=== Special Qualities === Photon Attuned +1 Damage
Graviton Attuned +1 Reflex
Full Photon: Supernova Standard action 2d6 F 10ft radius, Reflex DC13 Half
Full Graviton: Black Hole Standard action pull any number of chosen creatures in 20ft radius 10ft closer, Fort DC13 Negate
Opening Volley Successful Ranged attack in round 1 gives +2 Melee for 1 rd on that target
=== Weapons === BAB +1 Str +2 Dex +2
Solarian Weapon +3 (1d6+2 P)
Semi-auto Pistol +3 (1d6 P) 30ft 9 rounds Analog
Unarmed Strike +3 (1d3+2 B) Archaic, nonlethal
Ability Scores: STR 14 (+2) DEX 14 (+2) CON 13 (+1) INT 10 (+0) WIS 8 (-1) CHA 14 (+2)
Equipment:
L02 460 Kasatha microcord I (+1, +3, +3, –1, –, 0, 1)
L01 200 Armor Upgrade: Infrared sensors (1, Any, L)
L01 260 Semi-auto pistol, Tactical (1d6 P/—) 30ft 9 rounds 1 L Analog
L01 1 Clothing, everyday L
L01 5 x2 Cable line, 10ft titanium alloy (Hands —, Bulk L/10 ft., Capacity —, Usage —)
L01 3 Starstone compass L
L01 15 Fire extinguisher (Hands 1, Bulk L, Capacity 20, Usage 1/round)
L01 50 Serum of healing, mk 1 L 1d8 Hit Points
Credits 1
=== Feats === Opening Volley Whenever you deal damage to an opponent with a ranged attack on your first turn in a combat, you gain a +2 circumstance bonus to your next melee attack roll against that opponent. This melee attack must occur before the end of your next turn.
=== Solarian Class === Solarian HP 7; SP 7+CON; light armor, basic melee, advanced melee, small arms
Skills (4+INT/level) Acrobatics, Athletics, Diplomacy, Intimidate, Mysticism, Perception, Physical Science, Profession,
Skill Adept (Culture, Engineering) 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) - Solar Weapon, Light 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. 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 Weapon - Otherworldly Mouth Full Of Teeth, Piercing Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your Solar weapon is automatically dismissed if it ever leaves your hand.
Stellar Mode (Su) 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. At the start of each subsequent turn of combat, you gain another attunement point for that mode and are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. This ability manifests only in high-stakes situations, so you must be facing a significant enemy.
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. If a stellar revelation does not note the kind of action it takes and it modifies some other action, 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+(SolarianLevel/2)+(CHR).
=== Stellar Revelations === DC = 10 + (1/2 Solarian level) + (CHA)
Graviton: Black Hole (Su) 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.
Photon: Supernova (Su) 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.
=== Augmentations ===
=== Racial Qualities === Lashunta (Korasha) Medium Humanoid (lashunta); STR +2, WIS -2, CHA +2; 4HP
Lashunta Magic At will: Daze, Psychokinetic Hand; 1/day: Detect Thoughts. The caster level for these effects is equal to the lashunta’s level.
Limited Telepathy Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.
Student Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choice.