
Opsylum |
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Opsylum wrote:Also (I’m surprised nobody has mentioned this yet)! ** spoiler omitted **Nooo D: Please don't tell me they have lips
My favorite our of context quote yet for people dodging spoiler tags.

Rysky the Dark Solarion |
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Rysky the Dark Solarion wrote:ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.Can you elaborate? I've got a player who is DEFINITELY going to want this. Also does it apply to any other playable species? Can I play the fluffiest vlaka?
It gives you bonuses against the environment and contact diseases and poisons.
It does call out with GM discretion that other furred races can take the feat :3

Master Han Del of the Web |
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Master Han Del of the Web wrote:Rysky the Dark Solarion wrote:ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.Can you elaborate? I've got a player who is DEFINITELY going to want this. Also does it apply to any other playable species? Can I play the fluffiest vlaka?It gives you bonuses against the environment and contact diseases and poisons.
It does call out with GM discretion that other furred races can take the feat :3
I am now on a quest to play the fluffiest doggo

Rysky the Dark Solarion |

Rysky the Dark Solarion wrote:I am now on a quest to play the fluffiest doggoMaster Han Del of the Web wrote:Rysky the Dark Solarion wrote:ATTENTION: there is a feat that makes Skittermanders and Ysoki fluffier.Can you elaborate? I've got a player who is DEFINITELY going to want this. Also does it apply to any other playable species? Can I play the fluffiest vlaka?It gives you bonuses against the environment and contact diseases and poisons.
It does call out with GM discretion that other furred races can take the feat :3
Do eet.

theelcorspectre |

Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.
Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe
Thanks. Do they get any bonuses to certain skills like Technomancer did to Computers and Mysticism?

Rysky the Dark Solarion |

Rysky the Dark Solarion wrote:Thanks. Do they get any bonuses to certain skills like Technomancer did to Computers and Mysticism?Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.
Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe
They get an insight to a skill (later skills) of their choice that increases over time that they can swap out every level up

theelcorspectre |
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theelcorspectre wrote:They get an insight to a skill (later skills) of their choice that increases over time that they can swap out every level upRysky the Dark Solarion wrote:Thanks. Do they get any bonuses to certain skills like Technomancer did to Computers and Mysticism?Just the Infinite Worlds (reshape the area) and some Paradigm Shifts.
Paradigm Shifts are their Class Feats/Talents, it lets them do a bunch of modifying in the field (enemies, the area, the dice roll, etc). The moving grenades one looks really fun hehe
Thank you for sharing.
I'm really looking forward to playing one.

Illuminarty |
So how does Solar Flare work? Is it another option like a Solar Weapon or Armor?
It works similar to the solar weapon. It does cold or fire damage depending on your choice, does d4 instead of d6 damage, and targets eac. It does work with solarion weapon crystals, and solarion abilites that would normally function only with a melee weapon work with it

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Mechalibur wrote:Any cool new gravonic revelations, or solarion feats/items that encourage switching between stellar modes?For Revelations we have: Maneuvers at range, damage boost, saves boost, sunder, make difficult terrain with attacks, and can cause damage to people who have been hit (nice, but the cooldown prevents this one from being really good).
Also one that lets you use other Graviton Revelations when wounded in addition to safe movement, but it’s really high level.
For Zenith: SUMMONS, wide range difficult terrain planting and damage.
Haven’t read the item section yet.
Sadly, several of the new Revelations have a stipulation that makes them really bad choices. And the Zenith Revelations were really written horribly.
The summons abilities say that you can choose which 4 creatures you can summon each time you gain a level--but then immediately tells you that all the creatures must be of 1 specific type. So...you actually have no choice, which makes no sense.
The area effect ones are completely unusable. They both state that they create three 10' radius bursts--but each burst must be centered 15' from the center of another one of the bursts but they cannot overlap. That's not possible to do without overlapping. They would have to be centered 20' from the center of another burst in order to not overlap.

Rysky the Dark Solarion |
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Sadly, several of the new Revelations have a stipulation that makes them really bad choices. And the Zenith Revelations were really written horribly.?
The summons abilities say that you can choose which 4 creatures you can summon each time you gain a level--but then immediately tells you that all the creatures must be of 1 specific type. So...you actually have no choice, which makes no sense.You have plenty of choice, they just have to have Shadow type... that's how Summoning works in Starfinder, they all have a type.
The area effect ones are completely unusable. They both state that they create three 10' radius bursts--but each burst must be centered 15' from the center of another one of the bursts but they cannot overlap. That's not possible to do without overlapping. They would have to be centered 20' from the center of another burst in order to not overlap.
How so? By my reading they're right next to each to other without overlapping, which the ability (Constellation Blast) describes as a chain so that makes since they're right next to each other.
xxoxxoxx
xxoxxoxx

