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Player > Class > Solarian > Revelations
If you devote yourself too strongly to one type of revelation, you fall out of harmonic alignment with the cosmic forces you access. You can have one more revelation of one type (either graviton or photon) than of the other type without penalty. If your revelations of one type outnumber those of the other type by two or more, you are considered attuned while you have from 1 to 3 attunement points in a stellar mode, and you do not become fully attuned to either stellar mode until you have accrued 4 attunement points in that stellar mode. For example, if you have three photon revelations and one graviton revelation, you would need 4 photon attunement points to be fully photon-attuned and 4 graviton attunement points to be fully graviton-attuned.
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.
Graviton revelation
Photon revelation
Every solarian gains the following stellar revelations at 1st level.
Starfinder Core Rulebook p.103
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.
Starfinder Core Rulebook p.103
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.
Starfinder Character Operations Manual p.85
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.
Starfinder Character Operations Manual p.85
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.
Forces humming within your solar armor make it more difficult
for sound waves and electrical impulses to reach your body and
harm you. You gain energy resistance 5 whenever your solar
armor is active. You can choose either electricity resistance
or sonic resistance when you activate the armor, and you can
switch energy types as a move action.
When you are attuned or fully attuned, you double the
amount of resistance granted by this ability.
Starfinder Core Rulebook p.104
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.
Starfinder Character Operations Manual p.85
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.
Starfinder Character Operations Manual p.85
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.
Starfinder Core Rulebook p.104
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).
Starfinder Character Operations Manual p.85
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.
Starfinder Core Rulebook p.104
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.
Starfinder Core Rulebook p.104
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.
Starfinder Galaxy Exploration Manual p.24
You can shape gravity into translucent coils that you can anchor to objects. As a standard action, you can hurl this coil at a target, functioning in all ways like a grappler with titanium alloy cable line with a maximum range equal to 30 feet multiplied by your Charisma modifier (minimum 1). This cable line lasts for 1 minute or until you use this revelation again. While you are attuned or fully attuned, you gain Grappler Pull as a bonus feat.
Starfinder Core Rulebook p.104
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.
Starfinder Galaxy Exploration Manual p.24
You can redirect the energy of deadly falls into deadlier strikes. You reduce falling damage you take by an amount equal to your solarian level (minimum 0 damage). If you hit a creature using a melee attack within 1 round of reducing your falling damage in this way, your first such successful attack deals additional damage equal to the falling damage this revelation prevented. When you are fully graviton attuned, add your Charisma modifier to the maximum falling damage this revelation can prevent.
Starfinder Galaxy Exploration Manual p.24
You can travel across great distances with incredible speed. You gain a +10-foot enhancement bonus to each of your speeds when calculating the distance you travel overland, and you grant this bonus to all allies within 50 feet of you. You also increase the full speed and speed in miles per hour of vehicles you pilot by 10%.
While you are attuned or fully attuned, each of your speeds gains a +10-foot enhancement bonus until the end of your next turn whenever you use a photon stellar revelation.
Starfinder Core Rulebook p.104
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.
Starfinder Core Rulebook p.104
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.
You can draw energy from your connection to the cosmos to
regulate your internal temperature and even your physiology.
Also long as your solar armor is active, you can exist
comfortably in conditions between –50° and 170° F without
needing to attempt Fortitude saves, and you do not need to eat
or drink to survive.
When you are attuned or fully attuned, you ignore the
environmental effects of being in a vacuum and receive a +4
bonus to all saving throws against diseases and poisons.
Starfinder Core Rulebook p.104
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.
For the solarian's stellar rush revelation, does the fire damage only occur if you bull rush? Can the solarian charge and still cause the fire damage to occur?
You must attempt the bull rush to get the fire damage. You cause the fire damage even if the bull rush fails.
Starfinder Character Operations Manual p.86
You can debilitate your opponent's 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.
Starfinder Galaxy Exploration Manual p.24
You’re only in the dark when you decide to be. As a full action, you gain low-light vision and darkvision 60 feet, which last for 10 minutes. The effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using sidereal influence with photon skills nor have at least 1 attunement point in photon mode. At 10th level, the darkvision granted by this revelation also allows you to see in magical darkness as if it were normal darkness.
You must be at least 6th level to choose these stellar revelations.
Starfinder Core Rulebook p.105
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
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.
Your weapon exerts a pull that makes objects cling to it and
can even stymie opponents with strands of force. As a move
action, you can grant a weapon you wield, including your solar
weapon, the disarm weapon special property. This benefit lasts
for 1 round or until you leave graviton mode.
