Vudrani

Arcalinte Soter's page

2,445 posts. Alias of Archpaladin Zousha.


Full Name

Arcalinte Soter

Race

Half-Elf

Classes/Levels

Solarian 18 | SP 160/160 HP 132/132 RP 11/11 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +15; R +15; W +12 | Speed 25 ft. | Init +6 | Perc +27

Gender

Male

Size

Medium

Alignment

Lawful Good

Deity

Sarenrae

Location

Absalom Station

Languages

Accaran, Akitonian, Aklo, Ancient Kishaleen (Signed), Bantridi, Brethedan, Castrovelian, Celestial, Common (Signed), Elven, Eoxian (Signed), Ignan, Kasatha, Shirren, Shobhad, Sivvan, Vesk, Vulgar Kishaleen (Signed)

Strength 25
Dexterity 22
Constitution 14
Intelligence 17
Wisdom 12
Charisma 18

About Arcalinte Soter

Arcalinte Soter
Half-Elf Solarian (Cycle Scholar) 18 (Scholar)
LG Medium Humanoid (Elf/Human)
Init +6; Senses Perception (Low-Light Vision, Infrared, Ultraviolet, Darkvision 60 ft.) +27 (+2 to sight-based)
Languages Accaran, Akitonian, Aklo, Ancient Kishaleen (Signed), Bantridi, Brethedan, Castrovelian, Celestial, Common (Signed), Elven, Eoxian (Signed), Ignan, Kasatha, Shirren, Shobhad, Sivvan, Vesk, Vulgar Kishaleen (Signed)
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DEFENSE
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EAC 35 (37 with Solar Armor) KAC 36 (38 with Solar Armor)
SP 160 HP 132 RP 11
Fort +15, Ref +15, Will +12
Defensive Abilities +4 vs. enchantment spells and effects, +2 against all other spells and effects, 20 Fire/Cold Resistance, 15 Electricity Resistance, DR 5/-
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OFFENSE
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Speed 50 ft. (6 squares) 60 ft. fly (average maneuverability) 20 ft. climb
Melee Skyndi +27 (15d6+26 S & So damage), Deafen (Critical), Analog, Called, Seeking, Vorpal (Weapon Fusions), Ruin Devastation Blade +27 (5d8+26 S & So), Staggered (Critical), Defending, Dimensional Disruption, Invigorating, Opportunistic (+4) (Weapon Fusions), Strident Wailing Blade +27 (6d6+26 S & So), Deafen (Critical), Powered (capacity 40; usage 4),
Ranged Liquidator Disintegrator Pistol +23 (1d10+18 A), 20 charges, 15 ft., Called Tactical Starknife +27 (1d4+26 P), 20 ft.
Base Atk +18
Special Attacks Black Hole (35 ft. range, 25 ft. pull), Stellar Rush (9d6 F), Supernova (18d6 F, 20 ft.), Plasma Sheath (Weapon Damage+26+8), Electrostatic Field (3d6 E), Miniature Star (9d6 F, 15 ft. radius (21 squares), half-damage just outside)

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STATISTICS
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Abilities STR 19+6, DEX 18+4, CON 12+2, INT 17, WIS 12, CHA 18
Feats Weapon Focus (Advanced Melee Weapons), Skill Focus (Perception), Divine Blessing (Sarenrae), Enhanced Resistance (Kinetic Damage), Mobility, Spring Attack, Spellbane, Penetrating Attack, Extra Resolve, Great Fortitude
Skills Athletics +29-1, Culture +24 (+1d6), Diplomacy +25 (+1d6), Mysticism +22 (+1d6), Perception +27, Sense Motive +22 (+1d6), Stealth +30 (+1d6)
Armor Check Penalty -1
SQ Skill Adept, Solar Manifestation, Stellar Mode, Stellar Revelation, Sidereal Influence, Weapon Specialization, Flashing Strikes, Zenith Revelations (Solar Acceleration, Wormholes)
Combat Gear Skyndi, Tactical Pike, Called Tactical Starknife, V D-Suit (Forcepack, Haste Circuit, Infrared Sensors, Lightwarp Inlay, Mk 3 Electrostatic Field), Celestial Stole, Customized Eohi Boots Other Gear Industrial Backpack, Credstick, Field Rations (1 week), Mess Kit, Hygiene Kit, Gear Maintenance Kit, Glove of Storing, Mobile Hotelier Tent, Personal Comm Unit, Personal Upgrade (Ability Crystal, Magic, MK 3, STR), Personal Upgrade (Synergizing Symbiote, Hybrid, MK2, DEX), Personal Upgrade (Synaptic Accelerators, MK1, CON), Climbing Suckers (feet), Society Subdermal Implant (hand), Skin of the Chameleon (skin), Standard Speed Suspension (legs), Wide-spectrum Ocular Implant (eyes), Null-Space Chamber (MK2), Titanium Alloy Cable Line (30 ft.), Travel Clothing, Bedroll, Book (Holy Text, The Birth of Light and Truth), Religious Symbol (Sarenrae), Ring of Resistance (MK3), 2 Books (on shelf in Sunrise Maiden), Canteen, Cot, Sleeping Bag, Lighter, 2 Batteries (20 Charges), 1 Serum of Healing (Mk 1), 47 Credits

