More solarian in the operative! Here is your 6th level operative exploit.
Deep Stellar Cuts (SP)
Prerequisite: Star Cutter
Gain a solar weapon or solar armor of a 6th level solarian.
Thoughts?
More solarian in the operative! Here is your 6th level operative exploit.
Prerequisite: Star Cutter
Gain a solar weapon or solar armor of a 6th level solarian.
Thoughts?
Time to mix solarian with operative with this operative exploit!
You gain the solar weapon or solar armor of a 2nd level solarian.
Thoughts?
One last envoy expertise talent, this time for engineering/computers!
Powered by the Stars (Sp; Engineering/Computers)
When you attempt an Engineering or Computers check to repair
a or operate a device that does not have power, you can forgo rolling your expertise die to instead power the device using your solar weapon or solar armor.
Thoughts?
Prerequisite: Solar Weapon
When you attempt an engineering check, you can forgo your expertise die to instead had half the amount of dice your would roll to the check as a modifier to the check.
Thoughts?
Let’s get some Envoy Expertise Talents out there. Here is one for medicine.
Requires: Solar weapon
You’ve learned how to use the star to your advantage and funnel their power into your medical practice. Once per day, you may spend two resolve points. If you do, you can activate your solar weapon and plunge it into a target. that target is healed equal to the damage your solar weapon would have dealt normally.
Thoughts?
Thoughts?
I want a Solarian with a gun…SAY NO MORE!
|
Class Level
|
Solar Manifestation | |
| Solar Pistol | Solar Rifle | |
| 1st | 1d4 | 1d8 |
| 2nd | 1d4 | 1d8 |
| 3rd | 1d4 | 1d8 |
| 4th | 1d4 | 1d8 |
| 5th | 1d4 | 1d8 |
| 6th | 2d4 | 2d8 |
| 7th | 2d4 | 2d8 |
| 8th | 2d4 | 2d8 |
| 9th | 3d4 | 3d8 |
| 10th | 3d4 | 3d8 |
| 11th | 3d4 | 3d8 |
| 12th | 3d4 | 4d8 |
| 13th | 5d4 | 5d8 |
| 14th | 6d4 | 6d8 |
| 15th | 7d4 | 7d8 |
| 16th | 8d4 | 8d8 |
| 17th | 9d4 | 9d8 |
| 18th | 10d4 | 10d8 |
| 19th | 11d4 | 11d8 |
| 20th | 12d4 | 12d8 |
You can seize your solar mote in one hand to form a pistol or a longarm out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your Solar Manifestation, but it can be whatever general shape you choose. Normal ranged weapons like pistols or rifles are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your Solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your Solar weapon functions as a one-handed or two-handed energy advanced ranged weapon, and you’re automatically proficient with it. At 1st level, choose whether your Solar weapon deals acid, cold, electricity, fire, or sonic damage. You can change the damage type each time you gain a new solarian level. Your Solar weapon deals damage depending on the manifestation. This damage increases at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals can increase your Solar weapon’s damage.
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your Solar weapon is automatically dismissed if it ever leaves your hand.
Thoughts?
I want to get a few expertise talents out there that rely on you being a Solarian. Let’s keep the hits rolling!
Prerequisite: Trick of the Light
When you interact with a computer to hack it, you do not need a computer of your own as you change your solar weapon into a spike of pure data that does no damage, but does pierce the computer. When you attempt the computer check to hack a computer that you are physically next too, you may reroll your expertise die a number of times equal to half the number of solar weapon dice you roll for damage.
Thoughts?
Ok, let’s finish up my catch up of last weeks ideas with one last idea. How about healing word for Starfinder? It’s a quick change from Mystic Cure, but I’ve come to see how freeing up extra actions in DnD 5e, really makes a cleric shine!
School conjuration (healing)
Casting Time 1 swift action
Range 30 feet
Targets one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
With a word, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature.
Healing World restores a number of Hit Points to your target depending on the spell’s level.
1st: 1d4 + your Wisdom modifier
2nd: 3d4 + your Wisdom modifier
3rd: 5d4 + your Wisdom modifier
4th: 12d4 + your Wisdom modifier
5th: 16d4 + your Wisdom modifier
6th: 20d4 + your Wisdom modifier
Thoughts?
Let’s keep the hits rolling with more love for the Solarian in Starfinder-now mixed with Mystic!
Your connection to the stars allows you to funnel the powers of the gods through the strength of the stars. Both gods and stars bless you providing either the protection you need or the force you wield
Associated Skills: Sense Motive and Mysticism
Spells: 1st—supercharge Weapon, 2nd—shield other, 3rd—Resistant Armor, Lesser, 4th—Restoration, 5th—Break Enchantment, 6th—True Seeing
You gain the Solarian Solar Weapon or Solar Armorer class ability of a Solarian of 3/4 , rounded down, your Mystic level.
You gain the ability of enter a Solar Mode from the Solarian list. Your Mystic level counts fully for your Solarian level for your Solar Mode.
You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected Solar weapon as your Solar Manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.
Choose a Solarian Stellar Revelation of up to 6rd level, you gain this ability. Every three levels, you may select another Stellar Revelation of up to three levels below your Mystic level.
You gain the notice of the Stars and Gods at this point. You can manifest both a Solar Weapon and Solar Armor at the same time, but your Solarian level is 1/2 your Mystic level if you choose to do so.
You can spend 1 Resolve Point as a move action to touch and heal an ally 3 times your Mystic level in hit points. This does not use your healing touch ability for the day, but you may only do this once per turn.
At 18th level, you can spend a resolve point to enter the form of the Star God. Your body becomes a being of pure light that glow brightly out to 60 feet, you use your full Mystic level to determine your Solarian level for all effects, and you manifest both the Solar Armor and Solar Weapon. This form last a number of round equal to your attainment points in your solar mode. Each round you lose one attainment point, and when you reach zero points, the form of the Star God ends.
Thoughts?
More love for the solarian or anybody packing a solar weapon!
Light up the Sky
Why turn a sword to a plowshares when it can be both!
Prerequisites: solar weapon or armor.
Benefit: Your solar weapon or armor glows bright enough to light up a 30 foot area in all direction to bright light.