When you are attuned or fully attuned, if you score a
critical hit with the weapon, your target must succeed at a
Reflex save or be entangled for 1 round. 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
entangling effect.
Starfinder Core Rulebook p.105
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).
For the solarian's blazing orbit revelation do creatures take damage once when they enter the trail of flames, no matter how far they go, or do they take damage for each square they enter?
Creatures take the fire damage for every square they enter that is part of the trail of flames.
Starfinder Core Rulebook p.105
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.
Starfinder Core Rulebook p.105
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.
Starfinder Character Operations Manual p.86
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.
Starfinder Character Operations Manual p.86
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.
Starfinder Core Rulebook p.105
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.
Starfinder Character Operations Manual p.86
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.
Starfinder Galaxy Exploration Manual p.24
As a full action, you create a 5-, 10-, or 15-foot-radius aura that lasts 10 minutes and deflects incoming radiation. Creatures in the aura treat any radiation to which they’re exposed as being one step less severe (e.g. high radiation levels are treated as medium radiation levels).
Starfinder Core Rulebook p.105
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.
Starfinder Character Operations Manual p.86
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.
Starfinder Core Rulebook p.105
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.
Starfinder Galaxy Exploration Manual p.24
As a full action, you can warp light around you, creating an area of visual distortion in your space for 10 minutes or until your leave your space. This grants you concealment and a +2 circumstance bonus to Stealth checks, and the bonus increases to +4 when you attempt Stealth checks to snipe.
If you begin combat while concealed by this ability and while using your sidereal influence ability to augment graviton skills, your sidereal influence doesn’t automatically end; it instead ends during combat only once your hunter’s gloom effect ends.
Starfinder Core Rulebook p.105
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).
Starfinder Character Operations Manual p.86
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.
Starfinder Core Rulebook p.106
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.
Starfinder Galaxy Exploration Manual p.24
As a full action, you create a mobile shelter that surrounds you in a 5-foot aura, protecting you within a faint, star-studded bubble of energy. While in the shelter, creatures double the bonus to Fortitude saving throws to resist severe weather granted by the Survival skill, and they gain a +4 circumstance bonus to Survival checks to avoid becoming lost. The shelter does not impede creatures’ movement or attacks. The shelter lasts for 8 hours or until you either are no longer benefiting from sidereal influence for photon skills or move more than 60 feet in one round.
While the sun can sear and burn, it also represents a gentler
force of growth and redemption. As a move action, you can grant
a weapon you wield, including your solar weapon, the nonlethal
weapon special property by sheathing it in a field of cushioning
energy. This lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your weapon gains the
staggered 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 staggered effect.
Starfinder Adventure Path #35: Merchants of the Void (Fly Free or Die 2 of 6) p.53
You rapidly invert and reassert gravity to somersault over obstacles and move in baffling ways. As a move action, you move up to half your land speed, ignoring difficult terrain. If you use Athletics to jump during this movement, you do so as if you had taken a 10-foot running start (even if you didn't), and you gain a +4 bonus to the check. Until the end of your turn, you count as being in both your original position and your position at the end of your movement to determine flanking, allowing you to potentially gain the benefits of flanking when you face an enemy by yourself. You can't use tidal surge and stellar rush in the same turn.
When you're attuned or fully attuned, you can either move up to your full land speed or choose one opponent you can see when you use this revelation. If you choose an opponent, your movement doesn't provoke an attack of opportunity from that opponent.
Starfinder Character Operations Manual p.86
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.
Starfinder Galaxy Exploration Manual p.24
You bend light and minds alike to see what you want them to see. When you finish meditating to activate your sidereal influence for graviton skills, you can simultaneously attempt a Disguise check to change your appearance without using an action. Reduce the check’s DC modifier based on the features modified by an amount equal to half your level (to a minimum of +0). The disguise lasts for up to 12 hours. However, this effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using sidereal influence with graviton skills nor have at least 1 attunement point in graviton mode.
You must have selected Disguise as a one of your sidereal influence skills to choose this revelation.
You must be at least 10th level to choose these stellar revelations.
Your attacks' cosmic energy shreds the magical forces wielded by
spellcasters. As a move action, you sheathe your body in protective
energy that attunes to spellcasters you strike. If the next successful
melee attack you make before the beginning of your next turn hits
a creature capable of casting spells or using spell-like abilities,
you gain a +2 enhancement bonus to saving throws against that
creature's spells and spell-like abilities for 1 round.
When you are attuned or fully attuned, your weapon gains
the dispelling critical 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 dispelling effect. A
target affected by the dispelling critical hit effect is the subject
of a targeted dispel magic, per the spell, using your solarian
level as the caster level.