Special Abilities:

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elven Blood: Half-elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment Spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus to Perception skill checks.

Low-Light Vision: Half-elves can see dim light as if it were normal light. See Vision and Light.

Theme Knowledge (Scholar):You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

Tip of the Tongue: Sometimes, after pausing to collect your thoughts, you realize that you know the answer to a particularly challenging question. Once per day, you can reroll any skill check (see page 243) to recall knowledge. You must decide to use this ability after rolling but before learning the information from your first roll. You must take the second result, even if it is worse.

Research Maven: You can research much faster than most other people, allowing you to collate information from databases, libraries, and other sources in one-quarter the normal time; with this ability, you can typically take 20 to recall knowledge in 5 rounds.

Master Scholar: To you, learning and absorbing knowledge related to your field of expertise is as refreshing as drinking from a cool spring in the middle of a desert planet. Up to twice per day, when in a situation where information from your specialty field could be useful (at the GM’s discretion), you can spend 10 minutes in deep contemplation and research of your specialty field and recover 1 Resolve Point, in addition to using recall knowledge (see page 133) for the information you seek; this doesn’t count as resting to regain Stamina Points.

Skill Adept: As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.

Solar Manifestation (Su): At 1st level, you gain a physical manifestation of your stellar power. The base form of your Solar Manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one Solar Manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your Solar Manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing Solar Manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow or darkness returns immediately. Once made, these choices cannot be changed.

Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your Solar Manifestation in any way, including disarming or sundering it.

Solar Armor: 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.

Stellar Mode (Su): The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.

When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).

At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith Revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.

At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.

When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.

Graviton Mode: 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.

Photon Mode: 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.

Unattuned: While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned.

Stellar Revelation: 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).

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.

Black Hole (Su) [Graviton Mode]: 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.

Supernova (Su) [Photon Mode]: 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.

Stellar Rush (Su): 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.

Plasma Sheath (Su): As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.

When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.

Crush (Su): As a standard action, you can increase the effects of gravity on the internal organs or workings of a target within 30 feet, causing it to have difficulty maintaining its normal functionality. The target must succeed at a Fortitude save or become staggered for 1 round. This revelation also affects constructs. You can maintain this effect as a move action each round, but the target can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, you can’t target that creature with crush again for 24 hours.

When you are attuned or fully attuned, you can spend 1 Resolve Point to also stun the target for 1 round. Maintaining crush on subsequent rounds extends the staggered effect, but not the stunned effect.

Defy Gravity (Su): As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall.

When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet.

Stealth Warp (Su): You can bend light, sound, and even vibrations around your body, making you harder to notice. As a move action, you can grant yourself a +4 bonus to Stealth checks. This lasts for 1 round or until you leave graviton mode.

When you are attuned or fully attuned, you can use this revelation to reduce your sensory output so much that you can attempt a Stealth check even when you’re directly observed and lack cover or a distraction. You are not invisible, simply difficult to see clearly, and if a creature was observing you prior to your Stealth check, it remains aware of your location until you successfully reach cover or concealment. Your stealth warp ends if you make an attack or cause another creature to attempt a saving throw, or at the beginning of your next turn unless you immediately take another move action to use this revelation.

Soul Furnace (Su): You can stoke the internal energy of your entire physiology, allowing you to boost your life processes. As a move action, you can spend 1 Resolve Point. If you are suffering from an affliction (a curse, disease, drug or poison), you can immediately attempt an additional saving throw at the affliction’s normal save DC. If you succeed at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.

When you are attuned or fully attuned, you can also use this revelation to end any one of the following conditions you have: bleeding, blinded, burning, cowering, dazzled, exhausted, fatigued, frightened, panicked, shaken, or sickened.

Miniature Star (Su): When you’re fully photon-attuned, you can create a simulacrum of a star as a standard action. The star is a 10-foot-radius sphere that fills your square (or one square of your space, if you’re larger than Medium) and all squares within 5 feet of that space. Any creature that starts its turn in the same space as the star takes 1d6 fire damage for every 2 solarian levels you have, and any creature that starts its turn outside the star but within 5 feet of it takes half that damage. At 17th level, you can create your star simulacrum as a 15-foot-radius sphere that affects your square and all squares within 10 feet of that space (a total of 21 squares).

