Starfinder Houserules

All Classes

  • For classes without spells, the key ability score to calculate Resolve is that character's highest attribute, other than Constitution.
Resolve Changes

Stealth buff to Envoys and Solarians that are more combat based, as this allows them to have more available Resolve at hand, and thus more durability.

Envoy

  • At 1st level, Envoys gain Carry a Big Stick, as noted:

Carry a Big Stick [1st Level]

While they usually prefer subtler approaches, Envoys are trained to deal with combat situations. Envoys choose one of the following trainings and gain its benefits. This choice cannot be changed.

Close-Quarters Combat

The Envoy gains proficiency (and later specialization) with advanced melee weapons.

Tactical Firepower

The Envoy gains proficiency (and later specialization) with longarms.

Envoy Changes

The biggest problem with the Envoy is its action economy issues, which make it better suited to using unwieldly weapons. Rather than change the class in major ways to avoid this, I think it's a simpler and more elegant solution to ease up access to them and allow more build freedom.

Operative

  • Operative Specialization: Ghost no longer provides a +4 bonus to Stealth checks to make trick attacks.
Operative Changes

Ghost is the only DEX-based specialization to grant +4 to trick attack attempts, so that was scrapped as well.

Solarian

  • Solar Manifestation is removed.
  • At 1st level, all Solarions gain access to Solar Weapon.
  • Graviton Mode and Stellar Mode no longer grant bonus to Reflex saving throws nor to damage rolls. (This is compensated by the different bonus granted by the Solar Boons.)
    
    
  • At 1st level, Solarians gain Parallax Cloak, as noted:

Parallax Cloak [1st Level]

Solarians add their Charisma modifier in addition to their Dexterity bonus to calculate their total EAC and KAC. This is restricted by the Maximum Dexterity of armor as normal.

  • At 5th level, Solarians gain Solar Boon, as noted:

Solar Boon [5th Level]

Solarians can imbue their Solar Weapon with special qualities to represent their fighting style. They choose a Solar Boon from the following list and apply it to their Solar Weapon. At 10th, 15th and 20th level, they can gain another Solar Boon from this list.

Bilocation

The Solar Weapon gains the reach quality.

Binary

The Solarian gains another mote that can turn into a second Solar Weapon. This mote can also be fit with a weapon crystal. This second Solar Weapon can be manifested simultaneously. This can take the shape of two separate Solar Weapons, or a double-edged one.

Momentum

Solarians add half their Strength modifier to the damage they deal with their Solar Weapon.

Polarity

After you deal damage to an enemy with your Solar Weapon, until the end of your next turn, that enemy has a –2 penalty on saves against the effects of your revelations.

Relativity

The Solar Weapon gains the disarm and trip qualities.

Transference

The Solarian must have the Plasma Sheath revelation to pick this Solar Boon. Each time the Solarian uses Plasma Sheath, the Solarian may choose a single energy type. His Solar Weapon deals damage of that type instead of fire.

Solarian Changes

My guiding concern was the fact that Solarians that use Solar Armor and wield a melee weapon are better offensively than a Solar Weapon user. But if I boosted Solar Weapon, we'd see heavy armor Solarians become the norm. So I decided to rework the class. I added more choice in general to the class by adding the Solar Boon feature, which should allow each Solarian to get a weapon that adapts to their playstyle. I removed the attunement bonuses because they were a pain to track, and moved the power to other features.