Rules question: is the free Trip on a Solar Shot critical success (Graviton Mode) independent of MAP?


Solarian Class Discussion


Solar Shot on page 100 reads:

"Graviton-Attuned 1d8 bludgeoning, 15 feet. On a critical success, you can attempt a Trip using your Athletics even if you don’t have a free hand or are not adjacent to the target."

I assume Trip is affected by MAP, yes? That is my RAW reading. But is that the intention? Or is it supposed to operate somewhat like the Trip trait on monsters (a free attempt that is unaffected by and doesn't increase MAP)?

Thanks in advance!


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RAW, the Trip is affected by MAP, yes. I suspect it's not the intention, because applying a -5 MAP on a check that only applies on a critical success while also causing your second Strike to be at a -10 MAP is not great, but that's unfortunately how it works as written. I'd probably just make it work like the crit spec effect on flails and hammers and make the effect a Fort save based on your class DC.

Grand Lodge

Anyone else feel like Graviton Solar Shot should just knock a target prone on a critical success? Or just cause an enemy to fall to the ground?


Mangaholic13 wrote:
Anyone else feel like Graviton Solar Shot should just knock a target prone on a critical success? Or just cause an enemy to fall to the ground?

Ooh are we sure we wanna give Graviton Solar Shot the legacy hammer/flail crit spec though? I suggest at theat point it should just be boring and get remastered hammer or flail crit spec effect. Maybe let you choose whether you impose reflex or fort on the spot so it's better but not [i]too[/b] much better.


DMurnett wrote:
Mangaholic13 wrote:
Anyone else feel like Graviton Solar Shot should just knock a target prone on a critical success? Or just cause an enemy to fall to the ground?
Ooh are we sure we wanna give Graviton Solar Shot the legacy hammer/flail crit spec though? I suggest at theat point it should just be boring and get remastered hammer or flail crit spec effect. Maybe let you choose whether you impose reflex or fort on the spot so it's better but not [i]too[/b] much better.

The problem with hammer crit spec was being able to attach it to strong weapons and on classes that either could proc it too easily (i.e. fighters with their enhanced accuracy) or were already inherently strong and just sometimes got a really powerful free benefit.

Having it be an inherent class feature could make it less of an issue... especially since right now Solarians are turbo trash.


Squiggit wrote:
especially since right now Solarians are turbo trash.

Now that we can agree on. Class needs buffs for sure, but frankly the class doesn't seem to work on such a fundamental level (a really big part of that being Solar Shot itself) that I have a hard time suggesting any one specific thing to change on what they have besides a general "try again."


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Teridax wrote:
RAW, the Trip is affected by MAP, yes. I suspect it's not the intention, because applying a -5 MAP on a check that only applies on a critical success while also causing your second Strike to be at a -10 MAP is not great, but that's unfortunately how it works as written. I'd probably just make it work like the crit spec effect on flails and hammers and make the effect a Fort save based on your class DC.

Yeah, that's what I'd be inclined to do if these were published rules. But since we're playtesting I'm going to run it RAW and this thread can be feedback. (Also, it isn't mandatory, as you "can" Trip.)


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Funny thought.

If you use gravity shot with Binaric Assault and crit, you'd shoot at 0 MAP, trip at -5, then strike at 0 again. That's kind of funny.

DMurnett wrote:
Squiggit wrote:
especially since right now Solarians are turbo trash.
Now that we can agree on. Class needs buffs for sure, but frankly the class doesn't seem to work on such a fundamental level (a really big part of that being Solar Shot itself) that I have a hard time suggesting any one specific thing to change on what they have besides a general "try again."

There's definitely a lot I'd like to see changed, but like... bare minimum they could double solar shot's range, turn it into a real range increment, and give them some actual damage on their strikes and they'd be okay.

Grand Lodge

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Either that or have a critical success pull the target up to 10 ft closer to you.

DMurnett wrote:
Squiggit wrote:
especially since right now Solarians are turbo trash.
Now that we can agree on. Class needs buffs for sure, but frankly the class doesn't seem to work on such a fundamental level (a really big part of that being Solar Shot itself) that I have a hard time suggesting any one specific thing to change on what they have besides a general "try again."

I made a thread with ideas for improving the Solarian.

https://paizo.com/threads/rzs540fs?My-ideas-for-improving-the-Solarian
Check it out. I'm interested in getting feedback.


Mangaholic13 wrote:

Either that or have a critical success pull the target up to 10 ft closer to you.

DMurnett wrote:
Squiggit wrote:
especially since right now Solarians are turbo trash.
Now that we can agree on. Class needs buffs for sure, but frankly the class doesn't seem to work on such a fundamental level (a really big part of that being Solar Shot itself) that I have a hard time suggesting any one specific thing to change on what they have besides a general "try again."

I made a thread with ideas for improving the Solarian.

Check it out. I'm interested in getting feedback.

Linkified! And I'm not going to lie I would love to check it out but my adhd will only let me look at so much text before I simply stop reading.

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