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Solarian

The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. You understand that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. You seek to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, you can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether you apprenticed in a temple or came to your powers through personal Revelation, you recognize yourself as part of an ancient tradition—a force of preservation and annihilation.

Hit Points: 7

Stamina Points: 7 + Constitution modifier

Key Ability Score: Your Charisma lets you channel your connection to the cosmos, so Charisma is your key ability score. A high Strength score can make you better at melee attacks.

Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Perception (Wis), Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), Stealth (Dex)

Skill Ranks per Level: 4 + Intelligence modifier

Proficiencies: Armor-light (and shields); Weapons-basic and advanced melee weapons and small arms

Table 4–8: Solarian
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features Solar Manifestation
Solar Armor Solar Weapon
1st +1 +2 +0 +2 Skill adept, solar manifestation, stellar mode, Stellar revelation (black hole, supernova) +1 AC 1d6
2nd +2 +3 +0 +3 Stellar revelation +1 AC 1d6
3rd +3 +3 +1 +3 Sidereal influence (2 skills), weapon specialization +1 AC 1d6
4th +4 +4 +1 +4 Stellar revelation +1 AC 1d6
5th +5 +4 +1 +4 +1 AC, resistance 5 1d6
6th +6 +5 +2 +5 Stellar revelation +1 AC, resistance 5 2d6
7th +7 +5 +2 +5 Flashing strikes +1 AC, resistance 5 2d6
8th +8 +6 +2 +6 Stellar revelation +1 AC, resistance 5 2d6
9th +9 +6 +3 +6 Zenith revelations +1 AC, resistance 5 3d6
10th +10 +7 +3 +7 Stellar revelation +2 AC, resistance 10 3d6
11th +11 +7 +3 +7 Sidereal influence (4 skills) +2 AC, resistance 10 3d6
12th +12 +8 +4 +8 Stellar revelation +2 AC, resistance 10 4d6
13th +13 +8 +4 +8 Solarian’s onslaught +2 AC, resistance 10 5d6
14th +14 +9 +4 +9 Stellar revelation +2 AC, resistance 10 6d6
15th +15 +9 +5 +9 +2 AC, resistance 15 7d6
16th +16 +10 +5 +10 Stellar revelation +2 AC, resistance 15 8d6
17th +17 +10 +5 +10 Zenith revelations +2 AC, resistance 15 9d6
18th +18 +11 +6 +11 Stellar revelation +2 AC, resistance 15 10d6
19th +19 +11 +6 +11 Sidereal influence (6 skills) +2 AC, resistance 15 11d6
20th +20 +12 +6 +12 Stellar paragon, stellar revelation +2 AC, resistance 20 12d6

Class Features

Skill Adept 1st Level

As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.

Solar Manifestation (Su) 1st Level

At 1st level, you gain a physical manifestation of your stellar power. The base form of your Solar Manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one Solar Manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your Solar Manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing Solar Manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow or darkness returns immediately. Once made, these choices cannot be changed.

Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your Solar Manifestation in any way, including disarming or sundering it.

Solar Armor

You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your Solar Manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your Solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you’re wearing heavy armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter.

Forming or dismissing solar armor is a move action.

Solar Flare

Source SCOM

You can condense your solar mote around one of your hands to form a lightweight ranged weapon of stellar energy. This weapon appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. The shape of normal ranged weapons—such as pistols, crossbows, and handcannons are fairly common—but more esoteric manifestations such as a shimmering crystal that launches fragments of itself, a dark aura that forms directly onto your foes, or an orb of stellar energy that releases beams of pure light are also possible. Your solar flare’s general design has no impact on its function, and it doesn’t give the weapon any weapon special properties. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your solar flare functions as a one-handed uncategorized small arm that targets EAC (though it can’t be used to make trick attacks, if you have that class feature), and you’re automatically proficient with it. At 1st level, choose whether your solar flare deals cold damage or fire damage. You can change the damage type each time you gain a new solarian level. Your solar flare deals 1d4 damage and has a range increment of 60 feet. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter.

Unlike most small arms, when you gain Weapon Specialization at 3rd level, you add your full solarian level to damage with your solar flare, as opposed to half. If you are a multiclass solarian, you add only your full solarian level and half your levels in other classes to damage with your solar flare.

Any solarian class features (including stellar revelations and zenith revelations) that specifically affect melee weapons (such as the flashing strikes class feature) function with your solar flare, even if they normally work only with melee attacks.

Anything that specifically affects solar weapons (such as solarian weapon crystals) affects your solar flare in the same way, though it can’t gain any weapon special property, critical hit effect, or weapon fusion that can’t be applied to a small arm.

