The stars guide the planets with gravity, create life with light and heat, and utterly consume worlds in supernovas and black holes. The stellarian understands that these acts of creation and destruction are not opposites, but rather two parts of a natural, dualistic cycle. The stellarian seeks to be an agent of that cycle, an enlightened warrior with the ability to manipulate the forces of the stars themselves. Constantly accompanied by a mote of fundamental energy or entropy, the stellarian can shape this essence in combat to create weapons and armor of gleaming stellar light or pure, devouring darkness. Whether he apprenticed in a temple or came to his powers through personal revelation, the stellarian recognizes himself as part of an ancient tradition—a force of preservation and annihilation.
The stellarian is an archetype of the astrologian class.
Charismatic Astromancer
A stellarian uses his Charisma modifier instead of Wisdom for all other astrologian class features not replaced.
Class Skills
The stellarian gains Acrobatics, Bluff, and Diplomacy as class skills, but loses all Knowledge skills except for Dungeoneering and Local as class skills.
Weapon and Armor Proficiencies
A stellarian gains proficiency with simple and martial weapons. A stellarian also gains proficiency in light armor, medium armor, and shields (except tower shields).
This ability replaces the astrologian’s standard weapon and armor proficiencies.
Combat Prowess
A stellarian’s base attack bonus increases by two steps (from 1/2 BAB to Full BAB). Also increases the stellarian’s hit dice from d6 to d10. In addition, the stellarian’s Fortitude save progression becomes good.
This ability replaces spells, and MP Pool. Stellarians do not gain any spells or spellcasting ability, do not have a caster level, and do not count as having an astrologian spell list for spell trigger or spell completion magic items.
Limit Breaks (Su)
At 1st level, the stellarian receives the Limit Breaks (Cosmic Abyss and Solar Storm).
Cosmic Abyss (Su): This Limit Break allows the stellarian to cause a spatial implosion at a visible space within 100 feet as a standard action. The abyss is a stationary, visible shroud of void occupying a 20ft radius. When an enemy begins its turn in its radius or enters it, they must make a fortitude save (DC 10 + half astrologian level + CHA + the enemy’s size CMD bonus/penalty) or be moved 5ft closer to the center of the abyss (the four central tiles), also taking 2d6 bludgeoning damage plus 2d6 per four astrologian levels after 1st. This damage is doubled in the aforementioned center. Enemies within the radius have their speeds set to 5 feet and cannot take 5-foot steps. Creatures within the abyss can share spaces, and projectiles have a -10 penalty to hit against any creature in the radius. A projectile also cannot be fired beyond the abyss’ radius from within. Lastly, anyone slain within the phenomenon is crushed into nothingness and disappears; unattended objects are pulled 5ft and damaged each turn automatically with the same outcome. This limit break lasts for a duration of 1 round + 1 round per four astrologian levels after 1st
Solar Storm (Su): This Limit Break allows the stellarian to rain down solar energy on his enemies as a standard action. The stellarian causes radiant energy to burst in a 20ft radius at any visible space within 400ft, plus 40ft per astrologian level. Enemies within the radius take 2d6 fire damage plus 2d6 per four astrologian levels after 1st and are dazzled for 1 minute. A successful Reflex save (DC 10 + half astrologian level + CHA) halves the damage and prevents the dazzled condition.
These abilities replace the astrologian’s standard Limit Breaks.
Stellar Manifestation (Su)
At 1st level, the stellarian produces a mote of stellar energy that hovers near his hand. When combat begins, the mote automatically transforms into a piece of equipment that the stellarian wields as if drawn (the stellarian may choose to prevent this). The mote normally appears as starlight and sheds light in a 20ft radius in both passive and active forms, but may be shifted to appear as pure darkness as a free action, removing its light. Creatures other than the stellarian cannot affect the mote or its combat form unless the stellarian wills it, thus it cannot be sundered, disarmed, stolen, etc. The mote’s color and combat mode are chosen when the ability is obtained.
- Lunar Weapon: The stellarian wields the mote exactly as if using Stellar Weapon with some exceptions; its damage die is 1d4 and he may add his DEX modifier instead of STR to hit with it. At 3rd level, he may add his Dexterity modifier instead of Strength for damage rolls with the weapon as well.
- Stellar Armor: The stellarian forms his mote into a protective vestment, granting him a +1 deflection bonus to AC, increased to +2 at 10th level and increases by 1 every 5 levels thereafter. This bonus stacks with all other deflection bonuses. If the stellarian wears heavy armor, the mote is unable to form properly and returns to its passive form. At 5th level, the stellarian gains elemental resistance 5 to any one element (chosen when combat begins) while the vestment is active. The element may be changed as a move action. The elemental resistance increases by 5 at 10th level and increases by 5 every 5 levels thereafter. The vestment may be dismissed or reformed with a free action.
- Flare Shot: The stellarian wields his mote in one hand as a ranged weapon. This is a unique weapon that the stellarian is automatically proficient with. It has a range increment of 60 feet and deals 1d4 damage, increases by 1d4 at 6th level and every three astrologian levels thereafter. It rolls against regular AC, not touch. Any stellarian abilities that function with melee weapons also function with this weapon. The weapon deals either fire or ice damage and belongs to the firearms or crossbows weapon group. The weapon may have any sort of design. The design, group and damage type are chosen when the ability is obtained and may be changed whenever the stellarian levels up. The weapon may be “drawn” from mote form normally.
- Stellar Shield: The stellarian wields the mote in one hand as a barrier. This is a unique shield that the stellarian is automatically proficient with. It grants a +1 shield bonus to AC. As a move action, the stellarian may increase this bonus by 2 against one creature he sees until his next turn, this bonus increases by 1 at 5th level and every 5 levels thereafter. The stellarian gains the Improved Unarmed Strike feat while wielding the barrier and may make unarmed attacks with it. He cannot otherwise attack with the barrier. The barrier can have any sort of design, and the stellarian can change it whenever he levels up. The shield may be “drawn” from mote form normally.
- Stellar Weapon: The stellarian wields the mote in one hand and forms it into a one-handed melee weapon of his size. This is a unique weapon that the stellarian is automatically proficient with. The weapon deals damage equal to 1d6+STR, increased by 1d6 at level 6 and every three thereafter. When this ability is chosen, the weapon’s damage type is chosen between bludgeoning, piercing or slashing. The weapon has no special properties and a throw range of 10ft, but may assume any appearance. Its appearance and damage type may be changed whenever the stellarian gains a level. If the stellarian throws or drops the weapon, it returns to his side in mote form at the start of his next turn. The weapon may be “drawn” from mote form normally.
This ability replaces cantrips, spell proficiency, and synastry.
