| Feather Sigil |
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I'd like to thank every person who gave feedback thus far. Given the nature of the initial houserules I'm sure it would have been easy to simply write me off and be on your way. Perhaps some people actually did that. I wouldn't blame them if they did. I wish the forums let you edit OPs or thread titles, but no matter. If you're reading this post, I appreciate your taking the time to see how the thread has progressed.
It's not my intent to break the class, but obviously I went too far with the number increases. As d'Eon pointed out, rushing off to mod a system that only just released has its pitfalls. Perhaps I was also looking at this with more of a Pathfinder mindset as well. Regardless, I've looked over all the feedback given and made adjustments accordingly. Many of the straight numerical buffs to the solarian have been removed, leaving mostly increased utility, quality-of-life changes, expanded build versatility, etc.
[CLASSES.SOLARIAN]
Solar Manifestation
>You can make your mote any colour you want.
Reasoning: This is a science fiction setting with magic and rat people. We can waive realism when it comes to a purely cosmetic choice. Besides, what if you want to play a Green Lantern?
Solar Weapon
>Adjusted damage scaling:
2d6 at 5th level, all other values are vanilla.
Reasoning: Making the solar weapon more useful at low levels of play by improving its scaling a little bit.
Solar Armour
>Solar Armour is not compatible with heavy or power armour and will not give you any benefits if you wear those types of armour.
>The energy resistance you gain from solar armour applies to all energy types.
Reasoning: Added the power armour clause for clarity. It makes sense that the solar armour wouldn’t work with power armour if it doesn’t work with heavy armour.
Universal energy resistance makes the armour slightly more useful overall without becoming overpowered.
Stellar Mode
>You must always choose to be attuned to a stellar mode at the beginning of combat. You start combat fully attuned to that stellar mode.
>Photon Mode gives a +1 bonus to damage rolls, increasing by 1 for every 6 solarian levels.
>Graviton Mode gives a +1 bonus to all saves, increasing by 1 for every 6 solarian levels.
Reasoning: From a design standpoint it makes more sense that the solarian begin fully attuned so that they are able to use their zenith if/when they wish to, then wait three rounds. It’s also simply more fun to start with full attunement.
Why does it make more sense? By the time three rounds have passed, the combat could already be over or close to. Or the player might’ve wanted to use their zenith on round 1 or 2 but by the time round 3 comes around things have changed and it doesn’t make sense to use it. Or maybe they don’t want to use it yet but then by the next round things have changed and then they want to use it. And so on and so forth. Furthermore, by giving full attunement from the start the player now has a tactical choice to make: whether to keep full attunement and enjoy the benefits of enhanced revelations or use a zenith, which hopefully they will be tempted to.
Slight buffs to Graviton Mode and standardized scaling to make it more attractive in comparison to Photon Mode, especially at higher levels. People will naturally prefer Photon Mode most of the time, but having Graviton Mode as a mild “defense stance” could be useful in certain situations.
I got rid of the ability to start unattuned because there’s no reason to do that. If Paizo releases solarian options that reward being unattuned--which I doubt they would because it contradicts the class design and narrative--then I’ll revise this houserule.
Stellar Revelation
>The Disproportionate Revelations clause is removed. Solarians can take any ratio of photon-to-graviton revelations without penalty.
>The following revelations impart their full effects whether or not you are attuned or fully attuned to their stellar mode, including when you are not in combat: Astrologic Sense, Defy Gravity, Flare, Glow of Life, Gravity Boost, Hypnotic Glow, Soul Furnace, Stealth Warp.
>At 16th level, solarians gain the Ultimate Photon and Ultimate Graviton revelations, in addition to the revelation they choose at this level.
Reasoning: Disproportionate Revelations makes no sense whatsoever and there’s no reason for it to exist. Build your solarian the way you want to.
There are some revelations that have very clear out-of-combat utility, so I’m allowing them to be used as such.
Ultimate Photon and Ultimate Graviton make sense as high-level boosts to the solarian’s abilities, so they’re freebies. This also frees up players from having to build specifically towards them.
Black Hole
>Each target is pulled whatever distance you choose towards you, up to the revelation’s maximum range, with no save. As levels increase, this revelation’s maximum range increases as listed in the CRB.
>This revelation costs a move action to use.
>After each target is moved, you may choose any number of your moved targets to become stuck in your event horizon. Those targets must succeed on a Fortitude save or they cannot move further away from you until the start of your next turn. While stuck in your event horizon, they may still move closer to you or around you. At 10th and 20th level, your event horizon lingers for an additional turn.
Reasoning: All of these buffs are meant to simply make Black Hole more desirable. Zenith revelations have an opportunity cost of three rounds, not being able to use any other zeniths and the full potency of your non-zenith revelations. Something that costs so much to use should be really powerful in exchange and vanilla Black Hole simply isn’t good enough.
Yes, it has no save. You use this thing every three rounds at best.