Forming or dismissing a solar flare is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar flare is automatically dismissed if it ever leaves your hand.

Solar Shield

Source SCOM

You can coalesce your solar mote around one of your hands, creating a deflecting shield of out of stellar energy. This shield appears to be made of either glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take any general shape you desire. Normal defensive implements such as bucklers and kite shields are popular shapes for solar shields, but it is not unheard of for a solarian to bear a solar shield in the form of a shining orrery orbiting their arm, a set of rapidly spinning helicopter blades across their forearm, or stranger barriers. Your solar shield’s general design has no impact on its function, and it doesn’t give the shield any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your solar shield grants you a +1 shield bonus to AC (see Shields), and as a move action you can align the shield to grant you greater protection against one opponent you are observing, which increases your shield bonus to AC to +2 against attacks from that opponent until the beginning of your next turn. At 5th level and again every 5 levels thereafter, the shield bonus when aligned against one target increases by an additional +1.

You can make unarmed attacks with your solar shield; these attacks are not archaic, and you threaten squares within your reach while it is formed. You can add solarian weapon crystals to your solar shield as if it were a solar weapon, in which case their benefits apply to unarmed attacks you make with the shield. The damage type of these attacks is the same damage type as the type granted by the solarian weapon crystal, and if the solarian weapon crystal does not specify a damage type, it deals bludgeoning damage.

Forming or dismissing a solar shield is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar shield is automatically dismissed if it ever leaves your hand.

Solar Weapon

You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your Solar Manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your Solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.

Your Solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your Solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your Solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals can increase your Solar weapon’s damage.

Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your Solar weapon is automatically dismissed if it ever leaves your hand.

Stellar Mode (Su) 1st Level

The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.

When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).

At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith Revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.

At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.

When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.

Graviton Mode When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.

Photon Mode When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

Unattuned While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

Stellar Revelation 1st Level

As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations).

Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A Revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any Revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.

Sidereal Influence (Su) 3rd Level

You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list.

To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.

Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex)

Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha), Medicine (Int), Survival (Wis)

Weapon Specialization (Ex) 3rd Level

You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected Solar weapon as your Solar Manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.

Flashing Strikes (Ex) 7th Level

Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

Zenith Revelations 9th Level

At 9th level and again at 17th level, you gain two powerful stellar revelations. Choose two revelations from the zenith revelations list: one graviton revelation and one photon revelation.

Zenith Revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith Revelation, your stellar mode immediately becomes unattuned.

Solarian’s Onslaught (Ex) 13th Level

When making a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. If you have the flashing strikes class feature, you instead take a –5 penalty to these attacks as long as they are all melee attacks.

Stellar Paragon (Su) 20th Level

You are the spiritual kin of the stars themselves. As a move action, you can raise or lower light levels within 30 feet of yourself by one step. When you enter a stellar mode, you gain 2 attunement points of the corresponding type immediately and are considered attuned, and when you keep your current stellar mode at the start of your turn, you can gain 2 attunement points instead of 1, allowing you to become fully attuned after 2 rounds.

In addition, you can spend 1 Resolve Point to gain enough attunement points to be fully attuned on the first round of combat (but not after using a zenith Revelation), or spend 1 Resolve Point at the start of your turn in combat to exchange all of your attunement points in one stellar mode for an equal number of attunement points in the other mode. For example, you can switch from being fully attuned in graviton mode to being fully attuned in photon mode.

Stellar Revelations

You learn your first stellar revelations (black hole and supernova) at 1st level, and learn an additional Revelation at 2nd level and every 2 levels thereafter. stellar revelations require you to have a minimum level, and are organized accordingly. Additionally, each is marked with a symbol that indicates whether it is a graviton revelation or a photon revelation; these symbols appear above.

1st Level

Every solarian gains the following stellar revelations at 1st level.

Black Hole (Su) [Graviton mode]

When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this Revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this Revelation, you immediately become unattuned. Black hole functions as a zenith Revelation for the purposes of abilities that reference them.

Supernova (Su) [Photon mode]

When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this Revelation, you immediately become unattuned. Supernova functions as a zenith Revelation for the purposes of abilities that reference them.

2nd Level

You must be 2nd level or higher to choose these stellar revelations.

Agile Wavelengths (Su) Graviton Revelation

Source SCOM

You have developed a technique to conduct maneuvers on the battlefield at range with your solar flare. You can attempt combat maneuvers as a ranged attack instead of a melee attack, with a range of 30 feet. Any weapon special properties your solar flare has that would affect certain combat maneuvers apply as normal. While attuned or fully attuned, you gain a +2 insight bonus to combat maneuvers attempted at range using this stellar revelation. You must have a solar flare to select this stellar revelation.

