All
solarians manage to harness a portion of the power of the stars.
Channeling photons and gravitons into weapons, armor, and acts of
amazing stellar power. For some, that basic training is enough.
Others demand more however, pushing themselves harder to learn tricks
that put them in a class of their own, becoming true masters of
sidereal power.
The
following feats are designed to help improve the versatility of
solarians.
Binary
Mote
You
manifest a second solar mote, and are capable of forming both weapon
and armor simultaneously.
Prerequisites: Solarian
level 10+
Benefit: You
gain a second mote of solar energy, which can either be the same
color or different than your original one. One mote may form solar
armor and one a solar weapon at the same time, however your solar
weapon causes two less dice of damage than normal, and the armor
bonus from your solar armor never exceeds +1, although the energy
resistance advances as normal.
Normal: You
may only have a solar weapon or solar armor, never both.
Eternal
Armor (Manifestation)
The
stars are the oldest, most enduring objects in the galaxy. Even when
they pass, their don't die, but change into new, stranger forms yet.
They outlast all life, and you tap this eternal nature to protect
yourself.
Prerequisite: Solar
Armor class feature
Benefit: You
may spend 1 Resolve Point as a swift action to reinforce your armor
against the deadliest of blows for one minute. During this time
anyone striking you with a critical hit must roll their attack again.
Only if both attack rolls hit do you suffer a critical hit, otherwise
damage is rolled as normal. Additionally should you fall to 0 hit
points, this effect immediately ends, but you are in stable
condition. You can only be stabilized by this feat once per day.
Special: You
may only benefit from the effects one Manifestation feat at a time.
If you activate a second manifestation feat, the first effect
immediately ends.
Horizon
Manifestation (Manifestation)
As
the sun cresting over the distant horizon, or the pull of a black
hole influences stars out to the edge of the galaxy, your solar
weapon may reach further than most. You may form your solar weapon
into a spear, whip, or other weapon with reach; or perhaps your
weapon orbits your body, striking further than your limbs alone
could.
Prerequisite: Solar
Weapon class feature
Benefit: You
may spend 1 Resolve Point as a swift action to grant reach to your
solar weapon for 1 minute.
Special: You
may only benefit from the effects one Manifestation feat at a time.
If you activate a second manifestation feat, the first effect
immediately ends.
Massive
Manifestation (Manifestation)
Be it
red giant or super-massive black hole, enormous stellar objects
dominate the galaxy around them. By borrowing that power your solar
weapon takes on tremendous size and striking ability, appearing as a
doshko, greatsword, or simply an oversized fist, but its swings
become sluggish.
Prerequisite: Solar
Weapon class feature
Benefit: You
may spend 1 Resolve Point as a swift action to improve the damage die
on your solar weapon from d6s to d10s; but your weapon gains the
unwieldy property. This effect lasts for one minute.
Special: You
may only benefit from the effects one Manifestation feat at a time.
If you activate a second manifestation feat, the first effect
immediately ends.
Neutrino
Manifestation (Manifestation)
Born
in the heart of stars, and even escaping from black holes, neutrinos
are so tiny and fast that they are hard to detect. Borrowing this
near mass-less state and speed your solar weapon becomes lighter,
allowing it added grace at the cost of power.
Prerequisite: Solar
Weapon class feature
Benefit: You
may spend 1 Resolve Point as a swift action to grant your solar
weapon the operative trait, but the damage dice are decreased to d4s. This effect lasts for one minute.
Special: You
may only benefit from the effects one Manifestation feat at a time.
If you activate a second manifestation feat, the first effect
immediately ends.
Sidereal
Enlightenment
You've
learned to tap into the either the crushing power of gravity or the
speed of light to overcome some of your physical short comings.
Prerequisite: Solar
Manifestation class feature
Benefit: When
wielding a solar weapon you may use your Charisma bonus instead of
your Strength bonus on attack (but not damage) rolls. When
manifesting solar armor you made add your Charisma bonus to your
armor class instead of your Dexterity bonus, but this bonus is still
limited by your armors maximum Dexterity bonus.
Solarian
Radical
While
most Solarians demand balance of themselves, not straying too far to
either energy or entropy, you've found power in the extremes of
darkness or light.
Prerequisite: 3
more photon revelations known than graviton revelations, or 3 more
graviton revelations known than photon.
Benefit: You
always are considered attuned in either photon or graviton mode,
whichever you have the most revelations for. Even out of combat or
unconscious you maintain this attunement. Additionally improve the
bonus to either reflex saves (graviton mode) or damage rolls (photon
mode) from your attunement by +1. However you can never enter or
become attuned to the opposite mode.
Stardust
Armor (Manifestation)
Suns
blast solar wind to the edges of their systems, and black holes are
surround with accretion disks. Just the same your armor can emit a
field out from you, absorbing damage even before it strikes you.
Prerequisite: Solar
Armor class feature
Benefit: You
may spend 1 Resolve Point in order to gain the effects of a Force
Field with a level equal to or lower than your Solarian level for 1
minute. After using this Manifestation you cannot use it again until
you take a 10 minute rest and spend Resolve to regain stamina.
Special: You
may only benefit from the effects one Manifestation feat at a time.
If you activate a second manifestation feat, the first effect
immediately ends.
Tachyon
Armor (Manifestation)
Faster
than light, and able to even escape even the gravity of a black hole,
tachyons everywhere, blazing through the universe invisibly.
Capturing a portion of their essence you increase your speed, being a
blur.
Prerequisite: Solar
Armor class feature
Benefit: You
may spend 1 Resolve Point as a swift action to accelerate for 1
minute. While accelerated you gain a +10 foot bonus to all your
movement speeds and on any turn in which you move at least 10 feet
you gain concealment.
Special: You
may only benefit from the effects one Manifestation feat at a time.
If you activate a second manifestation feat, the first effect
immediately ends.