As a standard action, you can cause a cloud of debris, microscopic
particles, and small items to orbit you, trapped in your personal
gravitational field. This grants you concealment against ranged
attacks. This ability functions for 1 round or until you leave
graviton mode.
When you are attuned or fully attuned, the cloud of debris
and microscopic particles thickens, increasing the miss chance
from your concealment to 50% on ranged attacks (though you
are not considered to have total concealment).
Starfinder Character Operations Manual p.86
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.
Starfinder Galaxy Exploration Manual p.25
Your influence over light and heat is more adept than most. When you are using sidereal influence with photon skills, you roll 1d8 and add the result as an insight bonus to your check, rather than rolling 1d6. In addition, you choose one additional skill from the photon skill list that you can modify using your sidereal influence ability.
Starfinder Adventure Path #35: Merchants of the Void (Fly Free or Die 2 of 6) p.53
When you use the gravity surge revelation, you can choose to attempt a bull rush combat maneuver instead of a disarm or trip combat maneuver. You can attempt this bull rush from any direction, regardless of your position relative to the target.
When you're attuned or fully attuned, if you bull rush a creature using gravity surge and that creature's movement would be checked by another creature of its size or smaller or by an obstacle, you attempt a trip combat maneuver against each creature as if using the gravity surge revelation. You must have the gravity surge revelation to select this revelation.
Starfinder Character Operations Manual p.86
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.
Starfinder Character Operations Manual p.86
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).
Starfinder Core Rulebook p.106
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.
Starfinder Character Operations Manual p.87
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.
Starfinder Core Rulebook p.106
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.
Starfinder Galaxy Exploration Manual p.25
Your influence over gravity and attraction is more adept than most. When you are using sidereal influence with graviton skills, you roll 1d8 and add the result as an insight bonus to your check, rather than rolling 1d6. In addition, you choose one additional skill from the graviton skill list that you can modify using your sidereal influence ability.
You must be at least 14th level to choose these stellar revelations.
Starfinder Character Operations Manual p.87
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.
Starfinder Character Operations Manual p.87
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.
Starfinder Core Rulebook p.106
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.
Starfinder Galaxy Exploration Manual p.25
When you are attuned, you increase the maximum creature size that you can immobilize, lift, or move with the psychokinetic hand ability of your gravity hold revelation to Large creatures. When you are fully attuned, the revelation can also affect Huge creatures.
When used to move or manipulate objects, the range of your psychokinetic hand ability increases to 100 feet. The maximum weight of the affected object increases to 10 pounds or 1 bulk per solarian level you have. While you are attuned, the maximum weight you can affect doubles. While you are fully attuned, the maximum weight instead quintuples, and you can move the object up to 30 feet as a move action. You must have the gravity hold revelation to choose this revelation.
Starfinder Galaxy Exploration Manual p.25
The stars themselves serve as your eyes, though you can project your senses even in their absence. As a full action, choose a 5-foot square that is within 30 feet and to which you have line of sight. For up to 10 minutes while you are within 30 feet of that square, you can perceive as though you were in the selected space. The effect ends prematurely after a number of rounds equal to your Charisma modifier in which you are neither using sidereal influence with photon skills nor have at least 1 attunement point in photon mode.
While you are outside, the effect’s range increases to 300 feet so long as you and the selected square both have a clear view of the sky or space. Under these circumstances, you can’t be flanked while this ability is active, and you can perceive from the selected square as though you had darkvision with a range of 120 feet.
As a move action, you surround yourself with a swirling sheath
of charged particles that absorb some damage from attacks made
against you. This constantly renewing field of particles acts as a
force field that grants 25 temporary Hit Points and has fast healing
4. This lasts for 1 round or until you leave photon mode. This force
field does not function if you also have a force field from an armor
upgrade, mechanic's energy shield, or another similar effect.
When you are attuned or fully attuned, the fast healing of
your particle field increases to 6.
Gravitational anomalies ripple through your solar armor,
providing unexpected protection against devastating hits. As
long as your solar armor is active, you gain a 20% chance that
a critical hit against you is treated as a normal attack, dealing
normal damage and not applying any critical effect. You roll this
percentage chance before the critical hit damage is rolled. You
must have solar armor to select this revelation.
When you are attuned or fully attuned, the chance that a
critical hit against you is treated as a normal
attack increases to 40%.
Starfinder Core Rulebook p.106
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.
