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Solarian Revelation: Stellar Rush


Rules Questions


Pathfinder Starfinder Society Roleplaying Guild Subscriber

I'm currently a player in the Dead Sun's AP, and just hit level 2 with my Lashunta Solarian, and I'm also a Society GM that is curious about this in case I see it in play. I have a question about Stellar Rush, which reads as thus (emphasis mine):

SFCRB pg.104 wrote:


Stellar Rush(Su)(Photon):

As a standard action, you can wreathe yourself in stellar fire and make a charge without penalties (See pg. 248).

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Then Charge says (emphasis mine):

SFCRB pg.248 wrote:

Charging is a full action that allows you to move up to double your speed and make a melee attack at the end of the movement. You can draw a weapon during a charge attack if your base attack bonus is at least +1. Charging carries tight restrictions on how you can move. You must move at least 10 feet (2 squares), and all movement must be directly toward the designated opponent, though diagonal movement is allowed. You must have a clear path toward the opponent, and you must move to the space closest to your starting square from which you can attack the opponent. If this space is occupied or blocked, you can’t charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement (such as difficult terrain), or contains a creature (even an ally), you can’t charge. You can still move through helpless creatures during a charge. If you don’t have line of sight (see page 271) to the opponent at the start of your turn, you can’t charge that opponent.

Attacking on a Charge:
After moving, you can make a single melee attack. You take a –2 penalty to the attack roll and a –2 penalty to your AC until the start of your next turn. You can’t move any farther after the attack. Some classes, including solarian and soldier, grant abilities that modify attacks made on charges

Does that mean that a Solarian that takes Stellar Rush can first use their move action to move up to their speed and then use a standard action to use Stellar Rush, allowing them to move up to double their speed in the charge. Thus allowing them to effectively move up to 3x their speed in a round? Or is there something akin to partial charges (i.e. standard action only) like in Pathfinder that I haven't come across yet?

Liberty's Edge

Nothing prevents them from going three times their speed, no. Though, as many Solarian Revelations are Move Actions to activate, that's often gonna be a better use of the free Move Action.


Pathfinder Starfinder Society Roleplaying Guild Subscriber
Deadmanwalking wrote:
Nothing prevents them from going three times their speed, no. Though, as many Solarian Revelations are Move Actions to activate, that's often gonna be a better use of the free Move Action.

That is true, especially as a campaign progresses to a higher level, however between 2nd and 4th level, it is a worthwhile tactic. Even at higher levels, sometimes that extra mobility to line up the charge can prove useful to many.

Dark Archive

Yes it looks like you get a standard action charge... For now I expect this to be clarified or fixed someday but as I see it now it should work

Liberty's Edge

mike roper wrote:
Yes it looks like you get a standard action charge... For now I expect this to be clarified or fixed someday but as I see it now it should work

Why? It's not mechanically broken or anything. It works, and works effectively...just like all good class abilities.

Dark Archive

This changes a full round action into a standard removes the penalty for said action then gives it additional benefits. I am not saying this is mechanically broken I just predict a change to be a full round action a later date. As it stands you could do a move action ( not well versed in move options at this time )move double your speed attack with no penalty. Or even guarded step away from a foe and then charge a second one


1 person marked this as a favorite.
mike roper wrote:
This changes a full round action into a standard removes the penalty for said action then gives it additional benefits. I am not saying this is mechanically broken I just predict a change to be a full round action a later date. As it stands you could do a move action ( not well versed in move options at this time )move double your speed attack with no penalty. Or even guarded step away from a foe and then charge a second one

Both the solarian and blitz soldier get a standard action charge for a very obvious reason: ranged combat is king in Starfinder.

The majority of sentient enemies you face will be ranged and the majority of your party will be ranged. The only way for a melee character to be even remotely viable is if they have better mobility options. Thus melee characters get access to charge as a standard, freeing up the move to set up the lane or activate class features.

This was a very purposeful choice on the devs part, and one of the only reasons melee is an even remotely viable option in a system where everyone has laser guns and can use them competently without spending a single feat.

Edit: And there is no point in guarded-stepping away and then charging. Charge gives no benefits beyond the speed. Without the solarian or soldier features, it only imposes penalties.

Dark Archive

Not sure a agree and that's fine :) with all the boost to speed I don't for see melee having that much trouble getting in to pointy end range. Well clearing up cover for range is a nice option. As far as there being "no point" in using guarded step I can see a very good point that is if you just charge to a foe on your left or right you may eat a aoo by stepping away you may avoid that.


mike roper wrote:
Not sure a agree and that's fine :) with all the boost to speed I don't for see melee having that much trouble getting in to pointy end range. Well clearing up cover for range is a nice option. As far as there being "no point" in using guarded step I can see a very good point that is if you just charge to a foe on your left or right you may eat a aoo by stepping away you may avoid that.

I see what you meant by the guarded step. It's definitely another use.

I think you're underestimating how much movement a player in heavy armor gets, even with speed augments, compared to the ranged on weapons. Most weapons have a range of around 60, with many longarms having double that distance. And you can double your weapon's range increment for a -2 to ATK.

A solarian with the first speed augment is going to have a speed of 30-35', depending on armor. Any round they are required to travel even 5'further than that, they cannot make a single attack.

To ensure melee characters don't have to spend the first round running while ranged characters can full attack, and since charge lanes are difficult to set up in a system where ranged cover is supposed to be plentiful, a standard charge in necessary for melee to reliably close on their targets in the first round of combat. Even with free standard action charge, melee fighters must buy speed augments and either a jetpack or the Nimble Moves feat to deal with obstacles.

Str-based melee builds already sacrifice so much to do what they do. There's no str role in starship combat and the one str skill is made obsolete by all the mobility augments, upgrades, and feats available to every class. In combat you cannot hide safely behind cover and full attack your enemy from 100' away. Str does not modify initiative, saves, or AC like dex. It simply lets you hit hard, provided you can reach your target. Giving melee reliable tools to reach their target and do the one and only thing they are good it is perfectly reasonable and balanced.

Liberty's Edge

In fairness, you also use Str with thrown weapons, and can draw those as part of a move. So Str characters can still make an attack after moving on the first turn even if they can't quite get all the way there in one turn.

Dark Archive

Right I figured my melee hero is going to pull out a gun from time to time heck may even have the power that adds youre are to your damage ( think that's a thing). As far as range goes how much do you shoot at people 120 feet away. Not saying it does not come up but the groups I play with use maps (large ones to be sure) and it gets hard to spot people more than 120 feet away sometimes and that's why I feel melee will get there most of the time. You do make a good point that having a move to jump jet makes your charges easy but you are also anywhere from 60 to 90 feet away if you move so far. If the foes gang up on you your healers going to have a hard time getting to you. Just seen Alot of barbarians haste and charge 120+ feet into combat and had the support give them the most dirty look

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