Stellar Mode (Su)
At 1st level, at the start of his first turn in combat, the stellarian can choose to enter graviton or photon mode (or neither). He may also enter, disable or swap to a mode as a free action that is only usable once per turn. When a mode is entered and whenever the stellarian starts his turn while in it, he gains 1 attunement, up to 3 maximum, which is considered fully-attuned. He may only be attuned to one mode at a time, and leaving a mode (by swapping or disabling) removes prior attunement.
The stellarian cannot use this ability outside of combat, and it depowers ten seconds after combat’s end. If the stellarian is knocked unconscious, this ability is disabled, but he may enter a mode as soon as he is conscious again even outside of his turn (he does not regain prior attunement).
- Graviton Mode: This mode symbolizes the void of space and empowers some of the stellarian’s other graviton-related powers. The stellarian gains a +1 insight bonus to Reflex saves while in this mode, increased by 1 at 9th and 18th levels.
- Photon Mode: This mode symbolizes the light of the stars and empowers some of the stellarian’s other photon-related powers. The stellarian gains a +1 insight bonus to all damage rolls, increased by 1 at 6th, 12th and 18th levels.
This ability replaces starglobe.
Stellar Revelation (Su)
At 1st level, the stellarian begins to study cosmic phenomena, learning the black hole and supernova stellar revelations. At 2nd level and every two thereafter, he learns an additional revelation. Revelations can only be selected once unless noted otherwise. Revelations always use the longer duration available (typically until the stellarian leaves the associated mode, as opposed to round-limited). The DC for saving throws imposed by revelations is (10 + half class level + CHA). Revelations are usable outside of combat, but this caps their duration at 1 round unless noted otherwise. All revalations are supernatural abilities. Only one “coat” revelation may be active at a time. If you’d benefit from two, you must choose one to disable.
Turmoil: A stellarian must maintain the balance of cosmic forces within himself. Having his Photon or Graviton revalations outnumber the other by more than one increases the cap of his attunement to 4, meaning that 4 attunement is required to reach fully-attuned status.
Graviton—Adapt-G: Choose three graviton revelations that the stellarian has not gained. When the stellarian is fully-attuned to graviton, he may choose to gain one of these revelations for as long as he is fully-attuned. Neither Adapt-G nor the temporary revelations count for Turmoil. The chosen revelations can be swapped when the stellarian levels up. Prerequisite: Astrologian 16.
Photon—Adapt-P: Choose three photon revelations that the stellarian has not gained. When the stellarian is fully-attuned to photon, he may choose to gain one of these revelations for as long as he is fully-attuned. Neither Adapt-P nor the temporary revelations count for Turmoil. Prerequisite: Astrologian 16.
Photon—Agile Ingress: The stellarian can increase the radius of his manifestation’s light to 40ft as a move action, lasting until his next turn; also, he may instead focus the light in a 5-foot-wide, 100-feet-long line, with the same duration. If he uses acrobatics to move through threatened spaces or through enemies, he may attempt to blind the enemy for 1 round using the light, imposing a Reflex saving throw. Once a creature attempts to save from this ability, it is immune to it for the encounter. Photon Mastery: creatures do not become immune to this ability.
Graviton—Agile Wavelengths: The stellarian can use his flare shot to attempt combat maneuvers using the weapon’s ranged attack as if it was a melee attack with reach equal to its range increment. While attuned to graviton, the stellarian gains a +2 insight bonus to combat maneuver checks. Prerequisite: Flare Shot manifestation.
Graviton—Gravity Armament: When the stellarian gains attunement to graviton, he may activate a known graviton revelation with prerequisites below 8th level that grants a property to wielded weapon/s, as a free action. Prerequisite: Astrologian 14.
Photon—Light Armament: When the stellarian gains attunement to photon, he may activate a known photon revelation with prerequisites below 8th level that grants a property to wielded weapon/s, as a free action. Prerequisite: Astrologian 14.
Photon—Astrologic Sense: Once per day, the stellarian can attempt to perform a divination. This is a full-round action that functions as augury, with the stellarian’s effective CL equal to his astrologian level for this purpose. If attuned to photon, the ability allows him to see an hour into the future instead of 30 minutes. Photon Mastery: the amount of time he can see into is doubled. Prerequisite: Astrologian 6.
Graviton—Attractive Force: As a move action, the stellarian can grant a weapon he wields the disarm property, lasting for a round or until not attuned to graviton. While attuned to graviton, a successful critical hit imposes a Reflex save, entangling the opponent for a round if failed. Prerequisite: Astrologian 6.
Photon—Awakened Flames: As a standard action, the stellarian can destabilize an opponent’s energy. Until the end of his next turn, the next time that opponent moves, they must make a Fortitude save against the burning status effect, dealing 1d6 fire damage per round, increased by 1d6 at 6th level and every 4 thereafter. While attuned to photon, a successful critical hit allows the stellarian to use this revalation as a free action against the target. Creatures affected by this revalation are immune to it for 24 hours. Photon Mastery: Creatures do not become immune to this ability.
Photon—Back Blast: When the stellarian uses his supernova revelation, as long as the area has atmosphere, he may cause the supernova to emit strong wind outwards from its center, dispersing smoke, fog and similar. As an immediate action usable for a turn after this, the stellarian may then divert the air back, repeating the strong wind with inverse direction, and causing creatures with the burning effect within the area to take fire damage equal to what their condition imposes (Reflex negates). Photon Mastery: Atmosphere no longer required, and enemies that fail their Reflex saves are flat-footed for 1 round. Prerequisite: Astrologian 6
Graviton—Devour Energy: As an immediate action, the stellarian can use his manifestation to absorb harmful energy, reducing any one instance of elemental damage he’d take by 5, increased by 5 at 10th and 20th levels. Graviton Mastery: usable on an ally within 30ft.
Graviton—Binary Shield: The stellarian can target two foes to increase his AC against when using his Stellar Shield. Prerequisites: Stellar Shield manifestation.
Graviton—Black Hole: While fully-attuned to graviton, as a standard action, the stellarian can attempt to pull any creatures within 20ft of him towards him; this range increases by 5ft at 5th level and every 4 thereafter. He can exclude creatures from this effect. Targets must succeed a Fortitude save or be moved 10ft towards the stellarian. Movement from Black Hole does not provoke attacks of opportunity. Obstacles do not block the ability, but do block its movement. Black Hole is considered a zenith revalation for purposes of other abilities, and immediately exits graviton mode on use.
Graviton—Eroding Blade: As a move action, the stellarian targets a creature within 30ft and gains a +1 bonus to weapon damage rolls against it, increased by 1 at 4th level and every 4 thereafter. This lasts for one round or until not attuned to graviton.
Photon—Blazing Orbit: When the stellarian uses his move action to move, he gains concealment against attacks made during movement, can choose to leave flames in his wake. If he does, spaces he passes through are set ablaze for 1 round, dealing 2d6 fire damage to anyone who moves into or through them. The stellarian can’t ignite spaces occupied by enemies with Blazing Orbit, and cannot ignite an area more than once. The damage increases by 1d6 at 8th level and every 2 thereafter. When attuned to photon, creatures damaged by the flames also gain the burning status effect (1d6 fire damage). Prerequisite: Astrologian 6.
