Solarian Weapon and Throwing Fusion


Rules Questions


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I've been looking around and I can't find a definitive answer to whether you can add the Throwing weapon fusion to a Solarian weapon crystal and attack with it at range without it being dismissed as soon as it leaves your hand.

Does the Throwing Fusion overcome that portion of the solarian weapon rules?


I don't see why it would.


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Also, Solarian Weapon Crystals are weapons of the Solarian Crystal type. They are not melee weapons, and, as such, can't get melee weapons fusions, like Throwing.
It's kind of weird, but, RAW, the weapon is the Solar Weapon (which is an advanced melee weapon) and the Solarian Crystal just add damage to it. It's still a weapon (as it's classified under weapon) and it has a level, so it can get fusions. But very few of them, as it can only have fusions specifically designed for Solarian Crystals or generic fusions available for any type of weapon.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
SuperBidi wrote:

Also, Solarian Weapon Crystals are weapons of the Solarian Crystal type. They are not melee weapons, and, as such, can't get melee weapons fusions, like Throwing.

It's kind of weird, but, RAW, the weapon is the Solar Weapon (which is an advanced melee weapon) and the Solarian Crystal just add damage to it. It's still a weapon (as it's classified under weapon) and it has a level, so it can get fusions. But very few of them, as it can only have fusions specifically designed for Solarian Crystals or generic fusions available for any type of weapon.

That makes it a lot clearer, thanks. I was wondering about it because typically Starfinder doesn't let you add fusions to things that wouldn't benefit from it, but this makes it clearly not a valid combination.


In fact, after reading it more thoroughly, I think the interaction between Solarian Crystals and Weapon Fusions should be explained in details by Paizo.
Weapon Fusions affect the weapon they are put in, so, they should apply to the Solarian Crystal and not the Solar Weapon. RAW, you can clearly state that most Weapon Fusions just don't work with Solarian Crystals (even if I think most DM will houserule that the Weapon Fusion effect is transferred to the Solar Weapon as the Solarian Crystal also transfers its damage to it).

Sovereign Court

Nothing about the throwing fusion gets around the solar weapon vanishing when you throw it. There's no text letting you.

That said, here we have Owen saying you can put fusions on crystals.

Dark Archive

Ascalaphus wrote:

Nothing about the throwing fusion gets around the solar weapon vanishing when you throw it. There's no text letting you.

That said, here we have Owen saying you can put fusions on crystals.

Which to me makes sense. They have to summon their weapon from the mote if I remember correctly. To use a crystal you "install" it in your mote we well. It is sort of a mystic reservoir being modified or amplified with magic/mystic material.

Exo-Guardians

Bringing this question up again, to see if we could get an official ruling on it. Hero Lab allows you to place a throwing weapon fusion on a solarian weapon crystal, but it also allows fusions like Called, which doesn't really make sense on a Solarian weapon either. I assume that these are just edge cases that the system hasn't thought to exclude as invalid, but an official ruling would be nice.

Sovereign Court

You want an official ruling that the rules in the book are really the rules, and that a 3P publisher got it wrong again?


Ascalaphus wrote:
You want an official ruling that the rules in the book are really the rules, and that a 3P publisher got it wrong again?

That an argument from the rules has it correct, which is not a given

Sovereign Court

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BigNorseWolf wrote:
Ascalaphus wrote:
You want an official ruling that the rules in the book are really the rules, and that a 3P publisher got it wrong again?
That an argument from the rules has it correct, which is not a given

Fair enough, Starfinder has quite a few contradictory bits where the book says one thing in one section, and contradicts it elsewhere.

However, when it comes to solar weapons, it's pretty clear: "Your solar weapon is automatically dismissed if it ever leaves your hand." I'm not aware of anything elsewhere in the book to undercut that.


tiny hard to spell owl wrote:
However, when it comes to solar weapons, it's pretty clear: "Your solar weapon is automatically dismissed if it ever leaves your hand." I'm not aware of anything elsewhere in the book to undercut that.

The throwing fusion makes even the most cumbersome melee weapon usable as a thrown weapon. A melee weapon with this fusion gains the thrown special property with a range increment of 10 feet.

To be usable as a thrown weapon, the solar weapon would have to stay in existance, so the thrown weapon infusion will keep it in existence.

Since neither of those is exactly a subest of the other, you don't have a clear specific> general order of operations.

Exo-Guardians

My original reading of the rules was that weapon fusions on weapon crystals wouldn't affect the solar weapon (except for the soulfire fusion, which is specifically designed for weapon crystals). Once I found out I was wrong about that, how these overlap becomes a little ambiguous.

I am inclined to agree that the clear-cut rule regarding "automatically dismissed" would mean something like "You can put a throwing weapon fusion on a weapon crystal, but if you then chose to throw the weapon, it would be dismissed before hitting its target" ... making it a pointless fusion. But you could also argue that "automatically" takes just long enough to hit a person 10 feet away before the dismissal.

Sovereign Court

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BigNorseWolf wrote:
tiny hard to spell owl wrote:
However, when it comes to solar weapons, it's pretty clear: "Your solar weapon is automatically dismissed if it ever leaves your hand." I'm not aware of anything elsewhere in the book to undercut that.

The throwing fusion makes even the most cumbersome melee weapon usable as a thrown weapon. A melee weapon with this fusion gains the thrown special property with a range increment of 10 feet.

To be usable as a thrown weapon, the solar weapon would have to stay in existance, so the thrown weapon infusion will keep it in existence.

Since neither of those is exactly a subest of the other, you don't have a clear specific> general order of operations.

I think that's not a fair reading. You normally can't throw a doshko because it's too cumbersome and un-aerodynamic. The throwing fusion fixes that.

Making a weapon usable as thrown weapon (giving it the "thrown 10ft" property) doesn't mean usable unconditionally. That pesky forcefield is giving the foe total cover, making it impossible to make a thrown attack. Thrown fusion won't fix that either. Your flame doshko doesn't work underwater. Thrown fusion won't fix that either. In fact, since thrown attacks are ineffective underwater, the thrown fusion won't let you use a regular doshko as a thrown weapon underwater either.


Quote:
Your flame doshko doesn't work underwater.

Pretty sure this isn't a rule.

Most attacks made underwater take a –2 penalty and deal half damage. Attacks that deal fire damage do only one-quarter damage. Attacks that deal electricity damage take a –4 penalty rather than a –2 penalty. Melee attacks that deal piercing damage deal full damage. Thrown weapons are ineffective underwater, even when launched from land.

Sovereign Court

Ah, but do you call one-quarter damage "usable" or "useless"?

(Fair enough, I'd misremembered that you could use fire weapons at all. The rest of my point stands though.)

Exo-Guardians

I think the argument that the Throwing fusion can only be applied to melee weapons is probably the tie-breaker here for me. But the stabilizing fusion would be excluded as well, as would the Bleeding one (which can only be put on weapons that deal P or S damage, neither of which is the type of damage dealt by weapon crystals), even though neither of those run afoul of the "automatically dismissed" concern.

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