Blade in the Night (Su) Graviton Revelation

Source SCOM

You have learned how to damage your foes not just with light, but also with the absence of light. As a move action, you can choose a creature within 30 feet of you. For 1 round, or until you leave graviton mode, you gain a +1 bonus to weapon damage rolls against that creature. This bonus damage increases by 1 at 8th level and every 6 levels thereafter. While attuned or fully attuned, this bonus damage instead increases by 1 at 4th level and every 4 levels thereafter.

Dark Matter (Su) [Graviton mode]

As a move action, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. You gain damage reduction 1/—. This increases to DR 2/— at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave graviton mode.

When you are attuned or fully attuned, your DR from dark matter is equal to half your solarian level.

Distant Burst (Su) Photon Revelation

Source SCOM

Your solar manifestation is an extension of yourself, and you have learned to center your power outward. Any stellar revelations (including zenith revelations) that have a radius and are centered on you can be centered anywhere within 20 feet of you. While attuned or fully attuned, they can instead be centered anywhere within 40 feet of you.

Distracting Glare (Su) Photon Revelation

Source SCOM

Your shimmering power draws your enemies’ focus to the real threat: you. As a move action, you can focus your attention on a creature within 30 feet of you. The target must attempt a Fortitude save. If it fails, it takes a –2 penalty to attack rolls for attacks that don’t include you as a target for 1 round or until you leave photon mode.

Flare (Su) [Photon mode]

As a move action, you can shed light in a 30-foot radius for 1 minute. You choose dim, normal, or bright light each time you activate this Revelation. As a standard action, you can create a flash of brilliant light, forcing one creature within 30 feet to succeed at a Reflex save or be blinded for 1 round. Once you’ve targeted a creature with flare, you can’t target it with this Revelation again for 10 minutes. Blind or sightless creatures are not affected by this use of this Revelation.

When you create a flash of light as a standard action and you are attuned or fully attuned, you can instead choose to make all enemies within range dazzled for 1 round (no save).

Gravitic Reinforcement (Su) Graviton Revelation

Source SCOM

You can shore up your most frustrating weaknesses with balancing gravity. As a move action, you can gain a +1 enhancement bonus to your lowest saving throw for 1 minute, which persists even if you become unattuned, but not if you leave combat or a similar high-stress situation.

If multiple saving throws are tied for lowest saving throw, choose one to benefit from this revelation. If you are in graviton mode while benefiting from this revelation, this bonus instead applies to all of your saving throws for as long as you are in graviton mode. This bonus increases by 1 at 8th level, and again every 6 levels thereafter.

Gravity Anchor (Su) [Graviton mode]

As a move action, you can form a gravitational bond between yourself and either the surface you’re standing on or the objects you are holding. This grants you a +4 bonus to your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combat maneuvers if you choose objects. The bonus lasts for 1 round or until you leave graviton mode. You can have only one gravity anchor active at a time.

When you are attuned or fully attuned, you can activate this Revelation as a reaction when targeted by a bull rush, disarm, reposition, or trip combat maneuver, in which case it defends against only that attack.

Gravity Boost (Su) [Graviton mode]

You can increase or reduce the gravitational attraction between yourself and the terrain around you. You can add a bonus equal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. At 6th level, you can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position.

When you are attuned or fully attuned, the bonus you gain from this Revelation to checks to climb, jump, or swim doubles.

Gravity Hold (Su) [Graviton mode]

This Revelation allows you to move objects at a distance as per psychokinetic hand.

When you are attuned or fully attuned, you can use the psychokinetic hand ability of your gravity hold to immobilize, lift, or move a Medium or smaller creature. The creature can attempt a Fortitude save to negate the effect. While under this effect, the target creature cannot move, but can take any other normal actions. This ability follows all of the restrictions of the spell other than the weight limit, but you can’t lift a creature higher than 5 feet off the ground. When you spend a standard action concentrating to maintain the gravity hold, the target can attempt a new save to end the effect. Once a creature successfully saves against this ability, it becomes immune to further uses of this Revelation for 24 hours.

Plasma Sheath (Su) [Photon mode]

As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.

When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.

Radiation (Su) [Photon mode]

As a standard action, you can emit an aura of low-level radiation. Creatures within 5 feet of you must succeed at a Fortitude save or be sickened. A sickened creature recovers as soon as it moves out of your aura, and a creature that succeeds at its saving throw is immune to your radiation for 24 hours. This is a poison effect. The radiation lasts for 1 round or until you leave photon mode.