Xenocrat |
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James Krolak wrote:The summons abilities say that you can choose which 4 creatures you can summon each time you gain a level--but then immediately tells you that all the creatures must be of 1 specific type. So...you actually have no choice, which makes no sense.You have plenty of choice, they just have to have Shadow type... that's how Summoning works in Starfinder, they all have a type.
Don't have the book, but are you sure they don't talk about the AA1 summoning grafts? There is one and only one shadow summoning graft. If it's somehow referencing a shadow trait outside of grafts, I don't understand how that works. What's an example of an AA creature that would qualify?
Edit: Note that there is a fire subtype that creatures can have (none of which are on the AA summon list, I'm pretty sure, expect the fire elemental), but there is no shadow subtype. There is a "fiery" simple template graft that adds the fire subtype, and an "umbral" simple template graft that grants shadow-themed powers (but no subtype or other rules tag), but there are no rules allowing you to add these to the summon creatures list. So it sounds like without GM houseruling in some useable options you're locked into either the fire elemental or shadow creature summon grafts and the four choices thing is an illusion. Maybe it'll get errata some day.

theelcorspectre |

Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?
Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.

Rysky the Dark Solarion |

That’s exactly what they’re talking about.
Type was my verbiage, not what the book uses. It says like the summoning spell, but they have to be shadow creatures. Which is how the summoning grafts work.

Rysky the Dark Solarion |

Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?
Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.
No they specifically call out full level to damage.
Only one, being able to pick extra Manifestations instead of a Zenith Revelations.

theelcorspectre |

theelcorspectre wrote:Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?
Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.
No they specifically call out full level to damage.
Only one, being able to pick extra Manifestations instead of a Zenith Revelations.
Thank you. This may be a weird question, but are there any new feats related to skills?

Xenocrat |
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That’s exactly what they’re talking about.
Type was my verbiage, not what the book uses. It says like the summoning spell, but they have to be shadow creatures. Which is how the summoning grafts work.
The only "shadow creatures" are the summoning graft. So you can't have four choices, which was his objection. You get one mandated option, or two if you can take the "three of a lower level" option.
If you disagree, show your work for four choices you can actually pick for a spell level that meet the shadow/fire limitation.

Xenocrat |

How does everyone have a PDF already. I bought the book on Monday, and it shipped today. However I still don't have PDF access.
Am I missing something?
You have to be a subscriber and have it ship under your subscription plan to get get the free pdf released. If you just bought it online without a subscription you get the physical book but no pdf.

Rysky the Dark Solarion |

Rysky the Dark Solarion wrote:That’s exactly what they’re talking about.
Type was my verbiage, not what the book uses. It says like the summoning spell, but they have to be shadow creatures. Which is how the summoning grafts work.
The only "shadow creatures" are the summoning graft. So you can't have four choices, which was his objection. You get one mandated option, or two if you can take the "three of a lower level" option.
If you disagree, show your work for four choices you can actually pick for a spell level that meet the shadow/fire limitation.
Ah I see the issue here. Under Shadow Creature it lists type as Magical Beast (Extraplanar), so you could have them resemble any magical beasts but they were still Shadow Creatures was my thinking. That’s where the four choices come in.

Rysky the Dark Solarion |

Rysky the Dark Solarion wrote:Thank you. This may be a weird question, but are there any new feats related to skills?theelcorspectre wrote:Since the Solar Flare is treated like a small arm, does that mean when you get your Weapon Specialization, you only add half of your level to the damage?
Also, from what I’ve heard, a lot of the classes are getting optional abilities that can replace existing class abilities. Besides the new manifestations and revelations, do they add anything like that for the Solarian.
No they specifically call out full level to damage.
Only one, being able to pick extra Manifestations instead of a Zenith Revelations.
Quite a few.

