Starfinder Playtest Preview: Solarian

Friday, July 5, 2024

Hello everyone! Starfinder team here and ready to give you a sneak peek into Starfinder Second Edition by giving you a preview of the solarian class! We’re sure you can’t wait to playtest it yourself once the Starfinder Playtest Rulebookreleases this August, but in the meantime, read on!



Dae, the iconic solarian
Art by Kent Hamilton
full body illustration of iconic Solarian, Dae

Of course, we can’t talk about solarians without shining the spotlight on Dae, the new iconic solarian. In fact, Dae has already had their blog debut, and you can read all about them in our Meet the Iconics: Dae post from June. They’d appreciate it if you like, comment, and subscribe.

Solarians are solar knights who harness the powers of light and gravity to manifest powerful armaments in their quest to understand the cosmic forces of the universe.

Designing solarians for Starfinder Second Edition presented the team with an opportunity to reexamine the solarian toolset. In Starfinder First Edition, solarians had a key choice at first level when selecting whether their solar manifestation would be armor or a weapon. As the solarian leveled up, they chose stellar revelations, special powers they could use while attuned to gravitons or photons. Some powerful revelations could be used only if the solarian spent enough time building up their attunement points to become “fully attuned.” To match the mechanics to solarian beliefs about the cosmic cycle, First Edition solarians were encouraged to select an equal number of graviton and photon revelations.

With Starfinder Second Edition’s three-action economy in mind, the team took a new approach to solarians. We wanted the narrative of the Cycle to continue to match the mechanics while still offering solarians flexibility, both in their character build and in their round-by-round action economy. To that end, solarians in Second Edition don’t have to choose between armor or a weapon: from level 1, they can manifest a solar flare (ranged attack), solar nimbus(defensive reaction), and solar weapon (exactly what it sounds like—a melee attack). Each of these manifestations has a different function based on whether the solarian is graviton-attuned or photon-attuned.

So, what major choice do Second Edition solarians make at level 1? That’d be their solarian arrangement! All solarians have personal beliefs, practices, or training that cause them to gravitate (pun intended) toward a specific aspect of the Cycle, whether that’s gravitons, photons, or balance. This arrangement grants them revelations, which (like in First Edition) are special abilities that interact with the different states of attunement and, in many cases, interact with their targets’ Hit Point totals, enemy positioning, the solarian’s mobility, and so on.

Okay, so if solarians choose a solarian arrangement that focuses on gravitons, are they going to spend all their time attuned to gravitons? Doesn’t that go against the narrative of the “Cycle” and balance between stellar forces? This is where we’ve made what is possibly the biggest change to solarians: their attunement works differently now. Gone are the days of tracking attunement points: you’re either attuned to gravitons, photons, or neither. Furthermore, we’ve introduced a new type of ability: those with the cycle trait, which—you guessed it—cycle your attunement! Using a cycle ability while graviton-attuned means that you resolve that ability (applying any additional effects from being graviton-attuned), and then immediately become photon-attuned. If you want to be graviton-attuned again, you’ll need to use another cycle ability or take the Attune action, which attunes you to your favored attunement state. If you want to play a solarian who does lots of attunement swapping and has greater attunement flexibility, you’ll want the “balanced” solarian arrangement, because (among their other fun abilities) the Attune action lets you pick either graviton or photon!

This round-by-round decision-making process based on each ability’s unique attunement effects has played out quite well in both internal and public playtests, and we can’t wait for you to try it out. Players seem to enjoy the rush of cycling between graviton and photon attunement, and the “combos” they can create with a solarian’s abilities. You might not need to take the Attune action during combat at all if you’re intentional about how and when you use your cycle abilities, but if you really want to make an impact, you’ve got another exciting new type of ability: actions with the disharmony trait have a big effect, then completely end your attunement. You’ll need to spend an action to Attune again after using a disharmony ability—otherwise, you can’t manifest your solar shot, nimbus, or weapon. Then again, by that point, the battle might be over!

Okay, we’ve talked about the cool things solarians can do, but one big question we get a lot is how solarians will work as primarily melee-focused characters in an otherwise ranged-combat “meta.” We’ve mentioned their solar flare, a fun way to attack enemies at a short distance; it’s a great ability to fire off while closing the gap. Speaking of closing the gap, solarians have a plethora of options when it comes to battlefield positioning, whether that’s gaining a big speed boost or taking a more direct approach and moving enemies around with gravity powers. You might need to work a little harder than the sniper in your party when it comes to tactical positioning, but the cinematic combos you can pull off while getting into position will be a blast! If you’re worried about what might happen to your Hit Points while you’re moving in, you’ve got options there, too: Solar Shield, a level 1 feat, allows you to manifest a stellar shield that floats nearby. You’ll also likely have a decent AC and a fair number of Hit Points to rely on. Because your key attribute is Strength and the damage of your primary ranged attack (solar flare) uses Strength as well, you’ll likely be able to make room in your build for attribute boosts to Dexterity, Constitution, or both!