Photon—Mana Disrupt: The stellarian can coat his weapons in disruptive energy as a move action. The next attack he lands against a creature capable of casting spells or using spell-like abilities is afflicted with a -2 penalty to the DCs of such abilities for 1 round. Prerequisite: Astrologian 10.
Graviton—Caustic Void: The stellarian can cause his manifestation’s elemental damage to be replaced with earth damage, either as a free action (toggle-able) or when he first forms it when combat starts. If his manifestation grants an AC bonus, it also grants earth resistance equal to (5 + half class level).
Photon—Celestial Aegis: The stellarian captures his own life force when he’d lose it. When he takes more than 2 damage, he can gain half of that amount as temporary hit points, rounded down, as an immediate action. Celestial Aegis cannot stack with itself, but higher values can override lower ones. It lasts for the combat. If attuned to photon, the stellarian also gains spell resistance against necromancy spells and spells with the ice, dark, and death descriptors, equal to (11 + class level). Prerequisites: Stellar Shield or Stellar Armor, Astrologian 14.
Photon—Celestial Clock: The stellarian syncs his timings with a pulsar, gaining supernatural reflexes and accuracy. This manifests as a +2 dodge bonus to AC against attacks of opportunity, the ability to make one extra attack of opportunity per turn, and the ability to perfectly tell and measure time at any moment, down to milliseconds.
Graviton—Constructive Interference: When the stellarian uses his armor to gain elemental resistance, he may designate two elements or choose to also gain the evasion feature against damaging effects with one chosen element.Prerequisite: Stellar Armor manifestation.
Photon—Corona: The stellarian envelops his body with searing plasma. He gains ice resistance 10, increased to 20 at 18th level, stacking with other resistances from the class, and adjacent creatures that hit him with melee attacks take 2d6 fire damage, increased by 1d6 at 12th, 15th and 18th levels. The plasma lasts until his next turn or until not attuned to photon. If attuned to photon, creatures that start their turns adjacent to the stellarian take half his astrologian level as fire damage as well. Prerequisite: Astrologian 6.
Graviton—Crush: The stellarian can attempt to crush a target with gravitational force as a standard action. The target must succeed on a Fortitude save or be staggered until their next turn. This affects constructs normally. If the target is staggered, the stellarian can maintain the effect as a move action on following turns, causing the target to remain staggered until it makes a successful save (made at the start of the target’s turns). While attuned to Graviton, Crush also imposes the stunned effect, but only on its first turn. Prerequisite: Astrologian 6.
Graviton—Crushing Force: As a move action, the stellarian can grant a weapon he wields the sunder property, lasting for a round or until not attuned to graviton. While attuned to graviton, hits with the weapon impose Foritude saves against the Fatigued condition. Graviton Mastery: +2 bonus to sunder checks with the weapon. Prerequisite: Astrologian 6.
Photon—Curving Flare: When the stellarian attacks with his Flare Shot as a standard action, he may attack an additional time with a -5 penalty (-3 if attuned to photon). He also ignores cover and obstacles when making attacks with the Flare Shot, unless the enemy is impossible to hit from any angle (or has cover from all directions). Photon Mastery: Penalty becomes -3 (-1 if attuned to photon). Prerequisites: Flare Shot manifestation, Astrologian 6.
Graviton—Phase Shift: The stellarian transforms his body into dark matter, temporarily becoming incorporeal as an immediate action, lasting until his next turn. Prerequisite: Astrologian 6.
Graviton—Darksight: The stellarian gains darkvision 60.
Graviton—Dark Matter: The stellarian gathers dark matter around himself as a move action, gaining DR 1/-, increased by 1 at 6th level and every 3 thereafter. This lasts until his next turn or while attuned to graviton. If attuned to graviton, the DR is instead equal to half of his class level.
Graviton—Debris Field: As a standard action, the stellarian forms a cloud of debris around himself. He gains concealment against ranged attacks until his next turn or while attuned to graviton. If attuned to graviton, the miss chance from concealment is 50% (but not considered total concealment). Prerequisite: Astrologian 10.
Graviton—Weightless: As a move action, the stellarian can fly up to his movement speed, then immediately fall down. At 12th level, he instead falls at the end of his turn and lands perfectly, taking no damage and not falling prone. The distance he can fly increases by 10 if attuned to graviton. Graviton Mastery: the distance increases by 20ft. Prerequisite: Astrologian 6.
Photon—Distant Burst: Any revelation (zenith included) that is centered on the stellarian can instead be centered on a visible spot within 20ft of him. If attuned to photon, the range is within 40ft instead. Photon Mastery: Range increased to within 30ft, or within 60ft if attuned.
Photon—Distracting Glare: The stellarian can passively pester creatures with his light. He may target a creature within 30ft as a move action, imposing a Fortitude save that gives it a -2 penalty on attack rolls on anyone but the stellarian on failure, lasting for 1 round or while attuned to photon.
Graviton—Siphon Agony: While attuned to graviton, the stellarian can use an immediate action when a creature within 30ft of him takes damage to inflict his class level as non-elemental damage to it. He then gains an untyped +1 bonus on attacks against that creature. The stellarian can use this revelation once per encounter, and the bonus lasts for the encounter. Graviton Mastery: Until end of combat, the affected creature takes bonus damage equal to the stellarian’s CHA modifier from his attacks. Prerequisite: Astrologian 6.
Graviton—Eclipse Counter: The stellarian may use his immediate action to attack a creature that makes a melee attack against him or an ally within threat range with a -8 penalty. This penalty is -4 if attuned to graviton. If his attack would strike the creature, it does not hit, and instead halves the damage of their attack. Prerequisite: Astrologian 4.
Photon—Explosive Meditation: When the stellarian enters combat while affected by Sidereal Influence, he may replace his bonus to initiative from his DEX to his CHA modifier. He gains temporary hit points equal to his CHA modifier when combat starts and may add his CHA modifier to any damage he deals once per round as a free action. This ability lasts for rounds equal to (CHA modifier/2), rounded down. Photon Mastery: Ability now lasts rounds equal to CHA modifier. Prerequisite: Astrologian 5.
Photon—Flare: The stellarian can start passively shedding light (dim, normal or bright) within a 30ft radius as a move action. While doing so, as a standard action, he may make the light flash, forcing a creature within 30ft to make a Reflex save or be blinded until its next turn. He can only target a creature with Flare once per encounter. Creatures that do not rely on sight are not affected by Flare. If attuned to photon, he may affect all enemies in the 30ft radius with the flash. Lastly, when the flash is used, instead of attempting to blind, the targets may be made dazzled until their next turn instead (no save).
