in the form of operative Hair Trigger and soldier Overwatch.

• Fighter Dedication or Pirate Dedication is good on solarians because it nets them Sudden Charge: a bit better than Stellar Rush.