We’re excited to see what kinds of solarian builds you create during the playtest. In our own internal playtesting, we’ve built solarians who focus on big speed boosts to get in close and deal tons of damage, others who stay in the front lines to fight like a tank, and still others who pin enemies down as masters of battlefield control. Every solarian we’ve playtested has felt different. Most importantly, though, each of them has felt very much like a solarian.

Remember to keep an eye on the Starfinder Playtest site for more news and info about the playtest and feedback process. We’ll have lots more Starfinder Second Edition news to announce at GenCon 2024, when you’ll finally be able to purchase the Starfinder Playtest Rulebook (or download the free PDF)!

— The Starfinder Team

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Tags: Starfinder Starfinder Playtest Starfinder Roleplaying Game Starfinder Second Edition

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Pathfinder Adventure, LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

Very excited to see how this plays out in the end. The previews we've gotten from playtests so far make this a very melee-centric beatstick class, especially with the focus on Strength.

As a lover of the Flare and Armor Solarians, Strength has always been antithetical to the vibe of all of my Solarian characters, so switching them away from the thematic mental key stat from their lore to a Strength key stat feels like encouraging the bad meta solarian stereotype from 1e over the theme.

So I'm very excited to see how that battlefield control vibe goes down. I do love my Agile Wavelengths!


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Pathfinder Lost Omens, Rulebook Subscriber

Really excited to give this class a new go. It sounds a whole lot more dynamic and fun!

Envoy's Alliance

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Pathfinder Rulebook Subscriber

This sounds really cool. I can't wait to see the details and the feats.

Paizo Employee Organized Play Coordinator

New Solarian is my second-favorite class to play, and that's only because new Envoy whips so hard and I'm a Charisma main at heart.

Community and Social Media Specialist

I keep hearing good things. If I ever play SF2e (Im sure I will) it will probably be Solarian first, Witchwarper after.


Getting as many graviton powers as possible should get me that force adept vibe I'm going for. One more month!!


I'll have to see how well the builds click, but... there are possibilities here.


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WWHsmackdown wrote:
Getting as many graviton powers as possible should get me that force adept vibe I'm going for. One more month!!

Graviton focus also plays into the mass effect adept style of play which is very fun.

Envoy's Alliance

Pathfinder Rulebook Subscriber

Definitely gives me hope for my Skeleton Solarion.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Very cool info - thanks, y’all!

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Interesting! the cycling of states and effects changing based on that "state" reminds me of the playtest Exemplar! :O Nice!


The solarian sounds a lot better suited for it's concept in 2e than 1e with how they altered the cycle. Makes it sound a lot more engaging of a martial to play.

I do hope that the class feats don't end up skewing balanced solarians to just one of their modes though.


Each new release of information adds to the excitement and anticipation for both the playtest and eventual release of SF2.

Scarab Sages

This was the name of one of my favorite characters. I hate you forever design team, my reasons are fair and balanced


This sounds a bit like all of the things I liked about the Exemplar class playtest, so that's exciting. And decides which class I'm playtesting first.

Wayfinders

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Rhunny wrote:
This was the name of one of my favorite characters. I hate you forever design team, my reasons are fair and balanced

If you make a solarian with the name Solarian, just call their class "Me."


Already loving the Cycle trait; I love classes that let you combo and this one sounds like it'll be all about that, with some kineticist-style Overflow on top if you want to burst during a turn. Super excited to see how this turns out next month!

Also,

Solarian Blog wrote:
Because your key attribute is Strength and the damage of your primary ranged attack (solar flare) uses Strength as well, you’ll likely be able to make room in your build for attribute boosts to Dexterity, Constitution, or both!

Really glad to hear that boosts will be a bit freer. It sounds like our ranged attack won't also be strength-based though, as I'd thought it might.

I hope that there are lots of options that don't require using solarian DCs. Filling in feats with non DC-using abilities sounds like it'll be important for more Dex-focused solarians who don't want to lag behind in the class DC department.


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I however wish the Solarian could choose Dex or Str as their Key-ability score. That'd make the Solar Flare a little bit more interesting to use if you ask me but that's just because i like having 18 in my primary attack stat since I often find Barbarians hitting more often then my Thaumaturge even if it is 1 point of difference. There's been so many times that +1 has made such a difference.

This makes me wonder if the Solar Flare is ignorable since you don't need dex....we will see.


