Daily Punch 3-13-23 Sun Lightning Stellar Revolution for Starfinder

My wife is a ranged solarian. Let’s help with this.

Sun Lightning (Su) level 1

When you’re fully photon-attuned, as a standard action, you can shoot a straight line of solar lightning and deal 1d6 electric damage plus 1d6 additional electric damage per solarian level to all creatures within a 20 foot line from you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the distance to 40 feet, and at 17th level, you can increase the radius to 60 feet. After you use this revelation, you immediately become unattuned. Sun Lightning functions as a zenith revelation for the purposes of abilities that reference them.

Thoughts?

Daily Punch 1-25-22 Solar Specialist feat for Starfinder

Back to Starfinder to help the solarian!

Solar Specialist

Time to be more of what you are!

Prerequisites: Character level 6th, solarian

Benefit: Choose a solar attunement. You can only enter that solar attunement from now on, but you gain one additional stellar revelation of that type that you met the requirements for.

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, you must choose the same solar attunement, but may take new stellar revelation that you meet the requirements for.

Thoughts?

Daily Punch 8-6-18 Rain from the Sun Technomancer Magic Hack for Starfinder

Ok, one more technomancer/solarian hybrid for Starfinder!

 

 

Rain from the Sun (Su)

prerequisite: level 14

Once per day as a full action, you can spend 2 Resolve Points to grant all allies within 60 feet a Solar Manifestation for three rounds.  If an ally has a Solar Manifestation, they gain one point of attainment in any stellar mode they qualify for.

 

 

Thoughts?

 

 

Daily Punch 8-2-18 Spell Revelations Magic Hack for Starfinder

More technomancer/solarian magic hacks!  Let’s use some solar revelations….

 

Spell Revelations (Su)

prerequisite:  level 8

As part of your move action to use Gift of the Sun or Spell-Powered Sun, you can expend a second unused level spell slots to give or gain the stellar mode ability and a stellar revelation of a Solarian of your level to another ally you can touch or yourself.  When the solar manifestation ends, so this this ability.  You use your technomancer spell save DC to determine the DC of any effect, but any ally touched would determine DC using their class level and their Charisma as normal for a Solarian.

Daily Punch 7-27-18 Dual Nature/Dual Solar Power operative exploit for Starfinder

A few more operative exploits for Starfinder.  Here is one to help the rogue who wants everything…

 

 

Dual Nature/Dual Solar (SP)

Prerequisite: 6th Level, Star Cutter

You gain the opposite level 1 solar manifestation of whatever you choose when you chose Star Cutter.  This second manifestation can not be increased and manifests when you active your other power.

 

 

Thougths?

Daily Punch 7-26-18 Sun Burn operative exploit for Starfinder

Let’s add a few more Solarian/Operative exploits to the game!

 

Sun Burn(SP)

prerequiste: Star Cutter

Any target that you hit with you Solar Weapon is set on fire, taking damage every turn equal to dice you roll for your solar weapon till it puts the fire out at the start of each turn.  As an example if you roll 3d6 damage, it would take 3 fire damage each turn.  This may be combined with other effects.

 

 

Thoughts?