Creatures can move through the star, but it exerts a gravitational pull, and any creature inside it or within 5 feet of it must spend twice as much movement for each square of movement that takes it away from the center of the star. The star remains for 1d4+1 rounds, and stays in place even if you later move. You are immune to all effects of your own miniature star.

Time Dilation (Su): When you’re fully graviton-attuned, you can make time pass more slowly for your enemies. As a standard action, you can project a gravitational wave in a 30-foot cone. You choose which creatures in the cone are affected and which ones aren’t. Each target must succeed at a Fortitude save or by affected by slow (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.

Sidereal Influence (Su):You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list.

To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.

Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex)
Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha), Medicine (Int), Survival (Wis)

Weapon Specialization (Ex): You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected solar weapon as your solar manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.

Flashing Strikes (Ex): Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty.

Zenith Revelations: 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 begins on page 107.

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.

Solar Acceleration (Su) [Photon Mode]: 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).

Wormholes (Su) [Graviton Mode]: 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.

Cycle Instruction (Su):You can teach others the ways of the Cycle. Select one 2nd-level stellar revelation; you can’t use this revelation yourself, and it isn’t counted when determining if you have disproportionate revelations (Core Rulebook 104), but you are considered to have it for the purpose of this ability.

Once per day, you can spend 10 minutes instructing a creature in the ways of the Cycle. You can combine this with a 10-minute rest to regain Stamina Points. This is a sense-dependent and language-dependent effect. The creature gains the ability to use one of your 2nd-level stellar revelations for 1 round, using it as if the creature were attuned, but not fully attuned. If you have more than one applicable revelation from which to choose, the creature you instruct can choose the revelation when it uses the revelation.

When you reach 10th level, the creature you instruct can choose to use any one of your stellar revelations up to 6th level. When you reach 14th level, it can choose to use any one of your stellar revelations up to 10th level. When you reach 16th level, it can choose to use any one of your stellar revelations up to 14th level. Each time you gain a level, you can change the stellar revelation you have selected for this ability, selecting any stellar revelation of a level you grant access to.

Encourage Students (Ex): You bolster the courage of those around you. You can take a standard action to grant a number of other creatures equal to your Charisma modifier and within 30 feet of you temporary HP equal to your character level; these temporary HP last for 1 minute. Affected creatures are also immune to fear for as long as they have temporary HP from this power, plus 1 additional round. After using this ability, you must rest for 10 minutes to regain Stamina Points before you can use it again. This a sense-dependent and language-dependent effect.

Solarian’s Onslaught (Ex): When making a full attack, you can make up to three attacks instead of two attacks. You take a –6 penalty to these attacks instead of a –4 penalty. If you have the flashing strikes class feature, you instead take a –5 penalty to these attacks as long as they are all melee attacks.

Thoughts Into Action (Ex): You can instantly mobilize those around you, leading them into action. Once per day, you can take a standard action to grant a number of other creatures equal to your Charisma modifier and within 30 feet of you an additional move action. An affected creature can use this move action during its next turn, can use the extra move action between other actions, and can even use it before or after a full action. The creature can’t also benefit from any other abilities that grant additional move actions, such as the hurry envoy improvisation. This a sense-dependent and language-dependent effect.

Proficiencies: Armor - Light Armor; Weapons - Basic Melee Weapons, Advanced Melee Weapons, Small Arms

Background:
Arcalinte was born in a small company town seemingly in the middle of nowhere on Akiton.
Personality:
This is Arcalinte's personality.
Description:
Arcalinte is a half-elf man of slightly above-average height, with a lean, strong build. His skin has a rich coppery tone, coming from his Akitonian heritage and regular exposure to sunlight that he undertakes as a Sarenite. He has black, curly hair that he likes to keep long, but keeps his facial hair short, though he has been experimenting with styling it in different ways, still trying to decide how he wants his beard to look. His facial features have a pleasing elven angularity, and his eyes are a startling indigo blue, but when he activates his solarian powers, they shine with a bright golden light. A small mote of golden light orbits his head like a moon orbits a planet.

Arcalinte dresses in armored robes, with the emblem of the Order of the Empty Orbit emblazoned on his chest: a curling sun symbol surrounded by a series of eleven rings representing the orbits of the Pact Worlds with a noticeable gap between the second and third ring to represent lost Golarion, the rings also having small circles to represent the planets themselves. He prefers kasathan-styled armors, thanks to his long time immersed in their culture during his solarian training, and when he dons his solar armor, he grabs his mote and pulls it onto his head like a helmet, which then becomes a bright nimbus around his head and forming golden plates over his existing armor, culminating in a pair of stylized, circular "wings" emerging from his back and framing his head and making him appear very much like an avenging angel.

