Daily Punch 7-20-18 Solar Rogue Operative Specialization for Starfinder

I want a rogue with a lightsaber, so her is my operative specialization for the solarian/operative.


Solar Rogue

You’ve learned the tricks of the solarian to get the job done!

Associated Skills: Stealth and Perception. You can attempt a Stealth check to make a trick attack.

Specialization Exploit: Modular Operative.

Right tool for the Right Job (Sp): At 11th level, when you awake from a full night’s rest you can choose a stellar revelation for that day equal to your  operative level and for the stellar mode you choose for Modular Operative.  You gain the ability to use that stellar revelation for the next 24 hours following all restrictions on that ability.




Daily Punch 7-11-18 Solar Scalpel Envoy Expertise Talent for Starfinder

Let’s get some Envoy Expertise Talents out there.  Here is one for medicine.


Solar Scalpel (Sp; 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.





Daily Punch 7-10-18 Ranged Solar Weapons Solarian for Starfinder

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


Solar Ranged Weapon

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.




Daily Punch 7-9-18 Data Spike Envoy Expertise Talent for Starfinder

I want to get a few expertise talents out there that rely on you being a Solarian.  Let’s keep the hits rolling!


Data Spike (Sp; Computer)

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.



Daily Punch 7-5-18 Star Paladin Mystic Connection for Starfinder

Let’s keep the hits rolling with more love for the Solarian in Starfinder-now mixed with Mystic!


Star Paladin

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

Spells1st—supercharge Weapon, 2nd—shield other, 3rd—Resistant Armor, Lesser, 4th—Restoration, 5th—Break Enchantment, 6th—True Seeing

Wield the Stars (Su) 1st Level

You gain the Solarian Solar Weapon or Solar Armorer class ability of a Solarian of  3/4 , rounded down, your Mystic level.

Mastering the Stars Feelings (Su) 3rd 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.

Weapon Spacilization(Su) 6th Level

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.

Blessing of the Stars(Su) 9th Level

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.


Of Gods and Stars (Su) 12th 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.


Give of Your Self (Su) 15th Level

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.


Form of the Star God(Sp) 18th Level

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.