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Dark Solarian Revelations, 1

Yesterday we introduced the concept of Dark Solarians. Oft called lunarians, these offshoots focus on the power of gravitation without light, epitomized by the concept of Dark Matter.

The response was positive.

So, here are a few revelations to make them even more different from their more balanced brethren.

Lunarian Revelations

Dark Solarian 2

2nd Level

Dark Path (Su)

You can create a path of dark matter which bends and twists as you command, sending you sensory data and allowing your small arms attacks to travel from you to a target not in your line of sight. You can add the guided weapon special property to small arms attacks you make, and as a standard action you can make a Perception check from any point within 60 feet to which you can trace a path (even if it is not a straight line of effect).

Gravitational Weapon (Su)

You can add the gravitation weapon special property to your lunar weapon, treating your class level as its item level. It allows you to move a target 5 feet, +5 feet for every 5 levels of solarian. If you are fully attuned, the save DC increase by +2, and you can move the target 5 more feet.

If you are 5th level or higher you can also add this special property to a small arm you are using, though the save DC is 2 lower and you move the target 5 fewer feet when used in this way.

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Dark Solarians: The Lunarians

Solarians are empowered by a balance of gravity and photons, dark and light. But there are other traditions that eschew this balance. That seek to focus on the dark mass of the universe, and the power of lightless bodies and black holes.

Among these are the lunarians, those who believe the power of moons to block light, as represented by eclipse and penumbra, is a greater force than the few sparkling nuclear torches in the universe, and that to seek balance between the vast, untapped dark matter and the scant mass of stars is foolishness.

Lunarians’ powers are focused less on pure damage, and more on binding and slowing their foes, and augmenting common weapons with their gravitational powers.

Solarian Alternate Class: Lunarian

At 1st level a solarian character can choose to instead be a lunarian. Solarians that do this do not gain any photon powers or revelations, and do not suffer any penalty for having unbalanced revelations. Lunarians make choose Charisma or Dexterity as their key ability score. A lunarian does not gain a solar manifestation, instead developing a lunar weapon.

Lunarian

Lunar Weapon

At 1st level, you gain a physical manifestation of your gravitational power. The base form of your lunar weapon, when not actively in use, is a mote of lightless dark matter slightly smaller than your fist that hovers near your head. Beyond the dark mote, your manifestation can take one additional form: a lunar weapon. Only you can interact with your lunar weapon, whether in mote or weapon form. No other creature or effect can affect your lunar weapon in any way, including disarming or sundering it.

Your lunar weapon functions as an advanced melee weapon with reach. It does only 1 point of bludgeoning damage, though this is increased by weapon specialization normally, and it can benefit from solarian weapon crystals as a solar weapon does.

A lunar weapon targets EAC, and has the knockdown critical hit effect. When you strike a foe with a lunar weapon it binds them with gravitational waves, causing them to be entangled for 1 round. If you exceed their EAC by 5 or more, they are entangled for 2 rounds. At 5th level, your lunar weapon gains the block weapon special property.  At 10th level, targets struck must make a Fortitude save (DC 10 +1/2 class level +key ability modifier) or be staggered for 1 round. At 15th level, they must make the save or be staggered for 1d4+1 rounds. At 20th level, your lunar weapon scores a critical hit on a 19-20, if the attack roll hits the target’s EAC.

You can also use your lunar weapon to increase the damage of small arm and operative weapon attacks you make that target KAC. You add your solarian level to such attacks. This is in addition to normal damage benefits from Weapon Specialization, once you gain it. You can wield a small arm or operative melee weapon in the same hand as your lunar weapon. The attack does not gain any other advantages of your lunar weapon.

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Starforce Knights (Starfinder Roleplaying Game)

Don’t ask me what movie I am going to see, just enjoy my thoughts on an alternate set of class features to turn solarians into Starforce Knights!

Starforce Knight
A Starforce Knight must select solar weapon as his solar manifestation. This weapon always appears as a sword.

Stellar Revelations
A Starforce Knight does not receive the black hole or supernova stellar revelations at first level. Instead, the Starforce Knight gains the following revelations at 1st level

Force Block (Su)(Graviton)
When you are graviton attuned or fully attuned, and you are wielding your stellar weapon, are wearing light armor or no armor, and able to take actions, you constantly block attacks made against you. You add your Charisma bonus to your AC against ranged attacks against you if they target only you (this does not apply to lines, blasts, or other attacks that affect multiple creatures), and gain a +1 bonus to AC against any other attacks.

Starsaber (Su)(Photon)
When you are photon attuned or fully attuned, you add your charisma bonus to damage done with your stellar weapon in addition to your Strength bonus. Additionally, you may choose to use your Charisma bonus in place of your Strength bonus for attack rolls with your stellar weapon.

Knightly Code
A Starforce Knight does not take penalties for having disproportionate revelations. However, they must follow the code of their knightly order. If a Starforce Knight violates this code, they take the penalties normal solarians take for having disproportionate revelations until the beginning of their next character level. Each order is normally represented by having stellar weapons of a unified color (such as blue, green, red, or white). Two sample codes are presented below.

Knights of the Blue Star: Knights of the Blue Star are defenders of the downtrodden and respect life in all forms. They do not use their stellar revelations other than Starsaber to make attacks against or harm living creatures.

Knights of the Red Star: Knights of the Red Star are dedicated to looking after themselves and establishing their power over others. If a Knight of the Red Star is attacked by a creature, it must attack, harm, or cause penalties for that attacker within 24 hours.

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