Photon—Forceful Shield: As a full round action, the stellarian can make a melee attack with his stellar shield as if it were a stellar weapon. He can also use it as if it were a stellar weapon on the next attack of opportunity he makes until his next turn. He can designate the target with his shield as part of either attack. Prerequisites: Stellar Shield manifestation, Astrologian 10.
Photon—Gallant Rebuttal: While attuned to photon, as an immediate action, the stellarian can deal fire damage equal to his CHA modifier to an enemy designated by his stellar shield. Prerequisites: Stellar Shield manifestation, Astrologian 14.
Photon—Glow of Life: Once per day, the stellarian can recover hit points equal to twice his class level as a move action. When attuned to photon, he instead recovers thrice his class level. Photon Mastery: Usable as a free or immediate action. Prerequisite: Astrologian 6.
Photon—Brilliant Influence: The stellarian adds 1d8 rather than 1d6 to his skills when using Sidereal Influence. He also adds another skill from the photon list to be guided in. Prerequisite: Astrologian 10.
Graviton—Gravitational Lock: The stellarian can bind himself to an adjacent enemy as a move action. If the target attempts to move to a non-adjacent space, it must succeed on a Fortitude save or be prevented from doing so, losing the action it used to try to move. If the target stops being adjacent to the stellarian, the effect ends. The target treats allies other than the stellarian has having concealment due to the bind’s constant pull. Once a creature escapes or saves against this ability, it is immune to it for 24 hours.
Graviton—Gravitic Reinforcement: As a move action, the stellarian grants himself a +1 untyped bonus to his lowest saving throw for the rest of the encounter. If attuned to graviton, the bonus applies to all saving throws. This ability persists even if not attuned. The bonus increases by 1 at 8th, 14th and 20th levels.
Graviton—Gravity Anchor: As a move action, the stellarian links himself to a surface he is in contact with or an object he is holding. If linked to a surface, he gains a +4 bonus against bull rush, reposition, overrun and trip maneuvers, as well as any other attempts to move him; the bonus applies to saving throws against effects that move. If linked to an object, the object cannot be disarmed or stolen from him. Only one anchor may be active at a time. This revelation can be used as an immediate action when targeted by a maneuver, but only functions until the stellarian’s next turn in this case. Graviton Mastery: Both types of anchor may be used at once.
Graviton—Gravity Boost: The stellarian adds one third of his class level (minimum +1, rounded down) to Acrobatics, Climb and Swim. The stellarian can also choose to reduce falling damage he takes by half. At 6th level, the stellarian can move as if using spider climb, albeit his hands are free, and he can run; the stellarian is only affected by this ability during his turn, and falls unless accounted for (such as with a climb check) when his turn ends. While attuned to graviton, the bonus to skills doubles. Graviton Mastery: The stellarian can choose to fully negate falling damage, and may negate fallling damage for allies within 30ft.
Graviton—Gravity Grappler: The stellarian can impose his strength on foes at a distance. He can grapple foes within 30ft, increased by 5ft per CHA modifier. Affected foes are grappled as if the stellarian was occupying their space (chosen by the stellarian if the foe is larger than him), and thus cannot be moved to his location. He can also only affect them as if he was in their space, such as when repositioning. Opponents cannot assume control of the grapple or damage a stellarian who is grappling them with this ability, but can break free normally. The stellarian himself is still considered grappling while using this ability, visually straining and focusing on the target. If the target is moved within his range, he can begin grappling them normally instead of using Gravity Grappler, without interrupting the grapple.
Graviton—Gravity Hold: This revelation is used exactly as the grab spell. When attuned to graviton, he can use the ability to immobilize, lift or move a medium or smaller creature (Fortitude negates). An affected creature cannot move unless through teleportation. The stellarian also can’t lift a creature higher than 5ft off the ground with this ability. Whenever the stellarian spends a standard action to maintain the ability, the target can attempt a new save to end its effect. Once the effects are ended or a succesful saving throw is made, the target is immune to Gravity Hold for 24 hours.
Graviton—Gravity Shield: The stellarian grants himself a +1 dodge bonus to AC lasting for a round or while attuned to graviton. While attuned to graviton, he may instead manifest this ability as a floating disk that grants cover from attacks in a 15-ft cone. Once per turn, as a free action, he may change the direction the disk/cone faces. Prerequisite: Astrologian 14.
Graviton—Gravity Slam: When the stellarian uses the gravity surge revelation, he may attempt a bull rush maneuver as well. He may attempt it no matter the target’s positioning as long as they’re within 30ft. He may push the target in any direction, even choosing a non-linear path for the distance they travel. When attuned to graviton, if the target is pushed into another creature, he may attempt a trip maneuver as if using gravity surge on both creatures as a free action. Prerequisites: Gravity Surge revelation, Astrologian 10.
Graviton—Gravity Surge: The stellarian can ready a disarm or trip combat maneuver against a target within 30ft, replacing his STR (or DEX) with CHA for the roll. He also gains a +2 bonus to the maneuver. While attuned to graviton, a succesful disarm allows the stellarian to immediately wield the disarmed weapon or sheathe it as a free action (even if his hands are occupied), and a successful trip allows him to move the target up to 10ft in a direction. Prerequisite: Astrologian 6.
Graviton—Gravity Well: While attuned to graviton, as a full-round action, the stellarian can use his manifestation to attack a single target within range/reach. On a succesful hit, an area 10ft around his target becomes difficult terrain until the encounter ends. The stellarian ignores this difficult terrain. Graviton Mastery: the radius of difficult terrain is now 15ft. Prerequisites: Any manifestation but Stellar Armor, Astrologian 10.
Graviton—Heavy-handed: The stellarian can affect foes with combat maneuvers as if he were one size larger. If fully attuned to graviton, he can affect them as if two sizes larger. Prerequisites: Astrologian 10.
Graviton—Heavy Landing: Falling damage the stellarian would take is reduced by his class level, also reducing by his CHA modifier if attuned to graviton. This reduction in damage is stored. The next melee attack made within 1 round of storing prevented fall damage deals that amount as bonus non-elemental damage. Stored falling damage can stack but duration before the melee attack cannot refresh.
Graviton—Hunter’s Gloom: As a full-round action, the stellarian can distort his occupied space for 10 minutes or until he leaves it. The stellarian gains a +2 bonus to stealth checks, increased to +4 while making checks to snipe. He also benefits from his Sidereal Influence bonus to stealth (if any) even if the ability is disabled by combat. Prerequisite: Astrologian 6.
Photon—Hypnotic Glow: This ability is used as a standard action and functions as the charm spell, with a duration of one round per class level. At 9th level, it functions as charm monster. While attuned to photon, the stellarian can also use this ability as the command spell on any affected targets (no saving throw). A creature affected by Hypnotic Glow becomes immune to it for 24 hours. Photon Mastery: ability duration doubles. Prerequisite: Astrologian 6
Graviton—Implosion Shock: The turn after using the black hole revelation, the stellarian can unleash a shockwave on adjacent enemies, dealing 1d8 non-elemental damage and rendering enemies flat-footed (Fortitude halves damage and negates). The damage increases by 1d8 at 8th level and every 2 levels thereafter. Graviton Mastery: Affects enemies within a 10ft radius instead of adjacent. Prerequisite: Astrologian 6.