Being able to decide how far things get pulled to you gives you more tactical control over the ability and allows you to safely use it on allies as well. Suppose there’s a chasm separating you from some of your allies. Maybe you want to pull an ally across the chasm and drop an enemy into the chasm--go for it.
Move action allows you to attack after pulling an enemy to you, which just makes sense. At least you’ll get a direct benefit from them being near you before they run away on their turn. The event horizon also helps with this because you can keep some enemies close to you, which is what you want for a melee class.
Radiation
>The radiation produced by this revelation is only “low-level” for narrative descriptive purposes and is not blocked by armour.
>The effects of this revelation are considered a poison effect for the purposes of determining saving throws. This revelation does not poison targets, it only sickens them.
>The sickened condition caused by this radiation lasts for 1 round per solarian level. Sickened creatures do not recover through moving out of your aura.
Reasoning: Because Radiation's wording is vague, this houserule is subject to change pending official errata. This is simply my interpretation of how the revelation works.
I buffed it a little by having the radiation last longer than the guarded step it takes for an enemy to escape.
Supernova
>Area of effect changed to a 20’ sphere. Supernova does not expand its range at 9th and 17th levels.
>Supernova damages all objects that are not worn or carried within its sphere as well as all creatures. It can also ignite elements of the environment where appropriate--plants, flammable gas, etc.
>Any object damaged by Supernova and any creature who fails their Reflex save on the initial damage gains the burning condition (1d6 fire damage; see page 273). For every 2 solarian levels you have, the burning damage increases by 1d6, to a maximum of 10d6 at 20th level.
>Supernova’s initial and burning damage ignores energy resistance and fire immunity.
Reasoning: Just like with Black Hole, vanilla Supernova simply isn’t good enough to justify its opportunity cost, not to mention the shorter range and lack of target selection. My improvements are meant to make Supernova stronger at what it does, but also riskier to use. High-risk, high-reward.
Ignoring resistances/immunities means nothing is safe from the nova while the burning damage makes it deadlier for anything that fails its save, but this also means it’s that much more dangerous for your allies. In addition, now the nova burns through everything. You might be able to melt that barricade your enemies are hiding behind or cook that warlord inside his power armour, but do you want to risk starting a forest fire in the process or immolating the bridge of the ship you’re on?
Full range from the start. It can burn more things, but it’s also harder to use safely since you need more clearance from your allies.
At 2nd level, solarians gain the following ability:
Solar Grace (2nd Level)
A solarian’s strength flows from the stars. You add your Charisma modifier to your Dexterity modifier to calculate your total bonuses to initiative and the KAC/EAC of your armour. This bonus to AC is still restricted by your armour’s maximum Dexterity. Depending on which solar manifestation you chose, you also gain an additional benefit.
If you chose Solar Weapon as your solar manifestation, you use either your Charisma modifier or your Strength modifier, whichever of the two of higher, to determine your total bonus to attack and damage rolls for all attacks you make with your solar weapon.
If you chose Solar Armour as your solar manifestation, as long as your solar armour is active you use either your Charisma modifier or your Dexterity/Constitution/Wisdom modifier, whichever of the two is higher, to determine your total bonus to your Reflex/Fortitude/Will saves respectively.
Reasoning: Solar Grace’s primary purpose is making the solarian less Multiple Attribute Dependent. Splitting the attribute substitutions among the two solar manifestations makes each more attractive in their own right.
In addition, Solar Grace indirectly improves the viability of the ranged solarian build. If you want to be ranged then you’ll probably choose solar armour, which now gives you something that normal armour can’t. You’ll want to wear light armour to get the save boost, which means you won’t need as much STR, which means you can go for a DEX/CHA build.
I put this at 2nd level rather than 1st so as not to overwhelm new players--solarians already get plenty of stuff at 1st level--and so that any other class that wants Solar Grace needs to give up two levels instead of one.
At 5th level, solarians gain the following ability:
Solar Evolution (5th Level)
With each new experience, you understand more of the nature of the stars and their role in the cosmos. Your solar manifestation begins to display unique qualities that reflect your enlightenment. Choose a solar evolution from the following list. At 10th, 15th and 20th level, choose another solar evolution. The evolutions you choose must correspond to your solar manifestation, as listed in the information for each evolution.
(Weapon) Aurora: Your solar weapon gains the stun quality. Turning stun mode on and off is a free action.
(Weapon) Binary: When forming your solar weapon, you can morph it, splitting it into two weapons or growing it into a double weapon. Once the design for your solar weapon’s binary form is chosen, it cannot be changed until you gain another solarian level. Both halves of the weapon can be fitted with weapon crystals. One of these crystals (your choice) is inactive and grants no benefits if the weapon is not morphed into its binary form. You qualify for feats that involve fighting with more than one weapon.
(Weapon) Daedalus: Your solar weapon gains the block quality.
(Weapon) Gravity Well: Your solar weapon gains the disarm and trip qualities.
(Weapon) Icarus: Your solar weapon gains the reach quality.
