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About ReynarReynar
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Situational Bonuses +2 racial bonus against charm and compulsion effects.
Reduce the DC of Culture checks to recall knowledge about artistic innovations and traditions by 5.
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Skills
Feats Improved Initiative, Weapon Focus (Small Arms) Languages Common, Pahtra, Vesk, Kasatha Other Abilities Combat Gear Serum of healing mk I (3)
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Spoiler:
You develop unparalleled mastery of stellar revelations, though doing so comes at the cost of your martial training. You gain a number of skill ranks per level equal to 6 + your Intelligence modifier instead of the normal 4 + your Intelligence modifier. You gain 6 Hit Points and a number of Stamina Points equal to 6 + your Constitution modifier at each level instead of the normal 7 Hit Points and 7 + your Constitution modifier. Your base attack bonus from solarian levels is equal to three-quarters of your class level (equivalent to that of a mystic or technomancer).
Besides learning additional stellar revelations at every even solarian level, you also learn a bonus stellar revelation at 5th level and every 4 levels thereafter. At 7th level, as a reaction, whenever you score a critical hit or are critically hit, you can immediately change your stellar mode to any other stellar mode with an equal or lower number of attunement points (such as from photon mode with 3 attunement points to graviton mode with 3 points) after resolving the triggering attack. If you’re unattuned when using this ability, you enter either photon mode or graviton mode with 1 attunement point. A solarian’s power stems from a careful balance of cosmic influences, yet some reap power from asymmetry in defiance of conventional study. These practitioners are increasingly common, and although few monasteries actively condemn these heterodoxies, most watch with eager curiosity to see what befalls these enlightened daredevils. At 13th level, you can use any two solarian revelations as a standard action, with one revelation taking effect immediately before the other. Both revelations must be ones you could normally activate with a standard action or move action, and neither can be a zenith revelation. To use this ability, you must spend a number of Resolve Points equal to 3 minus your current number of attunement points (minimum 1 RP). After activating the two revelations, you immediately become unattuned. This alters the solarian’s Hit Points, Stamina Points, skill points, base attack bonus, and stellar revelations class features. This replaces flashing strikes and solarian’s onslaught. Attunement Surge (Su) Spoiler:
While you have 2 attunement points in a stellar mode, you can expend 2 attunement points on your turn without spending an action to gain two effects until the beginning of your next turn. First, you gain benefits from that mode’s stellar revelations as though you were fully attuned, rather than attuned. Second, you gain a benefit based on which mode you are attuned to. Graviton: Your insight bonus to Reflex saves applies to all your saving throws. Photon: The first time you deal damage to a creature, you can increase your insight bonus to damage from photon mode to 1d4, plus 1d4 for every 6 solarian levels you have. If your attack or effect damages multiple creatures, you apply this additional damage to only one target of your choice; the rest take the default photon mode damage (+1 insight bonus damage). At 12th level, you can apply this higher damage to up to two targets of your choice. Nimble Spoiler:
An off-kilter pahtra doesn’t gain the flat-footed condition or take the normal penalty to attacks, and she can steady herself as a swift action instead of a move action.
Skill Adept (Bluff, Culture) Solar Manifestation (Su) - Solar Flare Spoiler:
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 (see page 102), 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. Stellar Mode (Su) Spoiler:
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. 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 Stellar Revelations DC 14 [Black Hole (G), Supernova (P), Gravity Hold (Su)(G)] Black Hole (Zenith):
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 (Zenith):
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. Gravity Hold:
This revelation allows you to move objects at a distance as per psychokinetic hand. 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. Talented Spoiler:
Pahtras gain a +2 racial bonus to Acrobatics checks, Stealth checks, and checks with one Profession of their choice.
Wary Spoiler:
Pahtras gain a +2 racial bonus against charm and compulsion effects.
Weapon Focus (Small Arms) Spoiler:
You gain a +1 bonus to attack rolls with small arms. If your base attack bonus is at least 3 lower than your character level, you gain a +2 bonus instead.
Bot Me!:
Reynar is... Melee
Ranged
Stellar Revelations
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