Graviton—Impossible Gravity: While attuned to graviton, the stellarian can use his gravity hold revelation on Large creatures. The range of the ability increases to 100ft and the maximum weight of affected objects becomes 10 pounds per class level, also doubling the maximum weight he can affect with it. Being fully-attuned to graviton quintuples the weight instead, lets the stellarian affect Huge creatures and lets him move objects up to 30ft with a move action. Prerequisites: Gravity Hold revelation, Astrologian 14.
Graviton—Heavy Announcement: When the stellarian succeeds on intimidate checks to demoralize, he can deal 1d10 non-elemental damage to the target/s or push them 5ft in a chosen direction. A fortitude save can halve damage or negate the push. The damage increases by 1d10 and the push distance by 5ft at 10th and 16th levels. A creature can only be affected by Heavy Announcement once per day. Also, these effects are perceived as part of the stellarian’s presence, not as an active attack.
Photon—Lightspeed Tread: The stellarian gains a +10ft bonus to his movement speed, also granting it to allies within 50ft of him. While attuned to photon, the bonus is +20ft. This lasts until his next turn or while attuned to photon. Once per encounter, the stellarian can teleport to a location within 50ft without provoking as a move action.
Photon—Orbital Awareness: As a full-round action, the stellarian may choose a 5ft space within 30ft of him, even if he has no vision of it. For the following 10 minutes, while within 30ft of that space, he can see as if he was standing in it. While outside, the range of this ability is 300 feet and it also grants darkvision 120 (from the space). Enemies witnessed from both the space and the stellarian himself cannot flank him. Prerequisite: Astrologian 14.
Photon—Astral Blessing: As a move action, the stellarian allows the next “coat” revelation he uses to affect an ally. Its duration is still based on the stellarian’s attunement (or lasts one round) but it cannot grant bonus damage. The revelation used does not have to be a photon revelation. Photon Mastery: After using this ability, you may use your next “coat” revelation as a full-round action to make it affect all allies within 30ft. Prerequisite: Any “coat” revelation.
Photon—Trailblazer: As a swift action, until his next turn, spaces the stellarian moves across are hallowed. Allies can move across these spaces without provoking attacks, and without detracting from the amount of distance they can move with an action. Prerequisite: Astrologian 10.
Photon—Particle Field: The stellarian grants himself 25 temporary hit points as a move action, lasting until his next turn or while attuned to photon. These temporary hit points renew by 4 at the start of his turns, or by 6 if attuned to photon. Prerequisite: Astrologian 14.
Graviton—Frost Coat: As a move action, the stellarian can convert all damage caused by his melee attacks into ice damage, lasting until his next turn or while attuned to graviton. While attuned to graviton, his melee attacks deal bonus ice damage equal to half his level.
Graviton—Void Coat: As a move action, the stellarian can convert all damage caused by his melee attacks into shadow damage, lasting until his next turn or while attuned to graviton. While attuned to graviton, his melee attacks deal bonus shadow damage equal to half his level. Prerequisite: Astrologian 6.
Photon—Radiant Coat: As a move action, the stellarian can convert all damage caused by his melee attacks into holy damage, lasting until his next turn or while attuned to photon. While attuned to photon, his melee attacks deal bonus holy damage equal to half his level. Prerequisite: Astrologian 6.
Photon—Plasma Coat: As a move action, the stellarian can convert all damage caused by his melee attacks into fire damage, lasting until his next turn or while attuned to photon. While attuned to photon, his melee attacks deal bonus fire damage equal to half his level.
Graviton—Reflection: While fighting defensively or using combat expertise or total defense, the stellarian may use an immediate action when a ranged attack misses them to aim it at a new target within 30ft, with a -4 penalty; if attuned to graviton, there is no penalty and the range is 60ft. The target is treated as the intended victim of the attack for all purposes if struck. Graviton Mastery: The stellarian may continue to use reflection on further attacks as free actions usable outside of his turn. If he misses, he cannot continue using reflection that turn. Each attempt (including the first) imposes a cumulative -2 penalty to further reflection attempts that turn. Prerequisite: Astrologian 6.
Photon—Shining Posture: When the stellarian uses his shield to designate an opponent, they take fire damage equal to 1d6+CHA the first time the stellarian strikes them with a melee attack each turn. If fully-attuned to photon, this damage is increased by half of his class level. Photon Mastery: ignores resistances. Prerequisites: Stellar Shield manifestation, Astrologian 6.
Photon—Shining Survival: As a full-round action, the stellarian creates a mobile shelter of light in a 10-foot radius around himself. Creatures within the shelter ignore all weather conditions, though not environmental ones (such as passive heat or cold). The shelter lasts its full duration out of combat, lasting until the stellarian wills it away as a free action, and may last overnight while asleep. In combat, the shelter blocks fog, smoke and such from entering its area. The shelter is see-through and conforms to terrain, never impeding the stellarian. Prerequisite: Astrologian 6.
Graviton—Orbital: Once per combat, as a standard action, while attuned to graviton, the stellarian conjures a Tiny, invincible void wisp. It shares initiative with him and is under his control. The wisp’s attack bonus is (class level + CHA). It has a melee touch attack which deals cold damage equal to 2d6+CHA, increased by 2d6 for every 2 levels beyond 12th. If fully attuned, the damage is also increased by half his class level. The wisp has a threat range of 5 feet and shares attacks of opportunity per turn with the stellarian; it has has the Stand Still feat (ignoring prerequisites) and can only make attacks of opportunity by using Stand Still (the stellarian makes the check). The wisp has an AC of 10, and though it takes no damage, if hit, it loses its feats and ability to threaten for the turn. It has a fly speed of 30ft with perfect maneuverability. The wisp vanishes after combat ends, if the stellarian isn’t attuned to photon, or after it makes attacks, including uses of Stand Still, equal to (class level/4), rounded down. Graviton Mastery: The black hole revelation can be centered on the wisp. Prerequisite: Astrologian 12.
Graviton—Astral Fortification: While stellar armor is active, critical hits on the astrologian have a 20% chance to become normal attacks (rolled before damage is applied). While attuned to graviton, the chance increaes to 40%. Prerequisites: Stellar Armor manifestation, Astrologian 14.
Photon—Starburst: While attuned to photon, the stellarian can use a full-round action to attack a foe within reach/range and within 30ft with his manifestation. On a successful attack, all creatures in a 10ft radius around the target (except the stellarian) must make Reflex saves or be afflicted with burning. This condition deals 2d6 fire damage, increased by 1d6 at 14th and 18th levels. Photon Mastery: damage increased by CHA modifier. Prerequisites: Manifestation other than Stellar Armor, Astrologian 10.