Porridge |
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I’d love to hear a fun option from each of the new classes, if someone has time!
Here's a fun option for each new class:
Biohacker: The biohackers gain a number of "boosters" they can use to buff allies in various ways, and "inhibitors" they can use to debuff enemies in various ways. Every biohacker gets certain basics here (adding to AC, skill checks or movement; lowering AC, DR, resistance, attack rolls), and a unique boost and inhibitor corresponding to their unique fields of study (they start with one, and end up with three).
These unique ones are nicely paired, often combining situational boosters with very nice inhibitors, or very nice boosters with situation inhibitors. On the booster side, you can do things like buff saves of various kinds, give allies immunities to certain conditions (confused and staggered, or bleeding, or another save (with a bonus) against a mind-affecting effect they're under, etc), give allies enhanced senses, and so on. On the inhibitor side, you can do things like debuff saves of various kinds, impart various conditions (encumbered and save against entangled, or sickened), etc.
Vanguard: The vanguards get a number of discipline powers to choose from (like solarion revelations), some of which are pretty neat, especially if you're looking to fill in a "tank" role. These include things that help you protect your allies, like imparting penalties on enemies who don't attack you, sharing shield AC bonuses with nearby allies, and partially blocking damage to them to take some of it yourself, or granting cover to allies, etc. And it includes lots of things which just make you more resilient independently of your allies, with abilities that help against bleeding, or posion and disease, or energy attacks, or falls, abilities which allow you to form a nice shield of pure entropy, abilities to fight defensively with fewer penalties, abilities like evasion and improved evasion to avoid damage, and so on.
Perhaps the coolest of these abilities are the 18th level ones "absolute zero" and "living effigy". The former basically makes your temperature absolute zero, making you immobile and immune to cold, and also makes you do a scaling (and potentially enormous) amount of cold damage and a slow effect on anyone who hits you, touches you, or starts within 20' of you. The latter makes you like the living torch, making you hasted, immune to fire, and imparting a scaling (and large, though not as large) amount of fire damage on anyone who hits you, touches you, or starts within 20' of you.
Witchwarper: The witchwarpers most entertaing power is, I think, their Infinite Worlds ability which allows you to sacrifice spell slots to impose various instantaneous or environmental effects. And if you choose, you can instead choose two lower level options and impose them simultaneously. Some very, very cool combos here, with abilities to create environments that hinder movement, create barriers, create concealment, create damaging environments, create poisonous environments, and so on, as well as several instantaneous effects like dazzling lights, knocking enemies prone, knocking enemies off-target, damaging enemies, and entangling enemies.
This also combos nicely with a couple optional witchwarper spells and abilities which play off of the Infinite Worlds ability, allowing you to exclude allies from effects or extend durations of the Infinite Worlds effects. There's a lot of variety here, and every witchwarper gets them all fo free, so this gives any witchwarper a fair amount of versatility and usefulness regardless of how poorly they've been built or how bad their spell choices were.
A really fun choice for creative types.

Milo v3 |

Ah I see the issue here. Under Shadow Creature it lists type as Magical Beast (Extraplanar), so you could have them resemble any magical beasts but they were still Shadow Creatures was my thinking. That’s where the four choices come in.
So the "4 choices' is just aesthetics and they all have identical stats?

Rysky the Dark Solarion |

Rysky the Dark Solarion wrote:Ah I see the issue here. Under Shadow Creature it lists type as Magical Beast (Extraplanar), so you could have them resemble any magical beasts but they were still Shadow Creatures was my thinking. That’s where the four choices come in.So the "4 choices' is just aesthetics and they all have identical stats?
Looks it.

Castrin |

Also, I think there's a typo on Page 88.
** spoiler omitted **
Considering the description I don't think that's a typo. It's a "style over strength" choice for those that want to go full on fighting "monk" build.

Mechalibur |
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How do the new starship roles look? Do they use DCs closer to the core rulebook or the errata in the FAQ?
They all use the revised DCs of 1.5 times the ship tier. They're options are kind of a mixed bag--some good and some bad. The 2 new roles are Chief Mate and Magic Officer and they both do their actions during the Engineering Phase.
Chief Mate uses Acrobatics or Athletics for all of its checks and can:
Magic Officer uses Mysticism for all of its checks and can:
There are also some "Open Crew" actions that can be taken by any crew member no matter what role they're in. And a few Minor Crew Actions added in.
In particular, I like the Quick Rescan action where you do a Computers check to find out the enemy's current Hull Points and distribution of Shield Points. That should really help you to be more tactical with positioning--and it seems more realistic for a futuristic ship combat system. So, you don't need to keep someone in the Science Officer role if you just want to know how you're doing against the enemy and where you should aim.

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I like that if you spend all day playing video games, you'll receive a +1 bonus on your first saving throw the next day.
One of the charming elements of the original Baldur’s Gate 2 game was that while it would post advice on the loading screens like “fire or acid can kill a troll,” it occasionally popped up with “Even though your characters don’t need to eat, remember that you do. We don’t want to lose any dedicated players.”
So along that same vein: Just as your character can be healthier and happier through self-care, so can you! Take a break and de-stress for a while!

Christian Capra |
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Hi, hello, Paizo, I'd like to lodge a complaint.
As someone desperate to look at numbers on the east coast, I'm limited by this terrible notion known as 'timezones'.
Please, can someone in the tech team come up with some sort of time machine to overcome this problem so that I may buy the book right now?
Thank you. Please let me know asap.
(/sarcasm, if it wasn't clear, lol.)