Is the solarian writeup for solar manifestations missing something in regards to darkness?


Rules Questions


Pathfinder Adventure, Rulebook Subscriber

The writeup states that the solar manifestation sheds a dim light.
Still though you can choose perfect darkness as a colour.

Does that one also shed something (I can't fathom light though).?

Sovereign Court

Pathfinder Starfinder Society Subscriber

A solar manifestation either glows with a dim light or is made from darkness. Darkness doesn't glow.

You can hide your mote, but it becomes visible again when you enter stellar mode. If your mote glows, this may hamper stealth. Both glowing and dark motes will hamper a disguise.


Pathfinder Adventure, Rulebook Subscriber
KingOfAnything wrote:

A solar manifestation either glows with a dim light or is made from darkness. Darkness doesn't glow.

You can hide your mote, but it becomes visible again when you enter stellar mode. If your mote glows, this may hamper stealth. Both glowing and dark motes will hamper a disguise.

So the difference is that darkness does not glow but on the upside also does not hamper stealth. Everything else is equal to what it is for all other solarians

corect so?

Shadow Lodge

I believe the wording is actually quite specific in that whichever form you choose it sheds a dim light in 20 ft. I'll have to look up the exact wording when I get home.

Sovereign Court

Pathfinder Starfinder Society Subscriber

I'll copy from the PDF

pg. 101 wrote:

You must pick one solar manifestation (either

armor or a weapon) upon taking your first level of solarian.
You also choose whether your solar manifestation (in any form)
either glows brightly with one color common to stars (including
blue, red, white, or yellow) or is the perfect darkness of a black
hole.

A glowing solar manifestation, regardless of its form,
sheds dim light in a 20-foot radius. You can shut off the light or
darkness as a standard action in order to blend in or assist in
stealth, but whenever you enter a stellar mode (see page 102),
the glow or darkness returns immediately.

So it is either glowing or it is black. Only glowing manifestations shed light.

Correct. It's hard to be stealthy in glowing magical armor.


Since you have the option of shutting the light off, unless you plan to be stealthing mid-combat as a Solarian, doesn't this give a bit of an edge to picking the glowing armor, as you can use yourself as a Light source as needed, without interfering with stealth?


The part that says you can turn off the darkness with a standard action leads me to believe there should be a darkness effect as an option.


Pathfinder Adventure, Rulebook Subscriber
Adam Beckerman wrote:
The part that says you can turn off the darkness with a standard action leads me to believe there should be a darkness effect as an option.

The only reason I could think of of turning teh darkness of is to let the weapon look mundane (a darkness effect would be wow but according to rules as written king is correct there. Question is if that is as it was intended by the developers or not then)

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