Photon—Satellite: Once per combat, as a standard action, while attuned to photon, the stellarian conjures a Tiny, invincible star wisp. It shares initiative with him and is under his control. The wisp’s attack bonus is (class level + CHA). It has a melee touch attack which deals fire damage equal to 2d6+CHA, increased by 2d6 for every 2 levels beyond 12th. If fully attuned, the damage is also increased by half his class level. The wisp has a threat range of 5 feet and shares attacks of opportunity per turn with the stellarian, and has the stellarian’s teamwork feats, though it cannot benefit from them directly. The wisp has an AC of 10, and though it takes no damage, if hit, it loses its feats and ability to threaten for the turn. It has a fly speed of 30ft with perfect maneuverability. The wisp vanishes after combat ends, if the stellarian isn’t attuned to photon, or after it makes attacks equal to (class level/4), rounded down. Photon Mastery: The supernova revelation can be centered on the wisp. Prerequisite: Astrologian 12
Photon—Soul Furnace: Once per encounter, the stellarian may use a move action to attempt a saving throw against any one effect afflicting him, using its original DC, and ending the effect if successful, even if it would require more saves to end normally. If attuned to photon, he may attempt saving throws against any number of effects afflicting him. Prerequisite: Astrologian 10.
Graviton—Stalwart Shield: The stellarian can grant his stellar shield elemental resistance as if it were stellar armor as a move action, lasting until his next turn or while attuned to graviton. He increases this elemental resistance by 5 against enemies designated with the shield. Graviton Mastery: Resistance applies to all elements. Prerequisites: Stellar Shield manifestation, Astrologian 10.
Graviton—Stealth Warp: The stellarian can grant himself a +4 bonus to stealth checks as a move action, lasting until his next turn or while attuned to graviton. While attuned to graviton, the stellarian can make stealth checks even while openly observed, as if using Hellcat Stealth, but without any penalty, by reflecting light from himself. Prerequisite: Astrologian 10.
Photon—Stellar Equilibrium: The stellarian can survive conditions of extreme heat and cold without the need to make saving throws, and no longer requires sustinence, though he sleeps as normal. While attuned to photon, the stellarian no longer needs to breathe and can traverse through vacuum conditions with no impediment. Also, the stellarian gains a +4 bonus on saves against poison and disease. Prerequisites: Stellar Armor manifestation.
Photon—Stellar Rush: The stellarian can perform a charge wreathed in flames. He charges a target as normal and must perform a bull rush at its end. If the bull rush succeeds, the target takes 2d6 fire damage, increased by 1d6 at 6th level and every 2 thereafter (Reflex halves). If attuned to photon, the bull rush attempt gains a bonus equal to his class level. If the target is pushed back by the bull rush, the stellarian may use a free action to instantly appear in a space adjacent to them. Cannot be used in the same turn as Tidal Surge. Photon Mastery: The stellarian takes no AC penalty from charging.
Graviton—Quantum Leap: The stellarian warps reality as if he was striking through an event horizon. He gains Lunge as a bonus feat, but it is usable only while attuned to graviton. When he uses Lunge while attuned to graviton, the increase to reach is by 5ft per 5 class levels. Once per turn, as a free action, he may instantly appear next to a target that he struck with Quantum Leap. Graviton Mastery: Lunge imposes no AC penalty. Prerequisite: Astrologian 10.
Photon—Gentle Ray: The stellarian takes no penalties for making non-lethal attacks. Prerequisite: Astrologian 6.
Photon—Pulse: Once per encounter, as a standard action, the stellarian can loose a beam of fire as a ranged touch attack with 400ft range, plus 40ft per class level. On hit, it deals 9d6 fire damage. If attuned to photon, the attack ignores concealment and has a +2 bonus to hit. Prerequisite: Astrologian 14.
Photon—Superlative Constellation: Photon revelations that are usable once per encounter are now usable thrice per encounter. Prerequisite: Astrologian 16.
Graviton—Superlative Nebula: When the stellarian uses a graviton revelation as a standard or move action, he may take an extra 5-foot step as part of the action. Once per encounter, when the Stellarian takes damage, he may use a move action graviton revelation as an immediate action. Prerequisite: Astrologian 16.
Photon—Supernova: While fully-attuned to photon, as a standard action, the stellarian can deal 1d6 fire damage per astrologian level to all creatures within 10ft (Reflex halves). At 9th and 17th levels, he can increase this ability’s range by 5 additional feet. Supernova is considered a zenith revalation for purposes of other abilities, and immediately exits photon mode on use.
Graviton—Tenebrous Bulwark: The stellarian uses his lost life force against opponents. When he takes more than 2 damage, as an immediate action, he can imbue himself with negative life force, causing his next attack to deal half of that damage as bonus ice damage. Prerequisites: Stellar Weapon or Flare Shot, Astrologian 14.
Graviton—Tidal Surge: When moving, the stellarian can halve his speed to ignore difficult terrain and always be treated as having a 10ft running start for jumps. If attuned to graviton, his movement is not halved when he uses this revelation. When the stellarian uses Tidal Surge, he leaves behind an invincible duplicate until the end of his turn, which he can use for flanking. The duplicate shares his feats and abilities, though it cannot act. As a free action usable once per Tidal Surge, the stellarian can swap positions with the duplicate. Cannot be used in the same turn as Stellar Rush. Prerequisite: Astrologian 6.
Photon—Two-Horizon Strike: The stellarian gains Cleave or a feat which lists it as a prerequisite as a bonus feat. While fully-attuned to photon, the stellarian may take an extra 5-foot step after landing the first hit of Cleave. Photon Mastery: Targets of cleave no longer need to be adjacent to one-another. Prerequisite: Astrologian 10.
Graviton—Graviton Mastery: The range of all graviton revelations (but not zenith revelations) is doubled. Graviton revelations that target a single creature may now target two. Lastly, the stellarian gains additional effects with some revelations (as specified by their descriptions). Prerequisite: Astrologian 16.Photon—Photon Mastery: The radius of any photon revelations (but not zenith revelations) expands by 10ft. Any photon revelations that last for 1 round (or while attuned to photon) now last 3 rounds (while not attuned to photon; duration cannot be refreshed). Lastly, the stellarian gains additional effects with some revelations (as specified by their descriptions).Prerequisite: Astrologian 16.
Photon—Ultraviolet Pulse: As a standard action, the stellarian can divert UV rays towards an unsuspecting enemy, imposing a -1 penalty to saving throws for 1 round or while attuned to graviton. If attuned to graviton, the stellarian can instead affect all creatures within a 10ft radius of him with the revelation. If the stellarian uses a Zenith revelation, the effects persist for that round even if the stellarian loses attunement (and may be continued normally by attuning to photon afterwards).
