Hardened Mantle
Ijtikris have a +4 racial bonus on saving throws against critical hit effects. In addition, they reduce the damage they take from a critical hit by an amount equal to their character level or CR + their Constitution bonus to a minimum of 1 unless reduced by other means.
Amphibious
Some ijtikris never grow out of their juvenile stage’s water adaptations, which on Vesk-2 is seen as a fine alternative to being fully adapted to land. Such an ijtikri has the amphibious trait and the aquatic subtype, as well as a swim speed of 40 feet. The ijtikri also has a better sense of their body in three-dimensional space, and when they are off-kilter, they don’t take the normal penalties to attacks and don’t gain the flat-footed condition.
This replaces ijtikri movement.
Mineral Signature
Ijtikri traits vary based on where the individual developed, granting a +2 racial bonus to a skill, as well as a spell-like ability usable once per day. Caster level equals the ijtikri’s level or CR. Crimson - Diplomacy, share language.
Revelation – Black Hole
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.
Revelation – Supernova
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.
Revelation – Stellar Rush
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. If you attempt this bull rush, the target takes 2d6 fire damage (Reflex half), regardless of whether you succeed. This damage increases by 1d6 at 6th level and every 2 levels thereafter.
Revelation – Gravity Boost
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.
Revelation – Plasma Sheath
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.
Revelation – Gravitic Reinforcement
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.
Stellar Relevation
As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode (see Disproportionate Revelations on page 104). The list of stellar revelations begins on page 103.
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.
Weapon Specialization
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.