When you are attuned or fully attuned, the size of your aura increases to 10 feet.

Stellar Rush (Su) [Photon mode]

As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties.

When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter.

Ultraviolet Pulse (Su) Photon Revelation

Source SCOM

You can debilitate your opponents’ defenses with ultraviolet light. As a standard action, you can focus ultraviolet light on a creature you can see within 60 feet. That creature takes a –1 penalty to all saving throws for 1 round, or until you leave photon mode. If you are attuned or fully attuned, all creatures within 10 feet of the target take a –1 penalty to all saving throws for as long as the target is affected by this stellar revelation. If you would become unattuned from using a zenith revelation, the penalty remains until after the zenith revelation is resolved.

6th Level

You must be at least 6th level to choose these stellar revelations.

Astrologic Sense (Su) [Photon mode]

You can sense the movement of all objects influencing you to gain insight into upcoming events. Once per day as a full action, you can try to determine whether a particular action of yours will bring good or bad results for you in the immediate future. This functions as augury with your effective caster level equal to your solarian level. You can spend 1 Resolve Point to use this Revelation again on the same day, but you still can’t use it more than once per hour.

When you are attuned or fully attuned, you can see 1 hour into the future (instead of half an hour as is normal for augury) when you use this Revelation.

Blazing Orbit (Su) [Photon mode]

As a move action, you can move up to your speed, gaining concealment against any attack made against you during the move, and you can leave a trail of flames in every square you pass through. The flames last for 1 round and deal 2d6 fire damage to anyone who moves into them. You can’t move through another creature’s space during this movement. If you use blazing orbit again, any flames you previously created with it go out. The damage from the flames increases by 1d6 at 8th level and every 2 levels thereafter.

When you are attuned or fully attuned, any creature damaged by the flames also gains the burning condition (1d6 fire damage).

Corona (Su) [Photon mode]

As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. At 12th level, the damage increases to 3d6 and the cold resistance increases to 15. At 18th level, the damage increases to 4d6 and the cold resistance increases to 20.

When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level.

Crush (Su) [Graviton mode]

As a standard action, you can increase the effects of gravity on the internal organs or workings of a target within 30 feet, causing it to have Difficulty maintaining its normal functionality. The target must succeed at a Fortitude save or become staggered for 1 round. This Revelation also affects constructs. You can maintain this effect as a move action each round, but the target can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, you can’t target that creature with crush again for 24 hours.

When you are attuned or fully attuned, you can spend 1 Resolve Point to also stun the target for 1 round. Maintaining crush on subsequent rounds extends the staggered effect, but not the Stunned effect.

Crushing Force (Su) Graviton Revelation

Source SCOM

Your weapons destroy the tools and energy your foes wield against you. As a move action, you can grant a weapon you wield, including your solar weapon, the sunder weapon special property. This benefit lasts for 1 round or until you leave graviton mode. When you are attuned or fully attuned, your weapon gains the fatigue critical hit effect. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the fatigue effect.

Curving Flare (Su) Photon Revelation

Source SCOM

You have developed a technique to use your enemies’ gravity fields against them, creating a shining ricochet. When you make a ranged attack with your solar flare as a standard action and hit, you can use a move action to make a second ranged attack with your solar flare. This second attack is made at a –8 penalty (–6 if you’re attuned or fully attuned) and must be made against a different target than the first attack. You determine line of sight and the range of this attack starting from one corner of the space occupied by the target of the first attack. The second attack is treated as an attack in a full attack for the purposes of abilities that reduce the penalties for full attacks. You must have a solar flare to select this stellar revelation.

Defy Gravity (Su) [Graviton mode]

As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall.

When you are attuned or fully attuned, your fly speed from this Revelation increases by 10 feet.

Draining Agony (Su) Graviton Revelation

Source SCOM

You can increase the suffering of those who would oppose you. As a reaction while you’re attuned or fully attuned, when a hostile creature within 30 feet of you takes damage from any source, you can add your solarian level to the total damage the creature takes. Once you use this revelation, you can’t use it again until the next time you rest for 10 minutes to regain Stamina Points.

Glow of Life (Su) [Photon mode]

As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level. Once you use this Revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.

When you are attuned or fully attuned, increase the amount you heal with this Revelation to three times your solarian level.

Gravity Pulse (Su) Graviton Revelation

Source SCOM

Your solar flare has an intrinsic connection to gravitational forces. As a move action, you can grant your solar flare the gravitation (10 ft.) weapon special property. This benefit lasts for 1 round or until you leave graviton mode, whichever comes first. When you are attuned or fully attuned, this gravitation property instead has a value of 20 feet. You must have a solar flare to select this stellar revelation.