Graviton—Unpredictable Gravity: The stellarian disrupts the gravity of a creature within 30ft as a standard action. The next time it moves from its space, it becomes flat-footed, and it treats all terrain as difficult terrain. A fortitude save negates both effects. At end of each of its turns, the target can attempt another Fortitude saving throw to end these effects. If attuned to graviton, a confirmed critical hit allows the stellarian to attempt to inflict this revelation on the target as a free action. Once a creature resists this ability, it is unaffected by it for 24 hours.
Photon—Visionary View: The stellarian can grant himself low-light vision and darkvision with a range of 60ft as a full-round action. The effect lasts for 12 hours. The stellarian can maintain the effect for rounds equal to his CHA modifier while not using Sidereal Influence on photon skills or while not attuned to photon. Prerequisites: Selected Perception with Sidereal Influence, Astrologian 6.
Photon—Intercepting Light: While attuned to photon, the stellarian can reduce damagen take by an ally other than himself within 30ft by his astrologian level as an immediate action. Photon Mastery: reduction increased by CHA modifier. Prerequisite: Astrologian 6.
Photon—Brilliant Nimbus: The stellarian can infuse the light of his Flare revelation with brilliant energy, giving allies in the area the effects of the death ward spell. The stellarian may also allow it to affect enemies if he wishes. This lasts for 1 round or while attuned to photon. It takes a standard action to maintain this effect. If fully attuned to photon, it instead takes a move action. Finally, when a creature is blinded by Flare, it takes holy damage equal to his class level. Prerequisites: Flare revelation, Astrologian 10.
Graviton—Warp Perception: When the stellarian uses Sidereal Inflluence for graviton skills, he can also attempt a disguise check as a free action. He gains a bonus on the check equal to half his class level. The disguise lasts for up to 12 hours and magically modifies his appearance, not requiring any items or clothing. The stellarian can maintain the disguise for rounds equal to his CHA modifier while not using Sidereal Influence on graviton skills or while not attuned to graviton. Prerequisites: Selected Disguise with Sidereal Influence, Astrologian 6.
Graviton—Weapon Orbit: As a standard action, the stellarian can make a melee attack with his weapon as if it had 30ft reach. If he hits, he adds his CHA modifier to the weapon’s damage instead of STR (or DEX). This ability attacks with the weapon remotely, and returns it to the stellarian’s hand immediately after the attack. If attuned to graviton, the stellarian may instead perform a special full attack, functioning exactly as the Whirlwind Attack feat but using the 30ft reach granted by Weapon Orbit. Prerequisite: Astrologian 6.
Graviton—Weighty Infleunce: The stellarian adds 1d8 rather than 1d6 to his skills when using Sidereal Influence. He also adds another skill from the graviton list to be guided in. Prerequisite: Astrologian 10.
This ability replaces prescience, astrology secrets, and advanced astrology secrets.
Attunement Surge (Su)
At 3rd level, the stellarian can expend attunement to empower himself in various ways. This is a free action that costs (and thus requires) 2 attunement. He is considered fully-attuned during the turn he uses attunement surge for the purposes of his other abilities, but cannot use zenith revelations unless actually fully attuned. The stellarian may empower himself in the following ways:
- For the rest of the encounter, he gains the Nimble Moves feat. If he already has it, he gains Dodge, Mobility, or a feat that lists either as prerequisites.
- For the rest of the encounter, the stellarian gains Fast Healing 2, stacking with other sources of Fast Healing, but not with itself.
- For the rest of the encounter, while attuned to graviton, his insight bouns to Reflex saves applies to all saving throws.
- For the rest of the encounter, while attuned to photon, he also adds a 1d4 to his insight bonus to damage rolls, though it only applies against one target for multi-target spells and/or attacks.
This ability replaces lightspeed and essential dignity.
Combat Meditation (Su)
At 5th level, once per encounter, as a full-round action, the stellarian may attempt a DC20 Charisma check. On a failure, the stellarian gains an attunement point for his current mode. On a success, he gains two.
At 15th level, this ability only requires a standard action.
At 20th level, it only requires a swift action.
This ability replaces clear mind.
Sidereal Influence (Su)
The stellarian lerans to use cosmic forces to guide him even outside of battle. At 5th, 11th and 17th levels, he chooses two skills, one from the photon list and one from the graviton list, to become guided in. The stellarian can then assume either photon or graviton guidance by meditating for 1 minute. Once completed, this ability allows the stellarian to roll a 1d6 and add it as insight bonus to skill checks from guided skills of the side he attuned to. This ability does not function in combat.
- Graviton Skills: Bluff (Cha), Disguise (Cha), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex)
- Photon Skills: Perception (Wis), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Survival (Wis)
This ability replaces the heavenly paths and neutral sect.
Aftershock (Su)
At 7th level, the stellarian briefly warps reality when he uses a zenith revalation (including black hole and supernova), granting him an additional effect until the end of his next turn, depending on the mode associated with the zenith revelation used.
- Graviton: The stellarian chooses to either gain a +1 bonus to AC or replace replace his Dexterity bonus to AC with a Charisma bonus.
- Photon: The stellarian uses Charisma for all attack and damage rolls, and the next attack he hits an enemy with gains a damage bonus equal to his Charisma modifier.
This ability replaces astral guidance.
Zenith Revelations (Su)
At 8th level, the stellarian gain two powerful zenith revelations: one photon revelation and one graviton revelation. He gains two more at 17th level. Using a zenith revelation requires the stellarian to be fully-attuned to the respective mode, and renders him unattuned. All zenith revelations are supernatural abilities.
Graviton—All Shall Kneel: The stellarian converts his cosmic mastery and willpower into gravity directly. As a move action, he generates a 20ft-radius aura around himself. Creatures that end their turns within the aura must make a Fortitude save or become exhausted. At 17th level, creatures that fail their saves are instead pinned until their next turns. The aura lasts for 1 round, plus 1 per four astrologian levels, but ends immediately if the stellarian attunes to photon.
Photon—Constellation Blast: As a standard action, the stellarian causes a chain reaction of explosions akin to the reactions of stars. He creatures up to three 10ft-radius bursts (centered) within 60ft of himself, which cannot overlap. Creatures within the bursts take 5d6 fire damage, increased by 1d6 per 2 class levels beyond 9th (Reflex halves). At 17th level, the stellarian can create up to five bursts.
Graviton—Dark Matter Cluster: The stellarian creates a region of total darkness spanning an amount of 5ft squares equal to his class level in a connected area. This darkness blocks all sight, even darkvision and effects that see through magical darkness. The stellarian can see through it, but not even his allies can. The darkness cannot be displaced in any way until it runs out after rounds equal to the stellarian’s class level.
