Player > Class > Solarian > 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.
Every solarian gains the following stellar revelations at 1st level.
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 at least 2nd level to choose these stellar revelations.
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).
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.
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.
This revelation allows you to move objects at a distance as per
psychokinetic hand (see page 370).
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.
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 (see page 415). 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.
As a standard action, you can wreathe yourself in stellar fire
and make a charge without the penalties (see page 248).
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.
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 (see page 340)
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
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.
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; see page 273).
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.
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
When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet.
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.
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.
As a standard action, you can convince one living creature
that you are to be trusted. This functions as charm person
(see page 342), 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 (see page 342).
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; see page 343).
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.
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.
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.
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 (see Solarian Weapon Crystals on
page 170) 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.
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.
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.
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.
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.
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 (see page 358) 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.
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 (see page 377) 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.