More Solarian/operative hybrid!
Apprentice Star Wielder (Sp)
Prerequisite: level 14, Hard Light in the Dark
Your solar manifestation is the same as a level 13 solarian.
Thoughts?
More Solarian/operative hybrid!
Apprentice Star Wielder (Sp)
Prerequisite: level 14, Hard Light in the Dark
Your solar manifestation is the same as a level 13 solarian.
Thoughts?
I want a rogue with a lightsaber, so her is my operative specialization for the solarian/operative.
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.
Thoughts?
I need this for the next part of the solarian/operative build, so let’s help operatives gain a stellar mode!
Prerequisite: Star Cutter
Choose and gain a stellar mode as an 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?