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Player > Class > Solarian
SOLARIAN | Stamina Points 7 + Constitution Modifier |
7 HP |
Starfinder Core Rulebook p.100
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.
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.
SKILL RANKS PER LEVEL 4 + INTELLIGENCE MODIFIER.
Acrobatics (Dex), Athletics
(Str), Diplomacy (Cha), Intimidate (Cha), Mysticism (Wis), Perception (Wis),
Physical Science (Int), Profession (Cha, Int, or Wis), Sense Motive (Wis), and
Stealth (Dex).
ARMOR PROFICIENCY: Light armor and shields.
WEAPON
PROFICIENCY: Basic and advanced melee weapons and small arms.
Class Level | Base Attack Bonus | Fort Save Bonus | Ref Save Bonus | Will Save Bonus | Class Features | Solar Manifestation | |||
---|---|---|---|---|---|---|---|---|---|
Solar Armor | Solar Flare Lunar Weapon |
Solar Shield | Solar Weapon | ||||||
1st | +1 | +2 | +0 | +2 | Skill adept, solar manifestation, stellar mode, stellar revelation (black hole, supernova) | +1 AC | 1d4 | +1/+2 | 1d6 |
2nd | +2 | +3 | +0 | +3 | Stellar revelation | +1 AC | 1d4 | +1/+2 | 1d6 |
3rd | +3 | +3 | +1 | +3 | Sidereal influence (2 skills), weapon specialization | +1 AC | 1d4 | +1/+2 | 1d6 |
4th | +4 | +4 | +1 | +4 | Stellar revelation | +1 AC | 1d4 | +1/+2 | 1d6 |
5th | +5 | +4 | +1 | +4 | — | +1 AC, resistance 5 | 1d4 | +1/+3 | 1d6 |
6th | +6 | +5 | +2 | +5 | Stellar revelation | +1 AC, resistance 5 | 2d4 | +1/+3 | 2d6 |
7th | +7 | +5 | +2 | +5 | Flashing strikes | +1 AC, resistance 5 | 2d4 | +1/+3 | 2d6 |
8th | +8 | +6 | +2 | +6 | Stellar revelation | +1 AC, resistance 5 | 2d4 | +1/+3 | 2d6 |
9th | +9 | +6 | +3 | +6 | Zenith revelations | +1 AC, resistance 5 | 3d4 | +1/+3 | 3d6 |
10th | +10 | +7 | +3 | +7 | Stellar revelation | +2 AC, resistance 10 | 3d4 | +1/+4 | 3d6 |
11th | +11 | +7 | +3 | +7 | Sidereal influence (4 skills) | +2 AC, resistance 10 | 3d4 | +1/+4 | 3d6 |
12th | +12 | +8 | +4 | +8 | Stellar revelation | +2 AC, resistance 10 | 4d4 | +1/+4 | 4d6 |
13th | +13 | +8 | +4 | +8 | Solarian’s onslaught | +2 AC, resistance 10 | 5d4 | +1/+4 | 5d6 |
14th | +14 | +9 | +4 | +9 | Stellar revelation | +2 AC, resistance 10 | 6d4 | +1/+4 | 6d6 |
15th | +15 | +9 | +5 | +9 | — | +2 AC, resistance 15 | 7d4 | +1/+5 | 7d6 |
16th | +16 | +10 | +5 | +10 | Stellar revelation | +2 AC, resistance 15 | 8d4 | +1/+5 | 8d6 |
17th | +17 | +10 | +5 | +10 | Zenith revelations | +2 AC, resistance 15 | 9d4 | +1/+5 | 9d6 |
18th | +18 | +11 | +6 | +11 | Stellar revelation | +2 AC, resistance 15 | 10d4 | +1/+5 | 10d6 |
19th | +19 | +11 | +6 | +11 | Sidereal influence (6 skills) | +2 AC, resistance 15 | 11d4 | +1/+5 | 11d6 |
20th | +20 | +12 | +6 | +12 | Stellar paragon, stellar revelation | +2 AC, resistance 20 | 12d4 | +1/+6 | 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.
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 (see page 102), 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 have studied the delicate and luminous light reflected from a moon or similar celestial body, allowing you to bring forth an exquisite weapon made for graceful combat. This manifestation functions similarly to solar weapon, except it deals 1d4 damage at 1st level. This damage increases by 1d4 at 6th level, 9th level, 12th level, and every level thereafter. Your lunar weapon also has the feint (Starfinder Armory 28) and operative special qualities (though it can’t be used to make trick attacks, if you have that class feature). Unlike other melee weapons with the operative special quality, when you gain Weapon Specialization at 3rd level, you add your full solarian level to damage with your lunar weapon, as opposed to half. If you’re a multiclass solarian, you add your full solarian level and half your levels in other classes to damage with your lunar weapon.
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 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.
Do bonuses
granted to unarmed strikes by a class, species, or other ability apply to
the unarmed strike granted by the solarian's solar shield solar manifestation?
Yes; abilities that apply to all of a character’s unarmed strikes (such
as the Improved Unarmed Strike feat) do apply to the unarmed strike granted
by solar shield.
Which AC does
a solar shield attack target?
KAC, regardless of the
damage type of any solarian weapon crystal used.
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 on page 124), and as a move action you can align the shield to
grant you greater protection against one opponent you are observing (Core Rulebook
260), 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.
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 (see page 170) 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.
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 (see page 242). 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 (see Disproportionate
Revelations on page 104). The list
of stellar revelations appears here.
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.
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.
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.
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.
The list of zenith
revelations appear here.
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.
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.
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.
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