Graviton—Fear Horizon: The stellarian drains the very hope of his enemies with his gravitation power. As a standard action, all enemies in a 30ft emanation with a CR equal or less than his class level become frightened for 1 minute (Will negates). At the end of each of its turns, an afflicted creature can attempt a new saving throw to end the effect prematurely. This is a mind-affecting fear affect, but affects even creatures that are mindless or immune to fear.
Graviton—Void Beckoning: With a chant that takes 1 round to complete, the stellarian invites cosmic creatures to join his side. This functions as the highest summon monster spell the stellarian could cast. His caster level is equal to his astrologian level for the sake of this ability. Chosen creatures must have the shadow subtype. Using this ability while its summons (or the summons from Stellar Incursion) are present instantly returns the prior summons to their place of origin. The creatures persist for normal spell duration outside of combat.
Graviton—Gravity Crush: The stellarian releases a wave of crushing force as a standard action. This is a 30ft cone that he aims in a direction. Each creature within the cone takes 1d6 bludgeoning damage per 2 class levels, and is knocked prone (Fortitude halves and negates). In addition, the cone’s area becomes difficult terrain for the rest of the encounter. At 17th level, creatures that fail the save are exhausted. Using Gravity Crush removes difficult terrain from its prior uses.
Photon—Miniature Star: As a standard action, the stellarian creatures a simulated star. This is a 10ft-radius sphere originating from the astrologian’s occupied space (or one of them, if larger than medium). Any creature that starts its turn within the sphere takes 1d6 fire damage per 2 class levels, and any creature that starts its turn adjacent to the sphere takes half of that damage. At 17th level, the star is now a 15ft-radius sphere, and moving through it or its adjacent spaces needs twice as much movement as normal. The star remains for 1d4+1 rounds, and remains in place even if the stellarian moves away. THe stellarian is immune to the star’s effects, and may have it not affect allies as well.
Graviton—Nebula Storm: As a standard action, the stellarian creates up to three 10-ft-radius-bursts (centered) within 60ft of himself, which cannot overlap. These areas last for his astrologian level and impose difficult terrain. Creatures that start their turns within the bursts take 3d6 bludgeoning damage, plus 1d6 per 3 class levels after 8th (Fortitude halves). At 7th level, the stellarian can create up to five bursts. The stellarian is not affected by the bursts, and he may exclude allies from them as well.
Photon—Particle Wave: As a standard action, the stellarian temporarily becomes a Large “swarm” of photon particles. He gains a swarm attack which deals 4d6 fire damage, swarm defenses, swarm immunities, and a fly speed equal to his land speed with perfect manouverability. The stellarian loses his normal modes of movement and attack and any active abilities that rely on his physical form or items. He also loses any AC bonus granted by armor or shields (but not by his manifestations). This form can be maintained for rounds equal to class level, and the form can be ended as a standard action. The swarm attack damage increases by 1d6 per 3 class levels beyond 8th. At 17th level, creatures damaged by the swarm attack must make a Reflex saving throw or be blinded for a round.
Graviton—Quantum Trap: The stellarian makes a melee touch attack against a creature as a standard action. If he hits, the creature must succeed on a Will saving throw or be shunted out of reality for 1d4 rounds, otherwise functioning as Maze but offering no check to escape early. At 17th level, the stellarian can use an immediate action when he hits a creature with the touch attack. If the creature fails its saving throw, the duration is now half of the stellarian’s class level.
Photon—Ray of Light: As a move action, the stellarian becomes a ray of light and moves to any open space he can see. This is not extraplanar movement, but cannot be reacted to without godly reflexes or the use of time magic. Barriers that block, reflect or scatter light are considered solid objects for the sake of this ability’s pathing. At 17th level, the stellarian can touch an ally when he uses this ability to convert them to light as well, placing them in an adjacent location upon arrival.
Photon—Stellar Acceleration: As a standard action, the stellarian applies the Haste effect to himself and allies within 30ft for a minute, then makes a full attack. At 17th level, the duration of Haste is doubled and its speed increase becomes 60ft (to a maximum of three times the creature’s normal speed).
Photon—Stellar Incursion: With a chant that takes 1 round to complete, the stellarian invites cosmic creatures to join his side. This functions as the highest summon monster spell the stellarian could cast. His caster level is equal to his astrologian level for the sake of this ability. Chosen creatures must have the fire subtype. Using this ability while its summons (or the summons from Void Beckoning) are present instantly returns the prior summons to their place of origin. The creatures persist for normal spell duration outside of combat.
Graviton—Starquake: As a move action, the stellarian can move up to his speed without provoking attacks of opportunity. Any creature adjacent to his path of movement takes 1d8 bludgeoning damage and must succeed on a Reflex save or be knocked prone and made flat-footed for a round. Affected creatures do not need to be on the ground to be affected, and flying creatures fall to the ground on a failed save. Damage increases by 1d8 for every 3 class levels beyond 8th. At 17th level, the stellarian can move doubles his speed with this ability.
Photon—Stellar Rebirth: The stellarian touches a fallen creature as a standard action. As long as the target was dead for no more than 2 rounds, it is restored to life with 1 hit point and 1 negative level which lasts 24 hours. This ability is prevented by death effects, targets becoming undead, and significant bodily damage.
Graviton—Time Dilation: The stellarian projects a gravity wave in a 30ft cone as a standard action. He may exclude creatures from the cone’s effects. Creatures within the cone must make a Fortitude save or be affected by the slow status effect for rounds equal to the stellarian’s class level. At 17th level, even on a successful saving throw, the creatures are slowed for 1 round.
Graviton—Wormholes: The stellarian creates two wormholes, occupying two visible spaces, one of which must be adjacent to the stellarian. Wormholes show their destination visibly, and any creature stepping into a wormhole is instantly transported to a space adjacent to its pair without interrupting its action/s. Wormholes can affect creatures of any size despite only occupying 5ft. The stellarian may mentally choose to deny a creature the use of a wormhole as a free action usable at any time. At 17th level, the stellarian can create three wormholes (the visible destinations shuffle when observed), and creatures may choose which wormhole to exit at. Wormholes are extradimensional travel. They last for 1 round per 2 clas levels, rounded down.
These abilities replace sect powers.
Stellar Paragon (Su)
At 13th level, the stellarian harbors cosmic energy within himself passively. When he’d gain attunement (by entering a mode or starting his turn in it), he gains two instead of one. As a move action, he may target a light source within 30 feet and cause it to cease emitting light for an hour, or cause an unattended object to become a light source, emitting light as a torch.
Additionally, once per day, the stellarian can choose to gain 3 attunement when he first enters a mode in combat. Also once per day, he may swap modes as a free action, without losing attunement.
This ability replaces far seer and read the stars.
Destiny Realized (Su)
At 19th level, any critical threats made against the stellarian only confirm if the second roll results in a natural 20 on the die. Any critical threats he scores with an attack are automatically confirmed.
This ability modifies destiny realized.