Gravity Surge (Su) [Graviton mode]

As a full action, you can perform a disarm or trip combat maneuver against a target within 30 feet. Use your Charisma modifier on your attack roll instead of your Strength modifier, and you gain a +4 bonus to this attack roll that doesn’t stack with the bonus from the Improved Combat Maneuver feat.

When you are attuned or fully attuned, if you disarm a target with gravity surge and have a hand free, the dropped item flies toward you and you can snatch it from the air. If you trip a target with gravity surge, you can pull the target up to 10 feet closer to you.

Hypnotic Glow (Su) [Photon mode]

As a standard action, you can convince one living creature that you are to be trusted. This functions as charm person, but with a duration of 1 round per solarian level you have. When the effect ends, if you are out of line of sight and the target is not engaged in an activity it wouldn’t have begun without being charmed, the target does not realize it was charmed or has acted unusually unless someone else points it out. You can’t use this Revelation again while you currently have a creature charmed via this ability, and once you’ve attempted to charm a creature, whether or not the attempt was successful, you can’t charm the same creature again for 24 hours. Your influence over the creature ends once the duration has expired, and at that time the target likely ceases doing anything you’ve requested of it. At 9th level, hypnotic glow functions as c harm monster.

When you are attuned or fully attuned and you successfully charm a creature using this ability, you can also command it to approach, flee, or halt on its next turn, as per the command spell (no save).

Luminescent Inquisition (Su) Photon Revelation

Source SCOM

Your light shines upon your enemies and reveals the truth. As a move action, you can grant a weapon you wield, including your solar weapon or unarmed attacks, the aurora weapon special property. This benefit lasts for 1 round or until you leave photon mode, whichever comes first. When you are attuned or fully attuned, your weapon also gains the demoralize critical hit effect in addition to its normal critical hit effect.

Reflection (Su) [Graviton mode]

You can reflect ranged attacks back at your enemies. If you took the total defense action on your last turn, or if you were fighting defensively and spend 1 Resolve Point, as a reaction you can redirect a ranged attack that misses you. Select a new target within 30 feet and make a ranged attack roll with a –4 penalty. If your attack hits, the new target is damaged as if it had been the intended target of the original ranged attack.

When you are attuned or fully attuned, you don’t take a –4 penalty to your redirected attack roll.

Vital Reinforcement (Su) Photon Revelation

Source SCOM

You have learned how to use photonic power to bolster your allies in the face of danger. As a reaction while you’re attuned or fully attuned, when an ally other than yourself within 30 feet of you takes damage, you can reduce the damage taken by your solarian level (minimum 0 damage). Once you use this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.

10th Level

You must be at least 10th level to choose these stellar revelations.

Forceful Shield (Su) Photon Revelation

Source SCOM

Your solar shield, when imbued with photonic energy, can be used for offense as well as defense. As a full action while holding your solar shield, you can make one melee attack with it, dealing damage as if it were a solar weapon (using your solarian level). You can also use it to make an attack of opportunity if a foe provokes one from you before the beginning of your next turn after you used your solar shield in this way. While attuned or fully attuned, you can align your solar shield against the target of your attack as part of the same full action. If you have a solarian weapon crystal inserted in your solar shield, you apply its benefits to these melee attacks. You must have a solar shield to select this revelation.

Gravity Well (Su) Graviton Revelation

Source SCOM

You have learned how to use your solar manifestation to disrupt the gravitational fields around your enemies. As a full action while attuned or fully attuned, you can make an attack with your solar flare, solar shield, or solar weapon against a single target. If you are able to make this attack as a ranged attack, the target must be within 30 feet. On a hit, the area within a 10-foot radius of your target (including the air) becomes difficult terrain for a number of rounds equal to half your solarian level.

Solar Inferno (Su) Photon Revelation

Source SCOM

You have learned how to create a burst of cosmic energy at the point of your solar manifestation’s impact. As a full action while attuned or fully attuned, you can make an attack with your solar flare, solar shield, or solar weapon against a single target. If you are able to make this attack as a ranged attack, the target must be within 30 feet. On a hit, the target and each creature within 10 feet of it must attempt a Reflex save.

A creature that fails its save gains the burning condition. This burning condition deals 2d6 damage (increasing by 1d6 at 14th level and again at 18th level).