Level Progression:
Level 1:
Class Taken: Solarian
Class Feature Gained: Skill Adept, Solar Manifestation (Solar Armor), Stellar Mode, Stellar Revelation (Black Hole, Supernova)
Hit Points: 7
Skill Ranks (4): Athletics (1), Diplomacy (1), Perception (1), Stealth (1)
Feats: Skill Focus (Perception), Weapon Focus (Advanced Melee Weapons)

Level 2:
Class Taken: Solarian
Class Feature Gained: Stellar Revelation (Stellar Rush)
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (4): Athletics (1), Diplomacy (1), Perception (1), Stealth (1)

Level 3:
Class Taken: Solarian
Class Feature Gained: Sidereal Influence (Diplomacy, Stealth), Weapon Specialization (Basic and Advanced Melee Weapons and Small Arms)
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (4): Athletics (1), Diplomacy (1), Perception (1), Stealth (1)
Feats: Divine Blessing (Sarenrae)

Level 4:
Class Taken: Solarian
Class Feature Gained: Stellar Revelation (Plasma Sheath)
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (4): Athletics (1), Diplomacy (1), Perception (1), Stealth (1)

Level 5:
Class Taken: Solarian
Class Feature Gained: 5 Fire/Cold Resistance for Solar Armor
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (9): Athletics (1), Culture (5), Diplomacy (1), Perception (1), Stealth (1)
Feats: Enhanced Resistance (Kinetic Damage)

Level 6:
Class Taken: Solarian
Class Feature Gained: Cycle Instruction
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Perception (1), Stealth (1)

Level 7:
Class Taken: Solarian
Class Feature Gained: Flashing Strikes
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Perception (1), Stealth (1)
Feats: Mobility

Level 8:
Class Taken: Solarian
Class Feature Gained: Stellar Revelation (Crush)
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Perception (1), Stealth (1)

Level 9:
Class Taken: Solarian
Class Feature Gained: Zenith Revelations (Solar Acceleration, Wormholes)
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Perception (1), Stealth (1)
Feats: Spring Attack

Level 10:
Class Taken: Solarian
Class Feature Gained: Stellar Revelation (Defy Gravity)
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (15): Athletics (1), Culture (1), Diplomacy (1), Mysticism (10), Perception (1), Stealth (1)

Level 11:
Class Taken: Solarian
Class Feature Gained: Sidereal Influence (Culture, Mysticism)
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Stealth (1)
Feats: Spellbane

Level 12:
Class Taken: Solarian
Class Feature Gained: Encourage Students
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Stealth (1)

Level 13:
Class Taken: Solarian
Class Feature Gained: Solarian’s Onslaught
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Stealth (1)
Feats: Penetrating Attack

Level 14:
Class Taken: Solarian
Class Feature Gained: Stellar Revelation (Stealth Warp)
Hit Points: 7
Stamina Points: 7+0
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Stealth (1)

Level 15:
Class Taken: Solarian
Hit Points: 7
Stamina Points: 7+15 (CON increase)
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Sense Motive (15) Stealth (1)
Feats: Extra Resolve

Level 16:
Class Taken: Solarian
Hit Points: 7
Stamina Points: 7+2
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Sense Motive (1) Stealth (1)
Stellar Revelation: Soul Furnace

Level 17:
Class Taken: Solarian
Hit Points: 7
Stamina Points: 7+2
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Sense Motive (1) Stealth (1)
Feats: Great Fortitude
Zenith Revelations: Miniature Star, Time Dilation

Level 18:
Class Taken: Solarian
Class Feature Gained: Thoughts Into Action
Hit Points: 7
Stamina Points: 7+2
Skill Ranks (5): Athletics (1), Culture (1), Diplomacy (1), Mysticism (1), Perception (1), Sense Motive (1) Stealth (1)

Dice:

[dice=Ruin Devastation Blade]1d20+27; 5d8+26[/dice]
[dice=Strident Wailing Blade]1d20+27; 6d6+26[/dice]
[dice=Liquidator Disintegrator Pistol]1d21+23; 1d10+18[/dice]
[dice=Called Tactical Starknife]1d21+27; 1d4+26[/dice]

[dice=Full Attack 1]1d20+24; 5d8+26[/dice]
[dice=Full Attack 2]1d20+24; 5d8+26[/dice]
[dice=Full Attack 3]1d20+24; 5d8+26[/dice]