Solarian Class Description
Stamina Points per Level: 7 + Constitution modifier
Hit Points per Level: 7 HPThe 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.
Solarian Key Ability ScoreYour 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.
Solarian Class Skills
Skill Ranks per Level: 4 + Intelligence modifierAcrobatics (Dex), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Stealth (Dex)
Armor Proficiency: Light Armor
Solarian Class Table
|Save Bonuses||Class Features||Solar Manifestation|
|Fort||Ref||Will||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|
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)
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.
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.
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)
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.
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.
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.
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.
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.
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)
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)
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)
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.
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)
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)
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.
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.
Every solarian gains the following stellar revelations at 1st level.
Black Hole (Su)
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.
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.
You must be 2nd level or higher to choose these stellar revelations.
Dark Matter (Su)
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.
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).
Gravity Anchor (Su)
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)
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)
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)
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.
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)
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.
You must be at least 6th level to choose these stellar revelations.
Astrologic Sense (Su)
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)
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).
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.
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.
Defy Gravity (Su)
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.
Glow of Life (Su)
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 Surge (Su)
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 ies 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)
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 charm 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).
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.
You must be at least 10th level to choose these stellar revelations.
Soul Furnace (Su)
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.
Stealth Warp (Su)
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.
You must be at least 14th level to choose these stellar revelations.
Gravity Shield (Su)
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 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.
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 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.
You must be at least 16th level to choose these stellar revelations.
Ultimate Graviton (Su)
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)
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.
You can choose these stellar revelations only when you gain the zenith revelations class feature.
Miniature Star (Su)
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.
Ray of Light (Su)
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 Acceleration (Su)
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).
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)
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.
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.