Soul Furnace (Su) [Photon mode]

You can stoke the internal energy of your entire physiology, allowing you to boost your life processes. As a move action, you can spend 1 Resolve Point. If you are suffering from an affliction (a Curse, disease, drug or poison), you can immediately attempt an additional saving throw at the affliction’s normal save DC. If you succeed at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once you have used this Revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.

When you are attuned or fully attuned, you can also use this Revelation to end any one of the following conditions you have: bleeding, blinded, burning, cowering, dazzled, exhausted, fatigued, frightened, panicked, shaken, or sickened.

Stalwart Shield (Su) Graviton Revelation

Source SCOM

Your solar shield can imitate the cosmic properties of solar armor, especially when you are properly attuned. As a move action while holding your solar shield, you can gain resistance 5 to cold and fire, which increases by another 5 at 20th level.

This resistance lasts for 1 round or until you leave graviton mode, whichever comes first. While attuned or fully attuned, if you use a move action to align your solar shield against a specific target, you increase this resistance by 5 against the abilities and attacks of that target. If you have any items that would specifically benefit solar armor, they apply their benefits to your solar shield while this revelation is active.

You must have a solar shield to select this revelation.

Stealth Warp (Su) [Graviton mode]

You can bend light, sound, and even vibrations around your body, making you harder to notice. As a move action, you can grant yourself a +4 bonus to Stealth checks. This lasts for 1 round or until you leave graviton mode.

When you are attuned or fully attuned, you can use this Revelation to reduce your sensory output so much that you can attempt a Stealth check even when you’re directly observed and lack cover or a distraction. You are not invisible, simply difficult to see clearly, and if a creature was observing you prior to your Stealth check, it remains aware of your location until you successfully reach cover or concealment. Your stealth warp ends if you make an attack or cause another creature to attempt a saving throw, or at the beginning of your next turn unless you immediately take another move action to use this Revelation.

14th Level

You must be at least 14th level to choose these stellar revelations.

Binary Shield System (Su) Graviton Revelation

Source SCOM

Your bond with your solar shield is strong enough that you can split your focus against multiple foes. When you are fully attuned and use a move action to align your solar shield against a specific target, you can choose a second creature to align your shield against, gaining the full benefits of aligning your shield against both of them. Both creatures must be within 30 feet of each other when you align your solar shield against them. You must have a solar shield to select this revelation.

Gallant Rebuttal (Su) Photon Revelation

Source SCOM

Your solar shield aligns with your cosmic potency to such an extent that you can retaliate with a starry burst against those who seek to harm you. As a reaction when you are attuned or fully attuned and take damage from a creature your solar shield is aligned against, you can cause that creature to take fire damage equal to your Charisma bonus. You must have a solar shield to select this revelation.

Gravity Shield (Su) [Graviton mode]

As a move action, you can create a minor shield of compressed gravity waves, granting you a +1 circumstance bonus to your AC. The shield lasts for 1 round or until you leave graviton mode.

When you are attuned or fully attuned, as a move action, you can create a disk of massive gravitational energies that is capable of deflecting incoming attacks. Choose one edge of your space. The shield extends along three continuous edges in a straight Line“>line centered on the chosen edge. The shield provides cover against attacks coming from its far side, but not against attacks originating from the side you’re on. If you move, you can reposition your shield as part of your move action, moving it to a different edge of your space. You must use one of your hands to direct and maintain an active gravity shield. You cannot use this version of the gravity shield at the same time you use this Revelation to gain a circumstance bonus to your AC. This gravity shield also lasts 1 round or until you leave graviton mode.

Sunbolt (Su) [Photon mode]

As a standard action, you can fire a bolt of concentrated Solar energy at one target within long range (400 feet + 40 feet per solarian level you have) as a ranged attack targeting the foe’s EAC. If you hit, you deal 9d6 fire damage. If you have a solarian crystal (see Solarian Weapon Crystals) that changes the type of damage dealt by a Solar weapon, you can use it to change the type of damage you deal with your sunbolt. Once you have used this Revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.

When you are attuned or fully attuned, you gain a +2 bonus to your ranged attack roll to use this Revelation.

16th Level

You must be at least 16th level to choose these stellar revelations.

Superlative Constellation (Su) Photon Revelation

Source SCOM

Your mastery of photonic energy has developed to such an extent that it flows from you in elegant, rapid patterns.

Any photon revelation you have that can be used only once before taking a 10-minute rest to regain Stamina Points can now be used up to three times before taking such a rest.

