Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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4 Man Melee Party - Best Stat Build
I want to build a full party melee only. What are the best stat point distribution when creating my character? TY
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Showing 1-3 of 3 comments
Flexiglass Jan 14, 2024 @ 10:20am 
This sounds like a cool run. There are honestly a lot of ways you could do this

If you're trying to minmax, then as a melee build you just want to hit some milestones on your stats. So a good build could look like this:

STR 10
CON 6/8
DEX 6
PER 4
INT 6/8
CHA 6
Feat - Juggernaut

STR 10 to get Juggernaut. CON 6 to install 3 implants. You can go up to CON 8 for another juicy implant if you want. DEX 6 because we don't have more points to put into it. PER 4 because it's your dumpstat. INT should not really ever be lower than 6 for that juicy EXP gain. CHA 6 to get maximum companions with the feat Personal Magnetism

OR it could look like this:

STR 4
CON 6
DEX 10
PER 6
INT 8
CHA 6
Feat - Fast Runner

STR 4 Because it's your dumpstat this build. CON 6 for three implants. DEX 10 because sadly we can't put even more points into dex. PER 6 for some extra accuracy and initiative. INT 8 again, just really nice for exp/skills. CHA 6 for max companions with Personal Magnetism.

You can always go CHA 8 instead to save yourself a feat, at that point i'd probably take 2 from PER or INT.

And then you kinda just specialize in either blade or blunt, and go from there. By no means are either of these two builds the only ones that work, I am just deeply biased for Fast Runner DEX builds.

You'd also have to figure out how to build your companions as melee, but its probably not too hard. Faythe and Jed already have some innate bonuses to their melee. As long as you tag their melee skills and pick up a few of the good melee feats, like Warrior, it should work out well.

GL!
The Gunslinger Jan 14, 2024 @ 11:39am 
Originally posted by Flexiglass:
This sounds like a cool run. There are honestly a lot of ways you could do this

If you're trying to minmax, then as a melee build you just want to hit some milestones on your stats. So a good build could look like this:

STR 10
CON 6/8
DEX 6
PER 4
INT 6/8
CHA 6
Feat - Juggernaut

STR 10 to get Juggernaut. CON 6 to install 3 implants. You can go up to CON 8 for another juicy implant if you want. DEX 6 because we don't have more points to put into it. PER 4 because it's your dumpstat. INT should not really ever be lower than 6 for that juicy EXP gain. CHA 6 to get maximum companions with the feat Personal Magnetism

OR it could look like this:

STR 4
CON 6
DEX 10
PER 6
INT 8
CHA 6
Feat - Fast Runner

STR 4 Because it's your dumpstat this build. CON 6 for three implants. DEX 10 because sadly we can't put even more points into dex. PER 6 for some extra accuracy and initiative. INT 8 again, just really nice for exp/skills. CHA 6 for max companions with Personal Magnetism.

You can always go CHA 8 instead to save yourself a feat, at that point i'd probably take 2 from PER or INT.

And then you kinda just specialize in either blade or blunt, and go from there. By no means are either of these two builds the only ones that work, I am just deeply biased for Fast Runner DEX builds.

You'd also have to figure out how to build your companions as melee, but its probably not too hard. Faythe and Jed already have some innate bonuses to their melee. As long as you tag their melee skills and pick up a few of the good melee feats, like Warrior, it should work out well.

GL!
Is 6 Charisma enough for a full party of 4 without the Feat? I assumed I needed like 8-10 Charisma?
Flexiglass Jan 14, 2024 @ 2:12pm 
Correct, you need 8 charisma base level to get 3 companions at once. 6 charisma + personal magnetism is just the community favorite way to get 3 companions.

10 charisma is basically just for cult leader + officer
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Date Posted: Jan 10, 2024 @ 9:43pm
Posts: 3