(Weapon) Prominence: As a standard action, you execute one of three attacks with your solar weapon that unleash waves of deadly energy in an area. These waves ignore all cover and concealment.
1) You make a wide horizontal sweep and unleash a wave toward every enemy in a 30 foot cone in front of you.
2) You lunge forward and unleash a wave toward every enemy in a 60 foot line in front of you.
3) You spin and unleash a wave towards every enemy within 15 feet of you.
If you have the Icarus evolution, the range of your waves increases by 10 feet.
Roll the damage you normally would for a single melee attack, then divide that damage by the number of enemies your wave hits. Each enemy hit by your wave takes the result as either fire or cold damage (your choice).
(Weapon) Solar EMP: When you hit a drone, powered armour, robot or creature with the technological subtype with your solar weapon, your target must make a Will save. On a failed save the target malfunctions until the start of your next turn: when it makes its next d20 roll it must roll twice and take the worst of the two results. If you damage your target more than once with your solar weapon in a single turn, it does not receive cumulative malfunctions.
(Weapon) Sunburn: When you hit a target with your solar weapon, that target suffers a -2 penalty to any saves against the effects of your revelations until the end of your next turn. If you damage your target more than once with your solar weapon in a single turn, it does not receive cumulative penalties.
(Weapon) Syzygy: Your solar weapon gains the penetrating quality.
(Weapon) Unstable Flare: You can make your solar weapon flare with uncontrollable nuclear energies. Whenever you hit an enemy with your solar weapon, you may roll 1d20. On 1-10, subtract half of the damage you roll from the attack’s total damage. On 11-20 or if your attack roll was a critical hit, add half of the damage you roll to the attack’s total damage.
(Weapon or Armour) Mass Ejection: As a standard action, you may convert the power of your solar manifestation into an energy beam. The beam uses your melee or ranged attack bonus, whichever is higher, has a range of 60 feet and does either fire or cold damage (your choice): 1d6 damage + 1d6 damage for every five solarian levels you have. Alternatively, as part of an attack with a ranged weapon, you may add the beam’s damage to your weapon damage if the attack hits. If you convert your solar manifestation into a beam, you lose your manifestation and cannot form it again until the start of your next turn.
(Weapon or Armour) Star Cluster: You bathe nearby allies in your solar power. While your solar manifestation is active, all allies who are adjacent to you deal an additional 5 fire or cold damage (your choice, applies to all) with any attacks they make.
(Armour) Guardian Constellation: Once per day when you form your solar armour, you gain a field of many tiny stars arranged in a protective pattern. The field grants you 1 temporary hit point per solarian level. The field lasts for 4 hours or until its hit points are depleted. If you wish, you may determine the appearance of your protective constellation.
(Armour) Massive: While your solar armour is active, you gain +2 to your AC against combat maneuvers.
(Armour) Nebula: You can extend your solar armour to form a shield on one of your arms. This shield gives you a +2 shield bonus to your KAC and EAC as long as your solar armour is active. While the shield is active, you cannot hold objects with your shield hand or wield two-handed weapons. Forming or dismissing the shield is a swift action. When you form your solar armour, you may form the shield along with it in the same action.
(Armour) Partial Eclipse: As a move action, you may transform your solar armour into deployable cover. Until the start of your next turn, your solar armour becomes inactive and a barrier of your stellar energy appears directly in front of you, granting you a single square of cover. The barrier is indestructible. You can see through the barrier and target enemies with ranged attacks, if you have any. You cannot use Partial Eclipse if your solar armour is not active.
(Armour) Solar Wind: All of your movement speeds increase by 10 as long as your solar armour is active.
(Armour) Total Eclipse: When a creature you can see is targeted by a ranged attack, spell or other hostile effect, as a reaction you may transfer your solar armour to that creature to protect them. Before the hostile effect can reach them, that creature gains all the benefits of your solar armour and you lose those benefits. This protection lasts until the start of your next turn. You cannot use Total Eclipse if your solar armour is not active.
Reasoning: Credit to Secret Wizard for coming up with the original idea. I took their Solar Boon concept and ran with it.
These evolutions grant different kinds of functionality/utility and various side-buffs without breaking the class (ideally) or making the default benefits of the solar manifestation obsolete.
[EQUIPMENT]
Weapon Fusion
Weapon fusion seals can be attached to solarian weapon crystals.
Reasoning: If this can already be done or done in a different way, my bad. Otherwise, why not? The solar weapon is a weapon just like the rest of them.
[FEATS]
Name: Improved Plasma Sheath
Prerequisites: Plasma Sheath revelation
When you use Plasma Sheath, you may choose for your solar weapon to deal a different energy damage type instead of fire.
Reasoning: Giving the Solarian damage type versatility. I’m surprised this isn’t in the CRB.
Name: Extra Revelation
Prerequisites: Stellar Revelation class feature.
You gain a revelation of your choosing. You must meet the level requirements for your chosen revelation.
Reasoning: Again, I’m surprised this isn’t in the CRB. If a solarian player wants to spend feats to get more revelations, why not?