Superlative Nebula (Su) Graviton Revelation

Source SCOM

Your mastery of gravity gives you the ability to flow through combat with ease. Whenever you use a graviton revelation as a move action or standard action, you can take a guarded step as part of the same action. Additionally, when you take Hit Point damage, as a reaction you can use any graviton revelation you have that can be used as a move action. Once you have used a graviton revelation as a reaction with this ability, you can’t do so again until you take a 10-minute rest to regain Stamina.

Ultimate Graviton (Su) [Graviton mode]

As your ability to manipulate powers of gravity expands, the range of any graviton revelation (but not zenith Revelation) you have with a range doubles. Any graviton revelation (but not zenith Revelation) you have that targets a single creature can now simultaneously target two creatures, who must be within 20 feet of each other. You also increase the power of any of the following gravity Revelations you have.

Defy Gravity: Your fly speed increases by 20 feet.

Gravity Anchor: As a move action, you can gain both types of gravity anchor simultaneously.

Gravity Boost: Your bonus applies to all Acrobatics checks, and you take no damage from any fall.

Reflection: If you successfully redirect an attack as a reaction, you can continue to reflect additional attacks until the beginning of your next turn. You have a cumulative –2 penalty to your redirect attack roll on each reflection attempt after the first. If any reflected attack misses, you can’t make further redirect attempts until you use this Revelation again.

Ultimate Photon (Su) [Photon mode]

Your ability to manipulate powers of light and energy expand greatly. The radius of any photon revelation (but not zenith Revelation) you have with a radius expands by 10 feet. Any photon revelation (but not zenith Revelation) that lasts for 1 round or until you leave photon mode now lasts for 1d4 rounds if you are not in photon mode. You also increase the power of any of the following photon revelations you have.

Astrologic Sense: You can see twice as far into the future as normal.

Glow of Life: You can use this Revelation as a swift action, rather than a move action.

Hypnotic Glow: The charm’s duration doubles.

Stellar Rush: You gain a +2 bonus to your EAC until the beginning of your next turn.

Zenith Revelations

You can choose these stellar revelations only when you gain the zenith revelations class feature.

Constellation Blast Photon Revelation

Source SCOM

When you’re fully photon-attuned, as a standard action, you can create a momentary chain of bursting energy that burns through the terrain. When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 15 feet from the center of one other radius. You deal 5d6 fire damage, plus 1d6 for every 2 solarian levels you have beyond 9th, to each creature in each radius. An affected creature can attempt a Reflex save to take half damage. At 17th level, you can create three, four, or five bursts when using this ability.

Gravitic Calling Graviton Revelation

Source SCOM

When you’re fully graviton-attuned, you can call creatures of intense gravity to fight for you as a standard action. This functions as summon creature with a spell level equal to one-third your solarian level. You select which four creatures you can summon each time you gain a solarian level, and they must all be shadow creatures. Creatures you summon with this ability gain the Coordinated Shot feat.

Miniature Star (Su) [Photon mode]

When you’re fully photon-attuned, you can create a simulacrum of a star as a standard action. The star is a 10-foot-radius sphere that fills your square (or one square of your space, if you’re larger than Medium) and all squares within 5 feet of that space. Any creature that starts its turn in the same space as the star takes 1d6 fire damage for every 2 solarian levels you have, and any creature that starts its turn outside the star but within 5 feet of it takes half that damage. At 17th level, you can create your star simulacrum as a 15-foot-radius sphere that affects your square and all squares within 10 feet of that space (a total of 21 squares).

Creatures can move through the star, but it exerts a gravitational pull, and any creature inside it or within 5 feet of it must spend twice as much movement for each square of movement that takes it away from the center of the star. The star remains for 1d4+1 rounds, and stays in place even if you later move. You are immune to all effects of your own miniature star.

Nebula Storm Graviton Revelation

Source SCOM

When you’re fully graviton-attuned, as a standard action, you can create areas of cosmic energy that make it difficult to maneuver. When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 15 feet from the center of one other radius. These areas become difficult terrain for a number of rounds equal to your solarian level, and any creature that starts their turn within this difficult terrain takes 3d6 bludgeoning damage, plus 1d6 for every 3 solarian levels you have beyond 9th. An affected creature can attempt a Fortitude save to take half damage. At 17th level, you can create three, four, or five bursts when using this ability.

Ray of Light (Su) [Photon mode]

When you’re fully photon-attuned, as a move action, you can transform yourself into a ray of light and move at light speed to any space you can see within long range. Any barrier that would block, reflect, or scatter light prevents you from moving through it. No creature can use a reaction to interfere with your movement or make attacks of opportunity against you unless it’s capable of reacting faster than the speed of light. At 17th level, you can touch one willing or unconscious creature to convert it to light and bring it with you as part of the same action.

