Solar Weapon damage


Rules Questions


The Solar Weapon manifestation says "Your solar weapon deals damage equal to 1d6 + your Strength modifier."

Lunar weapon doesn't mention adding your strength modifier.

Solar Flare also doesn't make this mention.

Does this mean that solar weapon at level 1 deals 1d6 + str as weapon damage and then you add your strength modifier to the roll when you roll for damage so that your total damage is 1d6 + str + str?

Whether it does or not, would this extra damage make solarian too strong. If so, what level ranges would be most affected?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Lunar weapon says it works similarly to Solar Weapon, which calls out it being an advanced melee weapon, which is all you need to know to determine how strength interacta with damage.

No, you don't add double strength to Solar Weapon. Yes Lunar weapon does get strength to damage. Solar Flare works like a small arm so it doesn't get strength to damage.

It would be extremely overpowered at all levels if a Solarian could add 2x Strength Mod AND charisma mod to every attack.


I assumed it would be this way. The reason it didn't make sense to me is that there was no clarification that the strength mod to damage was because of the characteristic of strength instead of being a statistic of solar weapon.

Dark Archive

Lunar weapon? my search-fu is failing me


Name Violation wrote:
Lunar weapon? my search-fu is failing me

It's in the Fly Free or Die adventure path book: Merchants of the Void.

It let's you add dex to attack rolls instead of strength, has feint and operative weapon (can't be used to make trick attacks, but adds a feat to let you), and full weapon specialization damage. The book has some really cool looking graviton revelations too.


I was just reading a Redit thread talking about Lunar weapon and the posters there seem to think Lunar weapon will work with the soulfire weapon fusion, I've not been able to find anything that says it does the fusion says. The soulfire fusion (and soulfire fusion seals) can only be applied to solarian weapon crystals. When you hit a target with a solar weapon augmented by a solarian weapon crystal with the soulfire fusion, you add your Charisma bonus to the damage done, in addition to your Strength bonus. The AP with Lunar weapon doesn't say it does which I thought was weird with the whole thing about peeps thinking the Solar flare Manifestation did?

Acquisitives

I imagine it would work with Lunar Weapon, just like it does for Solar Weapon, and would have worked with Solar Flare (as the author themself intended), but Paizo simply ruled that Solar Flare couldn't benefit from it.

As such, I think it would take a similar ruling from Paizo to stop Lunar Weapon from benefitting from Soulfire.


✴Spark✴ wrote:

I imagine it would work with Lunar Weapon, just like it does for Solar Weapon, and would have worked with Solar Flare (as the author themself intended), but Paizo simply ruled that Solar Flare couldn't benefit from it.

The raw was undeniable that it did not work. It was complicated, but the no answer dropped objectively out of the rules like an f(x) problem. The flare cannot have any fusion that would not go on a small arm was the most specific exception, and solar flare can't go on a small arm.


(soulfire can't go on a small arm, sorry)


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Quote:
This manifestation functions similarly to solar weapon, except it deals 1d4 damage at 1st level. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter. Your lunar weapon also has the feint (Starfinder Armory28) and operative special qualities (though it can’t be used to make trick attacks, if you have that class feature)

Lunar Weapon says it functions like solar weapon with 3 exceptions: damage and the feint and operative qualities. I'd say it strongly works with the soulfire infusion.

BigNorseWolf wrote:
The raw was undeniable that it did not work. It was complicated, but the no answer dropped objectively out of the rules like an f(x) problem. The flare cannot have any fusion that would not go on a small arm was the most specific exception, and solar flare can't go on a small arm.

I'm curious where this small arm exception for soulfire fusion is. The only thing I can find is that it can only be applied to a solarian weapon crystal. The FAQ only says "no" which isn't helpful unless it is simply meant to errata it away. I don't like it, but I wonder if it was simply too good for society play?

Edit: Ok, I see it. It felt like a gut punch when the logic of it hit me.


Society has a mechanism for banhammering things from society that are otherwise allowed in the game, like the Know Coordinates spell or the mystics solar weapon revelation. Problematic items aren't added to the additional resources list, which means they can't be used. There's no need to errata things just for society play, but society play does provide a lot of direct and trusted feedback on which items are causing problems at some tables.

If random forum guy hates the Mystic Spell Roar of the Renkroda that doesn't say much. But if 4 out of 5 venture captains say that their areas are having problems with Roar of the Renkroda breaking games, it's probably causing trouble in home games too. Thats feedback from the most experienced players taking feedback from 100s of other players and thousands of games. And if indivdual groups like the old version, nothing says they have to follow paizo errata.

Theres no hard and fast rules for the banhammer, but there's a definite trend of things that will bring the hammer down. Taking another classes lunch (the solar weapon mystic connection) , being overpowered for the cost (the know coordinates spell), being outright evil, creepy, Using a system SFS doesn't (ie mechs, or Squadron fighters) or too mature for PG 13, or too unclear for how it works for a DM to have to parse it at every table.


adam morin wrote:
I was just reading a Redit thread talking about Lunar weapon and the posters there seem to think Lunar weapon will work with the soulfire weapon fusion, I've not been able to find anything that says it does the fusion says. The soulfire fusion (and soulfire fusion seals) can only be applied to solarian weapon crystals. When you hit a target with a solar weapon augmented by a solarian weapon crystal with the soulfire fusion, you add your Charisma bonus to the damage done, in addition to your Strength bonus. The AP with Lunar weapon doesn't say it does which I thought was weird with the whole thing about peeps thinking the Solar flare Manifestation did?

The lunar weapon benefits from fusions on the weapon crystal in the same way that the solar weapon does. So, soulfire works just fine.

The solar flare does not benefit from fusions on the crystal in the same way a solar weapon does, it has a different interaction entirely, unlike the lunar weapon.


BigNorseWolf wrote:

Society has a mechanism for banhammering things from society that are otherwise allowed in the game, like the Know Coordinates spell or the mystics solar weapon revelation. Problematic items aren't added to the additional resources list, which means they can't be used. There's no need to errata things just for society play, but society play does provide a lot of direct and trusted feedback on which items are causing problems at some tables.

If random forum guy hates the Mystic Spell Roar of the Renkroda that doesn't say much. But if 4 out of 5 venture captains say that their areas are having problems with Roar of the Renkroda breaking games, it's probably causing trouble in home games too. Thats feedback from the most experienced players taking feedback from 100s of other players and thousands of games. And if indivdual groups like the old version, nothing says they have to follow paizo errata.

Theres no hard and fast rules for the banhammer, but there's a definite trend of things that will bring the hammer down. Taking another classes lunch (the solar weapon mystic connection) , being overpowered for the cost (the know coordinates spell), being outright evil, creepy, Using a system SFS doesn't (ie mechs, or Squadron fighters) or too mature for PG 13, or too unclear for how it works for a DM to have to parse it at every table.

Hopefully they keep in mind that something being a problem in Society play is not *necessarily* a more general problem. Society play comes with its own limitations, specifically the various requirements to follow a single official RAW format. A given rule might break things in Society where the GM isn't *able* to reasonably adjudicate it ( especially against deliberate rules lawyering ), whereas in any normal game the GM will follow the clear RAI and it would work fine.

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