Starfinder Galaxy Exploration Manual p.25
Choose three graviton revelations that you don’t have. When you become fully graviton attuned, you gain one of these revelations of your choice until you are no longer fully graviton attuned. Temporarily gaining this revelation doesn’t count against your total number of photon and graviton revelations for the purpose of tracking disproportionate revelations. Whenever you gain a level, you can change one of the chosen revelations.
Starfinder Galaxy Exploration Manual p.25
Choose three photon revelations that you don’t have. When you become fully photon attuned, you gain one of these revelations of your choice until you are no longer fully photon attuned. Temporarily gaining this revelation doesn’t count against your total number of photon and graviton revelations for the purpose of tracking disproportionate revelations. Whenever you gain a level, you can change one of the chosen revelations.
Starfinder Character Operations Manual p.87
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.
Starfinder Character Operations Manual p.87
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.
Starfinder Core Rulebook p.106
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.
Starfinder Core Rulebook p.107
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.
Starfinder Adventure Path #35: Merchants of the Void (Fly Free or Die 2 of 6) p.54
Exerting your will upon the universe, you generate an aura that brings your foes to their knees (or similar joints). When you're fully graviton-attuned, as a move action, you can generate a 20-foot-radius aura of submission. An enemy that ends its turn within the aura must attempt a Fortitude save. On a failure, that creature gains the overburdened condition until the end of its next turn. At 17th level, a creature that fails the save instead gains the pinned condition until the end of its next turn. This aura lasts for 1 round plus 1 round for every 4 solarian levels you have, or until you become photon-attuned.
Starfinder Character Operations Manual p.87
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.
How do the solarian's constellation blast and nebula storm zenith revelations work? One can't center 10-foot-radius bursts within 15 feet of one another without overlap!
Both the constellation blast and nebula storm solarian zenith revelations should replace "15 feet from the center of one other radius" with "20 feet from the center of one other radius".
Starfinder Character Operations Manual p.87
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 (Alien Archive 144) 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.
Starfinder Adventure Path #35: Merchants of the Void (Fly Free or Die 2 of 6) p.54
When you're fully graviton-attuned, you can release a wave of crushing gravitational power as a standard action. This revelation affects creatures in a 30-foot cone. Each affected creature takes 1d6 bludgeoning damage for every 2 solarian levels you have and is knocked prone. A successful Fortitude save halves the damage and negates the knockdown effect. In addition, ground in the affected area becomes difficult terrain. At 17th level, a creature that fails the save also becomes exhausted.
Starfinder Core Rulebook p.107
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.
Starfinder Character Operations Manual p.87
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.
How do the solarian's constellation blast and nebula storm zenith revelations work? One can't center 10-foot-radius bursts within 15 feet of one another without overlap!
Both the constellation blast and nebula storm solarian zenith revelations should replace "15 feet from the center of one other radius" with "20 feet from the center of one other radius".
When you're fully photon-attuned, you can dissolve into a Large cloud composed of thousands of flaming pinpoints of brilliance as a standard action. While in this form, you gain a swarm attack that deals 4d6 fire damage, swarm defenses, swarm immunities (Starfinder Alien Archive 157), and a fly speed equal to your land speed. You lose all normal modes of attack and movement, all abilities that depend on your physical form, and any bonus to your KAC and EAC granted by your armor. You can maintain this form for a number of rounds equal to your solarian level. Returning to your normal form before the duration expires requires a standard action. The damage of your swarm attack increases by 1d6 for every 3 solarian levels you have beyond 7th. At 17th level, targets damaged by your swarm attack must succeed at a Reflex saving throw or be blinded for 1 round.
When you're fully graviton-attuned, you can pull a creature outside the normal confines of space and time. To use this ability, you must succeed at a melee attack against the target's EAC. If you hit the target, it must succeed at a Will saving throw or be shunted out of reality for 1d4 rounds. The creature is in an extradimensional space that causes it no harm, but it effectively ceases to exist and it cannot be located or contacted by any mundane or magical means. When the duration expires, the creature reappears in the space it last occupied, or in the closest unoccupied space if its original space is now occupied. To the target creature, it seems as if no time has passed during its absence, and it returns exactly in the state it was when it disappeared, including having the same duration remaining on any spells or effects that were affecting it at the time of its departure. At 17th level, you can spend 1 Resolve Point as a reaction when you hit a creature with this ability to increase its duration to a number of rounds equal to half your solarian level.
Starfinder Core Rulebook p.107
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.
Starfinder Core Rulebook p.107
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).
Starfinder Character Operations Manual p.87
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 (Alien Archive 144) 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.
Starfinder Core Rulebook p.107
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.
Starfinder Core Rulebook p.107
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.
Starfinder Core Rulebook p.107
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.
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