Solar Incursion Photon Revelation

Source SCOM

When you’re fully photon-attuned, you can invite creatures of fiery power to fight for you as a standard action. This functions as summon creature with a spell level equal to one-third your solarian level. You select which four creatures you can summon each time you gain a solarian level, and they must all be fire creatures. The natural attacks of creatures you summon with this ability have the limning weapon fusion.

Solar Acceleration (Su) [Photon mode]

When you’re fully photon-attuned, you can make a full attack as a standard action. In addition, you and up to six allies within 30 feet are affected by haste for 1 minute after you use this Revelation. At 17th level, the extra speed from the haste effect increases to 60 feet (to a maximum of three times the creature’s normal speed).

Starquake (Su) [Graviton mode]

When you’re fully graviton-attuned, you can create a violent ripple of movement to knock down your foes. As a move action, you can move up to your speed along the ground without provoking attacks of opportunity. Each creature you are adjacent to at any point during that movement takes 1d8 bludgeoning damage and must succeed at a Reflex save or be knocked prone. The affected creatures don’t need to be standing on solid ground to fall prone, and any that were in the air (but still adjacent to you) fall to the ground on a failed save. The damage increases by 1d8 for every 3 solarian levels you have beyond 7th. At 17th level, you can move up to twice your speed along the ground with this Revelation.

Time Dilation (Su) [Graviton mode]

When you’re fully graviton-attuned, you can make time pass more slowly for your enemies. As a standard action, you can project a gravitational wave in a 30-foot cone. You choose which creatures in the cone are affected and which ones aren’t. Each target must succeed at a Fortitude save or by affected by slow for a number of rounds equal to your solarian level. At 17th level, even targets that succeed at their saving throws are affected by slow for 1 round.

Wormholes (Su) [Graviton mode]

When you’re fully graviton-attuned, you can create two linked wormholes as a standard action. One wormhole must be adjacent to you, and the other appears anywhere in line of sight within medium range (100 feet + 10 feet per solarian level). Each wormhole is 5 feet across and appears at an intersection between two squares. You and any Large or smaller creatures you mentally designate (you can designate “all creatures,” “all lashuntas,” or similar categories) can travel between the wormholes. This is considered extradimensional travel. Entering a wormhole instantly transports a creature to a square adjacent to the other wormhole’s intersection, where the creature can continue its movement. The wormholes remain for 1 round for every 2 solarian levels you have. At 17th level, you can create three wormholes using this ability, and upon entering the wormhole, a creature can decide which of the other two wormholes to exit.

Alternate Class Feature

Solarians have access to the following alternate class feature.

Extra Manifestation

You gain a second solar manifestation. You can have only one manifestation active at a time unless you are fully attuned (graviton or photon), in which case you can use two manifestations at once.

You must be at least 9th level to select extra manifestations.

Extra manifestation replaces one selection of zenith revelations.

Solarian Class Builds

Champion

Theme: Icon

You do what you must to protect the people you serve, even if it means getting your hands dirty.

Ability Scores

Strength is your most important ability score because you need it to hit, while Dexterity and Constitution keep you in the action.

Solar Manifestation

  • Solar weapon

Stellar revelations

  • Gravity anchor (2nd)
  • Wormholes (9th)
  • Defy gravity (6th)

Feats

Skills

Cosmic Mercenary

Theme: Mercenary

You’ve been hardened by battle and are always ready for the next job.

Ability Scores

Strength is your most important ability score because you need it to hit. Additionally, Charisma gives you more Resolve Points, while Dexterity and Constitution provide staying power.

Solar Manifestation

  • Solar weapon

Stellar revelations

  • Stellar rush (2nd)
  • Solar acceleration (9th)
  • Blazing orbit (6th)

Feats

Skills

Luminous Explorer

Theme: Xenoseeker

You journey to uncharted planets to learn everything you can about their flora, fauna, and civilizations.

Ability Scores

Dexterity is your most important ability score because you need it to hit, and Intelligence and Wisdom increase your skill bonuses.

Solar Manifestation

  • Solar armor

Stellar revelations

  • Radiation (2nd)
  • Miniature star (9th)
  • Corona (6th)

Feats

Skills

Outcast

Theme: Outlaw

You were once part of a close-knit group, but the Manifestation of your powers frightened them, and they drove you away.

Ability Scores

Dexterity is your most important ability score because you need it to hit and to increase your AC, and Charisma gives you more Resolve Points.

Solar Manifestation

  • Solar armor

Stellar revelations

  • Dark matter (2nd)
  • Reflection (6th)
  • Time dilation (9th)

Feats

Skills