Definitely interested to see if solar armor returns as a class feat in the vein of Monk's Mountain Stance, Barbarian's Animal Skin, or Kineticist's Armor in Earth, Hardwood Armor, or Metal Carapace

Liberty's Edge

ElementalofCuteness wrote:

I however wish the Solarian could choose Dex or Str as their Key-ability score. That'd make the Solar Flare a little bit more interesting to use if you ask me but that's just because i like having 18 in my primary attack stat since I often find Barbarians hitting more often then my Thaumaturge even if it is 1 point of difference. There's been so many times that +1 has made such a difference.

This makes me wonder if the Solar Flare is ignorable since you don't need dex....we will see.

It's still just a playtest - if enough people agree with you (I might well be one of them), it could still happen.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

One thing I want to know with SF2e being PF2e compatible is if we'll see medium armors in SF2e. It'd help some classes like solarion a lot if they were proficient in a set of armors between light and heavy, which didn't exist in SF1e.


Arutema wrote:
One thing I want to know with SF2e being PF2e compatible is if we'll see medium armors in SF2e. It'd help some classes like solarion a lot if they were proficient in a set of armors between light and heavy, which didn't exist in SF1e.

Field Test #4 includes a leadership style for Envoy that grants medium armor proficiency so... looks like medium armor will be in the game.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

This makes me wonder what is the new key stat of solarian?


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CorvusMask wrote:
This makes me wonder what is the new key stat of solarian?

Mentioned in the blogpost, strength.


When SF2 was announced I instantly said: 3 action economy is gonna be fantastic for Solarians. That's not all though, he is now a space age kineticist and that sounds great, kineticist is a success story, a great class, now a great starfinder adaptation/variation. And the SF2 Solarian class will probably be hard/meaningless to multiclass just like the kineticist. It fits the class identity I guess, but not everybody agrees.


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ElementalofCuteness wrote:

I however wish the Solarian could choose Dex or Str as their Key-ability score. That'd make the Solar Flare a little bit more interesting to use if you ask me but that's just because i like having 18 in my primary attack stat since I often find Barbarians hitting more often then my Thaumaturge even if it is 1 point of difference. There's been so many times that +1 has made such a difference.

This makes me wonder if the Solar Flare is ignorable since you don't need dex....we will see.

I bet solar flare uses STR to hit. Don't picture Solarian as a martial class, it's more like a STR based caster IMO.


GameDemon wrote:
ElementalofCuteness wrote:

I however wish the Solarian could choose Dex or Str as their Key-ability score. That'd make the Solar Flare a little bit more interesting to use if you ask me but that's just because i like having 18 in my primary attack stat since I often find Barbarians hitting more often then my Thaumaturge even if it is 1 point of difference. There's been so many times that +1 has made such a difference.

This makes me wonder if the Solar Flare is ignorable since you don't need dex....we will see.

I bet solar flare uses STR to hit. Don't picture Solarian as a martial class, it's more like a STR based caster IMO.

I really hope so because I read it as Advanced Thrown weapon so I am very worried. I might just be worried for not because this is just a playtest and I know we as the testers can always point out where it feels weird. I only hope Balance like one guy said is not at higher levels accidentally forced into optimizing Graviton or Photon attunement.


(Lots of speculation to follow, all of it assuming propulsive Solar Flare with Dex accuracy and no changes.)

Barbarians usually have a sling backup weapon for cases where stuff just needs to be hit at range. I suspect that Solar Flare is filling that same role, but giving something better than a sling. Solarian probably isn't losing "class budget" for a feature that's just there to address inherent melee issues, but it will still feel bad to some folks that not going Dex secondary means you have a "wasted" feature. That'll lead to the "just use daily grenades/an AoE weapon for KAS ranged damage" people and the "Solarian is MAD because Solar Flare uses Dex" people periodically starting up threads where it all gets rehashed until it becomes familiar.

... Which is probably fine? It might also be that Solar Flare is like Kineticist's two-action blast: there to tide you over in low levels. Solarian has plenty of powers, and it'll almost certainly have some kind of at-will scaling ranged small available, allowing you to cover emergency ranged needs without Dex. I imagine that it'll be seen as a tax by some, of course. Personally, I'm good ignoring Solar Flare if I don't want Dex in the way one might ignore Shield Block on a two-handed Fighter build. It's there to support another category of build that needs support.

Soldier, from what we've heard, might be in this predicament a little more strongly. We will have to see.

