Class Features:
Solar Manifestation: Solar Shield
- 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.
- +1 shield bonus to AC (included in AC)
- Can use move action to align the shield for greater protection against one opponent for additional +2 AC shield bonus against attacks from that opponent until the beginning of your next turn. (Every 5 levels, the aligned shield bonus increases by +1, included.)
- Can make unarmed attacks solar shield that are not archaic. Can add solarian weapon crystals to solar shields.
Stellar Mode: Gain 1 attunement point at start of each turn in combat or switch modes. 3 points = fully attuned.
- Graviton Mode: +1 insight bonus to Reflex saves (+1 per 9 levels).
- Photon Mode: +2 insight bonus to damage rolls including stellar powers (+1 per 6 levels, included).
Stellar Revalation: Save DC 17 (10 + half solarian level + cha mod)
- Black Hole: Fully graviton-attuned, standard action, fort save, pull any number of creatures w/in 20' of you 10' closer, no AoO, become unattuned after.
- Gravity Hold: standard action, range 30', pick up 10 lbs or 1 bulk object, move action to propel 15', concentration. Grav mode hold/lift/move med or smaller creature, fort save each round.
- Defy Gravity: Move action to fly up to your speed. Must end this movement on solid ground or you fall. At 12th level or higher, don’t have to land if immediately follow flight with another move action to use defy gravity. On last move action of the turn, still have to land or fall. When attuned or fully attuned, fly speed from this Revelation increases by 10 feet.
- Supernova: Fully photon-attuned, standard action, 1d6 fire + 1d6 per/level, all creatures w/in 10' of you, ref save half. become unattuned after.
- Distant Burst: 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.
- Blazing Orbit: Move action, move up to speed with concealment & leave a trail of flames in every square passed through. Flames last 1 round, 2d6 fire to anyone who moves into them. Can’t move through another creature’s space during this movement. If used again, previous flames go out. +1d6 at 8th level and every 2 levels thereafter. When attuned or fully attuned, creatures also gain the burning condition (1d6 fire damage).
Sidereal Influence:- +1d6 insight bonus on Diplomacy checks.
Flashing Strikes:
- When making a full attack entirely with melee weapons, take a –3 penalty to each attack roll instead of the normal –4 penalty.
Racial Features:
- Armor Savant: +1 racial bonus to AC (included in AC) & +1 check penalty.
- Fearless: +2 racial bonus to saving throws against fear effects.
- Low-Light Vision: See in dim light as if it were normal light.
- Unarmed Strikes: *Vesk are always considered armed. Lethal damage, unarmed strike, not archaic. At 3rd level add 1.5 x character level to unarmed damage rolls.
Theme Features:
- Theme Knowledge (1st): You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5. Engineering is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Engineering checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
- Tip of the Tongue: You often encounter ancient, exotic traps and security devices, varying from mechanical defenses to magical wards. You have honed your senses to pick out warning signs of traps of any kind. When you come within 10 feet of a trap, you can immediately attempt a Perception check to notice the trap, which should be rolled in secret by the GM.
Proficiencies:
- Languages: Common, Vesk
- Skills: Acrobatics, Athletics, Diplomacy, Engineering, Intimidate, Mysticism, Perception, Physical Science, Profession, Sense Motive, Stealth.
- Armor: Light & Heavy
- Weapons: Basic & advanced melee, small arms.
- Weapon Specialization: add char lvl to damage of class proficiencies & solar weapons
Feats:
- Heavy Armor Proficiency
- Jet Dash: run 6x speed w/ becoming flat-footed.
- Toughness:
- 1 Stamina Point for every character level (80+8).
- +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst.
- +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
- Cleave: If you hit with a single melee attack against a foe within reach, you can make an additional attack against a foe that is adjacent to the first and also within reach. -2 AC until next turn.