---

As for the preview itself, I'm excited for Solarian. I'm not normally someone who really plays much strength-based melee bruiser, but this is how you get me to consider it. It also seems like a lot of fun to have at the table and in the party, even if you aren't playing one. Love the class's versatility, with powers generally having two modes, and the thematic/build flexibility of being able to pick photon, graviton, or balance. I'm really curious what picking something other than balance does, and how much it's possible to actually focus in on that. I do hope there's a good "just crush them" power. Repositioning with graviton is well and good, but sometimes you gotta pull a Vader.

Dae breathes a lot of life into the class, opening up a lot more suggested characters than the previous monastic iconic.


Milo v3 wrote:
CorvusMask wrote:
This makes me wonder what is the new key stat of solarian?
Mentioned in the blogpost, strength.

We're getting one class tied to each attribute, at least in the playtest.

Solarians Str
Operatives Dex
Soldiers Con
Witchwarpers Int
Mystics Wis
Envoys Cha


Huh, they're moving Witchwarpers to int? Interesting.

Wayfinders Contributor

Will we have a blog about what has happened to Navasi, Zemir, Obozaya and Iseph in the meantime? Navasi and Zemir look like they've experienced a lot during the transition to Second Edition, and I'd like to hear what they have been up to!

Hmm


Pathfinder Lost Omens, Rulebook Subscriber
Master Han Del of the Web wrote:
Huh, they're moving Witchwarpers to int? Interesting.

Yeah, I was surprised but it makes a lot of sense. Time and alternate realities are complex shenanigans and it feels right to have a brainy character handling their manipulation.


WatersLethe wrote:
Master Han Del of the Web wrote:
Huh, they're moving Witchwarpers to int? Interesting.
Yeah, I was surprised but it makes a lot of sense. Time and alternate realities are complex shenanigans and it feels right to have a brainy character handling their manipulation.

Not to mention, bouncing around alternate realities or timelines or what have you is probably going to give you loads of little tidbits and factoids that could be of use. I'd want to become a trivia sponge if I knew that historical events or things like the location of the grocery in my town could change from day to day. Lots of stuff to keep on top of that'd likely lead to an info-collecting habit.

Also, I know this is way, way, way too early, but I'm already looking forward to the future class archetype potential of the SF2E solarian. This system feels like one that'll be really fun to adapt to class archetyping, based on nothing but vibes.

Personally I'm already hoping/looking forward to the return of the electricity/resistance form of the solarian, because I think electric powers are super cool, or perhaps a class archetype that swaps strength for charisma and transforms the solarin into more of a kineticist-style solarian sage. Wisdom would also feel very appropriate for that kind of alteration, charisma just came to mind as a nod to the SF1E version.


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Perpdepog wrote:

Not to mention, bouncing around alternate realities or timelines or what have you is probably going to give you loads of little tidbits and factoids that could be of use. I'd want to become a trivia sponge if I knew that historical events or things like the location of the grocery in my town could change from day to day. Lots of stuff to keep on top of that'd likely lead to an info-collecting habit.

Also, I know this is way, way, way too early, but I'm already looking forward to the future class archetype potential of the SF2E solarian. This system feels like one that'll be really fun to adapt to class archetyping, based on nothing but vibes.

Personally I'm already hoping/looking forward to the return of the electricity/resistance form of the solarian, because I think electric powers are super cool, or perhaps a class archetype that swaps strength for charisma and transforms the solarin into more of a kineticist-style solarian sage. Wisdom would also feel very appropriate for that kind of alteration, charisma just came to mind as a nod to the SF1E version.

I just started playing an electric solarian on a discord game, it's such a cool tweak of the abilities.


Pathfinder Adventure, LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber
ElementalofCuteness wrote:
GameDemon wrote:
ElementalofCuteness wrote:

I however wish the Solarian could choose Dex or Str as their Key-ability score. That'd make the Solar Flare a little bit more interesting to use if you ask me but that's just because i like having 18 in my primary attack stat since I often find Barbarians hitting more often then my Thaumaturge even if it is 1 point of difference. There's been so many times that +1 has made such a difference.

This makes me wonder if the Solar Flare is ignorable since you don't need dex....we will see.

I bet solar flare uses STR to hit. Don't picture Solarian as a martial class, it's more like a STR based caster IMO.
I really hope so because I read it as Advanced Thrown weapon so I am very worried. I might just be worried for not because this is just a playtest and I know we as the testers can always point out where it feels weird. I only hope Balance like one guy said is not at higher levels accidentally forced into optimizing Graviton or Photon attunement.

Yeah this is a big concern to me as well. Flare should be something that can be your focus, not something forced to the backline. A Str/Dex switchable key (Something Operative should have as well tbh) would allow those who want to play backline control like Armor and Flare do in 1e to excel and not be hamstrung by everything being keyed off strength.

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